![Apothecary Za'ki Apothecary Za'ki](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Apothecary Za'ki
Biomass Positive
1780
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.10 13:59:00 -
[1] - Quote
Gavr1lo Pr1nc1p wrote:After playing today alternating between a scout mk.0 slayer fit and assault mk.0 slayer fit, I finally realized what it is that really holds back the assault and allows the scout to be at the level of a slayer that it currently is.
The key is regen. The scout has amazing regen, which should not change. However, the assault has a relatively poor regen, which is what truly holds it back from being amazing.
In 1v1 encounters and even 2v1 encounters, my Assault absolutely excels, with nothing able to down me short of 3+v1 encounters in the opponents favor.
However, where the scout really shines is moving between encounters and forcing encounters in its advantage.
The assault doesn't need to be at as much of an advantage, positionally speaking, as the scout does when entering a new encounter, however, the scout has such a large advantage moving between encounters over the assault because Assault regen SUCKS. Its terrible. It makes me mad.
With a scout, when I am damaged during an encounter, I can simply cloak up and move to a position where I can easily run away, and just stand still, as invisible as possible, and simply regen back to full, or at least very close.
With the assault, when Im damaged, my only choice is to seek out cover, but not just any cover. This cover has to hold me for 20+ seconds without interruption or else my efforts will be in vain. Not to mention that when Im damaged I seem to become a bullet magnet until i die, no matter how much I manage to regen, unless I get very close to full health again.
So: to buff the assault, all it needs is more regeneration.
This will highly incentivize the suit without castrating a balanced role (scout), as the main reason that the scout is able to slay so well in the hands of a vet is the regeneration. Assaults are better slayer suits, except they lack regen compared to a scout.
Proposed values for regen:
//Race\\___Armor rep___Shield Delays___Shield Recharge
Gal....................5......................6/8..........................20 Min..................2.5.....................2/3..........................30 Cal..................1.5.....................3/4..........................35 Am....................2......................6/8..........................20 tbh the regen only really effects the scouts with good shields.. min/cal more for cal cause min have no ewar bonus on their suits
as for assaults gallente / amarr dont even take shields into account however gallente get more shields then amarr so id propose..
cal...........40 hp per tick on shield. because shield tank or die. still less then scout regen
min.........30 hp per tick on shield. because shield/armor hyrbid same as scout regen iirc.
gal.......... 20 hp per tick on shield. because armor rep tanker which uses shield as a buffer between rep cycles. less then scout regen
amarr..... 10 hp per tick on shield. because highest ehp, supposed to be buffer not self reps. less then scout regen.
as for armor reps.. i agree with gallente value but the others..
gal......5<- you had that one right min.....3 or 4 because they fit for speed mostly and have to dual tank because lowest ehp cal..... 2 or 3 because they have to fit lows with underpowered shield moduals meaning they nerf their armor and are extremely vulnerable to flux/emp am.... 2 no lower then that.. as that 2hp/s is nothing compaired to the massive armor buffers these behemoths rock.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
![Apothecary Za'ki Apothecary Za'ki](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Apothecary Za'ki
Biomass Positive
1780
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.10 14:03:00 -
[2] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Jack McReady wrote:Gavr1lo Pr1nc1p wrote: No it shouldn't be. You should still be incentivized to put on at least one or two regen mods.
simply fix, assaults get a bonus to recharges and repairers. done. Kinda should have been the case from the retooling of Assaults , they could have just given them the old logi bonuses because those bonuses gave them survivability . All logi's need is a slight regeneration boost added to the passive regen and the e-war boost that's proposed for assaults . Logi's need to not be seen more then assaults do and assaults should have the highest regen rates , just not OP numbers . They could like I said , use the old logi numbers which gave them the regen and the efficacy that heightened the shield and armor mods which made them stronger and gave them better functionality , that would give assaults the survivability that they need to be the slayers that most are afraid for them to be . i agree.. if logi got regen back but also a ehp boost we may sacrifice a slot or 2 for Damps. as some one pointed out in another thread you need damping 5+basic damp to be invisible to all but gal and amarr scouts.. id recon damp 3 + adv damp would do the same. (this was worked out on assaults, being a medium frame ill assume these values work for all medium frames)
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
![Apothecary Za'ki Apothecary Za'ki](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Apothecary Za'ki
Biomass Positive
1780
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.10 14:06:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Regen should be even better than scouts.
You have all the advantages but HP (-250), and they're all massive. Speed, EWAR, regen, stamina, 2 equipments, smaller hitbox, etc'.
If Assaults are to be useful, we need to absolutely dominate scouts in at least HP and regen. No it shouldn't be. You should still be incentivized to put on at least one or two regen mods. You have an extra two slots and more than twice the HP. Applying one extra module that isn't tank shouldn't be a problem. even with 30hp per tick on a cal assault even with the 55% energizer it only raises that value to like 39.8 or soemthing.. takes 1 energizer+regenerator to get to 49.x but thats like 100 to 120+ shield hp not there anymore and on standard suits that leaves just 1 slot for some shield hp which is goddamned poor if you ask me.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|