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CHANCEtheChAn
0uter.Heaven
518
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Posted - 2014.07.19 15:58:00 -
[1] - Quote
So to begin, this is going to be long, so put on your reading glasses if you havn't already
But ive been around since closed beta, been through thousands of pub matches, and been through over 500 Planetary Conquest matches
Ive been through the casual side of DUST, and the competitive side multiple times, and back again
Im now using that knowledge to compile a list of ideas that would make the assault class effective again, because I do not believe that the current "Upgrades" in Hotfix Charlie will be enough to boost the Assault class back to a competitive, or hardly even casual level
Please give me your inputs, but please do not troll, and edit your quotes so people do not have to read this intro over and over
Now, the main elephant in the room of all the classes now is the assault class, everyone knows this
Even if you want to deny it, its like denying to your friends that you didnt watch Sailor Moon growing up
But you did
Its okay
We all did
But since Chrome, where assaults were the more plentiful of all the classes used, all other suits have gone through MAJOR changes, in almost every way (Logi, Scouts, Sentinel, Commando)
Yet the assault suit has mainly just, stayed the same
This is because other suits were buffed to become viable against the assault class, but eventually came to overpower it
The assault suit used to be simple enough, its the slayer suit or "Jack of all trades", but that magic has long gone
This is because other classes have been pushed to fulfill the roles of the assault suit, but better, due to: weapon buffs, racial bonus buffs, hit detection buffs, and well, whatever the hell that OPHammer that scouts were given in 1.8 was.
Examples:
Slayer Classes- Sentinel (HMG buffs), Scouts (High speed and cloak), Commando (Damage and reload buffs)
Support Classes- Logistics (E-war/ equipment spam), Scouts (E-war/ equipment spam), Commandos (AV superiority with swarms and PLC in the secondary slot and still have a primary weapon), Sentinel (Forge gun)
E-war- Scouts (Racial bonuses and cloak), Logistics (scanners, cloak)
As you can see, if there is something for the Assault class to do, another class can do it better
Much, Much, better
The assault class can fill a few of these roles, but at heavy expenses
Example:
Stack 3 Complex damage mods to rival that of the command DPS and you basically use half of your CPU/PG for 3 slots
Stack 4 precision mods on, and your looking at a suit squishier and less E-war than a scout
Put a swarm launcher on, and get mowed down by anything outside of 40 meters
So, sorry to say this CCP bros, but the only people using assault suits anymore are
A. Scrambler and Laser rifle users, because the racial bonus is just so good for those weapons
B. Under 10 million SP newbs that dont know, or understand the suit balancing issues at hand
C. Trolls, who pop in their old assault suits just to challenge themselves and brag about their good scores
So, now, we are looking at CPU/PG buffs, and also HP increases and Grenade/Light weapon fitting bonuses
Which are nice, but still wont convince me ( An assault user for over a year and a half and desperately want a reason to go back to it), or anyone else in PC environments to spend 3,000,000+ SP on it
Cpu/PG buffs have been needed since forever, HP increase doesnt mean much when a Gal or Amarr scout can stack 4 armor plates and still have a smaller hitbox, have better E-War, 2 equipment slots, might still be faster, and only have 200-300 less HP
Basically, the Assault class is being overshadowed by the scout class in every way, shape or form
SO WHAT TO DO?
Well first, before you look at buffing the assault classes as a whole, you need to start looking at individual stats to buff to make the assault suit actually pleasant to use
It used to be that the assault class was good to go in terms of versitility, you could put on shield regen mods, or other enhancer modules, but it didnt necessarily need them
Now to compete with the ungodly shield reload times, sprint speeds, E-war uses of scouts, you now have to put these modules on the assault suit to make it competitive, taking slots away from the suit actually being used as intended
So, you stack an Complex kincat to be as fast as a scout, Complex damp to be as damped as a scout, Complex shield recharge to regen shields as fast as a scout, Shield reg to reload shields as much as a scout, and basically your down to 3 slots to use, and the scout still has better stats across the board +1 equip slot
SO
Caldari and Minmatar Assaults
These are your shield guys, and are constantly put in the gutter because of it. Ive come to understand that the Cal assault is your High shields, medium recharge, and low delay suit. Basically your taking major incoming damage to your shields, but your constantly regening shields at a medium amount
While Minmatar are your Medium shields, High recharge, medium Delay suit, but have higher speed. Basically this is your run and gun suit, your going from engagement to engagement with descent shield counts, but under fire you have to take cover constantly, your shield takes a bit longer to start the recharge process, but when it does, watch out! Yes you can dual tank this suit, but it defeats the purpose altogether of the Min being speed based
This as you may know, is not the case at all, and compared to scout stats, the stats for shield regen all around are awful for the assaults compared to scouts, but what is more puzzling is that Gallente and Amarr shield regen stats are only basically 25% less than that of min assaults, and less than 50% less than cal assault stats, both regen and regen time
Also because the min assault has such low regen AND regen time, you basically HAVE to use a low and a high slot on the suit for a shield recharger and a regulator to make the
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
518
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Posted - 2014.07.19 16:02:00 -
[2] - Quote
suit even remotely effective, basically making it just easier to just tank it out with armor, which again, defeats the purpose of Minmatar being the fast suits
Cal assault shield is okay, but i think a little more seperation from Amarr and Gal shield regen rates would help solidify it as the assault shield king
Stat Changes
Assault shield regen- pushed up to
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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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2525
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Posted - 2014.07.19 16:10:00 -
[3] - Quote
Nerf scout Regen Buff Assault regen.
Tanker/Logi
0 The number of 7ucks given
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CHANCEtheChAn
0uter.Heaven
519
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Posted - 2014.07.19 16:23:00 -
[4] - Quote
Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol
and no, nerfing scout regen is a bad idea, Continually nerfing scouts until they are unusable is not an option
Yes, they should never have been buffed to the state that they are, but no, now that everyone likes to use it, it would be unfair to true scouts to continue to nerf it back into the ground
The options are to buff assaults back up to be competitive to take people back away from scouts
The logis, commandos, and sentinels are fine in usability and player count
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
519
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Posted - 2014.07.19 16:32:00 -
[5] - Quote
*Reserved*
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
1975
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Posted - 2014.07.19 18:32:00 -
[6] - Quote
I actually fall under category D ~ Stubborn closed beta vet who refuses to change roles because he doesn't feel like chasing the FotM.
