Bradric Banewolf
D3ATH CARD RUST415
419
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Posted - 2014.10.16 20:17:00 -
[1] - Quote
The way we were talking about making scouts choose between eWAR and tank is the same way assaults should have to choose between protection and damage. The overdrive idea will have crutch players trying to figure out how to exploit some mechanic in mass numbers in no time?!
While it's a start to a great idea, it's shouldn't be the end all be all. Assaults are a "jack of all trades master of none" class. As such they should generally operate and customize that way. If they want to run eWAR it should be effective. It shouldn't be to the level of an eWAR scout, but if that scout tanks he's seen. If this assault wants to run damage distribution he should be very efficient at it. I think this should be the one thing that they truly excel at if i'm honest. Their tank is great, but useless when it comes to the damage output of heavies.
The reason I push for more eWAR on the assaults is because of my military background that I base most of my tactical application in-game on. Situational awareness is clearly more dangerous than simply loading a larger caliber. If eWAR mods were more effective on assaults they would not need to fear tanked scouts. Currently the amount of precision mods needed to spot even heavies with an assault cripples damage output and shield defense. Sacrificing armor or reps for damp won't help against amarr or caldari scouts even if they're tanked?! These mods should be more effective on assault dropsuits. Not taking away from scout bonuses in any way, but if the scout doesn't take advantage of the bonus and the assault does he should reap the rewards of his sacrifice.
The assault bonuses aren't completely bad, but in comparison to other classes bonuses they are pretty awful?! With the exception of the amarr bonus. I would suggest, as a gal and cal bonus, armor and shield efficiency bonuses. You would receive a bonus to resistance against all types of damage. Minimal ofcourse because you don't want to take away from the weapons bonuses against shield and armor, but maybe a percentage buff to damage resistance in general per mod or amount of armor/shield. Free handing right now in response to your ideas so I haven't ironed out numbers yet, but I think this would make more sense for a purely combat role.
It's not that they aren't putting out enough damage so much as it is that they aren't surviving long enough to put it out?! Currently they carry around 250 rounds of ammo per load right? How many mercs run out of ammo on a regular basis? I've seen an decrease in the amount of mercs that carry ammo. Why is this? Well because they probably won't survive to fire it. If they had a defensive resistance bonus to either shield or armor, depending on race, coupled with their regen they could again be a viable suit for attacking and defending.
Just stacking armor isn't enough anymore. It needs to work! Shield stacking is useless unless the enemy weapon is a mass driver?! It should provide more protection to the wearer longer. If you want to do more damage stack mods, and sacrifice shield and precision. However, if a merc were to add precision mods they should actually work!
Maybe a different type of armor and shield mods is in order?
Maybe it's time for shield and armor hardeners on dropsuits? No where near the effectiveness of the ones put on tanks obviously, but it would give the suit better surviveability for sure. It's counter could be decreased damage output when active, but it would allow a player to regen and retreat. Scouts are so fast currently that there is no "getting away" in it?! They can out gun you, regen faster, chase you down, and they know where you went too lol! We need to make assaults a bit harder to kill, not make them overpowered damage machines?!
Well that's my two cents anyway.
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
419
|
Posted - 2014.10.16 20:25:00 -
[2] - Quote
Bahirae Serugiusu wrote:Scouts are insanely fast, near invisible while you can't hide from them, and at times can get as much armor as an ADV Gallente Assault. Commandos are good AV and loaded with fire power and can deal with near every situation. Sentinels are freaking gods of point defense without even trying with an Advanced HMG I could slaughter a small army and take a burst from a Blaster turret like a champion. Logis are beyond influential and a treasure if you get a good one. Assaults bonuses can all be skilled into (except maybe Amarr) and can't do anything very well.
Assaults are Dusts misfits. We can't slay as well as Sentinel, can't flank like a scout, and can't do damage as well as Commando, can't play support like a Logi but we can master being cannon foder.
Exactly!
"Anybody order chaos?"
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