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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2807
|
Posted - 2014.11.10 04:17:00 -
[1] - Quote
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
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Nocturnal Soul
Primordial Threat
4502
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Posted - 2014.11.10 04:21:00 -
[2] - Quote
Nope ewar
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14358
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Posted - 2014.11.10 04:21:00 -
[3] - Quote
Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2807
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Posted - 2014.11.10 04:25:00 -
[4] - Quote
Nocturnal Soul wrote:Nope ewar eWAR aside from dampening is for the situationally unaware.
All you need to do is look at a target and it shows you which way they're facing on the tacnet.
Also, assaults need a lower scan profile, but I have to work out a proposal for that.
But no, eWAR is not what they lack.
AS is enough for me, all you need is to know where enemy density is highest, other than that you're fine without any scanning whatsoever.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2807
|
Posted - 2014.11.10 04:26:00 -
[5] - Quote
True Adamance wrote:Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack. What about a ump pack with a rocket launcher on the top?
(think Jango Fett Star Wars ****)
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1156
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Posted - 2014.11.10 04:26:00 -
[6] - Quote
idk why were doing armor regen for all suits. armor doesnt rep passively in eve.
anyway i agree with the 3/4 split on caldari. idk why the cal logi has a better regen delay than the cal assault suit. complete nonsense. old cal logi with the regulator bonus should be what the current cal assault is. 3-4 regs. an energizer and 4 shield extenders and your ready to take on the world.
assaults are dps tank and head on attack suits for gratuitous wholesale destruction.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Joel II X
Bacon with a bottle of Quafe
4482
|
Posted - 2014.11.10 04:31:00 -
[7] - Quote
I loved the numbers, but allow me to modify them a bit...
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 |
DeadlyAztec11
Ostrakon Agency
5884
|
Posted - 2014.11.10 04:33:00 -
[8] - Quote
Actually, the Minmatar Assault regens crazy fast with one enhanced energizer and one enhanced regulator.
The biggest issue is EWAR.
A scout can get out of the way and hide because he is dampened and recover from a fight. An assault just has to try to runaway while getting shot in the back or kill everyone in sight and hope there's no one that has good scanning range.
That's the actual issue.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2810
|
Posted - 2014.11.10 04:33:00 -
[9] - Quote
I DUN GOOFED
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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DeadlyAztec11
Ostrakon Agency
5884
|
Posted - 2014.11.10 04:34:00 -
[10] - Quote
Gavr1lo Pr1nc1p wrote:True Adamance wrote:Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack. What about a ump pack with a rocket launcher on the top? (think Jango Fett Star Wars ****) That's a jet pack. And no they're not the same thing.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
188
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Posted - 2014.11.10 04:36:00 -
[11] - 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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Blueprint For Murder
Immortal Guides
240
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Posted - 2014.11.10 04:41:00 -
[12] - Quote
Gav I thought you were all gung ho about going assault and retiring your scout what changed? I am just busting you balls m8 yea regain/up time is a good part of it where the scouts have like 100% uptime with little need to remain in cover due to stealth. I don't think the issue can be isolated though.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Eruditus 920
Nemo Malus Felix
766
|
Posted - 2014.11.10 04:42:00 -
[13] - Quote
Gavr1lo Pr1nc1p wrote:I DUN GOOFED
Every time someone posts this I horse laugh. Every time. Hee haw!
*adjusts tie*
Carry on.
"Stay gold, Ponyboy..."
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
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Posted - 2014.11.10 04:44:00 -
[14] - Quote
Blueprint For Murder wrote:Gav I thought you were all gung ho about going assault and retiring your scout what changed? I am just busting you balls m8 yea regain/up time is a good part of it where the scouts have like 100% uptime with little need to remain in cover due to stealth. I don't think the issue can be isolated though. I still need level 5 for some skills before my assault is maxed. My scout is currently maxed, therefore is slightly better than the assault.