Something I would really like to see is assault suits getting bonuses to all regenerative modules. 5% increase to all regenerative modules per level perhaps? Regulators, rechargers, reactive plates and repair modules all getting a buff from this bonus (as well as perhaps the cardiac regulator since if buffs stamina regen). This would allow assaults to build effective suits with more diversified loadouts rather than fits that just stack eHP. This would also increase the survivability of assault suits who play smart.
Just tossing the thought out there, I'm not really here today. Shhhhhhh.....
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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CCP Rattati
C C P C C P Alliance
4561
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Posted - 2014.07.19 18:50:00 -
[7] - Quote
Read, enjoyed and liked. These are well thought out and in solid alignment with what we believe as well. These efficacy changes, that we are aiming for in Delta are very much like our Delta designs. I quite like the racial flavoring ideas.
The first pass at PG/CPU balancing was indeed done holistically in the first pass, keeping all the current differences in place. Upon further inspection, we can and should tailor the changes a little bit more towards the fitting opportunities each race has (Caldari specifically)
Thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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JRleo jr
Xer Cloud Consortium
71
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Posted - 2014.07.19 20:52:00 -
[8] - 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 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- 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)
1 thing that I feel isn't enough
Bring base regen of cal ass. To 40, or 50, or 45, then that will be enough, and lower base delay by 1 second, since you can't use 3 shield regs anymore.
And the bonus should be to all shield mods...
Max level brony.
My special magic is trolling.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2528
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Posted - 2014.07.19 21:06:00 -
[9] - Quote
CHANCEtheChAn wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol and no, nerfing scout regen is a bad idea, Continually nerfing scouts until they are unusable is not an option Yes, they should never have been buffed to the state that they are, but no, now that everyone likes to use it, it would be unfair to true scouts to continue to nerf it back into the ground The options are to buff assaults back up to be competitive to take people back away from scouts The logis, commandos, and sentinels are fine in usability and player count If you nerfed the Regen scouts would still be good for single encounters, would maintain their Ewar capabilities to scan remain hidden, get off speed hacks, use cloak to their advantage and essentially be like an actual scout! Scouts are not the intended slayers assaults are.
Tanker/Logi
0 The number of 7ucks given
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
661
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Posted - 2014.07.19 21:10:00 -
[10] - Quote
Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen.
dumbest idea ever...
destiny isn't close to what dust could have been...neither is dust destiny>dust
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CHANCEtheChAn
0uter.Heaven
529
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Posted - 2014.07.19 21:15:00 -
[11] - Quote
CCP Rattati wrote:Read, enjoyed and liked. These are well thought out and in solid alignment with what we believe as well. These efficacy c, we are aiming for in Delta are very much like our Delta designs. I quite like the racial flavoring ideas.
The first pass at PG/CPU balancing was indeed done holistically in the first pass, keeping all the current differences in place. Upon further inspection, we can and should tailor the changes a little bit more towards the fitting opportunities each race has (Caldari specifically)
Thanks! Thanks for the input Rat tat
(Its what we call you because your quick like a mouse, or rat, or whatever)
Any word on if you might be changing base stats on the individual suits like mentioned above?
Especially the shield regen parts
As a Caldari and Minmatar player I thought that originally, the more HP you could have the more regen you should have (Sounded fair)
But with the new scout 1.8 builds, having such a high regen and low regen times for such small shields blew that way out of proportion
Honestly I want to use the shield assaults, but because the scouts are so much better base stat wise, I can't justify having more EHP on an assault and using it over a scout, when in reality of a competitive environment, I probably will never get those shields back up to full health once I lose a couple hundred without stacking many modules that take away from my suit being better than a scout (ehp)
Again I do not want to Nerf the scout any more than it needs to be
With the new Cal scout changes, I will probably never play it again competitively
And the Cal heavy low shield regen makes it majorly uncompetitive without stacking shield regen mods, that take away from an already low EHP count and terrible lack of low slots
So I'm searching for a new home
I heard Assaults were getting looked at, so I feel as though I should return to where it all first started 2 years ago
But with so unenjoyable (And honestly broken) looking stats
Its hard to want to pick any of them at the moment
-Signed
A lost mercenary o7
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
530
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Posted - 2014.07.19 21:28:00 -
[12] - Quote
JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet
The problem with this is that we want the assaults to be functional
Not Overpowering again
I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once
It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically
And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows)
I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore
And rarely if ever see one for a week at a time
Yes these suits will still need enhancer mods in the highs and lows to rival scout stats
But its a start
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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Dingleburt Bangledack
228
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Posted - 2014.07.19 21:28:00 -
[13] - Quote
CHANCEtheChAn wrote:- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
You might want to edit that. It's not a big deal, but... it's just bugging me a little. |
CHANCEtheChAn
0uter.Heaven
530
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Posted - 2014.07.19 21:34:00 -
[14] - Quote
Dingleburt Bangledack wrote:CHANCEtheChAn wrote:- Caldari- Slightly more shield regen per second (Up to 35 from 30)
- Gallente- Slightly more armor regen per second (Up to 40-35 from 25)
- Minmatar- Much more shield regen per second (Up to 5 hp/s from 2 hp/s)
- Amarr- Nearly 100 armor more (90 total) base armor over Gal
You might want to edit that. It's not a big deal, but... it's just bugging me a little. Edited
Thanks for the catch o7
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
73
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Posted - 2014.07.19 22:02:00 -
[15] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op
We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second.
Max level brony.
My special magic is trolling.
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CHANCEtheChAn
0uter.Heaven
531
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Posted - 2014.07.19 22:52:00 -
[16] - Quote
JRleo jr wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second.
