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Cat Merc
Onslaught Inc RISE of LEGION
11148
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Posted - 2014.07.20 04:11:00 -
[31] - Quote
Read and agree.
However, I do think that the Assault still need an HP buff like Rattati proposed (Between Commando and Logi HP).
Our HP is so close to scouts that a single module can make them match us in HP. But how many slots does it take for us to match them in EWAR? Speed? Stamina? Quite a lot.
It will also allow us to fit other modules besides just tank. Currently a complex armor plate is almost 50% of my HP as a Gallente Assult.
If that number was, say, 25%? Then I am much less likely to fit a complex armor plate, since I already have decent HP to work with.
I am also much more likely to fit, say, ferroscale plates due to them being cheaper in CPU/PG and having no speed penalty, but since the base HP is higher, I don't need to brick the fuck out.
With Caldari it would mean faster recharge speeds, or even less time spent waiting for the depleted delay.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11148
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Posted - 2014.07.20 04:17:00 -
[32] - Quote
Would also like to say that I have been saying the same thing for a long time, just never in a single post.
Good job for doing it and finally getting Rattati's attention
Feline overlord of all humans - CAT MERC
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
35
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Posted - 2014.07.20 13:22:00 -
[33] - Quote
i just wannaq say if they take away the heat cost reduction for amar assault the lr officially becomes useless even in pubs
no im not a mortedeamor alt..im her slave
sometimes i run weak guns just to make pubstomping more of a challenge
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CHANCEtheChAn
0uter.Heaven
554
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Posted - 2014.07.20 13:27:00 -
[34] - Quote
John Demonsbane wrote:I agree with pretty much everything here except the second equipment slot. I guarantee you that I and many other Amarr logi's, with the exception of PC, will end up doing a lot of our logi-ing from the Amarr assault suit instead.
Many already use scouts, if you want to basically give me only one less equip slot (actually the same amount at STD) than my current logi suit but add that sweet sweet heat bonus instead? Sign me up. That is why I put that I only want to implement 1 of the 3 ideas
One of course being a second equipment slot that yes, because the Amarr logi bonus is all out of whack with bugs, I'm sure 75% of them would switch to the assault suit and do their logying from there
I do this with my scout suit already with the two equip slots
I don't want to take away from the logi suits
But I do want the assault suit to be more versatile
If a second equipment slot be added, I vote that the CPU/PG not be heavily increased with it, making your sacrifice in other areas if you wish to go full proto equipment with it
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
554
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Posted - 2014.07.20 13:46:00 -
[35] - Quote
Cat Merc wrote:Would also like to say that I have been saying the same thing for a long time, just never in a single post. Good job for doing it and finally getting Rattati's attention
Well thank you first of all
Driving from New Orleans airport the other day to my house, its something I thought about again and decided to write it down
I've actually been promoting these ideas to some of the CPMs in game for a while now and it was fallen on somewhat deaf ears, so I thought the forums was the 2nd best place to go with it
And yes, if the assault suit is not going to gain any equipment slots, the only thing I can see going with it is being a slayer suit, and HP buffs is the best way I'm sure to help that along
But like I said before, if some of the base stats aren't changed such as shield recharge rates, and gals armor rep, then what's the point of miniscule HP buffs to base HP, when you still have to take away HP stacking modules away to add shield rechargers and regulators and dual armor reps to be effective slayers
A suit should never HAVE to use these modules to be effective when other suits don't have to use them (IE scouts don't have to to be effective)
WITH THE EXCEPTION
Of logistics players because logistics is a support role, and as such should be able to defend themselves, but at the same time, defending the team should be larger priority
I have a few logis in my corp that have been around since 1.1 that have over a 3 KDR and logistics are their main suits, even through multiple PCs a day
In fact, our CEO is a logi and she got over 6000 WP in a PC the other day and over 20 kills and 4 deaths using mass driver
Its all about awareness and knowing what your supposed to do in what situations
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Cavani1EE7
The Rainbow Effect Dark Taboo
161
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Posted - 2014.07.20 14:10:00 -
[36] - Quote
If the assault suits get smart and efficency changes like these, I'm going to play pubs again
Re-born 1337
