|
Author |
Thread Statistics | Show CCP posts - 37 post(s) |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 17:34:00 -
[1] - Quote
CCP Rattati wrote:Hi all, Caldari highest number of high slots Minmatar equal number of highs and lows, preferring highs
No... Why do you want to do that ?? Ok, Caldari has the "most-shield-tanking-fit", but it doesN'T NEED to have 5 hight slots... for 2 low... The Minmatar is faster, and with our caldari (yes, I'm caldari assault) we can have a catalyser to become as fast as the minmatar is... AND have an armor repair + armor plate // dampener + reactive plate....
The worst thing is for the Basic and the Advanced one.... 1 low slot ? Are you serious ? IF you want to keep those slots, GIVE a PASSIVE ARMOR REPAIR to Caldari Assaults ! We need repair, you want to remove a low slot, give an armor repair... On my basic, I've 6hp/s and a bit armor... So..... I'll have to remove and haven't any repair ? Joke please....
I love your work, you have made a lot of good things, but that... that's NOT what should be the Caldari Assault... NOT
Or, if you want not to change for the basic one, do the same thing like the Gallente STA : 3/1 ADV : 3/2 PRO : 4/3
Please, Rattati, change your table, don't do that... don't do that...
|
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 17:59:00 -
[2] - Quote
Boot Booter wrote:As a minmatar assault I want to say this. A 5/2 layout is always what the cal assault should've had. You will be able to achieve over 600 shield and have a recharger as well. You don't need the lows slots. Try out this fit for the cal assault 4x shield extender 1x shield energizer 1x CPU mod 1x reactive It'll be awesome, really. Thanks Rattati for fixing my min slit layout
The idea is ok But, after 1.8, after the dropsuit command respe, I've choosed the Caldari Assault because the suit had (still has until Hotfix C) 4HS and 3LS If I wanted to have 5HS and 2LS, I'ld choose the Minmatar. I'll s**k because I would have choosed a fit which willn't be lika I wanted... |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 19:09:00 -
[3] - Quote
Boot Booter wrote:
I understand, but you should've have chosen your suit based on philosophy ie Caldari are shield tankers. Maybe you didn't know, which is something that CCP could explain better.
Trust me though, it won't suck by any means. Yes you may have a little less HP total but you'll have the fastest regenerating HP pool of assaults. You might not have to fit a CPU mod but I recommend you do so you can put a beast mode energizer on.
Oh and by the way, a complex shield is far better than a basic armor for Caldari. Why? Because the shield will regen much faster and will not slow you down. Speed and strafe is key to working a shield tank.
=> Complexe shield extender and complexe shield energizer take a lot of CPU... With 2 complexe shield extender, ( +1 optimized damager, 1 basic damager) (and 2 basics mod, 1 optimized for low slot) I've just 2CPU free..... (without CPU upgrade) So, Imagine with 4 extender and 1 energizer ? I'll need a complexe CPU upgrade ... Nooooooo please !
If I got enought CPU, ok, but without that buff, It will be an horrible thing...
For example : I almost play with a basic suit, I'll have 1 low slot, I'ld like have this slot to fit an other thing that a CPU upgrade... I think this is the minimum...
|
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 19:41:00 -
[4] - Quote
DeathwindRising wrote:
If that works for you great. But a 5 second delay? An 11 second depleted delay? No thanks
Lol, yes, you're right You have your shield, but your shield has an amazing delay.... 5 seconds.... and 5 seconds + 7%x4 for depleted : loooooooool That's strange... the 7% aren't combined ... And, with 1 CPU upgrade, I couldn't fit some shield regulator... so I couldn't be a REAL Caldari... Strange... more shield, but more time waiting to have our shield back...... grrrr |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 19:56:00 -
[5] - Quote
Ghost Kaisar wrote:
That's what regulators are for.
Why dont you try running 2x reg, 4x shield, 1x recharge (after CPU buff)
That suit will have fantastic regen for its health pool
I've beer understood running armor on Cal suits. Shield suits brah
That's ok... But need a CPU buf, if the buff isn't enought, the suit will be bad... |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 20:17:00 -
[6] - Quote
However.... I think I'll make conclusions after posting how many HP and PG/CPU will have the (Caldari) Assaults If (for example) I'll get +/-220HP passive armor on my Caldari, I'll love it |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 21:49:00 -
[7] - Quote
When does the topic about futurs HP and PG/CPU for assault suit come ? |
Killer's Coys
Prima Gallicus
34
|
Posted - 2014.07.16 23:41:00 -
[8] - Quote
voidfaction wrote:Cal scout has 1 low slot at std and adv cal scout has 2 bonuses that require low slot to maiximize even at proto having only 2 slots to maximzime 2 bonuses is useless std and adv is even more useless with only 1 slot. really on the right direction if you wanting to make the cal scout more worthless than the present amarr scout
So when do those skilled into cal scout get respecs. you replaced its role and gave it to amarr. then give it crap bonuses that both require low slots now wanting to make it even more useless changing the slots so they only get 2 low at proto. I dont think you can **** that suit anymore than you already plan to do. so only option is respec out of the crap you are making it into.
I love you |
Killer's Coys
Prima Gallicus
38
|
Posted - 2014.07.17 11:37:00 -
[9] - Quote
CCP Rattati wrote:OK this is literally going nowhere. Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions.