I can see by the way that you talk that you are obviously an Cal assault player, and that your are completely and utterly biased to the situation at hand
So I'll play
"Extremely OP armor heavies" are finally getting the Nerf to HMG heat build up that they have been needing for quite some time so that the gun isn't just a spray everything and watch it die gun, and the Burst HMG is finally gearing up to be a major competition to the base HMG
As one of my corp mates Lunatic Kota said before, "I always overheat my HMG while battling 3 or 4 heavies in a row". This is a bit rediculous, and thanks to the new heat build up, your looking at a lot of mistakes from HMG users over the next few weeks
Even though I think an even LARGER heat build up is needed for the HMG than what will be applied because the damn thing shoots hundreds of bullets in a few seconds, the heat output is steller
You'll be looking at a quite a few heavies making crucial mistakes in the upcoming weeks
But if your going g against an armor heavy, attack passively, not actively
Once that armors down, it stays down usually
And I can deal with a 1 second less Cooldown on both shield recharge and charge depleted delay
IF all other assault suits get a 1 second delay reduction as well
Believe it or not, Gal and Amarr still use shields too, especially on Assault suits
- Armor sentinels- What are shields? Oh that health bar that's always empty
- Armor Commandos- Shields? Oh you meant damage mods
- Armor scouts- Oh shields? Yeah I put those on when I'm not stacking armor plates
- Armor logis- We have rep hives, who needs shields?
- Armor assaults- More HP? Yeah I kinda need that bro
Basically how it goes
Would like to see a 1 second less shield delay and depleted delay for both Cal and Minmatar Assaults (Still giving them less than scouts)
And also a 2 second less shield delay and depleted delay for Gal and Amarr Assaults
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
73
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Posted - 2014.07.19 23:13:00 -
[17] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start No, it won't be op We will still have extremely op armor hmg heavies so there's that and cal assault needs thier delay lowered by 1 second. I can see by the way that you talk that you are obviously an Cal assault player, and that your are completely and utterly biased to the situation at hand So I'll play "Extremely OP armor heavies" are finally getting the Nerf to HMG heat build up that they have been needing for quite some time so that the gun isn't just a spray everything and watch it die gun, and the Burst HMG is finally gearing up to be a major competition to the base HMG As one of my corp mates Lunatic Kota said before, "I always overheat my HMG while battling 3 or 4 heavies in a row". This is a bit rediculous, and thanks to the new heat build up, your looking at a lot of mistakes from HMG users over the next few weeks Even though I think an even LARGER heat build up is needed for the HMG than what will be applied because the damn thing shoots hundreds of bullets in a few seconds, the heat output is steller You'll be looking at a quite a few heavies making crucial mistakes in the upcoming weeks But if your going g against an armor heavy, attack passively, not actively Once that armors down, it stays down usually And I can deal with a 1 second less Cooldown on both shield recharge and charge depleted delay IF all other assault suits get a 1 second delay reduction as well Believe it or not, Gal and Amarr still use shields too, especially on Assault suits
- Armor sentinels- What are shields? Oh that health bar that's always empty
- Armor Commandos- Shields? Oh you meant damage mods
- Armor scouts- Oh shields? Yeah I put those on when I'm not stacking armor plates
- Armor logis- We have rep hives, who needs shields?
- Armor assaults- More HP? Yeah I kinda need that bro
Basically how it goes Would like to see a 1 second less shield delay and depleted delay for both Cal and Minmatar Assaults (Still giving them less than scouts) And also a 2 second less shield delay and depleted delay for Gal and Amarr Assaults Tldr atm
I play hmg heavy, proto scout, recently proto assault, so don't tell me I'm biased
Increasing heat buildup doesn't lower the hmg's way too high dps, they will still kill you before overheat.
As for withering thier armor down, you can't on most maps because everybody is in a ciy heavy whoring and it makes the game boring and unplayable and they have enough range to kill you when you run because you can't 1v1 them, atleast not with a RR, cr maybe, haven't used a cr in awhile.
Max level brony.
My special magic is trolling.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2532
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Posted - 2014.07.19 23:28:00 -
[18] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... Least intelligent person ever...
Tanker/Logi
0 The number of 7ucks given
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Atiim
Fooly Cooly. Anime Empire.
10719
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Posted - 2014.07.19 23:30:00 -
[19] - Quote
I haven't completely read your post yet, but it the ideas are exquisite.
And on that day, that very day, not a single Pilot lived...
-HAND
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2535
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Posted - 2014.07.20 00:12:00 -
[20] - Quote
CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start Does that few hundred HP matter when the scout has the movement speed advantage (strafe), the element of surprise (Ewar). How much of a gap will there be between your proposed regen of scouts and assaults? The min assault fit I've been theory crafting uses 1 complex recharger and 2 complex regulators to keep up with scouts if regen stays the same I would only be able to get 1 second faster regen delay and -12 HP/s of shield regen if he were to completely stack shields and run no modules that benefit shield regen or shorten delay he would also have higher shields and two free slots to run armor or Ewar while I have 1 or he could use those modules for shield benfit lose a tad bit of tank and beat my fit out in every way except having only 20 less shields and 70 les armor. If the scout beats me out will I at least be able to beat him out by using modules.
Oh and 20K sp left till I proto out my min assault.
Tanker/Logi
0 The number of 7ucks given
|
|
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
663
|
Posted - 2014.07.20 00:25:00 -
[21] - Quote
Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... I am the Least intelligent person ever...
