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Thread Statistics | Show CCP posts - 6 post(s) |
Terram Nenokal
Molon Labe. General Tso's Alliance
358
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Posted - 2014.07.17 17:45:00 -
[91] - 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.
When the C-II assault suit existed, there was absolutely no reason to have a logi. The bonus to equipment fitting on logis helps, but blurring roles like that isn't the way to go. |
Yosihisa Mozzare
Nyain San General Tso's Alliance
43
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Posted - 2014.07.17 17:48:00 -
[92] - Quote
Why not add an special equipment for assaults? like the cloak field for Scouts.
For example,"Acceleration module" if you activate it, you can move faster and jump higher during some period of time, but it enlarges your profile and sounds noisy Enemies must find you are charging, but you have chance to dodge their bullets and leave them behind with amazing speed!
now Scouts pierce a defense line stealthily, in contrast, new assaults do it recklessn+în+Ö. Doesn't it sound cool? |
Terram Nenokal
Molon Labe. General Tso's Alliance
358
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Posted - 2014.07.17 17:56:00 -
[93] - Quote
Yosihisa Mozzare wrote:Why not add an special equipment for assaults? like the cloak field for Scouts. For example,"Acceleration module" if you activate it, you can move faster and jump higher during some period of time, but it enlarges your profile and sounds noisy Enemies must find you are charging, but you have chance to dodge their bullets and leave them behind with amazing speed! now Scouts pierce a defense line stealthily, in contrast, new assaults do it recklessn+în+Ö. Doesn't it sound cool?
Jet packs bro, jet packs. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2380
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Posted - 2014.07.17 18:06:00 -
[94] - Quote
Yosihisa Mozzare wrote:Why not add an special equipment for assaults? like the cloak field for Scouts. For example,"Acceleration module" if you activate it, you can move faster and jump higher during some period of time, but it enlarges your profile and sounds noisy Enemies must find you are assaulting, but you have chance to dodge their bullets and leave them behind with amazing speed! now Scouts pierce a defense line stealthily, in contrast, new assaults do it recklessn+în+Ö. Doesn't it sound cool?
Already spoke to CPM0 about this, Devs wont do it because they don't want to add an active equipment module that doesn't have a visual indication that it's active (such as the scout cloaking field effect), and since they can't add any visual indication, they don't want to do it.
Like my ideas?
Pokey Dravon for CPM1
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11425
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Posted - 2014.07.17 18:15:00 -
[95] - 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
Charlie YES to all that stuff NO to another equipment slot
Delta YES to other role bonus IF damage, if not damage, keep current fitting bonus. ROF as a role bonus would be useless for some weapons (like the SCR). YES to spool/kick reduction bonus for Caldari YES to ROF for Gallente, but be very careful with that NEUTRAL about the grenade thing, just don't make it a racial or role bonus. If you mean the grenade bonus as some built-in thing on the suit that isn't tied to any skill (you weren't really clear), please do the same for damage mods.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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TechMechMeds
Techs Laboratory
3917
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Posted - 2014.07.17 18:25:00 -
[96] - 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...
Assaults are supposed to kill, they do not need to be busying themselves with equipment and wasting time being a pseudo logi.
Give them a regen bonus so they can rep between/in fights more efficiently.
Make them racial bonuses as well.
Minmatar and caldari get shield RECHARGE bonuses.
Gallente gets an armour rep bonus that stacks with their current one.
Amarr gets a bonus to ALL armour repairs so they can also enhance those reactive plates.
Done, now they can regen more efficiently in and in between fights. This also makes them more self sufficient at.........