And its not 100% uptime, but if assaults had nearly scout like regen, with their higher stats, it'd make them amazing.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
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Posted - 2014.11.10 04:51:00 -
[15] - Quote
Im not in any way an Assault vet, but Id like some feedback from real Assault vets on these changes.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Maken Tosch
DUST University Ivy League
10195
|
Posted - 2014.11.10 04:52:00 -
[16] - Quote
This is a great way to buff the assaults. Also, I think they should also get a buff to the number of grenade slots they should have. This way the assaults would not only have relatively equal regen to scouts but could also benefit from having more than one type of grenade to choose from on the same suit. Although that might require a client update as well as a new button to choose between two or more grenade types. Halo has this feature.
Ps: I'm starting to train into assaults or at least logis.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Nocturnal Soul
Primordial Threat
4504
|
Posted - 2014.11.10 04:59:00 -
[17] - Quote
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.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
|
Posted - 2014.11.10 05:03:00 -
[18] - Quote
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.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Nocturnal Soul
Primordial Threat
4504
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Posted - 2014.11.10 05:05:00 -
[19] - 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. I wasn't talking about the cloak.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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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 -
[20] - 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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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
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Posted - 2014.11.10 05:06:00 -
[21] - Quote
Nocturnal Soul wrote: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. I wasn't talking about the cloak.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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I-Shayz-I
I----------I
5010
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Posted - 2014.11.10 05:11:00 -
[22] - Quote
Why do scouts need insane regen values?
Seriously though, by having 50/s on a scout you make it pointless to run shield rechargers so all the scout has to do is tank shields.
Then of course scouts have shorter shield delays too meaning that they don't feel the effect of stacking 4 complex extenders like us assaults do. 8 second delay with 4 extenders is now a 12 second delay...while a 3 second delay with 4 extenders only becomes a 5 second delay.
And scouts already have passive dampening, a large scan range, better precision, much faster movement speed, agility, jump height, strafing power.
Oh, and they can cloak.
People run scouts because they are better at being an assault than the assault is. If assaults didn't have to run regen mods you'd instantly see assaults brick tanking their suits just like scouts do now.
Except that you'd actually be able to see the assault coming instead of a 800 who suit appearing behind you before you have a chance to react. Assaults have to sacrifice part of their fitting to do one thing or another, scouts don't sacrifice anything. If I want a damped assault with short delay and a fast regen, all of a sudden I now only have as many slots as a scout, and the scout is STILL better than my assault in all areas aside from the shield regen, where we have equal stats.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
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Posted - 2014.11.10 05:13:00 -
[23] - Quote
I-Shayz-I wrote:Why do scouts need insane regen values?
Seriously though, by having 50/s on a scout you make it pointless to run shield rechargers so all the scout has to do is tank shields.
Then of course scouts have shorter shield delays too meaning that they don't feel the effect of stacking 4 complex extenders like us assaults do. 8 second delay with 4 extenders is now a 12 second delay...while a 3 second delay with 4 extenders only becomes a 5 second delay.
And scouts already have passive dampening, a large scan range, better precision, much faster movement speed, agility, jump height, strafing power.
Oh, and they can cloak.
People run scouts because they are better at being an assault than the assault is. If assaults didn't have to run regen mods you'd instantly see assaults brick tanking their suits just like scouts do now. People run scouts because they have no situational awareness and need to rely on eWAR to kill people. Thats it.
Assaults are better suits by far. I don't see why people can't see that.
All they need is much better regen so that they can build like a scout.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7127
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Posted - 2014.11.10 05:16:00 -
[24] - Quote
Been proposed a dozen times over.
I've ran Gal Assault since it was first released and I can tell you that no amount of regeneration is going to help me in battle against either a Heavy or a Scout. Both of them are entirely based on high burst/alpha damage which regeneration does nothing for.
Don't get me wrong, regeneration would be great, but in the current meta it's not going to be some big game changer for Assaults. Assaults are the only class in the game that does not have a unique aspect to their gameplay that separates them from the pack.