FTFY
destiny isn't close to what dust could have been...neither is dust destiny>dust
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JRleo jr
Xer Cloud Consortium
73
|
Posted - 2014.07.20 00:32:00 -
[22] - Quote
Benjamin Ciscko wrote:CHANCEtheChAn wrote:JRleo jr wrote:bonus should be to all shield mods... Yada yada I'm sorry but I cut out the rest of your comment on accident and don't wish to redo it on a tablet The problem with this is that we want the assaults to be functional Not Overpowering again I feel as though having a Medium delay lowered, (Which it already has) and a high regen (As opposed to a medium low as it has now) would be too much all at once It should be competitive with say a Cal Scout, but the scout should continue to have a higher regen because Assaults have higher EHP typically And having the bonus to apply to all shield modules might be a bit hard to do without a client update (Who knows) I also think making the Min recharge more than Cal once it starts its regen will get it out of the gutter because I can't honestly say I know a single Min assault in the game anymore And rarely if ever see one for a week at a time Yes these suits will still need enhancer mods in the highs and lows to rival scout stats But its a start Does that few hundred HP matter when the scout has the movement speed advantage (strafe), the element of surprise (Ewar). How much of a gap will there be between your proposed regen of scouts and assaults? The min assault fit I've been theory crafting uses 1 complex recharger and 2 complex regulators to keep up with scouts if regen stays the same I would only be able to get 1 second faster regen delay and -12 HP/s of shield regen if he were to completely stack shields and run no modules that benefit shield regen or shorten delay he would also have higher shields and two free slots to run armor or Ewar while I have 1 or he could use those modules for shield benfit lose a tad bit of tank and beat my fit out in every way except having only 20 less shields and 70 les armor. If the scout beats me out will I at least be able to beat him out by using modules. Oh and 20K sp left till I proto out my min assault. I went from cal assault 4 to 5 yesterday.
Max level brony.
My special magic is trolling.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
896
|
Posted - 2014.07.20 00:37:00 -
[23] - Quote
i run the Cal assault in PC every night and what i find is scouts have the ewar, speed , and regen advantage while my HP is a little bit higher. this is not balanced plus my weapon bonus does not help in competitive play because the rail rifle is not competitive. so the assault suit has to be better then the scout in one of these areas i listed and the one that makes most sense is regen. i believe the assault suit should have faster regen than the scout while the scout can keep the speed and ewar advantage. foer the scout getting 2 equipment slots the assault weapon bonus needs to be fixed manly the Cal and Galente because the amarr is fine. give the rail rifle little charge up time on the Cal assault which improves damage output faster like the amarr assault bonus does.
KEQ diplomat/ intel /GC officer
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JRleo jr
Xer Cloud Consortium
73
|
Posted - 2014.07.20 00:41:00 -
[24] - Quote
CUSE TOWN333 wrote:i run the Cal assault in PC every night and what i find is scouts have the ewar, speed , and regen advantage while my HP is a little bit higher. this is not balanced plus my weapon bonus does not help in competitive play because the rail rifle is not competitive. so the assault suit has to be better then the scout in one of these areas i listed and the one that makes most sense is regen. i believe the assault suit should have faster regen than the scout while the scout can keep the speed and ewar advantage. foer the scout getting 2 equipment slots the assault weapon bonus needs to be fixed manly the Cal and Galente because the amarr is fine. give the rail rifle little charge up time on the Cal assault which improves damage output faster like the amarr assault bonus does. My cal assault has 10 hp more than mu scout, proto of course, 2 hp/s more regen, higher delay though, bad passive scans, less speed, bigger hitbox...
Max level brony.
My special magic is trolling.
|
Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2538
|
Posted - 2014.07.20 01:21:00 -
[25] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... You are the Least intelligent person ever... FTFY FTFY Some comeback you had their What are you 6 "I know you are but what am I"
Tanker/Logi
0 The number of 7ucks given
|
trollface dot jpg
The Bacon Corporation
221
|
Posted - 2014.07.20 01:46:00 -
[26] - Quote
Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... You are the Least intelligent person ever... FTFY FTFY Some comeback you had their What are you 6 "I know you are but what am I" Throws insults; calls others immature for doing the same.
lolol
RIP MAG, you will be missed.
MAG Vet ~ Raven
|
Leeroy Gannarsein
Legio DXIV
538
|
Posted - 2014.07.20 02:16:00 -
[27] - Quote
Seymour KrelbornX wrote:Benjamin Ciscko wrote:Seymour KrelbornX wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. dumbest idea ever... I am the Least intelligent person ever... FTFY so explain why you think it's a bad idea, O Mighty Seymor, thou who art so wise and beneficent.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
|
Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2538
|
Posted - 2014.07.20 02:20:00 -
[28] - Quote
trollface dot jpg wrote: Throws insults; calls others immature for doing the same.
lolol
I never said he was immature just that he comes up with awful comebacks if he didn't post "dumbest idea ever..." on every constructive post he sees me make then maybe I wouldn't respond in kind.
Tanker/Logi
0 The number of 7ucks given
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3820
|
Posted - 2014.07.20 02:27:00 -
[29] - Quote
I agree with pretty much everything here except the second equipment slot. I guarantee you 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 one less equip slot than my current logi suit but add that sweet sweet heat bonus instead? Sign me up.
(The godfather of tactical logistics)
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trollface dot jpg
The Bacon Corporation
226
|
Posted - 2014.07.20 03:17:00 -
[30] - Quote
Benjamin Ciscko wrote:trollface dot jpg wrote: Throws insults; calls others immature for doing the same.
lolol
I never said he was immature just that he comes up with awful comebacks if he didn't post "dumbest idea ever..." on every constructive post he sees me make then maybe I wouldn't respond in kind. Says guy acts six, says he didn't call him immature
lolol
RIP MAG, you will be missed.
MAG Vet ~ Raven
|
|
Cat Merc
Onslaught Inc RISE of LEGION
11148
|
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
|
Cat Merc
Onslaught Inc RISE of LEGION
11148
|
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
|
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
|
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
|
CHANCEtheChAn
0uter.Heaven
554
|
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
|
Cavani1EE7
The Rainbow Effect Dark Taboo
161
|
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
|
JRleo jr
Xer Cloud Consortium
77
|
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.
|
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
|
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.
|
Baal Omniscient
Onslaught Inc RISE of LEGION
1982
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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RendonaSix
Techs Laboratory
132
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Posted - 2014.07.21 19:21:00 -
[61] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=168798&find=unread
I would appreciate your opinion/feedback/ criticisms chance.
