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RKKR
The Southern Legion Final Resolution.
975
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Posted - 2014.07.16 16:55:00 -
[31] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks I can theoretically kill lots with a armor hive and an ammo hive...
THEORY .
REALITY is what we need. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
311
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Posted - 2014.07.16 16:55:00 -
[32] - Quote
RKKR wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses.
haha are you kidding?
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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RKKR
The Southern Legion Final Resolution.
975
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Posted - 2014.07.16 16:58:00 -
[33] - Quote
501st Headstrong wrote:RKKR wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses. haha are you kidding?
Atleast you make a distinction between logi/Slayer, Like in fitting equipment will use necessary CPU/PG to make a slayer fit. People are still going to use scouts for assaults anyway. |
DeathwindRising
ROGUE RELICS
444
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Posted - 2014.07.16 17:05:00 -
[34] - Quote
RKKR wrote:501st Headstrong wrote:RKKR wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses. haha are you kidding? Atleast you make a distinction between logi/Slayer, Like in fitting equipment will use necessary CPU/PG to make a slayer fit. People are still going to use scouts for assaults anyway.
Of course. The scout assaults already said that if passive perma scans are still on scouts, they don't have a reason to use assaults.
How do you kill something that knows where you are, what direction you're facing, can cloak, has the same dps as you, moves faster, jumps higher, has an extra equipment slot, and doesn't need to fit stealth mods to retain it's ewar advantage?
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
89
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Posted - 2014.07.16 17:09:00 -
[35] - Quote
i thought the assault was supposed to be the scissors for dealing with paper, thats some heavy paper on those scouts
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2355
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Posted - 2014.07.16 17:12:00 -
[36] - Quote
501st Headstrong wrote: The reason I rallied this post is because while the Assaults are a defined role, other roles already kill better than them. You will not find a role that can kill better than a heavy, not with the HMG DPS. What you can do however is make the Assault a suit that LOVES to push. Speed helps it keep up with Scouts and use their intel, but don't buff their stamina. A bonus to module effeacy allows Assaults that are hurt to fall back, and then return. Again, not as fast as scouts, but not so frickin slow that they need a Logi to heal, not unless they stack 700 armor.
While Assaults should be the 2nd fastest suits, they should be no means be able to match the speed of the Scout. If anything they should have a lot of stamina so they can keep moving, rather than burst of speed which is really more rewarding for the scout role which is about flanking and gathering information before the rest of the team is already in the shithole.
As for the HMG, yes, within its range it should be devastating, however the Assault should be the king of killing anything outside that range, and it's currently not. It needs to have the skills and damage output to be able to be a mid range specialist, mowing down heavies before they get into range. Medium suits in general need to have bonuses which makes them extremely good at active tanking and regenerating HP quickly as this is particularly well suited for the mid-range fighter.
Like my ideas?
Pokey Dravon for CPM1
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Soraya Xel
Abandoned Privilege Top Men.
2899
|
Posted - 2014.07.16 17:16:00 -
[37] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
I'm kinda against. I think deciding between nanohives and drop uplinks is good. I don't want to give assaults too much flexibility in this regard. A nanohive and an uplink on every assault suit is a truly powerful option.
I'd like to be your CPM1 candidate
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MINA Longstrike
1024
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Posted - 2014.07.16 17:21:00 -
[38] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
As much as I'd like it, Logi's would then need a minimum of 4 slots at advanced to properly differentiate them from assaults. I myself would run nanite injector + nanohive on my assaults which would I feel make me *too* independent of actual logistical support, and I imagine most people would run similar things.
Assaults should be about being able to repeatedly engage people with a primary light weapon - Right now the Amarr currently fills this role the best due to how *good* they make their races light weapons function. Gallente could be quite good (though dispersion and kick aren't *as* noticeable as something like heat buildup).
The key functions to a functional assault role are: Fast turnarounds, standard to above average HP, and increased weapon functionality. If we're given relative hitpoint independence (unlike heavies, who repair really slowly unless there is a logi present), we need either ammo, scans, drop uplinks or injectors things that we should be forced to choose one thing from and that should make any logi a welcome addition to the party.