When I said "I use armor plates" that was an example. Yes, on an Advanced caldari assault, I'll be able to fit just 1 regulator, and, if we haven't any armor (that's normal with a Caldari) we must have a good regulation, don't we ?
The raison I still play with armor plates and armor repair is that our shield isn't enought effective. We should have : - more shield regen (something like 40-50HP/s => do that with a racial bonus (10%regen / level)) - a better regulation (something like 3sec and 5 sec) - more speed (for all assaults) - more stamina + stamina regen
An other solution : => change the shield regen with the caldari scout one's 30hp/s for a scout, that's enought but for the caldari assault, must have more regen I think |
Killer's Coys
Prima Gallicus
38
|
Posted - 2014.07.17 14:41:00 -
[10] - Quote
Fox Gaden wrote:CCP Rattati wrote:I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. I like these changes overall, but I wanted to address this one point. It has always been my feeling that an Armor Repair module was essential on any suit unless it had built in passive armor repair. Reactive plate can be substituted of course. I propose that every suit should get 1 HP/sec passive armor repair, so that Armor Repair modules are no longer a mandatory fitting. This would allow suits with only one low slot to equip something useful rather than only being able to choose between an Armor Repair or a Reactive Plate. Yes, Caldari are Shield Tankers, not armor tankers, but that is the point. If they get hit by a flux grenade they will need that armor buffer to survive long enough to get to cover. They don't rely on armor in every engagement, but they need a trickle regen so that small armor buffer is there when they need it.
I totaly agree with you |
|
Killer's Coys
Prima Gallicus
41
|
Posted - 2014.07.18 16:17:00 -
[11] - Quote
CommanderBolt wrote:Doc DDD wrote:Good luck, go easy on the new disorganized players, but watch out for the gal assault, they have more advantages.
Now that he has run off :
I like the idea of the Cal assault having properties similar to both the Cal heavy and scout. Ie the one second depleted delay and upwards of 50hps. I believe this will allow the slot layouts of the proposed Cal assault suit to tank shields more effectively, but there really needs to be something that makes up for the disparity created with triage hives and repair tools. Definitely the removal of all negative effects on stacking extenders and using energizers could go along way. With only two low slots though, ouch, out of shield looks pretty rough with the way things are now.
Yea shields really do need loving. They can never be equal to Armour while armour has rep tools, triage hives, 100% needles etc.... (Why no shield rep tool? Why no shield repair hive? Why no 100% shield regeneration nanite injector? WHY CCP!?)
Because (I think) all caldari must know playing "alone" But, if CCP wants that, why 30hp/s shield regen ? need more and more ! And need more CPU pleeeeeeaaaaseeeeee 10% isn't enought
|
Killer's Coys
Prima Gallicus
51
|
Posted - 2014.07.20 10:45:00 -
[12] - Quote
CCP Rattati wrote:It was like that when I go here . On all the other comments, I am re-convinced, the matrix will be revisited, maybe with some footnotes that allow for formal exceptions to the rule.
But it wasn't balance With the scouts -which have 2 equipment - the logis like Calda or Amarr are a bit disappointed... just 1 equipment more than scouts... And that's where you come with those changes...
That's the same thing with assault... Since the first day of Uprising (I take this landmark because it was my beginning in this game) the CALDA assault (PRO) has had 4HSL3LS, and the MINMA (PRO) has had 5H/2LS That was like this when you arrived in the game, but it wasn't balance...
So, either you want to keep the game like this, but SAY it (don't wait Delta to change it (again)) or balance the game right now
Everything which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
51
|
Posted - 2014.07.20 12:37:00 -
[13] - Quote
I don't understand why you want to remove your "assault slots change"? With actually PG/CPU you'll give us, we'll be able to fit all our fit, and the gameplay'll be better for assault.. - Minmatar is shield (+ armor) - Caldari is shield only - Gallente is armor (+ dmg) - Amarr is armor only
=> so, why don't do that change ? Why don't you want to put 4/3 for Minma ? 5/2 for Calda ? 2/5 for Amarr ?
It would be the better balancing you can do for different assaults races...
Everything which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
52
|
Posted - 2014.07.20 12:54:00 -
[14] - Quote
JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu...
Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay
Whatever which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
53
|
Posted - 2014.07.20 13:24:00 -
[15] - Quote
JRleo jr wrote:Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both But cpu first, as if the slots get changed we can't fit anything.
Yes, the best is the both But with CCP it's just 1 lol I've made a lot of dropsuits with just 317CPU (base) and I can fit a lot of thing... ok... it's basic or enhanced mods, but that's better than have just more CPU and cannot use those CPU because you don't have the mods...
Whatever which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
53
|
Posted - 2014.07.20 14:41:00 -
[16] - Quote
JRleo jr wrote: Basic and enhanced mods on proto suit...nope needs more buffing.
I agree with you, but I think CCP can't do that for hotfix Charlie... so... 'can wait with 5/2 slots, and 3/1 slots for my Dragonfly assault pleasse
Whatever which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
57
|
Posted - 2014.07.20 22:43:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati, I am hearing from someone that the proposed assault slot changes are cancelled, is this true? I hope its not.
From the topic about the patchnote : "Hotfix Charlie
slight changes in slot layout "
So... Since I've seen that, I've tried to speak about that with Rattati (I've asked if it was cancelled) but any answer... If you have more chance than me...