*drum roll*
Slaying.
o7.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Yosihisa Mozzare
Nyain San General Tso's Alliance
43
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Posted - 2014.07.17 18:35:00 -
[97] - Quote
Pokey Dravon wrote:Yosihisa Mozzare wrote:Why not add an special equipment for assaults? like the cloak field for Scouts. For example,"Acceleration module" if you activate it, you can move faster and jump higher during some period of time, but it enlarges your profile and sounds noisy Enemies must find you are assaulting, but you have chance to dodge their bullets and leave them behind with amazing speed! now Scouts pierce a defense line stealthily, in contrast, new assaults do it recklessn+în+Ö. Doesn't it sound cool? Already spoke to CPM0 about this, Devs wont do it because they don't want to add an active equipment module that doesn't have a visual indication that it's active (such as the scout cloaking field effect), and since they can't add any visual indication, they don't want to do it. Its sad to hear that. I guess many players want something like this and its ideal for emphasizing the role of assaults.
If they need a visual indication,the assaults with this equipment active would shine brightly.maybe RED. why cant Devs add any visual indication? are they too busy to develop new items? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2380
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Posted - 2014.07.17 18:38:00 -
[98] - Quote
Yosihisa Mozzare wrote: why cant Devs add any visual indication? are they too busy to develop new items?
Yes. That and lack of manpower. I suspect the number of people working on Dust now is extremely small.
Like my ideas?
Pokey Dravon for CPM1
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Yosihisa Mozzare
Nyain San General Tso's Alliance
43
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Posted - 2014.07.17 18:43:00 -
[99] - Quote
Pokey Dravon wrote:Yosihisa Mozzare wrote: why cant Devs add any visual indication? are they too busy to develop new items?
Yes. That and lack of manpower. I suspect the number of people working on Dust now is extremely small. Plus it would likeley require a client update which isn't going to happen in the foreseeable future.
Thankyou for your answering. I hope DUST development go active again... or Legion is released early. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2380
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Posted - 2014.07.17 18:46:00 -
[100] - Quote
Yosihisa Mozzare wrote:Pokey Dravon wrote:Yosihisa Mozzare wrote: why cant Devs add any visual indication? are they too busy to develop new items?
Yes. That and lack of manpower. I suspect the number of people working on Dust now is extremely small. Plus it would likeley require a client update which isn't going to happen in the foreseeable future. Thankyou for your answering. I hope DUST development go active again... or Legion is released early.
Well just because new art assets can't be added doesn't mean there are not other cool things we can do to make Dust a better game. Right now the focus should be on balancing what's broken, but in time we can move onto getting a little more creative within our limitations.
Like my ideas?
Pokey Dravon for CPM1
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Yosihisa Mozzare
Nyain San General Tso's Alliance
43
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Posted - 2014.07.17 18:54:00 -
[101] - Quote
Pokey Dravon wrote:
Well just because new art assets can't be added doesn't mean there are not other cool things we can do to make Dust a better game. Right now the focus should be on balancing what's broken, but in time we can move onto getting a little more creative within our limitations.
Its the best description of our situation,I understood well. |
Fox Gaden
Immortal Guides
3900
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Posted - 2014.07.17 19:04:00 -
[102] - Quote
xAckie wrote: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 My statement was not based on current state. Assault should be made to be better at applying DPS and having fast regen with a reasonable HP buffer. Adding an equipment slot is not the correct way to fix Assault suits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3900
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Posted - 2014.07.17 19:09:00 -
[103] - Quote
Pokey Dravon 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 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. I fully support everything Pokey posted here. It is spot on.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3900
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Posted - 2014.07.17 19:14:00 -
[104] - Quote
Alena Ventrallis wrote: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. Agree, but on the racial tank bit I specifically feel any tanking bonus should be for regen rather than buffer.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Killer's Coys
Prima Gallicus
39
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Posted - 2014.07.17 20:00:00 -
[105] - 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
What about shield regen for Caldari ? |
DeathwindRising
ROGUE RELICS
466
|
Posted - 2014.07.17 21:09:00 -
[106] - Quote
when CCP rebalanced assault ships and heavy assault ships, they gave them three things to help separate them as a role from other ships.
more dps
more eHP
more speed
more capacitor
3 of those things would help assault suits right now. we know were getting more eHP. we should also get more dps.