If you have three or four assaults with two slots, they can provide ammo, uplinks, injectors, and even scans with redundancy.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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JRleo jr
Xer Cloud Consortium
55
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Posted - 2014.07.16 17:52:00 -
[39] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks I can theoretically kill lots with a armor hive and an ammo hive... That's a bad way to assault though...
Max level brony.
My special magic is trolling.
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Sgt Kirk
Fatal Absolution
6552
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Posted - 2014.07.16 18:50:00 -
[40] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. eeewww no. That's disgusting, absolutely appalling.
see you space cowboy...
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DUST Fiend
Onslaught Inc RISE of LEGION
14605
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Posted - 2014.07.16 19:17:00 -
[41] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. This sounds like the most unimaginative solution possible.
Why would you go for a second equipment on the slayer over a second grenade, which, you know, would actually help them slay?
The Future
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KEROSIINI-TERO
The Rainbow Effect
1159
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Posted - 2014.07.16 19:21:00 -
[42] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
yes ONLY if it would come along with adding a new type of 'assault' equipment: see The Dark Cloud's thread here
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
914
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Posted - 2014.07.16 19:39:00 -
[43] - Quote
Pokey Dravon wrote: Assaults need to have a specific role they're designed around, not some generalist role . So your tying to fit them in a box ?
The thing that I like about what CCP is doing with the scouts is that they seen where they went wrong and they fixed it , those who use scouts as light assaults would have done so because of their displeasure with the current bonuses that assaults have .. the only one that I like is when they gave the skill for weapons because that let the advanced assault fit damage mods and pro weapons and that's more offense than they were use to without maxing the tree branch , which a lot of newer players could not take advantage of ... so in a since it was giving them a taste of what they could have with the branch investment along with the role bonus ( Like reload skills and such ) , so that gives one incentive to skill more and focus on that role to improve their performance which should be promoted , but what Vrain is doing is not penalizing one for thinking out side the box .. like I use to Caldari assault before I started using Amarr Logi for the side arm and all , for anti-vehicle as well and also ran scanners and e-war while laying spawns , without the shared bonus and sniped also performing more than just frontline assault .. which is how it should be played .
The commando cant really be adaptive and to the EQ question , that suits needs a grenade slot and another EQ slot .. but the assault should be the platform that promotes creative game styles and play and not be constrained by certain role based bonuses that place them in a box , where independent thought is not taken advantage of .
Where there obvious differences are not highlighted , like Gal's ability to armor tank and rep at the same time or the fact that threw using rangers , they can see better or regulators they can gain a shield recharge benefit . Amarr the same and use stamina and kincats .
Causing creative thinking outside the constraints of a " Box " should be promoted and not excluded .
I can understand where he is coming from in his approach and appreciate it as well .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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wiseguy12
Ancient Legion
38
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Posted - 2014.07.16 19:45:00 -
[44] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks I can theoretically kill lots with a armor hive and an ammo hive... I personally love this idea. the possibilities are endless.
Eye of the Reaper
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
914
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Posted - 2014.07.16 19:46:00 -
[45] - Quote
DUST Fiend wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. This sounds like the most unimaginative solution possible. Why would you go for a second equipment on the slayer over a second grenade, which, you know, would actually help them slay?
I'm sure Fiend knows that your just trying to do your job sir but he does make a point there .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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wiseguy12
Ancient Legion
38
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Posted - 2014.07.16 19:51:00 -
[46] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:DUST Fiend wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. This sounds like the most unimaginative solution possible. Why would you go for a second equipment on the slayer over a second grenade, which, you know, would actually help them slay? I'm sure Fiend knows that your just trying to do your job sir but he does make a point there . Think about it this would allow those bonuses previously mentioned scanner= scan increase Nanohives=extra ammo etc.