Just bare in mind that this is nothing to do with how it affects us vets because it doesn't.
That link had best work or I shall be headbutting my tablet. Any excuse to replace this piece and get a new one lol.
"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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Skylight Atoma
The Phoenix Federation Dark Taboo
13
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Posted - 2014.07.22 06:58:00 -
[62] - Quote
CHANCEtheChAn wrote:
Instead of the Commandos getting the bonuses they have
Those should have went to the assault suit
Pretty much this, the bonuses should be swapped. IIRC commandos were intended to be the "ultimate suppression suit", not "ultimate slayer suit". To suppress you need to have more potential application and less dps downtime, not higher damage. Higher damage is for slaying. |
CHANCEtheChAn
0uter.Heaven
594
|
Posted - 2014.07.22 23:56:00 -
[63] - Quote
Skylight Atoma wrote:CHANCEtheChAn wrote:
Instead of the Commandos getting the bonuses they have
Those should have went to the assault suit
Pretty much this, the bonuses should be swapped. IIRC commandos were intended to be the "ultimate suppression suit", not "ultimate slayer suit". To suppress you need to have more potential application and less dps downtime, not higher damage. Higher damage is for slaying.
Because we have E-war/slayer/support/suppression mentioned when we talk about different classes and suits
No one has really ever mentioned AV for a suit
Every single suit can be an AV threat
Every class can carry a swarm launcher and AV nades
And because sentinels have no AV grenade capacity, they have forge guns
I didn't really talk about the roles I believe every suit should play, before in this thread
But I am a HEAVY pursuiter in that the Commando suit should be the designated AV or AV-Suppression class in DUST
Because the Commando can use a Swarm launcher in the second light weapon slot
And a primary weapon (That they probably get a bonus to damage and reload speed for) to kill infantry
I feel like in a squad of 5 players, with every player playing as 1 of every class
The Assault should be in front, pushing the objective, followed by the sentinel to clear out the mess of enemies when they begin to converge on the assault, followed by its logistics with a rep tool or rep hives and uplinks to repair his fellow comrades, but enough tank and speed to survive if the others fall, and respawn them if they fall, followed by the Commando and scout protecting each other and providing covering fire from afar.
The Scout provides passive scans while staying hidden to protect the Commando, while the Commando stays back from the fight to cover his squad, and then provides AV superiority from afar if an enemy vehicle roles up on his team with a PLC or Swarms. Then when the objective is clear, the scout moves up to hack with the assault, the assault of course being the sponge for enemy fire while the sentinel/logi provide point defense and the commando sits back with overwatch
I feel as though maybe the assault suit should get a flat 5%-10% damage bonus to all light weapons (Probably 5%) and then add on a 5%-25% bonus to AV damage for Commandos (And I don't own either of these classes by the way in case you believe I'm being biased for these two classes)
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
600
|
Posted - 2014.07.24 14:46:00 -
[64] - Quote
Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends
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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RendonaSix
Tech Dungeon Of Servility
206
|
Posted - 2014.07.24 14:53:00 -
[65] - Quote
CHANCEtheChAn wrote:Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends
That's what happens to everything that matters.
I'll bet if I made a thread labeled 'I fapped', it would probably last ages lol.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
|
CHANCEtheChAn
0uter.Heaven
602
|
Posted - 2014.07.24 15:03:00 -
[66] - Quote
RendonaSix wrote:CHANCEtheChAn wrote:Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends That's what happens to everything that matters. I'll bet if I made a thread labeled 'I fapped', it would probably last ages lol.
Longer than Dust lasted I suppose
"10 year plan"
Turned into
"COD life cycle"
Sure hope legion gets ported and lasts longer
Don't wish for my time here to have been a waste
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
|
RendonaSix
Tech Dungeon Of Servility
207
|
Posted - 2014.07.24 15:10:00 -
[67] - Quote
CHANCEtheChAn wrote:RendonaSix wrote:CHANCEtheChAn wrote:Oh yeah
So another thing to further mention
Bump
Because you know I got to
Huge discussion needs to be made here
And with 4 pages, this kind of just died
Maybe because there are so few assault players left in DUST
well let's change that my friends That's what happens to everything that matters. I'll bet if I made a thread labeled 'I fapped', it would probably last ages lol. Longer than Dust lasted I suppose "10 year plan" Turned into "COD life cycle" Sure hope legion gets ported and lasts longer Don't wish for my time here to have been a waste
Legion is either going to be great or just another fotm joke with mass customisation that's simply a complete waste.
Right now, its just looking like a glorified treasure hunt, like destiny.
"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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Adipem Nothi
Nos Nothi
3232
|
Posted - 2014.07.24 15:12:00 -
[68] - Quote
I don't think you'll have to worry much longer about a shortage of Assault frames.
Shoot scout with yes...
- Ripley Riley
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CHANCEtheChAn
0uter.Heaven
603
|
Posted - 2014.07.24 15:23:00 -
[69] - Quote
Adipem Nothi wrote:I don't think you'll have to worry much longer about a shortage of Assault frames. You say that now
But assault frames are still going to be underpowered compared with scout frames
There is no E-war
And low low regen
You will see an increase in pubs
But not an increase in competitive play
You can't simply go "I'm an assault and I kill things" and be viable in competitive play(Unless your Amarr)
When you offer little benefit to your squad or team
When a scout can say "I'm a scout and I kill things, and provide equipment like a logi, and I can be invincible, and I can scan huge areas of enemies, and I can run super fast from point to point, oh and I kill things"
The new assault bonuses can't come soon enough
And if they are beneficial enough like I believe they will be, then MAYBE
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
|
RendonaSix
Tech Dungeon Of Servility
207
|
Posted - 2014.07.24 15:40:00 -
[70] - Quote
I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but I have a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout.
"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
604
|
Posted - 2014.07.24 15:50:00 -
[71] - Quote
RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but e a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. From a post I made not 10 minutes ago...
