Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.30 09:51:00 -
[1] - Quote
Nearly every class of dropsuit has a unique flair to them which cannot be readily copied by the others.
Sentinels --> Heavy Weapons Commandos --> 2 Light Weapons Logistics --> 3-4 Equipment Slots Scouts --> Cloaks
But what do Assaults have that other suits cannot replicate? Now I know we can get into a lengthy discussion about Commandos and Assaults being bastard siblings that should have been 1 suit instead of 2, but the removal of Commandos simply is not going to happen (nor should it at this point). That being said I sought out to come up with an alternative, something that only Assaults could use.
Assaults typically fill a mixture of roles focused around direct and indirect combat; filling the spaces between the other roles. This flexibility, while useful at times, lack the same kind of luster that the other roles have within their own specializations.
OVERCHARGE MODULES
Overcharge Modules (name subject to change) are a piece of active equipment that provide a temporary but substantial increase to a single or multiple dropsuit attributes. These piece of equipment would have high fitting costs and the Assault suit would be paired with a drastic fitting cost reduction (much like Scouts and Cloaking Fields). The idea being that an Assault would activate this module before entering into a combat situation to provide an increase to their attribute(s). The module would then be subject to a cooldown before it could be used again, as not to
Multiple types of these modules would exist to further allow a player to select the Overcharge that works best for them. For example a Gallente suit that intends to fight in CQC would want a large increase to Armor Repair rate, or a Minmatar suit that intends to fight in a hit and run style may like a large decrease in shield recharge delay. Again, each Overcharge could be a single one of the following attributes, or a selection of them.
Shield Recharge Rate Shield Delay Armor Repair Rate Sprint Speed Stamina Capacity Stamina Recovery Weapon Damage Weapon Reload Speed Jump Height Melee Damage ect.
So...sanity check...what do you guys think? This is of course just a very preliminary rough idea with no hard numbers behind it yet, but I'd like your thoughts/suggestions of the concept as a whole. Thank you!
"That little sh*t Pokey..." --CCP Rattati
|
CommanderBolt
Dead Man's Game
3
|
Posted - 2015.08.30 10:03:00 -
[2] - Quote
Pokey Dravon wrote:Nearly every class of dropsuit has a unique flair to them which cannot be readily copied by the others.
Sentinels --> Heavy Weapons Commandos --> 2 Light Weapons Logistics --> 3-4 Equipment Slots Scouts --> Cloaks
But what do Assaults have that other suits cannot replicate? Now I know we can get into a lengthy discussion about Commandos and Assaults being bastard siblings that should have been 1 suit instead of 2, but the removal of Commandos simply is not going to happen (nor should it at this point). That being said I sought out to come up with an alternative, something that only Assaults could use.
Assaults typically fill a mixture of roles focused around direct and indirect combat; filling the spaces between the other roles. This flexibility, while useful at times, lack the same kind of luster that the other roles have within their own specializations.
OVERCHARGE MODULES
Overcharge Modules (name subject to change) are a piece of active equipment that provide a temporary but substantial increase to a single or multiple dropsuit attributes. These piece of equipment would have high fitting costs and the Assault suit would be paired with a drastic fitting cost reduction (much like Scouts and Cloaking Fields). The idea being that an Assault would activate this module before entering into a combat situation to provide an increase to their attribute(s). The module would then be subject to a cooldown before it could be used again, as not to
Multiple types of these modules would exist to further allow a player to select the Overcharge that works best for them. For example a Gallente suit that intends to fight in CQC would want a large increase to Armor Repair rate, or a Minmatar suit that intends to fight in a hit and run style may like a large decrease in shield recharge delay. Again, each Overcharge could be a single one of the following attributes, or a selection of them.
Shield Recharge Rate Shield Delay Armor Repair Rate Sprint Speed Stamina Capacity Stamina Recovery Weapon Damage Weapon Reload Speed Jump Height Melee Damage ect.
So...sanity check...what do you guys think? This is of course just a very preliminary rough idea with no hard numbers behind it yet, but I'd like your thoughts/suggestions of the concept as a whole. Thank you!
Kinda similar yet somehow more refined of an idea that I had for Assaults back when they were the marginal underperformers a while back.
Though my idea was a "stimpack" type thing (similar to starcraft 2) where it would upon activation increase movement speed and or fire rate for a duration while sacrificing some heath.
But now you mention your idea, I would really like to "overcharge" my shields on something like a Caldari sentinel in exchange for less armour. Things of this nature.
Its almost like "rigging" in EVE don't you think?
"Madness how we turned our common-ground into a battle-ground.." - Essa
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
|
Posted - 2015.08.30 11:24:00 -
[3] - Quote
Pokey I like the general gist of the idea.
However, rather than using the module slots, what about the equipment slots so they can be made an active item?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Vell0cet
OSG Planetary Operations
3
|
Posted - 2015.08.30 14:56:00 -
[4] - Quote
I'd prefer to see this kind of thing implemented on a "command suit" via warfare links. They would activate the module and it would provide a bonus to squamates in x radius. I picture the command suit on a heavy frame that is very tanky but is either limited to a single light weapon, or 2 sidearm slots.