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 14:24:00 -
[37] - Quote
CHANCEtheChAn wrote:Now that the Assault class minor tweaks are in place, All 4 classes should get a slight buff from the aforementioned above and everyone should be happier with their suits, and they should run much more effectively than before
- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 5 HP/s from 2 HP/s)
- Minmatar- Much more shield regen per second (Up to 40 or 35 from 25)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
Its the little things that matter, and these things very much do matter and change the entire way you would play or fit these classes, although I feel as though Minmatar would be the most affected, gameplay and fitting wise So lets talk about new Racial bonuses or all around Assault suit upgrades Here are a few ideas that have been throw out, or i have personally thought about and recieved much praise from my peers about Let it be known though that i Believe only 1 of these ideas should be implemented, implementing more than 1 of these could move assault suits back into the above average or OP category, and we only want them to be balanced as of now
- Damage increase for all assaults for all weapons across the board
Commando has already been given this, but in a "Each suit gets a bonus to a certain weapn" way. So i believe putting damage increases on another class would be cliche and just lazy
- Second equipment slot for assaults
I think this could work drastically to improve the role uses of the assaults and something I have thought of a lot. Personally, I believe that Assaults should have been given the second equipment slot when scouts were buffed, as it does not make sense at all that a scout can carry more equipment than the larger Assault suit (Yes I understand the whole cloak in one hand and actual equipment in the other, but it would have been much better just to leave it at 1). This would also push the assault over the Commando now that it can carry 1 more equipment than it, and puts it leagues over Sentinels. Also, when using medium frames (Not racial), a 2 equipment slot loadout now makes sense, as if you skill up into logi, you do it for more equipment, when you skill up into assault, you do it for better stats. My only problem as this might take away from those that use logi, as they may want to don the assault suit to become more battle oriented but still be able to use a moderate amount of equipment
- New Racial bonuses for each individual assault suit
This has been something I have been looking at for a few months now ever since the start of 1.8 and have compiled a list of new bonuses that would help strenghthen the modules that each assault suit is expected to use based on the way each suit is set up and handles
- Caldari Assault- 5% per level efficancy of Shield extenders, or Shield Regulators
- Gallente Assault- 5%-10% per level efficancy of Armor Repair Modules
- Minmatar Assault- 5% per level efficancy of Kinetic Catylyzers per level, and/or Shield Rechargers
- Amarr Assault- 5% per level efficancy of Armor Plate Modules
For the Caldari, This is the king of shields suit, if using 5 Complex shield extenders, would add 82.5 shields or 1 Complex Regulator would regen shields 9% faster compared to a Complex regulator with no bonus
For the Gallente, a Complex armor repair with lv 5 skills would rep at 11.25 or 13.1(or 11 or 13) hp/s. This would mean an increase in the current base repair to 5 hp/s and a Complex armor rep module would net 16-18 armor rep per second. This was originally planned with the 2 hp/s base rep in mind, and may need some tweaking due to being able to stack multiple complex armor reps and repping nearly 40 hp/s easily
For the Minmatar, the kincat bonus is of course, because the min race is speed oriented, but the truth of the matter is that with the extra speed already given, and low health, min assaults may not use kincats at all and fargo it for more E-war or HP oriented low slot modules. That is why the "And/or" is in place, so that min users could instead make a complex shield recharger module give the same shield benefits as a proto Shield Energizer module (65%) without the loss to shield HP (Which Min drastically needs every bit of)
For the Amarr, well your basically a slow HP tank, so why not give it a bonus to what it does best? With 4 lows and 4 Complex Armor plates (135 HP each 540 total) , you could gain a potential 135 Armor to this, making your total armor stacked to 675, 810 with all bonuses lv 5, and 1110 with base armor added plus lv 5 upgrades. Many might argue that this may be too much armor, but lets be honest, with this much armor on and the already slow Amarr suit, your not going anywhere anytime soon, and with little strafing left and 0 armor reps coming through the suit, its basically a sitting duck unless sitting on a rep hive. The main point of this is to be able to stack Complex Reactive plates for regen and get a good boost of health out of them as well (65 Standard, and 81 armor after bonus is applied)
I hooe ccp looks over your cal bonus It's too small and it needs to be all shield mods, maybe 10% per level for everything but extenders?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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CHANCEtheChAn