Eye of the Reaper
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2361
|
Posted - 2014.07.16 20:02:00 -
[47] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Pokey Dravon wrote: Assaults need to have a specific role they're designed around, not some generalist role . So your tying to fit them in a box ? The thing that I like about what CCP is doing with the scouts is that they seen where they went wrong and they fixed it , those who use scouts as light assaults would have done so because of their displeasure with the current bonuses that assaults have .. the only one that I like is when they gave the skill for weapons because that let the advanced assault fit damage mods and pro weapons and that's more offense than they were use to without maxing the tree branch , which a lot of newer players could not take advantage of ... so in a since it was giving them a taste of what they could have with the branch investment along with the role bonus ( Like reload skills and such ) , so that gives one incentive to skill more and focus on that role to improve their performance which should be promoted , but what Vrain is doing is not penalizing one for thinking out side the box .. like I use to Caldari assault before I started using Amarr Logi for the side arm and all , for anti-vehicle as well and also ran scanners and e-war while laying spawns , without the shared bonus and sniped also performing more than just frontline assault .. which is how it should be played . The commando cant really be adaptive and to the EQ question , that suits needs a grenade slot and another EQ slot .. but the assault should be the platform that promotes creative game styles and play and not be constrained by certain role based bonuses that place them in a box , where independent thought is not taken advantage of . Where there obvious differences are not highlighted , like Gal's ability to armor tank and rep at the same time or the fact that threw using rangers , they can see better or regulators they can gain a shield recharge benefit . Amarr the same and use stamina and kincats . Causing creative thinking outside the constraints of a " Box " should be promoted and not excluded . I can understand where he is coming from in his approach and appreciate it as well .
You act like I want them to have a pre made fit that cant be changed, and thats far from the truth. Im saying that as a player, when I go into a Specialty suit, I want to feel like it actually has a specialty. Giving the the Assault a bunch of minor "indirect" bonses doesn't make it a better slayer suit, it just makes it slightly better suit than it was at level 1. Suits should be flexible, yes, thats why we have all these neat modules and slots and equipment to customize with. But when you train into a speciality suit, those bonuses it get should encourage you to use that suit to play a certain role. Giving the Assault "Generalist" roles does not encourage a certain kind of playstyle, and thus I can't agree with it.
Now if you wanted to give generalist bonuses to the Medium Frame? ******* sweet, I love that idea. But the Assault Bonuses should scream "THIS IS THE SUIT YOU WEAR GO TO KILL PEOPLE" and minor upgrades to reload and sprint speed and all kinds of indirect stats doesn't do that. Like I said I don't want to sound like I'm shitting on the idea, because its a pretty legit idea, but Id rather see it applied to Medium Frame suits instead of Assaults specifically.
Like my ideas?
Pokey Dravon for CPM1
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1st Lieutenant Tiberius
0uter.Heaven
2111
|
Posted - 2014.07.16 20:08:00 -
[48] - Quote
/!\ 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.
The Sinwarden of 0uter.Heaven
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6326
|
Posted - 2014.07.16 20:21:00 -
[49] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks I can theoretically kill lots with a armor hive and an ammo hive...
I can't even fit a sufficient ammo hive on my usual Assault fits, let alone an armor hive in a -second- equipment slot. Even with 35 skills at level 5.
Hell, this suit doesn't even have anything in the equipment slot because it's too hard to fit.
Useful Links
Aeon Amadi for CPM1
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
4
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Posted - 2014.07.16 20:24:00 -
[50] - Quote
501st Headstrong wrote:RKKR wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses. haha are you kidding?
Remove my equipment slot and let me go tank on some light frames. More?? No, absolutely not. Suite is for killing. Team is gor support. |
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Paladin Sas
Pro Hic Immortalis
401
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Posted - 2014.07.16 20:41:00 -
[51] - Quote
@op, i think adding more bonuses to soft skills on a racial basis instead of a blanket upgrade is definitely the right way to go. i LOVE the reload bonus on the calass... one of the greatest bonuses ever.
@rattati, omg, please! another equipment slot would be amazing to help with the versatility of the assault suit, i miss the double equip of closed beta. and please, for the love of all that is holy, do not remove the calass reload bonus. it is truly amazing for pushing objectives |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
316
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Posted - 2014.07.16 21:38:00 -
[52] - 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.