I promoted a viable fix for the scout class to the CPMs several months ago before 1.8 launched, and I KNEW scouts were gonna be OP in every way
Was to move rifles into a Medium weapon category
This way, what was left in the light weapon category was Snipers, Mass driver, shotguns, PLC, Swarm launcher, etc
So now the scout class should only be allowed to carry a light weapon and a sidearm as most previous 1.8 scouts used to use their sidearms more than primaries anyway
And then move assaults, logis, and Commandos into the medium weapon slots
That way you take away the long/medium range slayer ability of scouts without having to continuously Nerf them into the ground
(Oddly enough, it was shown at the Legion presentation a month or two after that scouts can no longer carry primary weapons until later down the skilltree)
Could EASILY have been implemented and made everyone go back into other suits instead of rushing into the FOTM due to all the new light weapons being either situational or not everyone's cup of tea
Yeah, you would still have a bunch of scouts with shotguns scrubbing it up, but whatever, Shotguns are CQC and scouts are a CQC suit
But the true assault players like me would have never specced into a scout without my rifles ready
Simple additions and solutions that are just not looked at
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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RendonaSix
Tech Dungeon Of Servility
210
|
Posted - 2014.07.24 15:57:00 -
[72] - Quote
CHANCEtheChAn wrote:RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but e a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. From a post I made not 10 minutes ago... I promoted a viable fix for the scout class to the CPMs several months ago before 1.8 launched, and I KNEW scouts were gonna be OP in every way
Was to move rifles into a Medium weapon category
This way, what was left in the light weapon category was Snipers, Mass driver, shotguns, PLC, Swarm launcher, etc
So now the scout class should only be allowed to carry a light weapon and a sidearm as most previous 1.8 scouts used to use their sidearms more than primaries anyway
And then move assaults, logis, and Commandos into the medium weapon slots
That way you take away the long/medium range slayer ability of scouts without having to continuously Nerf them into the ground
(Oddly enough, it was shown at the Legion presentation a month or two after that scouts can no longer carry primary weapons until later down the skilltree)Could EASILY have been implemented and made everyone go back into other suits instead of rushing into the FOTM due to all the new light weapons being either situational or not everyone's cup of tea Yeah, you would still have a bunch of scouts with shotguns scrubbing it up, but whatever, Shotguns are CQC and scouts are a CQC suit But the true assault players like me would have never specced into a scout without my rifles ready Simple additions and solutions that are just not looked at
Yeah it was just obvious it'd be broken when they announced cloaks. It was fun for a bit but its getting old fast.
The whole 'be more aware' argument is simply just rhetoric, I feel like I lose brain cells when I see that argument and especially when there's a 4 page spread of delusional crap and static paper math to back it up.
"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
608
|
Posted - 2014.07.24 16:53:00 -
[73] - Quote
RendonaSix wrote:CHANCEtheChAn wrote:RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but e a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. From a post I made not 10 minutes ago... I promoted a viable fix for the scout class to the CPMs several months ago before 1.8 launched, and I KNEW scouts were gonna be OP in every way
Was to move rifles into a Medium weapon category
This way, what was left in the light weapon category was Snipers, Mass driver, shotguns, PLC, Swarm launcher, etc
So now the scout class should only be allowed to carry a light weapon and a sidearm as most previous 1.8 scouts used to use their sidearms more than primaries anyway
And then move assaults, logis, and Commandos into the medium weapon slots
That way you take away the long/medium range slayer ability of scouts without having to continuously Nerf them into the ground
(Oddly enough, it was shown at the Legion presentation a month or two after that scouts can no longer carry primary weapons until later down the skilltree)Could EASILY have been implemented and made everyone go back into other suits instead of rushing into the FOTM due to all the new light weapons being either situational or not everyone's cup of tea Yeah, you would still have a bunch of scouts with shotguns scrubbing it up, but whatever, Shotguns are CQC and scouts are a CQC suit But the true assault players like me would have never specced into a scout without my rifles ready Simple additions and solutions that are just not looked at Yeah it was just obvious it'd be broken when they announced cloaks. It was fun for a bit but its getting old fast. The whole 'be more aware' argument is simply just rhetoric, I feel like I lose brain cells when I see that argument and especially when there's a 4 page spread of delusional crap and static paper math to back it up. Scouts are important for stealth and E-war
Shouldn't have been pushed past that
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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TechMechMeds
Techs Laboratory
3952
|
Posted - 2014.07.24 16:58:00 -
[74] - Quote
Yeah defo.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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CHANCEtheChAn
0uter.Heaven
615
|
Posted - 2014.07.25 02:16:00 -
[75] - Quote
Still want to know what the new assault racial houses will be
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
|
Adipem Nothi
Nos Nothi
3279
|
Posted - 2014.07.25 03:25:00 -
[76] - Quote
RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but I have a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout.
1. Take away all that plate and you're left with alot less of a problem. 2. Proper Scouts? Who might that be? And about what do they agree with you?
Shoot scout with yes...
- Ripley Riley
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RendonaSix
Tech Dungeon Of Servility
213
|
Posted - 2014.07.25 03:31:00 -
[77] - Quote
Adipem Nothi wrote:RendonaSix wrote:I run a ewar fit with a bolt pistol and knives with 1 ferroscale plate but I have a fit that clearly demonstrates how ridiculous scouts are.
'Working as intended' < the actual name of the fit lol
Highs - 2 complex shield extenders Lows - 1 armour repair, 3 plates
Proto assault RR and scp ADV cloak and uplinks.
I could fit a proto cloak on that if I wanted.
I'd like anyone to try and say that this fit which comes complete with wall hacks and assault sprint speed isn't op.
I'd like either light weapons banned from scouts or an actual de cloak mechanic like planetside 2 at least. Why the f can they use light weapons in the first place.
I saw a brick tanked gal scout using a krins and calas SMG earlier, so pro. He just cloaked up and sprinted off with his HP carrying his scrub arse, he wasn't even cautious, just ROFL stomping without a care in the world.
Proper scouts seem to agree with me but its always the no name scrubbers who can't see past their own ineptitude that think its balanced.