Whatever which doesn't kill us, makes us simply more... strange
|
Killer's Coys
Prima Gallicus
58
|
Posted - 2014.07.21 17:05:00 -
[18] - Quote
CRNWLLC wrote:I have to say, these changes make me mostly quite happy--the only thing I don't like is the possibility of the Amarr logi losing its sidearm, but I do agree there's a good rationale behind such a move. Other than that, though, it's all positive, and I only have a few things I'd like to mention:
1. The CalAss/MinAss slot layout switch is awesome--thanks for listening to the community.
It looked very fun and cool ! But Rattati want not to do that... He wants to keep the Amarr's sidearm weapon (I think that's a good thing)... ... but he wants not to swith the Calda/Minma Assault slot... Bad....
PS: If he has changed his patchnot (ans so if I'm wrong) say that me
Silence is the worst answer...Isn't it Rattati?
|
Killer's Coys
Prima Gallicus
60
|
Posted - 2014.07.21 20:15:00 -
[19] - Quote
Cyrus Grevare wrote:I went ahead and included the slot layout changes to the 'Hotfix Charlie' dropsuits in protofits, these suits also have the proposed changes to PG/CPU. Regards
Ok, I've posted a topic on General Discutions lol I thought Rattati has cancelled the idea about slots changes... But you did those changes, so... Did he change his post ?
Silence is the worst answer...Isn't it Rattati?
|
Killer's Coys
Prima Gallicus
64
|
Posted - 2014.07.22 21:24:00 -
[20] - Quote
Yeah ! Open again !
So, I've opened my eyes to read the news about dropsuit slot layout
Tell us good things Rattati please
Good news are the best answer
|
|
Killer's Coys
Prima Gallicus
64
|
Posted - 2014.07.22 23:56:00 -
[21] - Quote
CCP Rattati wrote:And we are back.
TLDR; Charlie: New slot layout adopted for Sentinels and Assaults, with corresponding PG/CPU adaptations plus PG/CPU buff for Assaults and reduction for Sentinels. Universal slot layout matrix for Caldari changed from 4-1 to 3-2.
Now, based on your consolidated feedback,
The standardized slot layout matrix was pretty well received, yet overall there were the following worries:
1)Caldari Scouts not having 2 low slots at ADV, so couldnGÇÿt effectively dampen like the other three scouts a.Scouts will be standardized and revised in Delta using the matrix. b.Therefore, no changes to Scouts in Charlie, but KinCat, CodeBreaker and Nova Knife PG reduced so Minmatar will be able to fit with abandon.
2)Caldari Sentinels not having 2 low slots at PRO, so canGÇÿt fit an armor rep and regulator (for example) a.Easy fix to this is to change the matrix to 3-2 instead of 4-1 for Caldari 5 slots. b.Sentinel slots need to be changed in Charlie with corresponding PG/CPU changes. c.Sentinels then get a fitting bonus to Heavy weapons and a moderate reduction of PG/CPU in Charlie.
3)Logistics, Amarr side arm and Caldari low slot at PRO a.Our proposal is to give both the sidearm at the cost of a single slot, not two as in the case of the Amarr. The Caldari will trade a low slot for the sidearm and the Amarr will trade an equipment slot for the sidearm. Not until Delta though.
4)Logistics, Gallente and Caldari STD and ADV to have equal total slot count as other Logistics a. These are scheduled for Delta as well as PG/CPU revisions if necessary.
5)Commandos a.No changes in Charlie, new layout according to matrix in Delta and corresponding tweaks of PG/CPU.
6)Assault a.Very few grievances, if at all, with the new the new Assault suit layout, so will be adopted fully in Charlie b.Assault will move to a 4-6-8 layout of slots, gaining one high/low slot at both ADV and PRO. This standardizes Mediums and gives Assault a huge boost towards being a viable options in competitive surroundings. c.Assault will also get the same fitting bonus to Grenades. d.Assault will be getting a considerable buff to PG/CPU, shield tanking will be addressed but we are also looking at bringing energizers and rechargers down and trading for a small PG increase in Delta e. Assault will gain 150 ehp.
Please give us feedback on this, and this time please stay on topic. Thanks.
Thanks for those changes.
You have heard the community, thanks for that.
Those changes look very well, I like the +1 slot for assault, and the +150hp. Good job. exciting to see hotfix charlie in Tranqulity !
Good news are the best answer
|
Killer's Coys
Prima Gallicus
67
|
Posted - 2014.07.23 09:54:00 -
[22] - Quote
Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus.
But Commando still has his bonus, so a commando is a commando
Assault must be good slayer, but he also must be polyvalent, with those slots, you'll be able to fit (for example) stamina, repair, regulator, energizer and keep a lot of HP
Don't worry for your Commando, he'll still stay the best slayer, just assault really needed this buff
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
67
|
Posted - 2014.07.23 10:45:00 -
[23] - Quote
Francois Sanchez wrote:Here is what I get with caldari assault and commando (buffing the HP as much as possible while keeping one complex armour repairer for the commando) : The commando http://www.protofits.com/fittings/shared/903/3167The assault http://www.protofits.com/fittings/shared/903/5674Now add 150 eHP to the assault and one complex armour plate, the assault has the same damage output, slightly more eHP, the same reload speed, better shield recharge delay and rate, better scan profile and precision, a better stamina and is faster than the commando.
