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Thread Statistics | Show CCP posts - 6 post(s) |
Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 04:18:00 -
[61] - Quote
So. I have read all of the replies and comments, and it seems that while the community can agree that assaults need to be the best mid-range fighter. Capable of dealing significant damage to heavies, staying mobile for long periods of time while not actually moving faster than the speed oriented scouts, and a passive repair buff that keeps them able to push the frontlines of combat without having to rely too heavily on a logi. Yet no one can agree on what buffs should be made?
No wonder the fixes are always so shoddy and half-hearted! Everyone is too busy debating their ideals, when all you should be doing is helping to refine the original proposal.
Darkness shrouds as Fire purges. I am the Wraith.
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The-DON of-DOT-MAFIA
The DOT MAFIA
43
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Posted - 2014.07.17 05:51:00 -
[62] - 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 bought into Destiny for my kids, and after looking at some vids of what it is I found what it's not.
What I noticed is the lack of team revives. If you could sew a needle in this pocket that you mention and make it soley for this purpose you would differentiate DUST and it's core teamwork principles.
Ya, people Rambo Revive and that bugs some players, but honestly not seeing needles bugs me more. I play to win so KDR is not in the calculus.
Infantry is used to find, close with, and then kill the enemy-so if it's not survivability nor lethality related it is not necessary. |
Aardicus
G0DS AM0NG MEN General Tso's Alliance
65
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Posted - 2014.07.17 07:17:00 -
[63] - Quote
501st Headstrong wrote: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
Well, I'm not a programmer so I don't know what is possible and what isn't given the current state of development in Dust. These were simply my thoughts on the matter.
I don't know that they would be the only suits used in PC, though they would definitly become viable maybe. As it stands now how many Assault suits do you see in a competative PC?
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Floyd20 Azizora
Forty-Nine Fedayeen Minmatar Republic
64
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Posted - 2014.07.17 07:40:00 -
[64] - 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. only if logis get a 3rd slot at basic would this be an option. assaults needs more competitive cpu and pg(cal and gal mainly), more base hp(move away from scouts), and cal/gal need a better racial bonus(spool/charge up time on rails?)(rof on blasters? maybe a slight nerf to AR's to make up) |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1518
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Posted - 2014.07.17 07:59:00 -
[65] - Quote
Pokey Dravon 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. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment.
Actually in closed beta assaults had two equipment slots. It was useful but not op and did not invalidate logi.
Unfortunately Rattati, I don't think a second equipment slot is going to fix assaults. The need changes to help them aggress more affectively.
Fun > Realism
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CCP Rattati
C C P C C P Alliance
4430
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Posted - 2014.07.17 11:22:00 -
[66] - Quote
This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
S0VER31GN
1456
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Posted - 2014.07.17 11:26:00 -
[67] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) I'm thinking give them the 2% damage per level that commandos have, and give commandos 20% increased magazine size and max ammo. Then give each assault one bonus for their racial rifle, and one bonus for their racial tank.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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DeathwindRising
ROGUE RELICS
462
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Posted - 2014.07.17 11:49:00 -
[68] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
is the pg/cpu for the 2nd equipment slot in addition to the 10% buff across the board?
the 10% looks good but comes short of being enough for a 2nd piece of equipment.
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CCP Rattati
C C P C C P Alliance
4432
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Posted - 2014.07.17 12:23:00 -
[69] - Quote
DeathwindRising wrote:CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades is the pg/cpu for the 2nd equipment slot in addition to the 10% buff across the board? the 10% looks good but comes short of being enough for a 2nd piece of equipment.
not inclusive, but the second equipment is really debatable anyway.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 12:31:00 -
[70] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades is the pg/cpu for the 2nd equipment slot in addition to the 10% buff across the board? the 10% looks good but comes short of being enough for a 2nd piece of equipment. not inclusive, but the second equipment is really debatable anyway. 15% minimum is required for caldari suits...as they are the only assault that I know of that needs a cpu mod to fit anything.
Max level brony.
My special magic is trolling.
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
6
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Posted - 2014.07.17 12:41:00 -
[71] - Quote
I like all these changes except the equipment slot.what would stop someone from running a needle and a split rep tool? Plust all those buffs I wouldn't expect to see but one or two min logi's in pc as the assault would be so much better to kill scouts sneaking up on the logi train. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8811
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Posted - 2014.07.17 13:07:00 -
[72] - Quote
I am not in favor of assaults gaining a second equipment slot at all, as it may have the side effect of making them a little too self-sufficient (or at least a lot more self-sufficient than other roles).