I like this idea as well. Perhaps make the overarching Assault bonus a bonus to Renegerative Modules? Or should we keep the Weapon Fitting reduction? I just don't want to touch the damage bonus on the Commando, because CCP can't give Respecs, and a solution that avoids that is more easy to install. Furthermore, the Assault should not be the Killing suit. What would be the point of the Commando? It'll be slower, less DPS than Assaults, vulnerable to Scouts and Heavies, it would hold no purpose, and it would gimp the Suit. The Assault should be able to run after Scouts, and push a point due to their regen. The bonus to Clip size aids in suppression, and out shooting hostiles who would have to reload. Uplink spawn reduction time makes this say, "This is the suit that will get you in the fight more quickly" Furthermore reload bonus is the Commando. You can't change those, what bonus would the Commando get then? As I've said,
Scout- Arrive to objective, cloaked or battling point defense scouts. Relay enemy counts as well as cause a little havoc with RES. Take out enemy uplinks around the point
Assault- Pushing the Point, suppressive fire, gets the ball rolling. Enemy cannot come out to stop support because Assaults are suppressing
Commando- Arrives next, uses damage to murder pesky scouts, mop up other hostiles, lock down the battlefield. Possibly carry AV to stop tank reinforcements, depends on the player.
Logis- May show up a few seconds after the Assaults because of the speed mods, may come with the Heavy. Give the additional ammo, scans, reps, etc needed, add a little extra firepower.
Heavies- Last. They come in to deal with the left over heavies that outlast the onslaught.
This is the Arrival Scheme. Scout Assaults can be scout assaults, however they will be late to spawn in, can't fire as long, among other features that Vrain's suggestion has
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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Aardicus
G0DS AM0NG MEN General Tso's Alliance
64
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Posted - 2014.07.16 22:09:00 -
[53] - Quote
Interesting Ideas presented so far. I'd like to add my 2 cent.
I feel the Assault class should be representative of the immortal nature of our mercs as well as the motto of constant pressure.
Soooo, the overall Assault suit bonus is a new equipment slot, that is already filled with a nano injector..... that is for use on yourself only. Skilling into the suit increases shields/armor regained when revived. And reduces the cooldown for the skill.
The racially specific part for each suit would be manifested in a cost (isk) reduction (ie 10% per level) so that 'spammin' assault suits would be fiscally viable. Even at proto level. Gallante get isk reduction to Gallente Assaults, etc.
The net result would be people would feel more comfortable pushing objectives as an Assault because:
a) the isk cost of doing so wouldn't be as prohibative if one is suitable skilled into the assault class and
b) the odds of being able to self revive, will again mitigate cost, since you wouldn't lose a suit everytime you died, and would help in pushing of objectives by regaining ones feet.
This is my thoughts on the matter.
µòൢ¦n+ÜtƒÑs++tƒÑs+¦n+îtÖ+µê¦S+쵫ån+¢S+ìtƒÑs++FÇîtƒÑs+¦n+îS+Çsï¥S+ÇF¦án+¢S+ìtƒÑs++n+îS+ìtƒÑs+¦n+ŵê¦s+൫åpÇé
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
614
|
Posted - 2014.07.16 22:46:00 -
[54] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
no equipment slots should be a support thing aka logi....
give them an extra grenade slot! |
Sgt Kirk
Fatal Absolution
6557
|
Posted - 2014.07.16 23:13:00 -
[55] - Quote
Seymour KrelbornX wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. no equipment slots should be a support thing aka logi.... give them an extra grenade slot! I honestly think Assaults should just get more grenades than other suits.
see you space cowboy...
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Atiim
Fooly Cooly. Anime Empire.
10567
|
Posted - 2014.07.16 23:24:00 -
[56] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. This would be a good step in the right direction, but it'd need to be coupled with a CPU/PG increase as well.
The Snack That Smiles Back, Tankers!
-HAND
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
915
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Posted - 2014.07.17 01:31:00 -
[57] - Quote
Pokey Dravon wrote:
You act like I want them to have a pre made fit that cant be changed, and thats far from the truth. Im saying that as a player, when I go into a Specialty suit, I want to feel like it actually has a specialty. Giving the the Assault a bunch of minor "indirect" bonses doesn't make it a better slayer suit, it just makes it slightly better suit than it was at level 1. Suits should be flexible, yes, thats why we have all these neat modules and slots and equipment to customize with. But when you train into a speciality suit, those bonuses it get should encourage you to use that suit to play a certain role. Giving the Assault "Generalist" roles does not encourage a certain kind of playstyle, and thus I can't agree with it.