capacitor doesnt exist for us, but it can be translated into stamina. better stamina regen would let us do the things we need to, WHEN we need to. sprinting, jumping, meleeing noobs all require stamina. a buff in stamina and regen adds to the quality of life for assaults.
more speed would be good as well. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
322
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Posted - 2014.07.17 22:02:00 -
[107] - Quote
Okay so at this point from reading everyone's post
Assaults should have a bonus to damage, while Commandos lose that in exchange for the current Assault bonus (Greater clip size, as well as Rapid Reload and Total Ammo Capacity)
Assaults should have a bonus to regenerative modules possibly switch the regen of Scouts to Assaults. Assaults should NOT have a Second Equipment
Basic frames should get bonuses to Cores in terms of the original suggestion from Vrain (shout out to you man for starting this whole thread :), aiding in Regen, while the Bonus of the Assaults makes them the best slayer, and logis the best healers
Scouts- Bonuses to EWAR and stealth
Some feel the HP buff is nice, but that the bonuses still have to be good. Come later, added Assault Capacity for grenades. Assaults lose current weapon bonus? (I'm not sure if this is what people wanted...)
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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MINA Longstrike
1029
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Posted - 2014.07.17 22:37:00 -
[108] - Quote
501st Headstrong wrote:Okay so at this point from reading everyone's post
Assaults should have a bonus to damage, while Commandos lose that in exchange for the current Assault bonus (Greater clip size, as well as Rapid Reload and Total Ammo Capacity)
Assaults should have a bonus to regenerative modules possibly switch the regen of Scouts to Assaults. Assaults should NOT have a Second Equipment
Basic frames should get bonuses to Cores in terms of the original suggestion from Vrain (shout out to you man for starting this whole thread :), aiding in Regen, while the Bonus of the Assaults makes them the best slayer, and logis the best healers
Scouts- Bonuses to EWAR and stealth
Some feel the HP buff is nice, but that the bonuses still have to be good. Come later, added Assault Capacity for grenades. Assaults lose current weapon bonus? (I'm not sure if this is what people wanted...)
It shouldn't be a direct bonus to damage, that is something that needs to be present to differentiate commandos and assaults - commando's get the damage bonus that allows them to pack around specialist / av weapons (amarr need an av weapon, swarm launcher needs to be re-flagged as hybrid type damage so caldari get their damage bonus to it, and breach mass driver needs to be converted to an av weapon). It should be something that improves weapon performance though (amarr assault bonus is a perfect example, more shots out of SCR before overheat, more total damage out of laser rifle before overheat).
I dislike direct bonuses to damage, I *love* bonuses to weapon performance. The gallente assault bonus is actually also an amazing bonus in this regard too, as makes burst and tac ar's really really good in terms of hipfire (when combined with sharpshooter and the gal assault bonuses).
Once the HP bonuses are present the actual weapon performance buffs should be the thing that screams at you "You use this suit to kill everything forever" whether it be more shots per magazine, less recoil, tighter fire spread etc.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
324
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Posted - 2014.07.17 22:43:00 -
[109] - Quote
This is from an earlier post I made, but I think the weapon bonuses are still viable.
The Problem: It has no true niche. This is a slaying game, so I agree that the Assault should slay the best. Its roles have already been taken up to aid in that, and we shouldn't thinking of changing suit bonuses, that'd warrant a respec.
My proposition: As someone in Adam of Eve's General Discussions post stated-
The Assault should get a bonus to total ammo, AND maximum range. However, in Pokey Dravon's post, he pointed out most combat happens well with the optimals of guns. I propose that the Assault gets a bonus to clip size (similar to the Min Assault and Amarr Bonuses), as well as a secondary sidearm bonus, with the overarching role bonus of an Assault being Less CPU and PG need for weapons.
Reasoning: The Assault, in my eyes, should be able to hold an enemy at bay long enough for reinforcements should they need it. The Scouts are faster, they go ahead, let the Assaults know where the action is at, start killing with them. The Assaults give extra firepower to scouts.