Sentinels = Heavy weapons Commandos = Dual Lights (even this isn't enough to make them stick out) Logistics = Lots of equipment Scouts = Cloak Assaults = ....... Versatility?
Long-Term Roadmap
Question -EVERYTHING-
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2812
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Posted - 2014.11.10 05:21:00 -
[25] - Quote
Aeon Amadi wrote:Been proposed a dozen times over.
I've ran Gal Assault since it was first released and I can tell you that no amount of regeneration is going to help me in battle against either a Heavy or a Scout. Both of them are entirely based on high burst/alpha damage which regeneration does nothing for.
Don't get me wrong, regeneration would be great, but in the current meta it's not going to be some big game changer for Assaults. Assaults are the only class in the game that does not have a unique aspect to their gameplay that separates them from the pack.
Sentinels = Heavy weapons Commandos = Dual Lights (even this isn't enough to make them stick out) Logistics = Lots of equipment Scouts = Cloak Assaults = ....... Versatility? Scouts are easy. You just need to aim at them. If they get the jump on them, then they SHOULD kill you. Pay attention, and it'll never happen. Against good scouts like TT or others, you will probably be overwhelmed, but even then, at range, you can pop them quite easily.
Heavies, on the other hand....I carry remotes just for them. They need an HP nerf or something TBH. But, the best way to deal with them is to flit in and out from cover, and once they're down to a certain amount of health get them from behind and start strafing like a monkey. I need to get better at judging my strafe speed and CR TTK, but once I do I should be very capable of downing any heavy in the game aside from a proto Amarr heavy full bricked. But then, the only thing that can kill that 1v1 in CQC is another fully bricked Amarr Sentinel with a burst.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Meeko Fent
Kirkinen Risk Control Caldari State
2065
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Posted - 2014.11.10 05:23:00 -
[26] - Quote
True Adamance wrote:Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack. And an Emprah?
Oh wait.
Because you wanted to be something you're not.
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Nocturnal Soul
Primordial Threat
4505
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Posted - 2014.11.10 05:23:00 -
[27] - Quote
Gavr1lo Pr1nc1p wrote:I-Shayz-I wrote:Why do scouts need insane regen values?
Seriously though, by having 50/s on a scout you make it pointless to run shield rechargers so all the scout has to do is tank shields.
Then of course scouts have shorter shield delays too meaning that they don't feel the effect of stacking 4 complex extenders like us assaults do. 8 second delay with 4 extenders is now a 12 second delay...while a 3 second delay with 4 extenders only becomes a 5 second delay.
And scouts already have passive dampening, a large scan range, better precision, much faster movement speed, agility, jump height, strafing power.
Oh, and they can cloak.
People run scouts because they are better at being an assault than the assault is. If assaults didn't have to run regen mods you'd instantly see assaults brick tanking their suits just like scouts do now. People run scouts because they have no situational awareness and need to rely on eWAR to kill people. Thats it. Assaults are better suits by far. I don't see why people can't see that. All they need is much better regen so that they can build like a scout. People run scouts because they like the speed or stealth game play ewar has nothing to do with it and what you said is comparable to calling a heavy a scrub because he needs 900+ hp to kill a person
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14364
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Posted - 2014.11.10 05:26:00 -
[28] - Quote
Gavr1lo Pr1nc1p wrote:True Adamance wrote:Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack. What about a ump pack with a rocket launcher on the top? (think Jango Fett Star Wars ****)
I think I threw up a little.