Best PvE idea ever!
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.30 15:41:00 -
[5] - Quote
Breakin Stuff wrote:Pokey I like the general gist of the idea.
However, rather than using the module slots, what about the equipment slots so they can be made an active item?
That alone would lock out Sentinels, then tweaking the PG/CPU or putting a suit restriction could do the rest.
Well I do cite that it is active equipment so that was my intentio n
"That little sh*t Pokey..." --CCP Rattati
|
Raven Tarmiskis
Planetary Response Organisation FACTION WARFARE ALLIANCE
13
|
Posted - 2015.08.30 17:20:00 -
[6] - Quote
Vell0cet wrote:I'd prefer to see this kind of thing implemented on a "command suit" via warfare links. They would activate the module and it would provide a bonus to squadmates in x radius. I picture the command suit on a heavy frame that is very tanky but is either limited to a single light weapon, or 2 sidearm slots.
You've missed the mark I'm afraid, this thread is about buffing a suit role already in the game not about creating a new suit. However you bring up an interesting idea with the idea of a module that could be use to buff the team, although that would be more of a logistics role.
I'm thinking that the idea of shield/armour hardeners or even active repair would be a good idea for Assault Class suits, they would get a similar, if not the same, discount to what scouts get with the cloak equip cost bonus. And like the cloak, it would have a semi short duration and a decently long cool down.
Spitball idea here but;
STD Armoured/Shield Combat Multiplier (Feel free to come up with a cooler/better name) Duration = 10 Sec Pulse Interval = 2 Sec Cooldown= 15 Sec Armour/shield Restore = 10%/pulse
|
Vell0cet
OSG Planetary Operations
3
|
Posted - 2015.08.30 19:10:00 -
[7] - Quote
Raven Tarmiskis wrote:Vell0cet wrote:I'd prefer to see this kind of thing implemented on a "command suit" via warfare links. They would activate the module and it would provide a bonus to squadmates in x radius. I picture the command suit on a heavy frame that is very tanky but is either limited to a single light weapon, or 2 sidearm slots. You've missed the mark I'm afraid, this thread is about buffing a suit role already in the game not about creating a new suit. However you bring up an interesting idea with the idea of a module that could be use to buff the team, although that would be more of a logistics role. I'm thinking that the idea of shield/armour hardeners or even active repair would be a good idea for Assault Class suits, they would get a similar, if not the same, discount to what scouts get with the cloak equip cost bonus. And like the cloak, it would have a semi short duration and a decently long cool down. Spitball idea here but; STD Armoured/Shield Combat Multiplier (Feel free to come up with a cooler/better name) Duration = 10 Sec Pulse Interval = 2 Sec Cooldown= 15 Sec Armour/shield Restore = 10%/pulse I understand what the thread is about. I think the suggestion would better fit on a command suit. If we implement this proposal on assaults and then later implement a command suit the synergy between the two would result in god mode. That's why I said I'd prefer to see modules like this on a command suit.
IMO DUST should mirror EVE with this kind of thing. If we were to add something unique for the assaults, I think a jetpack would be a better fit. Have it work like the cloak's fitting on scout suits.
Best PvE idea ever!
|
Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.08.30 19:16:00 -
[8] - Quote
Vell0cet wrote:Raven Tarmiskis wrote:Vell0cet wrote:I'd prefer to see this kind of thing implemented on a "command suit" via warfare links. They would activate the module and it would provide a bonus to squadmates in x radius. I picture the command suit on a heavy frame that is very tanky but is either limited to a single light weapon, or 2 sidearm slots. You've missed the mark I'm afraid, this thread is about buffing a suit role already in the game not about creating a new suit. However you bring up an interesting idea with the idea of a module that could be use to buff the team, although that would be more of a logistics role. I'm thinking that the idea of shield/armour hardeners or even active repair would be a good idea for Assault Class suits, they would get a similar, if not the same, discount to what scouts get with the cloak equip cost bonus. And like the cloak, it would have a semi short duration and a decently long cool down. Spitball idea here but; STD Armoured/Shield Combat Multiplier (Feel free to come up with a cooler/better name) Duration = 10 Sec Pulse Interval = 2 Sec Cooldown= 15 Sec Armour/shield Restore = 10%/pulse I understand what the thread is about. I think the suggestion would better fit on a command suit. If we implement this proposal on assaults and then later implement a command suit the synergy between the two would result in god mode. That's why I said I'd prefer to see modules like this on a command suit. IMO DUST should mirror EVE with this kind of thing. If we were to add something unique for the assaults, I think a jetpack would be a better fit. Have it work like the cloak's fitting on scout suits.
In lieu of Jet packs, just a natural jump height buff?