... And that's why we call them "Assault"
Don't forget, assault only has 1 light weapon, the fit is more expensive The fit commando : you can fit others things, you have many PG which are free For the assault one, that's just enought And don't play assault with armor plate and armor repair please The dmg mod aren't +10% together, the first makes +5%, the second +3.8% (for example)
AND PS : Caldari assault'll have 3 low slots with 5 hight, ytes I now, that's cool, I'm very excited
PS2: all assault aren't like this one
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
68
|
Posted - 2014.07.23 11:48:00 -
[24] - Quote
For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit ....
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
68
|
Posted - 2014.07.23 12:33:00 -
[25] - Quote
CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation.
The best way is just a buff 100HP
You'll give an extra slot for ADV and PRO, but the STA will not receive an extra slot, I think you must give the HP buff (f. ex. for them (STA)) but not a big buff like 150HP, for example 100/120HP I think it would be good (but yes, make the HP buff, really, it can improve the assault situation, because off scouts-tanked-armor or shield)
I've thought about the assault buff, and, finally, I think it would be OP. Just don't give so much PG/CPU
Now you have add an extra slot, I think a good think would be : - +150HP (shield or armor) - bonus on grenade (5% per level) - add an extra slot for ADV and PRO - buff a bit the PG/CPU with this example : Caldari : +10%CPU +5%PG Gallente : +7%CPU +8%PG Minmatar : +8%CPU +7%PG Amarr : +5%CPU + 10%PG
=>> if some people wanted to get an OP assault suit, they should fit a PG/CPU mod because the buff would be good, but not considerable
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
68
|
Posted - 2014.07.23 12:38:00 -
[26] - Quote
Francois Sanchez wrote:
I don't say that's the way I want to fit those two classes, it was just an example to show that the assault can beat the commando at nearly everything. In my example, the only advantage the commando has is the two light weapons, which isn't much better than the light+sidearm+grenades of the assault. About the damage mods, you don't add them, but multiply them so in the example I gave, the assault has a DPS of 491 and the commando 493, so the same. I also think that commandos are supposed to get max damage (my minmatar commando has only damage mods on the left), but in that case, they're much more fragile than assaults who are medium suits, and that's what shocks me as the commando is still a heavy.
Your fits really give different roles to the commando and to the assault because it's the way Caldari are supposed to be played, but if you take Amarr suits, it's completely different as both will rely on a high armour. In this case, the commando is beaten everywhere because the assault can get nearly the same damage with his 3 high slots and he has the nice overheat bonus which is much more useful than reload speed for laser weaponry. Here you can do whatever you want with the commando, the assault can do the same or even better
For me the Commando is good now, and will stay good. I think you don't play with an assault suit I do, and I can say you Assault must have those buff
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
69
|
Posted - 2014.07.23 13:18:00 -
[27] - Quote
jimmybroon brown wrote:Killer's Coys wrote:For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit .... Assaults need both just now. Would of been nice to see new racial bonus like gallante with increased rate of fire for example. Or something new added because lets admitt scout's are everywhere fotm and needs changing Asap, dont think these changes that are announced will change that.
Rate of fire for gallente would be OP, mainly if it's the only assault which has a bonus on rate of fire... But yes, I think the eHP buff is the BEST thing to stop assault-scout Why ? F. ex : a caldari scout which want to have the hightest HP shield, must have 4 shield extenders to have : +/- 453 hp shield If CCP gives the +150eHP buff, a caldassault (with the passive) can have, without mods, 450 shield. Between a scout PRO (+/- 130k ISK) or a STA assaut (+/-10k/17k ISK) which have the same eHP shield, I'ld prefer the assault
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
69
|
Posted - 2014.07.23 13:38:00 -
[28] - Quote
xAckie wrote: would rather know where you are on the field than have the 150EHP.
A scout will still be able to see you, and at range. You wont. A big benefit in an FPS
That's why we must have this buff, with it, we can have an advantage against the scouts, and we could fit other mods than extenders, so it will be interesting and important for assault
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
72
|
Posted - 2014.07.23 14:24:00 -
[29] - Quote
CCP Rattati wrote:Buffing ehp will be the final decision, but if new slot theory crafting suggests it will be too much, then we can happily reconsider.
Thanks for all CPU gived to Caldari, it's good, really
But need those eHP buff, I really want, and all assaults really need this buff, I don't want to have an OP suit, but I say what is the best, and that is the best
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
73
|
Posted - 2014.07.23 15:28:00 -
[30] - Quote
@Rattati
Thanks for the CPU buff for Caldari assault, it's very cool But, my request isn't cancelled, I'm reflecting on the eHP buff for assault... I know I've many times spoken about that, but it's very important for assault, particulary for caldari assault.
I'll take for example my Caldari Assault (the basic one) (the Dragonfly C-I)
After Hotfix Charlie, I'll put 1 enhanced shield energizer, that's good. But, I'll loose some PG (30 => 27) so I'll be able to put just 1 shield extender (enhanced) So, I'ld have 335HP - 4%(210) = 307HP shield. So, ok, I'ld have a good shield regen, but, I'ld not be able to survive a battle one-one... (and I'll nor have armor...)
BUT, if you gived the eHP buff, I'ld get 450HP shield, and with my enhanced shield, and the energizer, I'ld have +/- 490HP shield. That's enought for assault.