As I've stated before: Sentinels kill everything, Assaults kill Scouts, Scouts kill Logis, Commandos everything but Sentinels. By giving Assaults a bonus to clip size, they can continue to fire long past when their enemy has reloaded, giving an inadvertent DPS bonus without taking from a Commando, which loads faster and kills quicker. Should an Assault and Commando face, the Commando should win because it does more DPS per bullet than the Assault. The Assault speed buff will aid in making it more appealing as well. HP is for the Commando
Possible bonuses:
Minmatar Assault (keep current, extend it to the Flaylock like before. It is an explosive. I'd say give it to the Mass Driver too, but we can discuss that Big smile)
Amarr Assault (Keep current. Don't know if you guys would like anything else. Perhaps an extended magazine for the Carthum Assault? I have no idea what to do with your pistol, the thing is perfect.
Gallente Assault (Make it a ROF bonus so the Assault Rifle is the CQC master. To not be handicapped by the ROF increase, it also gets slightly greater ammo, allowing it to suppress more efficiently. At proto, a 20% increase would give a Duvolle 72 rounds, ROF slightly less than that of a Balacs (a bonus of around 1% per level brings it to 840 rpm. In the hands of a Proto Assault however, a Balacs has a rate of fire of around 901 rpm while the Krins has an ammo capacity of 108Lol It also has a Cooldown bonus for the Side-Arms, making the Ion Pistol seize time fire less.
Caldari Assault (A harder one. A clip size bonus to the Rail Rifle may make it overpowered, but then again for suppression, that is what a Caldari Assault should do. The Charge-Up bonus to should extend to the Bolt Pistol and Magsec, giving them a ROF increase as well.
In conclusion: The Assault needs to be a suppressive artist, or a bonified killer against Logis, Scouts, and other Assaults. The HMG DPS still would mow them down, as would speccing fully into any Commando to get the DPS of that rifle. Some of these buffs are damage buffs, but that is why I'm asking the community to fine tune and add other ideas. Thank you 07
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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Pokey Dravon
OSG Planetary Operations Covert Intervention
2384
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Posted - 2014.07.17 23:00:00 -
[110] - Quote
You know I've been debating with people about if Assaults should get a direct damage bonus. People seem really uneasy about boosting damage directly, however the more I think about it, Sentinels simply boost their defense directly. The difference of course is that Sentinels resists specific damage types, so if we boost specific damage types for the Assault (ie their racial weapons) I don't really think its a problem. If anything it helps the Assaults counter the Sentinel bonus. An alteration of this could of course be a damage bonus for their racial weapon, but only against shields or armor, depending on the race (much like the proficiency bonus) which people may be more comfortable with.
That being said the idea of an increased magazine/ammo capacity for Commandos is growing on me. I'm fine with the loss of the 10% damage buff in exchange for the magazine bonus, however I firmly beleive the Commando should retain the reload bonus. Large magazine as well as quick reloads would make the Commando the king of sustained fire, allowing minimal downtime for constant suppressive fire. In addition, AV Weapons which are typically long reload and small magazines, would benefit greatly from magazine and reload bonuses. This paired with the fact that the Commandos carry two light weapons, 1 for personal defense and 1 for AV, would make them exceptionally good Light AV specialists.
The biggest issue with this however comes down to the Amarr. Since the duration that Amarr weapons can fire is directly linked to heat buildup, the Amarr Commando would gain little from a bigger magazine, as it would need to stop shooting in order to let the weapon cool down first before continuing to fire. The only reasonable way to really counter this is to give them heat reduction, but since that's going to the Assault...it's a messy problem. You could consider shortened seize delay and reduced feedback damage, which could get interesting.
Like my ideas?
Pokey Dravon for CPM1
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Fox Gaden
Immortal Guides
3913
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Posted - 2014.07.18 00:48:00 -
[111] - Quote
Pokey Dravon wrote:That being said the idea of an increased magazine/ammo capacity for Commandos is growing on me.
...