Are you comparing that starwars trash to glorious 40k?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Nocturnal Soul
Primordial Threat
4505
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Posted - 2014.11.10 05:28:00 -
[29] - Quote
In response to your post at the top I was talking about damps and range mods really only having a big impact on scouts.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Morathi III
New Eden Musketeers
243
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Posted - 2014.11.10 05:47:00 -
[30] - Quote
I just get my gal logi proto with proto scanner... I still get less kill and warpoint then my BPO quafe scout, the only thing i have more is the number of death LOL! Scout and heavy can always did better, i miss the time when both scout & heavys was auxiliaries and needed a certain kind of talent to make them usefull, yes they were needed a small buff at that time but now they can do everything better then a medium frame, which was in my opinion the core classes, the only two class who are perfect right now are both logi & assault, the two others are two strong by far, ho i forget the commando is fine now. Other stuff the pilot class need to be introduced, the only bomus they get it is this one : they are the only one who can drive .HAV and ADS, im sick of the noob old NS tactic of the madrugar with proto heavy or scout to pad stats
French Canadian Scrubs scout
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Lynn Beck
Delta Vanguard 6
2201
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Posted - 2014.11.10 06:19:00 -
[31] - Quote
I agree wholeheartedly with Shayz.
Scouts have the ability(and in many cases, the incentive) to tank their asses off because there's no appreciable penalty from it.
Shield stacking only at most gives you an extra second to your delays. Armor stacking is easy(ferro/Reactive and a basic plate) or wholly unused(good ol quad complex plate Galscout)
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. The true scouts(the EWAR/biotics) would end up being so unchaseable that you give up for a while.
people complaining about Ewar scouts: You're dumb. Also most likely impotent. Scouts were made almost entirely to abuse Ewar, it's kinda their specialty. Besides, if scouts DIDN'T abuse EWAR, what WOULD it be? They can't tank, so that's out, they can't speed stack, gotta damp to hide from Gallerinas, can't tank, you guys hate that too... Unfit scouts? Should i start running a Mk.0 with twin militia ion pistols and a mlt nanohive just to keep you from complaining?
The truth is, you just hate when you can't either scannerina your way to victory or just go rambo/CoD and r@pe/stomp the living **** out of everything you see.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
Minmatards B Like
4
|
Posted - 2014.11.10 06:27:00 -
[32] - 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
This is da gr8est post Eva I agre 1337%
CR needs a damage buff.
SMGs need a ROF buff.
All Minmatar suits need an extra high and low slot to compete.
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
389
|
Posted - 2014.11.10 06:57:00 -
[33] - Quote
Have you ever tried to beat something you 100% KNOW and have the people you're trying to teach it to just not understand it? Well this is one of those times, I'm glad you figured it out, finally.
Gallente scout, heavy, logi, and assault
Eternal Can I haz ur isk?
|
shaman oga
The Dunwich Horror
3095
|
Posted - 2014.11.10 09:32:00 -
[34] - Quote
Scout have better EW and silly regen on shield.
Why should Gal and Amarr have 30 shield regen, when they have 70 and 60 shield? Cal have 50 and min 40 with 130 and 100 shield.
Recharge rate should be halved on all scouts.
I've named the "Shaman" proto Minmatar logi
Don't be envy
FW Kickstarter channel
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
192
|
Posted - 2014.11.10 09:38:00 -
[35] - 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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Jack McReady
DUST University Ivy League
1609
|
Posted - 2014.11.10 10:27:00 -
[36] - Quote
Gavr1lo Pr1nc1p wrote: //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
how does a few points of armor repair help at all? the difference is negligible after fitting armor repairers and without armor repairers it takes too long anyway.
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Fizzer XCIV
Heaven's Lost Property
927
|
Posted - 2014.11.10 10:53:00 -
[37] - Quote
Gavr1lo Pr1nc1p wrote:I-Shayz-I wrote:Why do scouts need insane regen values?
Seriously though, by having 50/s on a scout you make it pointless to run shield rechargers so all the scout has to do is tank shields.
Then of course scouts have shorter shield delays too meaning that they don't feel the effect of stacking 4 complex extenders like us assaults do. 8 second delay with 4 extenders is now a 12 second delay...while a 3 second delay with 4 extenders only becomes a 5 second delay.
And scouts already have passive dampening, a large scan range, better precision, much faster movement speed, agility, jump height, strafing power.
Oh, and they can cloak.
People run scouts because they are better at being an assault than the assault is. If assaults didn't have to run regen mods you'd instantly see assaults brick tanking their suits just like scouts do now. People run scouts because they have no situational awareness and need to rely on eWAR to kill people. Thats it. Assaults are better suits by far. I don't see why people can't see that. All they need is much better regen so that they can build like a scout.