A good slayer is a man who - make damage (commando) - survive => and that's where is the assault. SURVIVE => more HP => buff eHP
If you gived this buff, we should not put 3-4 shield extenders, but for example 1dmg mod, 2 energizer and 1-2 precision enhancer.
Give the mods to make a specialized assault is good. Make them not to have toput 3-4 shield extenders, is better.
Thanks for reading.
EDIT : I think people who don't want the eHP buff for assault, haven't played the assault suit since 1.8 I know how is the assault. This bonus is the best way to have a good assault
Ho yeah Love you Rattati!
|
|
Killer's Coys
Prima Gallicus
73
|
Posted - 2014.07.23 15:40:00 -
[31] - Quote
Alldin Kan wrote:Killer's Coys wrote:EDIT : I think people who don't want the eHP buff for assault, haven't played the assault suit since 1.8 I know how is the assault. This bonus is the best way to have a good assault Best way of making Commando irrelevant.
No, they have DPS.
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
73
|
Posted - 2014.07.23 15:56:00 -
[32] - Quote
Alldin Kan wrote:Adipem Nothi wrote:JRleo jr wrote:Killer's Coys wrote: they have DPS.
And base hp. And two light weapons ... Alldin Kan hails from Fantasy Land. And a bigger Hitbox And slower movement
Commando without passive : 480hp shield assault without passive : 360hp
No the same
2 light weapon
I don't see why you want not .. What's the problem... Assault must have a DIRECT buff
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
73
|
Posted - 2014.07.23 17:14:00 -
[33] - Quote
Celus Ivara wrote:CCP Rattati wrote:Buffing ehp will be the final decision, but if new slot theory crafting suggests it will be too much, then we can happily reconsider. My 2 ISK would be to hold off on a decision on the EHP buff 'till Delta. You'll want to see what the new slots do first. Too many rule changes overlapping each other, and going live at once, can cloud devs/players understanding of how the new changes are affecting the game. Much can be figured out from theory-crafting, but ultimately you'll need see mechanics in action to figure out where you are. /2 ISK
For me, the HP buff is in the package... Slot buff and PG/CPU buff ? => this is one thing and fo basic assault ? the buff is early inexistant... So HP buff is very important for me, for assault. It's important to have this buff, to be better than scouts-tanked
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
75
|
Posted - 2014.07.23 17:28:00 -
[34] - Quote
JRleo jr wrote: Still waiting for cal assault base rep rate buff...
I don't know, I think we never have this thing, just hope HP buff, and for me it's ok
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
75
|
Posted - 2014.07.23 18:08:00 -
[35] - Quote
Sorry.. But I don't understand why people who haven't played assault since 1.8 WANT NOT the proposed buff ! I'm not a heavy, I don't tell anything about the heavies PG/CPU / buff / nerf etc... I'm an assault, I care about assault ! You aren't assault, so I don't know why you want to speak about assault... If you were an assault (especially caldari assault), you'ld understand why it's important.
For armor-tanker, maybe not very important, but for shield-tankers, it's VERY important Complex shield extender : 66HP and cost 54CPU 11G ??? Basic armor plate : 85HP and 9CPU 3 PG Here you are why 'must have eHP buff. Because shield extenders aren't enought powerful to have enought HP
And, everybody doesn't play with ADV or PRO, but, I think, STA assault doesn't have an extra slot, does it ? NO. So, you are going to say any buff for STA assault ? Let me laught
150HP is a bit so much, but 100~120 is good. Whatever, you love so much you scout-tanked that you want not the REAL assault will be buffed, and I don't understand why you can do that...
If you played with the assault suit, you'ld understand why it's so important. Specially for shield-tankers
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
77
|
Posted - 2014.07.23 18:12:00 -
[36] - Quote
JRleo jr wrote: Cal assault ck.0 is missing a low slot on proto fits. .
He is right, missing 1 hight slot for Calda assault ADV and 1 low for ck.0 assault
JRleo jr wrote:
And ccp, may I suggest buffing base rep rate of cal assault shields to 35, or 45, and it'd be nice if the cal assault got a garunteed 50 hp buff.
I love you my friend
I propose +/- 75/100HP buff on the shield
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
78
|
Posted - 2014.07.23 18:24:00 -
[37] - Quote
Cal ADV is : 4/2 and pro : 5/3
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
78
|
Posted - 2014.07.23 18:42:00 -
[38] - Quote
Boot Booter wrote:Killer's Coys wrote:Sorry.. But I don't understand why people who haven't played assault since 1.8 WANT NOT the proposed buff ! I'm not a heavy, I don't tell anything about the heavies PG/CPU / buff / nerf etc... I'm an assault, I care about assault ! You aren't assault, so I don't know why you want to speak about assault... If you were an assault (especially caldari assault), you'ld understand why it's important. For armor-tanker, maybe not very important, but for shield-tankers, it's VERY important Complex shield extender : 66HP and cost 54CPU 11G ??? Basic armor plate : 85HP and 9CPU 3 PG Here you are why 'must have eHP buff. Because shield extenders aren't enought powerful to have enought HP And, everybody doesn't play with ADV or PRO, but, I think, STA assault doesn't have an extra slot, does it ? NO. So, you are going to say any buff for STA assault ? Let me laught 150HP is a bit so much, but 100~120 is good. Whatever, you love so much you scout-tanked that you want not the REAL assault will be buffed, and I don't understand why you can do that... If you played with the assault suit, you'ld understand why it's so important. Specially for shield-tankers If that was directed at me.... I've been minmatar assault exclusively since 1.0. I currently use my assault in extremely competitive PC matches. I know assault, I know shield tanking. The reason I say hp buff is not needed is because I usually run my min commando at around 850 to 900 eHP. With slot and capacity changes to assaults my min assault can almost reach this while having better speed, hit box, regen, and stamina. Commandos should have more HP than assaults IMO. The HP buff would make commandos completely useless (if they are not already).