The biggest issue with this however comes down to the Amarr. Since the duration that Amarr weapons can fire is directly linked to heat buildup, the Amarr Commando would gain little from a bigger magazine, as it would need to stop shooting in order to let the weapon cool down first before continuing to fire. The only reasonable way to really counter this is to give them heat reduction, but since that's going to the Assault...it's a messy problem. You could consider shortened seize delay and reduced feedback damage, which could get interesting. This is just off the top of my head, so I have not thought it through very much, but what if instead of locking up when the Scrambler Rifle or Laser Rifle overheats, the Ammar Commando just keeps getting increasing amounts of heat damage as it continues firing past overheat?
Then the Amarr Commando can choose to sacrifice some of its health pool to get the kill before it stops firing and lets the rifle cool off.
You could say that the Amarr Commando removes the safeties. Can fire longer, at the risk of killing himself.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2385
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Posted - 2014.07.18 01:29:00 -
[112] - Quote
Im curious if seize time is a variable that can be modified. I wonder what would happen if you drastically lowered feedback damage and then reduced seize time to zero. That might give the effect you're talking about which would be sweet, but the mechanic may not be hot fixable.
Like my ideas?
Pokey Dravon for CPM1
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2168
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Posted - 2014.07.18 01:47:00 -
[113] - 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). Have to agree with this, tho it would work well on my minnie assault.
Would hit the Logi population hard and packs of protoassault slayers would be running around pubs with needles and ammo/rep hives and maybe a token Logi, but only if the logi could keep up with the pack.
PSN: RationalSpark
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TYCHUS MAXWELL
The Fun Police
209
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Posted - 2014.07.18 02:05:00 -
[114] - 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 think fixing assaults is really just about fixing scouts and Logis. Certain logis should not be as combat viable as an assault variant like the Amarr Logi. It, just like in keeping with the standard of racial parity, should be the slowest but highest ehp in respect to logis. Balance issues seem to arise wherever the standard conventions have been discarded for whatever reason/s.
The suits should not vary greatly except in their class and race but should be comparable across these borders. Biggest issue with assault vs. scout is that scouts need to be scouts. An idea that has been presented by others and I too would back is that the scouts should be discouraged from shield/armor stacking and encouraged to stack "scout-like" modules, IE dampeners, codebreakers, kincats, etc. essentially the utility modules that will boost a scouts effectiveness in Ewar and flanking/outmaneuvering. The issue right now is that a scout can brick tank like an assault while having a smaller frame and faster movement speed. If Logis are altered to be across the board have no sidearm and have less e/hp and speed (but only slightly) as well as scouts be less optimal at tanking then assaults will reprise their role. I don't mention heavies because they are and have been point defense and from what I've seen in public matches, its not the fault of the game as much as the meta-game that players run into the meat grinder. powerful weapons do exist (REs, PLCs, Mass Drivers, Forge guns) that can hammer a cluster of heavies into extinction just players don't exercise tactical awareness often and just spam a Rifle in CQC which is hard countered by a brick tanked heavy with a HMG. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2168
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Posted - 2014.07.18 02:22:00 -
[115] - Quote
Kallas Hallytyr wrote:501st Headstrong wrote:My answer is buff by 2-3%/lvl of assault suit operation all the skill/abilities that allow an assault to apply damage: sprint speed, range, dispersion, reload, shield/armor recovery rate & delay, ammo capacity, melee, resupply rate, respawn time. First off, I really like the idea in general. I think you're right that by buffing a lot of smaller, 'soft' skills the Assault will become more generalist and adaptive. Now, for the bonuses I think we need to cull your list a little: Sprint speed: yep, sounds good. Means at walking speed Scouts still have an advantage but Assaults can push the envelope when running. Range: no no no, we had this issue in Chromosome (or somewhere early, I forget) where vets would just win all of their fights because of superior range. Now we have effective/optimals, that would be less clear cut, but it would also be dangerous: we'd likely see all kinds of Assaults running Rail Rifles dues to their range extension. Dispersion: seems reasonable enough. Reload: yeah, can get behind that. Less than the Commando bonus but still worthwhile. Shield/Armour recovery: I think this should be separated to being a racial bonus: Minmatar getting improved Shield regen times; Gallente getting rep rate; Caldari getting a minor shield resistance (1%/level to all, or specific types); Amarr getting a minor armour resistance (1%/level to all, or specific types.) All would still get a regenerative bonus but be racially derived. Ammo capacity: if we're talking reserve, I agree. Melee: meh, I think you could add it and it would rarely ever be seen anyway! Resupply rate: interesting, though wouldn't it be more o a Logi bonus, rather than someone gathering ammo faster? Respawn rate: also interesting. Since this is not the bonus alone, I like it. It means that if you clear an area, the first enemies you are likely to see again will be Assaults. Overall, +1. +1 Kellas, this is much better than the original version.