I run the amarr scout. 1. Take away all that plate and you're left with alot less of a problem. 2. Proper Scouts? Who might that be? And about what do they agree with you?
1. Wtf are you on about?, what problem?.
2. Not worth speaking to you if you even asked that question
"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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RendonaSix
Tech Dungeon Of Servility
213
|
Posted - 2014.07.25 03:32:00 -
[78] - Quote
Ah I forgot.
3. Did you even read that?.
"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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RendonaSix
Tech Dungeon Of Servility
213
|
Posted - 2014.07.25 03:34:00 -
[79] - Quote
Nah I'm joking but you completely missed the point I was proving about the brick tanked scout problem.
Anyway. I have had enough of explaining what is clearly there to people. Its barely even worth replying to half the fkwits on these forums.
"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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RendonaSix
Tech Dungeon Of Servility
213
|
Posted - 2014.07.25 03:36:00 -
[80] - Quote
I am just going to add you to my 'hide posts' lists adipen.
The fact you even said that crap and asked that question is enough, no need for a reply to back it up lol.
"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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Adipem Nothi
Nos Nothi
3281
|
Posted - 2014.07.25 03:57:00 -
[81] - Quote
RendonaSix wrote:... brick tanked scout problem. Really, this is all you needed to say.
"Proper" Scouts identified the issue prior to 1.8 and have since been working to resolve it.
Shoot scout with yes...
- Ripley Riley
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Ydubbs81 RND
Ahrendee Mercenaries
3270
|
Posted - 2014.07.25 04:00:00 -
[82] - Quote
Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is
> Check RND out here
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RendonaSix
Tech Dungeon Of Servility
214
|
Posted - 2014.07.25 04:02:00 -
[83] - Quote
Adipem Nothi wrote:RendonaSix wrote:... brick tanked scout problem. Really, this is all you needed to say. "Proper" Scouts identified the issue prior to 1.8 and have since been working to resolve it.
Nah I'm sorry. I assumed you was part of the scrub brigade and about to try and defend your crutch.
I apologise.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
|
Adipem Nothi
Nos Nothi
3281
|
Posted - 2014.07.25 04:08:00 -
[84] - Quote
CHANCEtheChAn wrote:Adipem Nothi wrote:I don't think you'll have to worry much longer about a shortage of Assault frames. You say that now But assault frames are still going to be underpowered compared with scout frames There is no E-war And low low regen You will see an increase in pubs But not an increase in competitive play You can't simply go "I'm an assault and I kill things" and be viable in competitive play(Unless your Amarr) When you offer little benefit to your squad or team When a scout can say "I'm a scout and I kill things, and provide equipment like a logi, and I can be invincible, and I can scan huge areas of enemies, and I can run super fast from point to point, oh and I kill things" The new assault bonuses can't come soon enough And if they are beneficial enough like I believe they will be, then MAYBE
Scouts are hoping that the slayer types will move onto Assault Frames following HF Charlie. Whether or not this occurs, we will be lobbying Rattati for efficacy-based EWAR bonuses for Delta. Ideally, a "scout" will leave behind his scoutly perks when he packs on plates and pretends to be an assault. Should efficacy-based bonuses fail to dissuade "assault lite", we'll push for scout-specific penalties to armor plates (draconion measures, to quote Rattati).
Shoot scout with yes...
- Ripley Riley
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RendonaSix
Tech Dungeon Of Servility
216
|
Posted - 2014.07.25 04:11:00 -
[85] - Quote
Adipem Nothi wrote:CHANCEtheChAn wrote:Adipem Nothi wrote:I don't think you'll have to worry much longer about a shortage of Assault frames. You say that now But assault frames are still going to be underpowered compared with scout frames There is no E-war And low low regen You will see an increase in pubs But not an increase in competitive play You can't simply go "I'm an assault and I kill things" and be viable in competitive play(Unless your Amarr) When you offer little benefit to your squad or team When a scout can say "I'm a scout and I kill things, and provide equipment like a logi, and I can be invincible, and I can scan huge areas of enemies, and I can run super fast from point to point, oh and I kill things" The new assault bonuses can't come soon enough And if they are beneficial enough like I believe they will be, then MAYBE Scouts are hoping that the slayer types will move onto Assault Frames following HF Charlie. Whether or not this occurs, we will be lobbying Rattati for efficacy-based EWAR bonuses for Delta. Ideally, a "scout" will leave behind his scoutly perks when he packs on plates and pretends to be an assault. Should efficacy-based bonuses fail to dissuade "assault lite", we'll push for scout-specific penalties to armor plates (draconion measures, to quote Rattati).
I'd rather there was a mass rage quit by all the crutch bearers like we have everytime something ridiculously op gets fixed.
"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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RendonaSix
Tech Dungeon Of Servility
216
|
Posted - 2014.07.25 04:12:00 -
[86] - Quote
Anyway I'm off.
o7.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
|
Adipem Nothi
Nos Nothi
3297
|
Posted - 2014.07.25 11:31:00 -
[87] - Quote
RendonaSix wrote: Nah I'm sorry. I assumed you was part of the scrub brigade and about to try and defend your crutch. I apologise.
No need! Glad to know we're on the same page.
Shoot scout with yes...
- Ripley Riley
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CHANCEtheChAn
0uter.Heaven
616
|
Posted - 2014.07.25 14:39:00 -
[88] - Quote
Ydubbs81 RND wrote:Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is Sorry Ydubbsy
But this is out of the question bro
Problems
- ROF does not effect all weapons, case in point the scrambler rifle and combat rifle and many others(But the argument can be made that the scrambler is already so good with RoF and the Amarr bonus is so good to it that this can be overlooked, but the combat rifle has a set time between each burst so would have to be fixed to use. Although argument can also be made that the CR is already OP)
- Keeping the Amarr and Min bonus the same, restricts their usage to JUST using certain set of weapons to get bonuses, while Caldari and Gallente CLEARLY now have the best bonuses of the bunch, as they get bonuses to thing study are nearly GARUNTEED to use always
- Gallente and Caldari have always been the main suits of choice for nearly every class, we want to move away from that and make all the suits balanced in power. IE if this was a popularity contest you shouldn't know who to vote for.