0uter.Heaven
554
|
Posted - 2014.07.20 14:50:00 -
[38] - Quote
JRleo jr wrote:CHANCEtheChAn wrote:Now that the Assault class minor tweaks are in place, All 4 classes should get a slight buff from the aforementioned above and everyone should be happier with their suits, and they should run much more effectively than before
- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 5 HP/s from 2 HP/s)
- Minmatar- Much more shield regen per second (Up to 40 or 35 from 25)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
Its the little things that matter, and these things very much do matter and change the entire way you would play or fit these classes, although I feel as though Minmatar would be the most affected, gameplay and fitting wise So lets talk about new Racial bonuses or all around Assault suit upgrades Here are a few ideas that have been throw out, or i have personally thought about and recieved much praise from my peers about Let it be known though that i Believe only 1 of these ideas should be implemented, implementing more than 1 of these could move assault suits back into the above average or OP category, and we only want them to be balanced as of now
- Damage increase for all assaults for all weapons across the board
Commando has already been given this, but in a "Each suit gets a bonus to a certain weapn" way. So i believe putting damage increases on another class would be cliche and just lazy
- Second equipment slot for assaults
I think this could work drastically to improve the role uses of the assaults and something I have thought of a lot. Personally, I believe that Assaults should have been given the second equipment slot when scouts were buffed, as it does not make sense at all that a scout can carry more equipment than the larger Assault suit (Yes I understand the whole cloak in one hand and actual equipment in the other, but it would have been much better just to leave it at 1). This would also push the assault over the Commando now that it can carry 1 more equipment than it, and puts it leagues over Sentinels. Also, when using medium frames (Not racial), a 2 equipment slot loadout now makes sense, as if you skill up into logi, you do it for more equipment, when you skill up into assault, you do it for better stats. My only problem as this might take away from those that use logi, as they may want to don the assault suit to become more battle oriented but still be able to use a moderate amount of equipment
- New Racial bonuses for each individual assault suit
This has been something I have been looking at for a few months now ever since the start of 1.8 and have compiled a list of new bonuses that would help strenghthen the modules that each assault suit is expected to use based on the way each suit is set up and handles
- Caldari Assault- 5% per level efficancy of Shield extenders, or Shield Regulators
- Gallente Assault- 5%-10% per level efficancy of Armor Repair Modules
- Minmatar Assault- 5% per level efficancy of Kinetic Catylyzers per level, and/or Shield Rechargers
- Amarr Assault- 5% per level efficancy of Armor Plate Modules
For the Caldari, This is the king of shields suit, if using 5 Complex shield extenders, would add 82.5 shields or 1 Complex Regulator would regen shields 9% faster compared to a Complex regulator with no bonus
For the Gallente, a Complex armor repair with lv 5 skills would rep at 11.25 or 13.1(or 11 or 13) hp/s. This would mean an increase in the current base repair to 5 hp/s and a Complex armor rep module would net 16-18 armor rep per second. This was originally planned with the 2 hp/s base rep in mind, and may need some tweaking due to being able to stack multiple complex armor reps and repping nearly 40 hp/s easily
For the Minmatar, the kincat bonus is of course, because the min race is speed oriented, but the truth of the matter is that with the extra speed already given, and low health, min assaults may not use kincats at all and fargo it for more E-war or HP oriented low slot modules. That is why the "And/or" is in place, so that min users could instead make a complex shield recharger module give the same shield benefits as a proto Shield Energizer module (65%) without the loss to shield HP (Which Min drastically needs every bit of)
For the Amarr, well your basically a slow HP tank, so why not give it a bonus to what it does best? With 4 lows and 4 Complex Armor plates (135 HP each 540 total) , you could gain a potential 135 Armor to this, making your total armor stacked to 675, 810 with all bonuses lv 5, and 1110 with base armor added plus lv 5 upgrades. Many might argue that this may be too much armor, but lets be honest, with this much armor on and the already slow Amarr suit, your not going anywhere anytime soon, and with little strafing left and 0 armor reps coming through the suit, its basically a sitting duck unless sitting on a rep hive. The main point of this is to be able to stack Complex Reactive plates for regen and get a good boost of health out of them as well (65 Standard, and 81 armor after bonus is applied)
I hooe ccp looks over your cal bonus It's too small and it needs to be all shield mods, maybe 10% per level for everything but extenders?
