Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Alena Ventrallis
S0VER31GN
1455
|
Posted - 2014.07.17 04:42:00 -
[1] - Quote
as-+sault
/+Ö-ês+¦lt/
verb
verb: assault; 3rd person present: assaults; past tense: assaulted; past participle: assaulted; gerund or present participle: assaulting
1.
make a physical attack on. "he pleaded guilty to assaulting a police officer"
synonyms: attack, hit, strike, punch, beat up, thump
Assaults need to be good at attacking. This is their job, to assault an objective. Thus, we must make them emphasize damage at the cost of defense, whereas sentinels should sacrifice offense at the cost of defense.
Therefore, remove commandos 2% damage per level, and give it to assaults. In exchange, commandos get 20% magazine size and max ammo capacity per level, for double the mag size and capacity at level 5.
Next, each race should emphasize dealing damage with their preferred weaponry. If needed, they should also emphasize racial tank. This second part can be omitted if it harms balance. Racial tank skills will be bolded.
Assault skill: 2% light/sidearm damage per level
Amarr: 5% reduction in laser weapon heat buildup and 5% increase in armor plate efficiency per level. Caldari: 5% reduction of hybrid - rail kick and 5% efficiency of shield extenders per level. Gallente: 5% increase in hybrid - blaster ROF and 5% to armor repairer efficiency per level. Minmatar: 5% increase to projectile weapon magazine size and 5% efficiency to damage mods per level. alternatively, 5% increase to shield recharger/energizer efficiency.
The bold can be dropped if the suits are OP, but the emphasis needs to be on their ability to apply their racial weaponry's damage, while commandos become the "LMG" suits, with tons of ammo to throw out, making them the suppression platforms they are said to be. Now, commandos can shoot at an area to keep their opponents heads down, while assaults move for the flank to get the kill.
In exchange for this, they lose their equipment slot. Now a lone assault is at a disadvantage, because he can run out of ammo. This means he needs to bring a logi along with him to have nanohives, scanners, rep tools, needles, and whatever else the squad wishes to have. Meaning a player cannot solo very well with an assault suit, but when in a squad the other suits can compensate for the assaults weaknesses, promoting squad play and meaning the suits function better than the sum of their parts.
Anyway, my take on it.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
|
Deathonswift
SINISTER DEVELOPMENTS
2
|
Posted - 2014.07.17 05:07:00 -
[2] - Quote
These look good to me. Of course there is always a 'but'...
Now, I love the way this would promote squad, and how it would make assault suit much more appealling. Commando gaining more ammo, and retaining average damage is good as well since it doesn't make them any easier to deal with (Though perhaps a bonus to rounds inside the mag could be evened out with the total amount carried, that would help to compensate for the damage redux.)
However, the assault may do better with boosts that allow an assault to solo and survive. I, personally, run assault with a scanner. However, I still find better results when working with a squad, you see?
If you give the assault suits bonuses that retain the ability to solo, but only maximize in effectiveness when working with a squad, you'll effectively coerce players into specializing their Assault suits to work best when they have the support of a squad. If that makes any sense.
Darkness shrouds as Fire purges. I am the Wraith.
|
Nocturnal Soul
Immortal Retribution
3626
|
Posted - 2014.07.17 08:47:00 -
[3] - Quote
No to minmatar getting a dmg mod bonus with there 95% to shields
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
|
MEDICO RITARDATO
Intara Direct Action Caldari State
115
|
Posted - 2014.07.17 08:56:00 -
[4] - Quote
+1 but...
Alena Ventrallis wrote:
Amarr: 5% reduction in laser weapon heat buildup and 2% increase in armor plate efficiency per level.
Fixed
5% will be op
If the age is on the clock you are ready for the c**k
|
Alena Ventrallis
S0VER31GN
1456
|
Posted - 2014.07.17 11:35:00 -
[5] - Quote
MEDICO RITARDATO wrote:+1 but... Alena Ventrallis wrote:
Amarr: 5% reduction in laser weapon heat buildup and 2% increase in armor plate efficiency per level.
Fixed 5% will be op All numbers are up for change, but the concept is what I'm trying to convey. Emphasize attack, and if needed a racial tank bonus. In exchange, they lose their equipment slot.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
|
Deathonswift
SINISTER DEVELOPMENTS
2
|
Posted - 2014.07.17 16:55:00 -
[6] - Quote
Nocturnal Soul wrote:No to minmatar getting a dmg mod bonus with there 95% to shields
Thats why there was an alternative...
Darkness shrouds as Fire purges. I am the Wraith.
|
Meee One
Hello Kitty Logistics
960
|
Posted - 2014.07.24 20:25:00 -
[7] - Quote
Alena Ventrallis wrote:as-+sault
/+Ö-ês+¦lt/
verb
verb: assault; 3rd person present: assaults; past tense: assaulted; past participle: assaulted; gerund or present participle: assaulting
1.
make a physical attack on. "he pleaded guilty to assaulting a police officer"
synonyms: attack, hit, strike, punch, beat up, thump
Assaults need to be good at attacking. This is their job, to assault an objective. Thus, we must make them emphasize damage at the cost of defense, whereas sentinels should sacrifice offense at the cost of defense.
Therefore, remove commandos 2% damage per level, and give it to assaults. In exchange, commandos get 20% magazine size and max ammo capacity per level, for double the mag size and capacity at level 5.
Next, each race should emphasize dealing damage with their preferred weaponry. If needed, they should also emphasize racial tank. This second part can be omitted if it harms balance. Racial tank skills will be bolded.
Assault skill: 2% light/sidearm damage per level
Amarr: 5% reduction in laser weapon heat buildup and 5% increase in armor plate efficiency per level. Caldari: 5% reduction of hybrid - rail kick and 5% efficiency of shield extenders per level. Gallente: 5% increase in hybrid - blaster ROF and 5% to armor repairer efficiency per level. Minmatar: 5% increase to projectile weapon magazine size and 5% efficiency to damage mods per level. alternatively, 5% increase to shield recharger/energizer efficiency.
The bold can be dropped if the suits are OP, but the emphasis needs to be on their ability to apply their racial weaponry's damage, while commandos become the "LMG" suits, with tons of ammo to throw out, making them the suppression platforms they are said to be. Now, commandos can shoot at an area to keep their opponents heads down, while assaults move for the flank to get the kill.
In exchange for this, they lose their equipment slot. Now a lone assault is at a disadvantage, because he can run out of ammo. This means he needs to bring a logi along with him to have nanohives, scanners, rep tools, needles, and whatever else the squad wishes to have. Meaning a player cannot solo very well with an assault suit, but when in a squad the other suits can compensate for the assaults weaknesses, promoting squad play and meaning the suits function better than the sum of their parts.
Anyway, my take on it. +1 as a logistics i agree.
But you'll be hardpressed to find an assault willing to make any sort of comprise.
|
|
|
|
Pages: 1 :: [one page] |