Amarr are the good guys
Their way of the Commando seems right and noble
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JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 13:08:00 -
[73] - Quote
Aero Yassavi wrote:I am not in favor of assaults gaining a second equipment slot at all, as it may have the side effect of making them a little too self-sufficient (or at least a lot more self-sufficient than other roles). Nor do I want it, lol.
Max level brony.
My special magic is trolling.
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Snake Sellors
Hellstorm Inc League of Infamy
201
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Posted - 2014.07.17 13:17:00 -
[74] - 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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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8812
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Posted - 2014.07.17 13:20:00 -
[75] - Quote
Snake Sellors wrote: I know this is a fps, every role should be able to kill, etc.
Don't think of it as a first person shooter, think of it as a first person war game. Now sure, every role should be able to kill. Currently every role can kill. However, not every role needs to kill equally as well as every other.
Amarr are the good guys
Their way of the Commando seems right and noble
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xAckie
Ghost. Mob
427
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Posted - 2014.07.17 13:36:00 -
[76] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
Why do you think this? Genuine question. We are all assaulting in scout suits because: better speed, precision, range, recharge and delay stats, 2 equip slots and some of us can go invisible (cloaks should have their dampner bonus removed, you should be able to flank unseen but if within radius picked up)
How will what you offer change this? |
Stefan Stahl
Seituoda Taskforce Command
688
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Posted - 2014.07.17 13:49:00 -
[77] - Quote
CCP Rattati wrote:not inclusive, but the second equipment is really debatable anyway. I strongly advise against the second assault equipment slot. I'm still of the opinion that the second equipment slot on scouts was an unnecessary buff. Let's leave something to the Logi-role that isn't repping a heavy. |
Fox Gaden
Immortal Guides
3891
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Posted - 2014.07.17 13:49:00 -
[78] - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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xAckie
Ghost. Mob
427
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Posted - 2014.07.17 13:51:00 -
[79] - Quote
Fox Gaden 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.
yes |
Fox Gaden
Immortal Guides
3893
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Posted - 2014.07.17 14:03:00 -
[80] - Quote
xAckie wrote:Fox Gaden 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. yes Why?
Why would an Assault need two equipment slots? Assaults are designed to work in groups. If you have 4 Assaults in a squad you have 4 equipment slots to work with.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Stefan Stahl
Seituoda Taskforce Command
688
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Posted - 2014.07.17 14:03:00 -
[81] - Quote
CCP Rattati wrote:Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor Two points to add to this: 1. The Assault suit doesn't have enough ehp to compete with the Scouts and Sentinels in their current state. Raising base ehp is a change in the right direction that also buffs new players. Remember that 100-150 ehp is a ~10-20% buff in itself. This is a big plus already. 2. If people have enough CPU/PG they will always fit ehp modules in all their slots. This may lead to less interesting fittings.
Solution: Buff base ehp a bit and see how it works out. Put CPU/PG buff for Assault suits on the list for hotfix Delta. Change one thing at a time and keep iteration time low. |
xAckie
Ghost. Mob
427
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Posted - 2014.07.17 14:07:00 -
[82] - Quote
Fox Gaden wrote:xAckie wrote:Fox Gaden 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. yes Why? Why would an Assault need two equipment slots? Assaults are designed to work in groups. If you have 4 Assaults in a squad you have 4 equipment slots to work with.
Once Scout got 2 why move from that suit to assault (in current state)? It was the same problem when logi assault was a thing - people used this suits for the added equip slots. By giving Assault there is less of a reason for people to be dragged to the other suits. e.g. With Logis having four equip slots those who want to logi will |
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
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Posted - 2014.07.17 14:37:00 -
[83] - Quote
xAckie wrote:CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades Why do you think this? Genuine question. We are all assaulting in scout suits because: better speed, precision, range, recharge and delay stats, 2 equip slots and some of us can go invisible (cloaks should have their dampner bonus removed> if cloaks must exist, you should be able to flank unseen but if within radius picked up) How will what you offer change this? E.g. we assault heavies so the EHP wont help. I agree with the equipment slot increase. Or for Cal: If you want the assault to assault the caldari suit recharge and delay between scout and assault should be swapped. Also precision/ range needs to be (slightly) improved.
I'm basically fine with the extra equipment slot. I mean fitting another slot for drop uplinks would do a whole lot to the team and for me. However, the pg/cpu needs to be a reasonable amount to fit two equipments.
The Blazing Intellect Machine
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
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Posted - 2014.07.17 15:04:00 -
[84] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
Can we get a rough estimate what the new assaults shield/armor and PG/CPU going to be like.