But shield extenders are what give Caldari 75% of their health
So why would you not want a bonus to shield extenders?
Caldari should be more about shield stacking
And Minmatar should be more about shield regen
At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality
Just like Gallente is for armor repping
And Amarr is for armor stacking
Or am I wrong in this assumption?
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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JRleo jr
Xer Cloud Consortium
78
|
Posted - 2014.07.20 15:52:00 -
[39] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:CHANCEtheChAn wrote:Now that the Assault class minor tweaks are in place, All 4 classes should get a slight buff from the aforementioned above and everyone should be happier with their suits, and they should run much more effectively than before raise from my peers about Let it be known though that i Believe only 1 of these ideas should be implemented, implementing more than 1 of these could move assault suits back into the above average or OP category, and we only want them to be balanced as of now
- Damage increase for all assaults for all weapons across the board
Commando has already been given this, but in a "Each suit gets a bonus to a certain weapn" way. So i believe putting damage increases on another class would be cliche and just lazy
- Second equipment slot for assaults
I think this could work drastically to improve the role uses of the assaults and something I have thought of a lot. Personally, I believe that Assaults should have been given the second equipment slot when scouts were buffed, as it does not make sense at all that a scout can carry more equipment than the larger Assault suit (Yes I understand the whole cloak in one hand and actual equipment in the other, but it would have been much better just to leave it at 1). This would also push the assault over the Commando now that it can carry 1 more equipment than it, and puts it leagues over Sentinels. Also, when using medium frames (Not racial), a 2 equipment slot loadout now makes sense, as if you skill up into logi, you do it for more equipment, when you skill up into assault, you do it for better stats. My only problem as this might take away from those that use logi, as they may want to don the assault suit to become more battle oriented but still be able to use a moderate amount of equipment
- New Racial bonuses for each individual assault suit
This has been something I have been looking at for a few months now ever since the start of 1.8 and have compiled a list of new bonuses that would help strenghthen the modules that each assault suit is expected to use based on the way each suit is set up and handles
- Caldari Assault- 5% per level efficancy of Shield extenders, or Shield Regulators
- Gallente Assault- 5%-10% per level efficancy of Armor Repair Modules
- Minmatar Assault- 5% per level efficancy of Kinetic Catylyzers per level, and/or Shield Rechargers
- Amarr Assault- 5% per level efficancy of Armor Plate Modules
For the Caldari, This is the king of shields suit, if using 5 Complex shield extenders, would add 82.5 shields or 1 Complex Regulator would regen shields 9% faster compared to a Complex regulator with no bonus
For the Gallente, a Complex armor repair with lv 5 skills would rep at 11.25 or 13.1(or 11 or 13) hp/s. This would mean an increase in the current base repair to 5 hp/s and a Complex armor rep module would net 16-18 armor rep per second. This was originally planned with the 2 hp/s base rep in mind, and may need some tweaking due to being able to stack multiple complex armor reps and repping nearly 40 hp/s easily
For the Minmatar, the kincat bonus is of course, because the min race is speed oriented, but the truth of the matter is that with the extra speed already given, and low health, min assaults may not use kincats at all and fargo it for more E-war or HP oriented low slot modules. That is why the "And/or" is in place, so that min users could instead make a complex shield recharger module give the same shield benefits as a proto Shield Energizer module (65%) without the loss to shield HP (Which Min drastically needs every bit of)
For the Amarr, well your basically a slow HP tank, so why not give it a bonus to what it does best? With 4 lows and 4 Complex Armor plates (135 HP each 540 total) , you could gain a potential 135 Armor to this, making your total armor stacked to 675, 810 with all bonuses lv 5, and 1110 with base armor added plus lv 5 upgrades. Many might argue that this may be too much armor, but lets be honest, with this much armor on and the already slow Amarr suit, your not going anywhere anytime soon, and with little strafing left and 0 armor reps coming through the suit, its basically a sitting duck unless sitting on a rep hive. The main point of this is to be able to stack Complex Reactive plates for regen and get a good boost of health out of them as well (65 Standard, and 81 armor after bonus is applied)
I hooe ccp looks over your cal bonus It's too small and it needs to be all shield mods, maybe 10% per level for everything but extenders? But shield extenders are what give Caldari 75% of their health So why would you not want a bonus to shield extenders? Caldari should be more about shield stacking And Minmatar should be more about shield regen At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality Just like Gallente is for armor repping And Amarr is for armor stacking Or am I wrong in this assumption? Well most people would think 50% more shields from extenders would be op, so 10% per level for every other shield mod.