Straight from your mouth. Ewar is so strong that it has become a crutch. It needs to be toned down.
Swag-suit4lyfe!
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Monkey MAC
Rough Riders..
3549
|
Posted - 2014.11.10 11:00:00 -
[38] - Quote
I would love to say that this were the case but we all know it's not.
Firstly unlike a Scout an Assault at 70-60% eHP can still be effective, with skill you can take 100% health units and still win. My ADV min suits has 6HP/s AR and upwards of 25HP/s SR, I however only have 650 eHP (a value achievable by certain scouts)
My down time from 10 armour to 100% is about 12 seconds, which is about the time for me to move from one theater to another. However my downtime from 10 armour to 60% is about 4 seconds. Meaning I can be a capable unit much earlier.
A scout however must either be bricked to the same eHP as me or mus wait till 90% eHP to consider attacking again.
The problem with scouts at the moment is eWAR, scouts are literally the only suits that can participate in the eWAR meta game and recieve huge buffs from doing so.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Izlare Lenix
Vengeance Unbound RISE of LEGION
1117
|
Posted - 2014.11.10 11:49:00 -
[39] - Quote
I have an amarr assault with acceptable hp, amazing damage output and almost 30 reps a second. I think assaults are fine now. You can stack ehp or sacrifice some hp for better regen all while still have good damage output, especially armor based suits.
Being able to have good damage, stacked hp and better regen might be too much. The lack of ewar is not enough of a detractor to justify increasing assault regen. The lack of passive scans on assaults only effects terrible players since good players can use their eyes properly.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Kalante Schiffer
YOU GOT OWNED BY A CHRONIC FAPPER
819
|
Posted - 2014.11.10 12:04:00 -
[40] - Quote
i always thought assaults need more strafe speed. But that's just me. Scouts have this and everyone knows how hard it is to kill a cal scout 1v1 that knows how to strafe. Assaults have none of that, not even e war lol.
Ancient æ Gÿ¦xiles . What can not be understand.
GûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæGûæ
|
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Cat Merc
Onslaught Inc RISE of LEGION
13156
|
Posted - 2014.11.10 12:04:00 -
[41] - Quote
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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2820
|
Posted - 2014.11.10 12:06:00 -
[42] - Quote
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.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Jack McReady
DUST University Ivy League
1609
|
Posted - 2014.11.10 12:09:00 -
[43] - Quote
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.
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1377
|
Posted - 2014.11.10 13:52:00 -
[44] - Quote
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 .
Doubts are like flies and should be treated as such and crushed .
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Apothecary Za'ki
Biomass Positive
1780
|
Posted - 2014.11.10 13:59:00 -
[45] - 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
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Apothecary Za'ki
Biomass Positive
1780
|
Posted - 2014.11.10 14:03:00 -
[46] - 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
Biomass Positive
1780
|
Posted - 2014.11.10 14:06:00 -
[47] - 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
|
calvin b
Sinq Laison Gendarmes Gallente Federation
2228
|
Posted - 2014.11.10 14:56:00 -
[48] - 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
I know you favor Min over Cal for your numbers are wrong. The Cal needs 2/3 for shield do to low armor rep and its a shield based suit. The Min is a hybrid like Armarr both armor and shields. The Gal is solely armor based. Also Gal Armor rep is to high, maybe a 3.
Can the other voices in other peoples minds hear my voices in my head????
|
Bradric Banewolf
D3ATH CARD RUST415
442
|
Posted - 2014.11.10 14:59:00 -
[49] - Quote
Auris Lionesse wrote:idk why were doing armor regen for all suits. armor doesnt rep passively in eve.
anyway i agree with the 3/4 split on caldari. idk why the cal logi has a better regen delay than the cal assault suit. complete nonsense. old cal logi with the regulator bonus should be what the current cal assault is. 3-4 regs. an energizer and 4 shield extenders and your ready to take on the world.
assaults are dps tank and head on attack suits for gratuitous wholesale destruction.