- Devs have already shot it down BUT
I would like to revisit the issue
What WOULD be the negatives and positives of a ROF bonus across the board of a small, say, 2% per level (Like the Commando)?
Certain weapons would not be able to utilize the bonus, do yall think this would make them upset?
But it DOES stand to reason, that while the Commando gets the damage and reload bonus,someone else should get the dispersion and ROF bonus
I think personally a ROF AND Dispersion when ADS reduction would be balanced if you push it across all weapons as a general bonus (2% of both per lv)
Instead of just a "Certain weapon type bonus"
And then to better out Commandos, ALSO make their damage bonuses do 2% damage per lv to every weapon type, but their reload speed (2% per level, which should be increased to 3% so specialized Commandos are awfully good at 1 vs 1s, stays as a certain racial weapon type)
The MAIN problem with Commandos, is when I see one, I have the distinct notion of knowingnwhat kind of Commando it is, and knowing exactly what kind to gun it will have, thus being able to counter it ALWAYS before I even see the gun
While a damage increase for every weapon type will allow flexibility amongst a dying class
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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Fox Gaden
Immortal Guides
3961
|
Posted - 2014.07.25 15:50:00 -
[89] - Quote
CHANCEtheChAn wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol What I do when posting my many multi post threads is to start with the subject saying GÇ£Thread Under ConstructionGÇ¥ and the body just being GÇ£reservedGÇ¥ until I have reserved all the posts I need. Then I edit, copy & past my posts, and finally change the Subject.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2635
|
Posted - 2014.07.25 22:34:00 -
[90] - Quote
CHANCEtheChAn wrote:Ydubbs81 RND wrote:Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is Sorry Ydubbsy But this is out of the question bro Problems[list=1] ROF does not effect all weapons, case in point the scrambler rifle and combat rifle and many others(But the argument can be made that the scrambler is already so good with RoF and the Amarr bonus is so good to it that this can be overlooked, but the combat rifle has a set time between each burst so would have to be fixed to use. Although argument can also be made that the CR is already OP)
Or it could affect the ACR an ASCR so that it is practical to run more than just your primary variant. The DPS of the main weapon vs. the Assault variant is very large especially for the SCR the bonus could be "+2% ROF to racial weapons per level" to go in conjunction with their idea of having Amarr assault use Amarr weapons and Min Assaults use Min weapons but making the assault variant or in the case of the Plasma Rifle the breach variant more practical to run while still applying to the STD Plasma Rifle to make it the "King of Assault Rifles"
Tanker/Logi
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CHANCEtheChAn
0uter.Heaven
617
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Posted - 2014.07.25 23:16:00 -
[91] - Quote
Fox Gaden wrote:CHANCEtheChAn wrote:Benjamin Ciscko wrote:Nerf scout Regen Buff Assault regen. Btw im still typing up this essay above lol What I do when posting my many multi post threads is to start with the subject saying GÇ£Thread Under ConstructionGÇ¥ and the body just being GÇ£reservedGÇ¥ until I have reserved all the posts I need. Then I edit, copy & past my posts, and finally change the Subject. I didn't even know I could cahnge the subject name...
I've only ever posted like 3 threads ever
Shows how much of a scrub I am
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
617
|
Posted - 2014.07.25 23:35:00 -
[92] - Quote
Benjamin Ciscko wrote:CHANCEtheChAn wrote:Ydubbs81 RND wrote:Damn...am I too late?
ROF bonus to all assault suits amarr - bonus as is caldari - bonus to shields... (either recharge delay or regen) gallente - bonus to efficacy of armor rep modules per level minmatar - bonus as is Sorry Ydubbsy But this is out of the question bro Problems[list=1] ROF does not effect all weapons, case in point the scrambler rifle and combat rifle and many others(But the argument can be made that the scrambler is already so good with RoF and the Amarr bonus is so good to it that this can be overlooked, but the combat rifle has a set time between each burst so would have to be fixed to use. Although argument can also be made that the CR is already OP)
Or it could affect the ACR an ASCR so that it is practical to run more than just your primary variant. The DPS of the main weapon vs. the Assault variant is very large especially for the SCR the bonus could be "+2% ROF to racial weapons per level" to go in conjunction with their idea of having Amarr assault use Amarr weapons and Min Assaults use Min weapons but making the assault variant or in the case of the Plasma Rifle the breach variant more practical to run while still applying to the STD Plasma Rifle to make it the "King of Assault Rifles"
The problem with ROF with a races " Racial weapons"
Is not every race has an equal amount of usable weapons
IE Caldari is the only race with swarms
Gallente with shotguns
Etc etc
So people will sit there and moan and groan
But overall I think you can just say "Screw the moaning and groaning" and go for it
Personally, I believe EVERY rifle should have been balanced before hand so that the Main variant of a weapon is burst or semi-Auto fire (As the developers have said, the main variants should be the highest DPS of the group), and the assault variant is the fully automatic version
Such as the Rail rifle should have been burst fire charge up (Short charge up for extremely high DPS and range)
And the Duvolle should have been changed to the TAC or burst variant
This way ALL primaries with assault variants function the same
And all assault variants function the same (As not to confuse players)
Just something to think about LEGION wise if your listening Rattatati (You lurker you)
But as is not the case in DUST, I agree a ROF bonus could make the assault variants much more viable, and the underpowered primaries more viable
Example:
Combat Rifle/Scrambler rifle-Considered two of the most OP rifles in DUST get no effect
Plasma Rifle/Rail rifle/Laser Rifle-Considered to be the underpowered rifles, will all receive 10% ROF bonus at lv5
Assault Scrambler Rifle/Breach Plasma Rifle/Assault Combat Rifle/Assault Rail Rifle- All variants on the edge of being breakout success stories that would get the ROF bonus
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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