...and you were probably useless (I don't say you are a bad player, just the suit)
Assault must have more HP, or give an extra slot for STA assault.
I don't understand why we speak about an assault buff if the STA assault doesn't get this buff...
Ho, yes, minma assault has more stamina, speed, stamina regen, so if the calda assault wants to have the same, he must have more HP to be able to put cardiac reg, kitkat and blablabla...
If you want my real idea, I can tell you : - Caldari : +70~80HP shield - Minmatar : +30HP shield and +15HP armor - Gallente : +30HP armor - Amarr : +20HP armor (or nothing)
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
79
|
Posted - 2014.07.23 19:25:00 -
[39] - Quote
Boot Booter wrote:^killer, how is that balanced?
Sounds like you're just biased towards Caldari Assault. Look you keep coming back to this "minmatar is better because this and that module"
So I'll lay it out for you..
Minmatar gains. Kincat basic Cardiac regulator (erm not sure) Ferroscale (only 15 hp actually so like half a basic) Strafe speed... OK.
Caldari gains Shield extender (between ADV and pro) Basic recharger Basic regulator (or something)
It's already balanced!!!!! Can someone please back me up on this.
I've said, if I could choose my dream is to have an OP caldari assault, isn't your ?
Boot Booter wrote: Edit: if I were useless, they'd stop putting me in. I know for a fact that with the changes, I personally will be OP. How? Because I can fit my logi as if it were an assault and wreck face. Now you're saying I can do that same fit with my assault while having more speed, stamina, strafe, regen, and a sidearm. Seriously watch out. WE don't need the HP buff. I think it might tip the FOTM scale to assaults.
I haven't said you (the person) were useless, you (I think) can make some godd things, but I don't think you play everytime (in BC) with your minma assault, do you ? You have said : you have a commando and a logi
The problem of assault is that : (I'll take with calda, it's the more demonstrative) Calda scout ck.0 full shield extender : => http://www.protofits.com/fittings/shared/84/5693 - 453hp shield - more speed - more stamina - more shield regen - more stamina regen - smaller hitbox - cloack - suit bonus (at the moment : scan precision, after hotfix charlie : dampener) - an other equipment - more straff speed - less dampener - more scan precision Assault ck.0 to have the same : => http://www.protofits.com/fittings/shared/84/5695 with that, it does the same thing as the scout ck.0, but - not the cloack - less straff speed - bigger hitbox
Result ? You can become as good as a scout, but without the 3 things I've written above Why choose an Assault if the scout can make the same work as them ?
Assault must have a "+" at the beginning. I propose more eHP
And for me, commando and assault are almost the same.
PS: Don't be angry, old bro', we are just discussing together You propose your points, I propose mine
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
81
|
Posted - 2014.07.23 19:36:00 -
[40] - Quote
RogueTrooper 2000AD wrote:
He runs cal assault.
Just another neckbeard, ignore it.
Say me that in my eyes. If you were able to read, I've said that's what I wanted to have an OP suit. Do you know the "joke" concept ? I think you don't.
So, to have balanced things, the best is give the same HP.
That's easy, behind your computer, kidding people
Ho yeah Love you Rattati!
|
|
Killer's Coys
Prima Gallicus
81
|
Posted - 2014.07.23 19:57:00 -
[41] - Quote
CCP Rattati wrote:Cyrus Grevare wrote:CCP Rattati wrote:Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus. I am hoping Cyrus and protofits can help the community again, so you can theorycraft properly. We will have a final review before we push the button. And updated o7 I updated the slot layout, revised PG/CPU, implemented the Grenade reduction for Assault class and heavy weapon reduction for Heavy weapons in the Sentinel class. A couple of questions though, Slot changes for Assault and Sentinel are confirmed, what about the rest of the classes? I see the gdoc has changes for the Commandos, Logistics and Scout classes, do I ignore these or are they also slated for Charlie? (included them in my recent update to the site) Amarr Logistics have the new slot proposal + sidearm slots giving a 9 slot count to them. Can you share how that 150ehp is split for the races?, I could update that as well in the site. Probably not a good idea to put it into proto, players can add that manually. Using the current ehp split, would look like this at 150 ehp, again, to be re-evaluated based on community feedback. ArmorShield AM 100 50 CA 55 95 GA 95 55 MM 71 79
Love you, good job.
At the beginning, I thought you wanted to put xHP on shield (for shield-tanker) or on armor (for armor-tanker). But it's better like this I think.