Eve, eve, eve?! Bro have you ran that tanked out head on assault nonsense you're talking against a rail rifle? You'd get obliterated by any decent player with a brain, especially a scout! You'd need a dedicated logi per assault suit?!
"Anybody order chaos?"
|
Blueprint For Murder
Immortal Guides
240
|
Posted - 2014.11.10 15:05:00 -
[50] - Quote
The gal armor rep needs to be at least 6.5 racial bonuses equaled 1 slot before now since everyone has our bonus it equals 1.5 to 2 slots we deserve the same equivalent. ak. bonus is 2hps 2 slots 5hp/s =7hp/s so it needs to be at least 6.5. I personally think that since it is no longer a unique bonus it should be 8-10hp/s.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
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Jack McReady
DUST University Ivy League
1611
|
Posted - 2014.11.10 15:32:00 -
[51] - Quote
Apothecary Za'ki wrote: stuff
the reasoning does not work
1. the amarr assault has 38 HP advantage over the gallente assault. that is in no way massive. it loses alot of speed for those little extra 38 hp
2. and the minmatar assault is very well able to fit full proto fit with ~900 EHP. the fit I currently use has 830 ehp and runs a single damage mod too. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4798
|
Posted - 2014.11.10 15:35:00 -
[52] - Quote
What the assault lacks is a way to counter heavy and scout spam.
Once those two things are fixed then the assault suit is going to see a sharp uptick in utility.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
DDx77
The Exemplars Top Men.
23
|
Posted - 2014.11.10 15:36:00 -
[53] - Quote
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.
100% agree
It seems to me to get the same regen on a assault that you get on a scout you have to take up slots for rechargers/Regulators. This means the slot layouts of the assault are essentially the same as a scout - and the scout still has better speed and ewar.
Swapping the regen rates of each scout with their assault counterpart might be an easy solution
|
Cat Merc
Onslaught Inc RISE of LEGION
13161
|
Posted - 2014.11.10 15:47:00 -
[54] - 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. With shields, recharge is percentage based. Having it be stronger than scouts would actually be an incentive. You said it yourself, we have high base HP, and combined with 5 high slots Caldari fitting rechargers/energizers would be amazeballz.
As for armor, it's really problematic simply due to how armor repairers work.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Jack McReady
DUST University Ivy League
1611
|
Posted - 2014.11.10 16:02:00 -
[55] - Quote
Cat Merc wrote:As for armor, it's really problematic simply due to how armor repairers work. my suggestions would also solve armor repairers, just give assaults a bonus to armor repairers and shield rechargers and lower scouts recharge...
solved. |
Thaddeus Reynolds
Facepunch Security
79
|
Posted - 2014.11.10 16:05:00 -
[56] - Quote
True Adamance wrote:Whenever I think about what Assault lacks I usually come back to a Chainsword and a Jump pack.
speaking of 40k...do you think that re-rolling failed to wound rolls of 1 is a good abstraction of the assault suit bonuses?
I agree...assaults could use some moar regen...logis too
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
zzZaXxx
Vengeance Unbound
645
|
Posted - 2014.11.10 17:26:00 -
[57] - 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 I like it but how bout more like this...
//Race\\___Armor rep___Shield Delays___Shield Recharge
Gal....................5......................6/8..........................20 Min..................2.0.....................5/5..........................25 Cal..................1.5.....................4/5..........................35 Am....................3......................6/7..........................20 |
Lynn Beck
Delta Vanguard 6
2202
|
Posted - 2014.11.10 18:12:00 -
[58] - Quote
xavier zor wrote: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 Calling a person a scrub simply based on whether or not they use a weapon, isnt that what they call 'elitist' Aka nobody is allowed to have fun, nor allowed to use anything even remotely "good" to prove they're not a no-lifing scrub.