Agree 100% on the range. Firstly not required for assaulting objectives and secondly because it would mess with our current weapon balance - prolly any suit with a range bonus would get gamed hard to exploit range advantages for high alpha weapons, not to mention the bricked Assaults/RRs, as you point out.
Like the racialization of the recovery rates, adds tactical depth and flavour to the race wars.
Agree on the melee, not a good fit for the role.
Resupply rate: The thinking was this would get Assaults back into the fray sooner and able to keep the pressure on.
Respawn rate: Same motivation as above. Coupled with the sprint bonus gets them back to the front lines faster. The ultimate version of the respawn/sprint is, ofc, the needle, but not when under fire(it would be if we had the deployable shield, tho ;).
PSN: RationalSpark
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Meee One
Algintal Core Gallente Federation
911
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Posted - 2014.07.18 10:41:00 -
[116] - Quote
If assaults are going to get an extra equipment slot (which is stupid).
Logis should get a 5%-25% bonus increase per level to their racial equipment.
Logis currently have to compete with scouts,if they're going to compete with assaults (equipment wise) logistics should have an overwhelming advantage,seeing as they sacrifice stats and a weapon for it.
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Killer's Coys
Prima Gallicus
41
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Posted - 2014.07.18 10:47:00 -
[117] - Quote
Meee One wrote:If assaults are going to get an extra equipment slot (which is stupid).
Logis should get a 5%-25% bonus increase per level to their racial equipment.
Logis currently have to compete with scouts,if they're going to compete with assaults (equipment wise) logistics should have an overwhelming advantage,seeing as they sacrifice stats and a weapon for it.
If assault get an other equipment, it will be just for ADV and PRO, but on PRO, the logi has (will have) 4 equipment... I don't understand why should assaults get an other equipment ? that's not OUR job.. If you want to add something, add Stamina, speed, regen, more PG/CPU (10% isn't enought) |
Strker Remorse
OSG Planetary Operations Covert Intervention
25
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Posted - 2014.07.18 12:09:00 -
[118] - 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.
What a good idea!
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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xAckie
Ghost. Mob
429
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Posted - 2014.07.18 12:57:00 -
[119] - Quote
Fox Gaden wrote: My statement was not based on current state. Assault should be made to be better at applying DPS and having fast regen with a reasonable HP buffer. Adding an equipment slot is not the correct way to fix Assault suits.
sure. But it is where we are at.
Scouts shouldnt have 2 slots either - and i dont see this changing ever. |
iKILLu osborne
Hellstorm Inc League of Infamy
79
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Posted - 2014.07.18 12:59:00 -
[120] - Quote
considering the role assault is providing suppressive fire until heavy is in optimal firing range why not give them 5-10% clip size per level (percentage up for debate) for example duvolle ar from 60 to 75 at 5%(lvl 5) and if 10% from 60 to 90.
as secondary bonus a shield regen increase or shield regen delay decrease for cal/minmater. and a armor regen/buff for amarr/gallente.
to further distinguish the races of assault a bonus to preferred weapon such as amarr heat build up per level , caldari rof, gallente reload speed(if you have better idea for gallente weapon bonus please say so) , minmater splash radius or dps
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
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