Then I would feel my sp actually being used for my proto cal assault.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Baal Omniscient
Onslaught Inc RISE of LEGION
1982
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Posted - 2014.07.20 15:53:00 -
[40] - Quote
CHANCEtheChAn wrote:But shield extenders are what give Caldari 75% of their health
So why would you not want a bonus to shield extenders?
Caldari should be more about shield stacking
And Minmatar should be more about shield regen
At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality
Just like Gallente is for armor repping
And Amarr is for armor stacking
Or am I wrong in this assumption?
I think one of the issues is people undervalue the effectiveness of eHP. A Caldari vs a Minmatar assault in a 1v1 between evenly matched players goes to whomever has the most eHP (hint: starts with a "C"). And yet for some reason everyone seems to believe the Caldari should have less delay than the Minmatar who has to rely on it's regen far more. I believe that giving the Minmatar both lower delays AND either an equal or a slightly higher regen rate to shields will make the Minmatar assault a much more viable choice.
Additionally, the Caldari shield extender HP bonus is a very good idea. Another alternative to this (or perhaps even an addition to this) could be to give a % decrease to the delay penalty caused by stacking shield extenders. It's the one module that the Caldari assault is guaranteed to rely on the most, and a delay penalty reduction will help the Caldari assault with the new module layouts of 5/2, reducing their need for regulators and indirectly increasing the regulator's effectiveness.
TL;DR: Yes, the Minmatar should have better regen abilities, but that should also include delays. Since they have less eHP to begin with, they need less downtime before getting their shields back. And yes to Caldari shield extender buffs.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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CHANCEtheChAn
0uter.Heaven
558
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Posted - 2014.07.20 16:16:00 -
[41] - Quote
Baal Omniscient wrote:CHANCEtheChAn wrote:But shield extenders are what give Caldari 75% of their health
So why would you not want a bonus to shield extenders?
Caldari should be more about shield stacking
And Minmatar should be more about shield regen
At least that is how it was explained to me, and personally seems to fit a wax on and wax off personality
Just like Gallente is for armor repping
And Amarr is for armor stacking
Or am I wrong in this assumption?
I think one of the issues is people undervalue the effectiveness of eHP. A Caldari vs a Minmatar assault in a 1v1 between evenly matched players goes to whomever has the most eHP (hint: starts with a "C"). And yet for some reason everyone seems to believe the Caldari should have less delay than the Minmatar who has to rely on it's regen far more. I believe that giving the Minmatar both lower delays AND either an equal or a slightly higher regen rate to shields will make the Minmatar assault a much more viable choice. Additionally, the Caldari shield extender HP bonus is a very good idea. Another alternative to this (or perhaps even an addition to this) could be to give a % decrease to the delay penalty caused by stacking shield extenders. It's the one module that the Caldari assault is guaranteed to rely on the most, and a delay penalty reduction will help the Caldari assault with the new module layouts of 5/2, reducing their need for regulators and indirectly increasing the regulator's effectiveness. TL;DR: Yes, the Minmatar should have better regen abilities, but that should also include delays. Since they have less eHP to begin with, they need less downtime before getting their shields back. And yes to Caldari shield extender buffs.
I agree with this almost completely
But with Minmatar having so many other passive bonuses to it (Hacking, Speed, stamina, stamina regen) over Caldari, that to have a shield delay time lower than that of the Caldari, with also the bonus of having an extra low slot (Which are arguably the most useful slot out of the highs and lows)
Would make the Minmatar the better choice out of the two by far
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Baal Omniscient
Onslaught Inc RISE of LEGION
1984
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Posted - 2014.07.20 16:55:00 -
[42] - Quote
CHANCEtheChAn wrote:[quote=Baal Omniscient]I agree with this almost completely
But with Minmatar having so many other passive bonuses to it (Hacking, Speed, stamina, stamina regen) over Caldari, that to have a shield delay time lower than that of the Caldari, with also the bonus of having an extra low slot (Which are arguably the most useful slot out of the highs and lows)
Would make the Minmatar the better choice out of the two by far
I'm... fairly certain that the Minmatar assault has no hacking speed bonus over the other assaults. I could be wrong, but I've never seen that difference. In either case, depending on the numbers of course, the double bonus to shield extenders that also doubles as a regulator bonus could easily allow the Caldari to maintain a delay close to (if not better than) that of the Minmatar suit while stacking more shield modules since they receive less delay from the extenders.