Edit: for the record i also run tanks, combat rifles and i also throw remotes at heavies.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Blueprint For Murder
Immortal Guides
242
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Posted - 2014.11.10 22:13:00 -
[59] - Quote
You are on the forums as we are and there is a reason some game play styles are constantly being addressed scrub 8D
Check out the film Flame and Citron it is amazing! Wizard Talk
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14388
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Posted - 2014.11.10 22:27:00 -
[60] - Quote
JUMP PACKS AND POWERSWORDS!
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2830
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Posted - 2014.11.11 17:35:00 -
[61] - Quote
Cat Merc wrote: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. With shields, recharge is percentage based. Having it be stronger than scouts would actually be an incentive. You said it yourself, we have high base HP, and combined with 5 high slots Caldari fitting rechargers/energizers would be amazeballz. As for armor, it's really problematic simply due to how armor repairers work. Ive always advocated for a high slot module that gives a % increase to armor reps...
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2830
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Posted - 2014.11.11 17:36:00 -
[62] - Quote
Nocturnal Soul wrote:Gavr1lo Pr1nc1p wrote:I-Shayz-I wrote:Why do scouts need insane regen values?
Seriously though, by having 50/s on a scout you make it pointless to run shield rechargers so all the scout has to do is tank shields.
Then of course scouts have shorter shield delays too meaning that they don't feel the effect of stacking 4 complex extenders like us assaults do. 8 second delay with 4 extenders is now a 12 second delay...while a 3 second delay with 4 extenders only becomes a 5 second delay.
And scouts already have passive dampening, a large scan range, better precision, much faster movement speed, agility, jump height, strafing power.
Oh, and they can cloak.
People run scouts because they are better at being an assault than the assault is. If assaults didn't have to run regen mods you'd instantly see assaults brick tanking their suits just like scouts do now. People run scouts because they have no situational awareness and need to rely on eWAR to kill people. Thats it. Assaults are better suits by far. I don't see why people can't see that. All they need is much better regen so that they can build like a scout. People run scouts because they like the speed or stealth game play ewar has nothing to do with it and what you said is comparable to calling a heavy a scrub because he needs 900+ hp to kill a person I think you misinterpreted my post...
Oh well. It was awkwardly worded
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2830
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Posted - 2014.11.11 17:41:00 -
[63] - Quote
calvin b wrote:
I know you favor Min over Cal for your numbers are wrong. The Cal needs 2/3 for shield do to low armor rep and its a shield based suit. The Min is a hybrid like Armarr both armor and shields. The Gal is solely armor based. Also Gal Armor rep is to high, maybe a 3.
Why should Caldari get a monopoly on everything shield related?
That makes no sense. That'd be like giving the Amarr better armor regen than the gallente.
The Caldari should have the highest recharge rate because they have the highest shield ceiling potential, and minmitar the best delays because they have the most speed and lowest HP.
Caldari should not be the only shield tanker, just as Amarr shouldn't be the only armor tanker.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2830
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Posted - 2014.11.11 17:44:00 -
[64] - Quote
Breakin Stuff wrote:What the assault lacks is a way to counter heavy and scout spam.
Once those two things are fixed then the assault suit is going to see a sharp uptick in utility. "Scout spam" is really really easy to deal with. You shoot them and they die. Easy. You pay attention to your surroundings and they don't sneak up on you. You can miss twice more shots than they can, while you also have only about 7% slower strafing.
Heavy spam on the other hand....remotes work, but they take too long to arm to really be effective. Your best bet is to generally avoid heavies, and pick them off at range, where dispersion of the HMG puts you at an advantage.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2830
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Posted - 2014.11.11 17:46:00 -
[65] - Quote
DDx77 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.
100% agree It seems to me to get the same regen on a assault that you get on a scout you have to take up slots for rechargers/Regulators. This means the slot layouts of the assault are essentially the same as a scout - and the scout still has better speed and ewar. Swapping the regen rates of each scout with their assault counterpart might be an easy solution Assault regen is ****** on minmitar and amarr. The only suits that should have that bad recharge are heavies.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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