The Blazing Intellect Machine
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2380
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Posted - 2014.07.17 15:34:00 -
[85] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
More HP and PG/CPU are reasonable.
Equipment is a no no. Yes you can argue that a repping nanohive makes you a better slayer, but only for point defense which should not be a trait of the Assault. Assaults need to be extremely mobile killing machines, not something that encourages people to camp / be psudo Sentinels or Logistics.
I strongly advise you to NOT change the rate of fire. Rate of fire is a tool used to control minimum range in weapons, specifically the mentality that lower fire rate is poor for close range (Rail Rifle) where high fire rate is quite good for close range (Assault Rifle). While ROF increases DPS, it also modifies that minimum range. The issue with this is that shorter ranged weapons such as the Assault Rifle will gain close to no benefit from a decrease in minimum range, whereas a Rail Rifle would gain a huge benefit. This causes certain weapons of the same class to benefit from the bonus far better than others. If you want to up DPS, increase the damage per shot, not the fire rate.
Medium Suits as a whole should be focused around powerful HP regeneration. They should have the shortest downtime between engagements and I firmly believe both Assaults and Logistics should share in these defensive capabilities (Logistics to a lesser extent)
Racial Weapon Support skills are great. Yes Commando and Assault are redundant, we can't remove commandos, but don't be afraid to make them similar. Good reload speed makes to Commando proficient with light AV weapons which typically have small magazines, whereas Assaults should get support skills for Anti-Infantry weapons. The magazine size/suppression concept for Commandos is also one worth looking at (just be prepared for Shield HAV pilots calling for nerfs when a Commando runs up with 2 Plasma Cannons that can each fire twice without reloading), but I would still feel comfortable if both Commandos and Assaults received the DPS bonus.
Grenades bonuses are great idea for Assaults.
Like my ideas?
Pokey Dravon for CPM1
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idlerowl
Old-Type
2
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Posted - 2014.07.17 15:40:00 -
[86] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
NICE
I hope the difference between Scout becomes clear |
Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 16:34:00 -
[87] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) I'm thinking give them the 2% damage per level that commandos have, and give commandos 20% increased magazine size and max ammo. Then give each assault one bonus for their racial rifle, and one bonus for their racial tank.
Now we're getting places...
Darkness shrouds as Fire purges. I am the Wraith.
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Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 16:49:00 -
[88] - Quote
Now I have a question. If assault is supposed to be 'the' frontliner's choice, why do the scouts have the layout and stats to 'Assault' more effectively than an Assault? Futhermore, why are heavies aquiring the damage bonus when they have heavy weapons that are already more than capable of wiping out a room of lighter suits?
In order for the Assault suits to work in an assault role, other suits need to be optimized for what they're made for.
Darkness shrouds as Fire purges. I am the Wraith.
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RedPencil
Abandoned Privilege Top Men.
54
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Posted - 2014.07.17 16:56:00 -
[89] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
Will you considering add 1 H/L slot to all Adv and Std Assault? Right now scout and assault have the same number (Adv 5, Std 4).
Beware paper cut M[;..;]M
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MINA Longstrike
1027
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Posted - 2014.07.17 17:25:00 -
[90] - Quote
CCP Rattati wrote:This is coming together quite nicely
Charlie YES - More PG/CPU, playing around with numbers, maybe 10% across the board YES - More EHP, 100 to 150 ehp, racially consistent to shields/armor YES/NO - Another equipment slot, maybe only ADV and PRO, including the necessary PG/CPU
Delta Another Role bonus, ROF, damage, TBD, ammo capacity bonus, Racial efficacy bonuses, f.ex. GA to dmg mods and/or reps, etc. Caldari reduction to Rail Rifle kick, spool up time Gallente, ROF(unless role bonus) Fitting/capacity bonus to Grenades
I'm much happier with the increased PG/CPU and increased armor/shields (though I feel it may be a little too low and would shoot for 15-30 points higher). Shield delays and recharge values *must be looked at on assaults*, currently they're so low that in truth it takes an armor tanker less time to get their total armor back than it does for a shield tanker to get their total shield back - even with regulators factored in.
Increases of +10 or +15hp/second (I'm looking at around 40hp/sec on min / cal assault) would immediately place the assault suit back into an incredibly desireable place, as that's one of the places where scouts are really contentious with assaults. I have seen a *ton* of 4 complex shield extender cal scouts running around because of a few factors 1) small hitbox, 2) incredibly low base delays and 3) once you start to recharge you get your total shield hp in less than 10 seconds, 4) low profile and high scan range allows you to pick fights when its advantageous to you.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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