Random thought: (this may need to be coupled with reduced regen-per-pulse to remain balanced) Medium Frame shield tankers need both of their base delays cut drastically, perhaps even in half. When you enter a firefight it is rarely ever 1v1, and in order for a shield suit to survive it needs to be able to recover before the next enemy is able to round his cover on him. With the majority of the suits on the field running above 6m (some upwards of 11) per second that takes no time at all, especially in CQC areas.
That last bit may just be wishful thinking or me getting greedy, but it's the only way I can really see shields ever properly rivaling armor on the front lines again.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Summ Dude
Direct Action Resources
424
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Posted - 2014.07.20 19:29:00 -
[43] - Quote
CHANCEtheChAn wrote:Thesis Paper I agree with pretty much all of your ideas here; they make Assault suits more viable while further strengthening the racial styles of each suit. So enjoy my +1s.
However I'm still looking for a clear definition of which role Assault suits are meant to be filling from CCP. If they're supposed to be the pure slayers of the game, that's fine. But it requires altering their bonuses (and probably the Commando bonuses as well) to actually fit that role. Giving Assaults buffs that just make them better overall suits is great, but at the end of the day, Dust 514 (as I understand it) is a game focused on niches and teamwork, and without a solid role to fill, I feel that Assault suits will continue to be heavily overshadowed.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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CHANCEtheChAn
0uter.Heaven
565
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Posted - 2014.07.20 19:54:00 -
[44] - Quote
Baal Omniscient wrote:CHANCEtheChAn wrote:[quote=Baal Omniscient]I agree with this post completely
But with Minmatar having so many other passive bonuses to it (Hacking, Speed, stamina, stamina regen) over Caldari, that to have a shield delay time lower than that of the Caldari, with also the bonus of having an extra low slot (Which are arguably the most useful slot out of the highs and lows)
Would make the Minmatar the better choice out of the two by far
I'm... fairly certain that the Minmatar assault has no hacking speed bonus over the other assaults. I could be wrong, but I've never seen that difference. In either case, depending on the numbers of course, the double bonus to shield extenders that also doubles as a regulator bonus could easily allow the Caldari to maintain a delay close to (if not better than) that of the Minmatar suit while stacking more shield modules since they receive less delay from the extenders. Random thought: (this may need to be coupled with reduced regen-per-pulse to remain balanced) Medium Frame shield tankers need both of their base delays cut drastically, perhaps even in half. When you enter a firefight it is rarely ever 1v1, and in order for a shield suit to survive it needs to be able to recover before the next enemy is able to round his cover on him. With the majority of the suits on the field running above 6m (some upwards of 11) per second that takes no time at all, especially in CQC areas. That last bit may just be wishful thinking or me getting greedy, but it's the only way I can really see shields ever properly rivaling armor on the front lines again.