150eHP in amor OR shield would be a bit op( so much HP in one way) but like this, you aren't a passive tanker. Good. Really. For me, that's perfect. Waiting for the others opinions o7
@Cyrus Grevare : Don't add this, players can do that alone, your work is just amazing, take some rest
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
82
|
Posted - 2014.07.23 20:23:00 -
[42] - Quote
The Eristic wrote:CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation. An 8th slot doesn't underline versatility, it removes the necessity of choice in suit building, further enables, nay, encourages dual tanking and destroys the lore-appropriate racial alignments the 7-slot reworking was intended to give us. You have to make people make choices, or they'll go the easy route every time. See every FotM ever for evidence. There WILL be 1200+ HP Proto Assaults stomping Pubs (which, btw, will further marginalize Laser weaponry). The Amarr at 3-5 will be able hit 1300 and carry a Boundless CR BEFORE the additional 150 HP buff, and Gal won't be too far behind with greater mobility and built-in reps. Toss in a logi friend and the Assaults are now into Sentinel territory. Even if a suit decides to give up a primary tank slot for a non-HP mod, the additional secondary tank slot makes compensating for it that much easier, making the decision less meaningful. Cut the slot. Make choices matter.
Yeah, the Amarr is a special one... But you don't have enought PG/CPU to have those HP... And assault which has a lot of Armor HP, doesn't move very well... You say that's like a heavy But (personnaly) a heavy with a light weapon, it's easy to kill It doesn't move It doesn't straff Easier to kill than 600HP with a kitkat
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
82
|
Posted - 2014.07.23 20:41:00 -
[43] - Quote
CCP Rattati wrote:Surely trading a slot for 150 ehp is less tanking in theory, seeing as one slot is at max 135 hp. And those who don't want hp can pick something else, so more choice, right? If assault become the new FOTM, we will be monitoring the situation, but right now it's everything but the assault. Reiterating, that the ehp is completely up for discussion, let's wait for some protofit FOTM examples that make all other suits useless
For the moment, my calda assault is much better (for assault role) than the calda scout-assault. Thank you Rattati
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
82
|
Posted - 2014.07.23 20:43:00 -
[44] - Quote
Boot Booter wrote:@ killer, again.... Yes I use min assault in every PC. Sometimes I switch to my logi to drop links and whatnot. The min assault is my only proto suit (15 mil sp in weaponry lol ) I belive this fit (the one quoted above) outclasses the Caldari 'assault scout' even before the HP buff. It has much higher regen and more eHP (much more if you try to match cal scouts base regen). Plus with the bonus change for cal scouts it's unlikely we will see many 450 shield ones running amok because they will get slaughtered by other scouts. Which is good. I'm warning you guys, the HP buff might be over the top. Really the last thing I want to be is OP or FOTM, considering how long I've stuck with my suit, through thick and thin (mostly thin...). I know everyone hates dual tanking cause its dual tanking and all, but here's a potential pub stomping min assault fit, including the potential HP buff.. ~470 shield @ 40 hp/s with delay of 3.5/6 ~400 armor @ 10 hp/s Sprint speed around 8.3 m/s and proto weapon. That's pretty scarey. Certainly outclasses the proto min commando.
Hey again
That wasn't me who has written your "quote"
Your minma looks very cool, My calda looks very cool too, but only shield tanking, for me, the +55HP for armor is perfect, it makes a bit HP armor for Calda, nice
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
82
|
Posted - 2014.07.23 20:52:00 -
[45] - Quote
Boot Booter wrote:Killer's Coys Hey again [:p wrote:That wasn't me who has written your "quote" Your minma looks very cool, My calda looks very cool too, but only shield tanking, for me, the +55HP for armor is perfect, it makes a bit HP armor for Calda, nice Yes. I know. I used the quoted text as a reference, that's all. . Sorry for cluttering the thread. I will leave... For now.
That's just because off the eHP buff ?
I think we must try with it, but for me, that's a good thing. I hope see you against me a time
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
82
|
Posted - 2014.07.23 21:21:00 -
[46] - Quote
Don't care about Amarr Those changes a really good. I'm so excited, I hope this hotfix to come soon !
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
83
|
Posted - 2014.07.23 21:45:00 -
[47] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation. I think eHP should have higher priority than slots since it applies to all tiers, while the extra slots are only applied to specific tiers. Also more slots lead to higher cost of fittings.
I don't know what are the problems... Rattati has gived to assault : - more PG/CPU - extra slot for ADV and PRO - 150eHP buff (armor and shield) - grenade fitting bonus
For Delta : - better race bonus
So... I dont know... For me, the work is perfect for assault.
Thanks Rattati, and good work
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
88
|
Posted - 2014.07.23 22:54:00 -
[48] - Quote
KAGEHOSHI Horned Wolf wrote:Killer's Coys wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation. I think eHP should have higher priority than slots since it applies to all tiers, while the extra slots are only applied to specific tiers. Also more slots lead to higher cost of fittings. I don't know what are the problems... Rattati has gived to assault : - more PG/CPU - extra slot for ADV and PRO - 150eHP buff (armor and shield) - grenade fitting bonus For Delta : - better race bonus So... I dont know... For me, the work is perfect for assault. Thanks Rattati, and good work The problem is that an extra slot is unnecessary when assaults are already getting +150 HP, and basically turns assaults into heavies. My earlier post illustrates this point with some HP calculations. All the things you listed are great, but not the 8th slot at proto. Anyway, if either the 8th slot, or the HP had to go, I say that the HP should definitely stay while the 8th slot should definitely go. The slot raises the gap between standard and proto even higher (bad), while the HP buff would effect all tiers equally (which is good).