Now if you wanted to give generalist bonuses to the Medium Frame? ******* sweet, I love that idea. But the Assault Bonuses should scream "THIS IS THE SUIT YOU WEAR GO TO KILL PEOPLE" and minor upgrades to reload and sprint speed and all kinds of indirect stats doesn't do that. Like I said I don't want to sound like I'm shitting on the idea, because its a pretty legit idea, but Id rather see it applied to Medium Frame suits instead of Assaults specifically.
The " indirect bonuses " are what give that role the most flexibility and ability to " kill " more ways then one so if that isn't special then I don't know what is .
Those bonuses do not place constrains on a role forcing it to be one thing and as far as mid suits bonuses , I have mentioned that a long time ago but now I'm like ... meh , none of the basic suits have bonuses so whatever .
Sprint speed helps to flank opponents and attempt to counter strafe scouts .
Any kind of rep enhancements help longevity of the combatant .
There are obvious highlights from other proposals that would help the fighter stay in the fight and be a force in many different ways at the same time .
I don't mind the difference in opinion , it gets all thoughts on the table for improvements but I see what he mentioned and I understand how it would help .
Help the overall role playing experience .
People will be calling it OP three days after any changes , many will complain unless CCP takes the right direction and listen .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
319
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Posted - 2014.07.17 02:02:00 -
[58] - Quote
Aardicus wrote:Interesting Ideas presented so far. I'd like to add my 2 cent.
I feel the Assault class should be representative of the immortal nature of our mercs as well as the motto of constant pressure.
Soooo, the overall Assault suit bonus is a new equipment slot, that is already filled with a nano injector..... that is for use on yourself only. Skilling into the suit increases shields/armor regained when revived. And reduces the cooldown for the skill.
The racially specific part for each suit would be manifested in a cost (isk) reduction (ie 10% per level) so that 'spammin' assault suits would be fiscally viable. Even at proto level. Gallante get isk reduction to Gallente Assaults, etc.
The net result would be people would feel more comfortable pushing objectives as an Assault because:
a) the isk cost of doing so wouldn't be as prohibative if one is suitable skilled into the assault class and
b) the odds of being able to self revive, will again mitigate cost, since you wouldn't lose a suit everytime you died, and would help in pushing of objectives by regaining ones feet.
This is my thoughts on the matter.
This is an interesting idea bud. Wouldn't these be the only suits used however in PCs with low Clone Counts, being able to Self Revive is pretty big, and it probably would require a client change because it is an entirely different Nanite. Still, +1
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2167
|
Posted - 2014.07.17 02:53:00 -
[59] - Quote
Pokey Dravon wrote:Vrain Matari wrote: Lastly, the assault suit needs to be a generalist's suit, so some of it's bonuses have to be generic and apply broadly to all races and many playstyles. These soft buffs do that, and they do it in a hot fixable fashion.
I completely disagree. Assault, like Logistics and Sentinels and Scouts, are specialty suits. They're supposed to be focused on a particular facet of gameplay and should have bonuses that push it towards that specific facet. Frame Suits on the other hand ARE generalist suits, so if you applied a bonus like this more towards Frame Suits, Id be a lot more supportive of it. However, Assaults need to have a specific role they're designed around, not some generalist role You make a good point. Tbh, these were always the sorts of bonuses i imagined would be best for the frame suits.
In fact, you've reminded me that on my old prioritization list from way back when DUST still had a future, i had resolving the roles of the basic frames much higher up on the list than re-working the specialist suits. Thinking was frame bonuses would be general, specialist bonuses would be role based.
Still would really prefer to sort out the basic frames first, but i'm guessing there's zero traction for that approach right now.
PSN: RationalSpark
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3804
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Posted - 2014.07.17 03:46:00 -
[60] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
Honest question... you either love equipment spam or hate logi suits, which is it?
Because the proliferation of equipment slots is getting a little crazy. You could serve the purpose you suggest with those hives better just by increasing regen and giving all assault suits an ammo bonus, all without further cheapening equipment slots.
(The godfather of tactical logistics)
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