The Minmatar has a 1.05 while the rest have a 1.00 hacking speed, enough to cut down half a second when hacking for 10 seconds
Well here is the thing about cutting medium frame shield delays down
In order for a Armor tanker to properly regen without outside influences, is to stick an armor repair module on a suit in the low slot
Now as a medium frame shield user, with the current regen times, you do not HAVE to stick a regulator in the low slot, but it would be severely detrimental to your survival if you dont
So CCP will look st this as balanced (Both types of suits have to use low slots for regen)
What they do not see, is that in this scenario, shield suits do not have to use a regulator to regen shields, and can use it for something else (Probably speed or reactive plates)
And Armor users could simply Fargo a repair module for armor plates and use the equipment slot for a rep hive, or have a logi nearby
In this scenario the armor user probably has more HP but once its down it stays down, unless coupled with a rep hive or logi in which said suit is "OP" in this state
If this is the case, it is up tO the shield user, to either flee, or get rid of the enemy repair first
Back in chrome, TTK was low enough that everyone could make these split second decisions and were rewarded for being smart
But now the game has just turned into a twitch shooter, so its hit or miss
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
565
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Posted - 2014.07.20 20:08:00 -
[45] - Quote
Summ Dude wrote:CHANCEtheChAn wrote:Thesis Paper I agree with pretty much all of your ideas here; they make Assault suits more viable while further strengthening the racial styles of each suit. So enjoy my +1s. However I'm still looking for a clear definition of which role Assault suits are meant to be filling from CCP. If they're supposed to be the pure slayers of the game, that's fine. But it requires altering their bonuses (and probably the Commando bonuses as well) to actually fit that role. Giving Assaults buffs that just make them better overall suits is great, but at the end of the day, Dust 514 (as I understand it) is a game focused on niches and teamwork, and without a solid role to fill, I feel that Assault suits will continue to be heavily overshadowed.
Let's be honest here
With 1 equipment slot
And the most HP (besides logis, but most of them are either too slow or don't have sidearms) of any light weapon user
The assault is, and always has been the front line slayer suit
Instead of the Commandos getting the bonuses they have
Those should have went to the assault suit
And commandoes should have simply been given a big HP buff (More than assaults, less than sentinels)
And things would have balanced out
(But why would someone not simply use a sentinel over a Commando? Because Commandos would be faster and be able to carry two light weapons)
But now your stuck with Commandos that kill very easy and die very easy
And can lay down extreme AV fire from the secondary slot
And an assault class with no real purpose because their "Racial bonuses" are pretty terrible (Minus Amarr)
Assaults used to be the slayer suit
But then Logis got a buff which made them better
HMG got a buff that made Sentinels better
Commandos got a Racial bonus that made them better
And scouts got a buff that made them Lol good
While the assault suit kinda just sat here since Chrome with nothing going on
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Sgt Kirk
Fatal Absolution
6616
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Posted - 2014.07.20 20:09:00 -
[46] - Quote
Someone please tell me why giving the assault an extra equipment slot will make it better at killing people with its light and sidearm?
huh? nothing? just stuck on the assaults of the Beta days huh?
No, assault doesnt need an equipment slot for any reason.
see you space cowboy...
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Atiim
Fooly Cooly. Anime Empire.
10751
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Posted - 2014.07.20 20:21:00 -
[47] - Quote
Sgt Kirk wrote:Someone please tell me why giving the assault an extra equipment slot will make it better at killing people with its light and sidearm?
Triage hives along with a Scanner to increase survivability as well as having a general sense of where the battle is?
Once a ScRub, always a sCRub.
-HAND
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CCP Rattati
C C P C C P Alliance
4591
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Posted - 2014.07.20 21:05:00 -
[48] - Quote
Assaults are not getting another equipment slot.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CHANCEtheChAn
0uter.Heaven
570
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Posted - 2014.07.20 22:32:00 -
[49] - Quote
CCP Rattati wrote:Assaults are not getting another equipment slot.
As they shouldn't
I saw you talking about the idea in another thread so I assume the idea got shot down
So now that Logistics class is the main support class
While scouts can be the long range support class (They can get equipment to certain areas faster and undetected)
All that's left for Assaults are to be basically, an Assault class (Or slayer, front line, on the ground, in the thick of it suit)
Correct?
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
570
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Posted - 2014.07.20 22:41:00 -
[50] - Quote
Sgt Kirk wrote:Someone please tell me why giving the assault an extra equipment slot will make it better at killing people with its light and sidearm?
huh? nothing? just stuck on the assaults of the Beta days huh?
No, assault doesnt need an equipment slot for any reason.
So you want to take away ALL of the equipment slots from assault suits?
And replace it with what per se?
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Cavani1EE7
The Rainbow Effect Dark Taboo
163
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Posted - 2014.07.20 23:12:00 -
[51] - Quote
CCP Rattati wrote:Assaults are not getting another equipment slot.
Yes they are.