I'll say the same thing I've said a few hours ago Someone who fit a lot of armor plates, doesn't move fast It's like a heavy, but a heavy with a light weapon, that's very easy to kill
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
89
|
Posted - 2014.07.24 09:06:00 -
[49] - Quote
FabryX10 wrote:Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying.
Maybe those people (who cry) don't want a new fit to be good, because rhey have choose a fit (scout) which was good to make the assault's job, but after the hotfix, the scouts will not be able to make assault's job, and they don't like it
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
89
|
Posted - 2014.07.24 16:15:00 -
[50] - Quote
Boot Booter wrote:Yeah the balance between shields and armor is pretty close IMHO (perhaps a slight edge to armor, shield energizer/recharger buff in the works though).
I think Rattati should just slowly increase all hp module capacity costs until fits diversify a bit.
Yes I agree with you, but I think (my thoughts) must not increase PG/CPU cost for the complex shield extender... 54/11 is already heavy I think.
My opinion is, to stop the dual-tankers, increase - the CPU cost for shield extender - the PG for armor plates
With it, "only" Caldari (and Minmatar) could put shield extender, and (for example) the caldari couldn't put armor plates
But if your thoughts were also increase the PG for shield xetender, it would be very difficult for a calda to fit 3-4 shield extenders
So, for me, that's what it whould be done. Stop dual tankers, and make shiald or armor mod only for the specialized one..
For your previous post, I totaly agree with you, the Minma assault should have better shield regulator... Maybe with a suit bonus ? Why not ? But not the HP/s regen, that's for the caldari (for me, minma assault shield regu. : 5/7 => the same as the caldari, but minma has more armor, so more time to wait shield comes back after exhaustion)
Ho yeah Love you Rattati!
|
|
Killer's Coys
Prima Gallicus
89
|
Posted - 2014.07.24 16:23:00 -
[51] - Quote
Cat Merc wrote: As soon as I get something to put in high slots that doesn't suck.
I really want range mods to hights slots
So many good mods on low slots...
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
89
|
Posted - 2014.07.24 21:12:00 -
[52] - Quote
Cat Merc wrote:So, I'm confused. Are Assaults getting the extra HP or not?
Yes
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
90
|
Posted - 2014.07.25 13:19:00 -
[53] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Varoth Drac wrote:I got the impression Ratatti was referring to plates, not reactive or ferroscale, for a pg increase. Until he confirms otherwise, I'm going to assume he meant -all- plates because they are -all- plates. "The path is clear however, this overemphasis of eHP buffing has to be countered, simply by increasing PG of plates, it is obvious and imminent." Even then, I'm not exactly for increasing the PG on plates under the pretense that "EHP tanking has to be countered" - if anything, it just goes to show me that utility modules need to be more appealing and that there is some severe problems with fitting diversity. If the counter to fitting armor plates and shield extenders is making armor plates harder to fit, then we've made a severe over-sight as to what can be done about the high slot problem in the first place. So unless we want to combat that by making Armor Tankers really slow, melee focused or really slow, with half-decent scan precision and [redacted] range... You can't ask for Armor Tankers to fit anything besides shield/damage mods because the alternatives (Myrofibral and Precision Enhancers) just aren't worth their salt. You're likely never going to benefit from them because a) If you're in melee range, something is terribly wrong. b) If you're within that scan range, something is terribly wrong. The only way you're going to stop someone from EHP tanking is if the utility modules in their off-slot (the slots that don't utilize their preferred tanking) are more appealing. We just buffed Reactives and Ferroscales, why would they be included? Brick tanking means maximum hp, and those two have less than half the hp as the Armor Plates.
I think that's not normal - a caldari assault can have more than 300HP armor (without the eHP buff) with armor plates... It must be more difficult to fit an armor plate I think.. To favorise the ferrosc and the react... For me a little increase the PG cost for armor plate (basic : 3 => 5 // enhanced : 6 => 8 // complex : 12 => 13)
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
90
|
Posted - 2014.07.25 20:56:00 -
[54] - Quote
@ Rattati
Is the eHP buff (for assault) is finally confirmed ? You have received many answers, but they were (almost all) good for that. So, finally confirmed ? I'm creating some suits on protofits, so I wonder if it's OK ? Ho yes, I wonder it also because on this topic (https://forums.dust514.com/default.aspx?g=posts&m=2249460#post2249460)it's not conformed.
Thank you
Ho yeah Love you Rattati!
|
Killer's Coys
Prima Gallicus
90
|
Posted - 2014.07.25 22:49:00 -
[55] - Quote
Cody Sietz wrote:Killer's Coys wrote:@ Rattati Is the eHP buff (for assault) is finally confirmed ? You have received many answers, but they were (almost all) good for that. So, finally confirmed ? I'm creating some suits on protofits, so I wonder if it's OK ? Ho yes, I wonder it also because on this topic : https://forums.dust514.com/default.aspx?g=posts&m=2249460#post2249460 it's not confirmed. Thank you I think we aren't getting a buff to base ehp anymore. I'm basing that on the extra slot all assault suits may get. Personally, I'd rather have the ehp increase and let the Logis have the most highs and lows.
Me too, but I think we will receive the eHP buff and the slot buff Just think avout the STA assault, it'll not have +1 slot, so it'll receive a eHP buff, I hope
Ho yeah Love you Rattati!
|
|
|
|