Snake Sellors
Hellstorm Inc League of Infamy
201
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Posted - 2014.07.17 13:17:00 -
[1] - Quote
1st Lieutenant Tiberius wrote:/!\ Regeneration ability /!\
Leave scouts the ability to tank enough defenses but take away their regenerative prowess, force scouts to use their cloak, speed or mobility to seek longer downtime to recover.
I can assault much better with a ck.0 Scout with 4 shield extenders and 2 shield regulators, at 50 hp/s shield regen and a delay that is under 2 seconds I can maintain my 453 shields throughout multiple engagements, all while my Combat Rifle or ScR chews through any and all opponents.
I should be saying this about my Assault suit and not my scout suit.
Improved regeneration ability allows the Assault to maintain the frontline and have it be priority for defending units to eliminate quickly, because if left alive it can easily kite and outlast any defending heavy by using its mobility and clever use of cover to regenerate it's health and re-engage quicker than it would take a heavy to repair itself.
As an Amarr Assault user I have no use for more health, I need the ability to continuously engage the enemy and maintain a front line, I don't want to be a tanked out heavy I wan't to be a mobile assault force, and I believe that regenerative abilities will allow me to do so; I already run 2 complex reps and 2 plates on my Amarr Assault, but it is still inadequate.
this is where I think your problem lies, your struggling to find the assault role again because it's been taken by the scouts, who run faster, have the ability to three shot heavies, or use the same rifles as the assault from the same ranges, carry remotes which get used as extremely powerful grenades. and they run around killing with them.
I know this is a fps, every role should be able to kill, etc. but really this is the role of assaulting a position, scouts are supposed to be ewar specialists. they are supposed to be running ahead giving away enemy positions, sabotage via uplinks etc, although some still use them for that type of play most don't. the cloak was supposed to be for scout use, i.e stealth, sneaking. instead it's use for outright attack. scouts very rarely run away from the enemy when they turn the cloak on.
don't get me wrong I have no problem with that, I'm just pointing out that except for the cloak that's where the assault suit should be, just with more hp.
also you people asking for more grenades but refusing extra equipment slots.... are you insane?
. firstly you could carry grenades and res., theres your extra grenade and it kills most things outright. they can be swapped with proxies for those lavs and havs. that's out and out damage there. .you can carry extra ammo those who like things like the plc, where ammo is scarce .you can carry armour hives to set up a heal spot to help hold ground captured for the logies and heavies to arrive. (in theory)
this is all things the assault should be able to do, I would suggest a pg/cpu reduction or possibly boosts that apply to "assault" equipment like on the res, much the same way as scouts get there bonuses for the cloak?
I don't run assault but it seems to me they are supposed to fill the main infantry role, and the word assault basically means to attack. they should also cost less than a lot of the other suits to offset the extra deaths
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