Re-born 1337
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CHANCEtheChAn
0uter.Heaven
574
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Posted - 2014.07.21 02:33:00 -
[52] - Quote
Cavani1EE7 wrote:CCP Rattati wrote:Assaults are not getting another equipment slot. Yes they are. Looks like an HP buff was favored over an extra equipment slot
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Summ Dude
Direct Action Resources
426
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Posted - 2014.07.21 05:45:00 -
[53] - Quote
CHANCEtheChAn wrote:CCP Rattati wrote:Assaults are not getting another equipment slot. As they shouldn't I saw you talking about the idea in another thread so I assume the idea got shot down So now that Logistics class is the main support class While scouts can be the long range support class (They can get equipment to certain areas faster and undetected) All that's left for Assaults are to be basically, an Assault class (Or slayer, front line, on the ground, in the thick of it suit) Correct? Yes Rattati, is this correct? A direct answer to this would be great.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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TechMechMeds
Techs Laboratory
3936
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Posted - 2014.07.21 08:54:00 -
[54] - Quote
Nice.
It all seems really good and you did a quality job of saying it how it is.
I have nothing to add, the regen is a nice touch as well. Need that in between fights.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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TechMechMeds
Techs Laboratory
3936
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Posted - 2014.07.21 09:05:00 -
[55] - Quote
Oh, I play min assault but only because I love minmatar.
Across my chars I can......
Basic min scout
Basic min commando
Proto min assault
Proto min heavy
Proto min logi
Proto amarr assault
Proto amarr scout
Basic Amarr commando
Basic Amarr logi
Basic gal logi
Basic gal assault
18 mil sp tanker (yawn)
I can proto every module and weapon in the game relative to my chars as well.
So with that said, I approve 100% of these changes as I know they are sound and about as non bias as it gets.
Rattati will do well to implement pretty much everything chance has stated as well because you can't get much more experience than that.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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TechMechMeds
Techs Laboratory
3936
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Posted - 2014.07.21 09:07:00 -
[56] - Quote
CCP Rattati wrote:Assaults are not getting another equipment slot.
Don't step on ma yellow suede boots!.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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TechMechMeds
Techs Laboratory
3936
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Posted - 2014.07.21 09:09:00 -
[57] - Quote
CCP Rattati wrote:Assaults are not getting another equipment slot.
Don't ya step on ma yellow suede boots!.
Thank you, thank you very much, uh huh, uh huh baby!.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Grimmiers
639
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Posted - 2014.07.21 10:09:00 -
[58] - Quote
Posted a thread and feedback and ideas about a potential assault damage bonus where each level would buff a weapon's weakness. The idea was to create the same offset damage profile that the combat rifle has for the assault class to make them better at slaying more types of suits.
Deeby suggested that while using the assault suit the proficiency skill would apply to both shields and armor for the racial weapon which I like more than my suggestion.
It is a shame tthat the first suit I leveled up to 5 was the assault suit and I now only use it for option C...
That being said delta can't come soon enough. The damage mod changes will be good too, but will end up better on other suits. |
RendonaSix
Techs Laboratory
115
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Posted - 2014.07.21 18:03:00 -
[59] - Quote
Yeah I er, agree.
*bumps thread*
Run!.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
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CHANCEtheChAn
0uter.Heaven
583
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Posted - 2014.07.21 18:56:00 -
[60] - Quote
Grimmiers wrote:Posted a thread and feedback and ideas about a potential assault damage bonus where each level would buff a weapon's weakness. The idea was to create the same offset damage profile that the combat rifle has for the assault class to make them better at slaying more types of suits.
Deeby suggested that while using the assault suit the proficiency skill would apply to both shields and armor for the racial weapon which I like more than my suggestion.
It is a shame tthat the first suit I leveled up to 5 was the assault suit and I now only use it for option C...
That being said delta can't come soon enough. The damage mod changes will be good too, but will end up better on other suits. Yeah, the problem with damage mods is that shield users have to choose between damage mods or shields
While armor users get to choose between damage mods and...
Well damage mods
Again with the high slot/low slot imbalance
And the TTK is already borderline COD levels
Increasing damage mod usage is just going to increase that
Especially when Heavies with HMGs are typically the main users of damage mods
TTK being low is pretty upsetting when your running around in a proto suit it took you 2 years to build the experience for
And a 2 day old new guy can kill you in a second or two with a militia AR in the back
When back in chrome you still had the time to turn around and outmaneuver the new guy
So sad DUST
So sad...
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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