xavier zor
G0DS AM0NG MEN General Tso's Alliance
188
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Posted - 2014.11.10 04:36:00 -
[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.....................2/4..........................30 Cal..................1.5.....................3/4..........................35 Am....................2......................6/8..........................20
2 Choices to fit assaults: Hacking for a hacking assault, or melee for a melee assault
jkes Tank or regeneration/repairing. They excel in different areas. The regeneration/repairing assault excels when faced with a wave of enemies but sucks when caught in the open/close-quarters combat The tank assault excels 1v1 and maybe 2v1 but will get insta-ganged by enemies if damaged.
Funny story: Proto slayer logistics attackes my proto assault fit. I have 2 complex shield regulators (delay time 1.4 seconds) and 4 complex energizers with a complex shield extender. Because he is a logi he will need to finish me off with his whole clip otherwise he is dead.
He is a tanked logi, SUPER tanked. My 440 shields and 118 armor aren't a match, but i regen at 123 shields per second. He downs my shields and leaves me with 38 armor but has an empty clip. I hide, he hides and reloads...a few seconds later he is at 0 shields and 549 armor with me at 440 shields and 38 armor
of course he has to kill me this time with his clip otherwise he has to reload, i regen, he has even LESS health and i will have full health for the SECOND time.
So, tank assault is good 1v1 in cover and out in the open regen/repair assault is even better 1v1 in cover, sucks out in the open and is great when ganged up-on
Highest plasma cannon kill: 132 metres
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
189
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Posted - 2014.11.10 05:06:00 -
[2] - Quote
Gavr1lo Pr1nc1p wrote:Nocturnal Soul wrote:Gavr1lo Pr1nc1p wrote:Im not in any way an Assault vet, but Id like some feedback from real Assault vets on these changes. If you want high regain on an assault use repair mods that's why they're there the real problem is a scouts ability to choose it's battles which is because it cannot be seen yet it can see everyone else, and everyone else doesn't have the base stats worth using ewar so you get people whining about cloaks being OP when ewar on every other suit is UP. Your statement is inherently wrong. While cloaked, we see NOTHING. While not cloaked, we are just as easy to see as an assault. eWAR does need a revamp, but it most certainly isn't useless outside of scouts. All my suits except heavies run at least one dampener. My logis all run precisions in the highs, and see BETTER than any Gal scout can. Thats pretty impressive. By using regen mods we should get more of an impact than we currently do.
not impressive...if it can see better than the amarr scout then THAT is impressive
Highest plasma cannon kill: 132 metres
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
192
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Posted - 2014.11.10 09:38:00 -
[3] - Quote
Lynn Beck wrote: People (the scrubs) run scouts tanked to their t!ts so they can pretend they're playing CoD with Ghost/Lightweight and Steady Aim. If you ran a TRUE ewar scout, you would very, VERY plainly see the scrub scouts, and be able to shotgun their scrubby-asses into the floor.
You have no idea what your saying anyone who uses a 1-hit kill item that is uncounterable is a scrub shotguns take no skill, and can't be countered (not even scanned and tanking just makes you slow/a target for shotgun scrubs) knives have a counter, they have to be charged to 1-hit kill and have a smaller range whilst being countered by shotguns
Highest plasma cannon kill: 132 metres
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