Real CPM Platform
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.30 19:25:00 -
[9] - Quote
Vell0cet wrote:Raven Tarmiskis wrote:Vell0cet wrote:I'd prefer to see this kind of thing implemented on a "command suit" via warfare links. They would activate the module and it would provide a bonus to squadmates in x radius. I picture the command suit on a heavy frame that is very tanky but is either limited to a single light weapon, or 2 sidearm slots. You've missed the mark I'm afraid, this thread is about buffing a suit role already in the game not about creating a new suit. However you bring up an interesting idea with the idea of a module that could be use to buff the team, although that would be more of a logistics role. I'm thinking that the idea of shield/armour hardeners or even active repair would be a good idea for Assault Class suits, they would get a similar, if not the same, discount to what scouts get with the cloak equip cost bonus. And like the cloak, it would have a semi short duration and a decently long cool down. Spitball idea here but; STD Armoured/Shield Combat Multiplier (Feel free to come up with a cooler/better name) Duration = 10 Sec Pulse Interval = 2 Sec Cooldown= 15 Sec Armour/shield Restore = 10%/pulse I understand what the thread is about. I think the suggestion would better fit on a command suit. If we implement this proposal on assaults and then later implement a command suit the synergy between the two would result in god mode. That's why I said I'd prefer to see modules like this on a command suit. IMO DUST should mirror EVE with this kind of thing. If we were to add something unique for the assaults, I think a jetpack would be a better fit. Have it work like the cloak's fitting on scout suits.
Again it's only a temporary increase to stats, we're not talking like a minute long of double armor repair...more like 15 seconds. Besides if there ever was a Commando suit, you end up with a situation where two parts of a unit are greater than their sums....that's synergy. It's not OP until the hard numbers are hashed out and tested.
Besides, I always saw the Commando Suit concept as providing constant but conservative bonuses over an area of effect. The Overcharge concept is a short but substantial bonus, so sure they could overlap but given how the meta would play out, you would see it on both sides and it would balance out.
"That little sh*t Pokey..." --CCP Rattati
|
Vell0cet
OSG Planetary Operations
3
|
Posted - 2015.08.30 20:19:00 -
[10] - Quote
Pokey Dravon wrote:Again it's only a temporary increase to stats, we're not talking like a minute long of double armor repair...more like 15 seconds. Besides if there ever was a Commando suit, you end up with a situation where two parts of a unit are greater than their sums....that's synergy. It's not OP until the hard numbers are hashed out and tested.
Besides, I always saw the Commando Suit concept as providing constant but conservative bonuses over an area of effect. The Overcharge concept is a short but substantial bonus, so sure they could overlap but given how the meta would play out, you would see it on both sides and it would balance out.
Fair point. I could see the bonuses stacking up and getting out of hand though. I do agree with the constant/conservative bonus on a command suit (not commando, not sure if that's a typo or we're talking about different ideas).
Talos Vagheitan wrote:In lieu of Jet packs, just a natural jump height buff? I'm not keen on the bouncy/floaty concept. It looks ridiculous and shatters the illusion that we're wearing suits weighing hundreds of pounds of hardened alloys. Jetpacks would add much-needed verticality to DUST (more likely DUST x86), but in a more believable/balanced way. It would use capacitor, be lockable with swarms and bloom your sig when active, etc.
I'm not in a hurry to see CCP add stuff just for the sake of adding it. I'd rather them have a longer-term vision that everything fits into even if that means waiting a while before we can get cool toys.
Best PvE idea ever!
|
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.30 20:51:00 -
[11] - Quote
Not to mention that even if you had Command suits you would need to have some sort of Non-Stacking bit to it so you don't have 16 Command Suits all stacking buffs together
Either way I understand your concern, but Command suits are not likely happening in the immediate future so I think we can worry about your concern if/when it becomes an actual problem.
"That little sh*t Pokey..." --CCP Rattati
|
Benjamin Ciscko
Fatal Absolution
3
|
Posted - 2015.08.31 00:06:00 -
[12] - Quote
I thought bubble shields was supposed to be assaults special equipment. |
Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.08.31 00:10:00 -
[13] - Quote
What if...
We took away one grenade from all suit classes except assaults?
Less name spam overall, somewhat assault 'buff'
Real CPM Platform
|
Raven Tarmiskis
Planetary Response Organisation FACTION WARFARE ALLIANCE
13
|
Posted - 2015.08.31 01:07:00 -
[14] - Quote
Talos Vagheitan wrote:What if...
We took away one grenade from all suit classes except assaults?
Less name spam overall, somewhat assault 'buff'
Or, we could give Assault Suits an extra grenade and/or slot? Of course this means if they do both and someone places two copies of a "Core Locus" they could have 6 which would be a little OP, but then again so can a lot o combos of gear, weapons, suits and all that |
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.31 01:58:00 -
[15] - Quote
Raven Tarmiskis wrote:Talos Vagheitan wrote:What if...
We took away one grenade from all suit classes except assaults?
Less name spam overall, somewhat assault 'buff' Or, we could give Assault Suits an extra grenade and/or slot? Of course this means if they do both and someone places two copies of a "Core Locus" they could have 6 which would be a little OP, but then again so can a lot o combos of gear, weapons, suits and all that
Rattati has already addressed this in that the system lacks the ability to run multiple grenade slots. As for high carry, I suppose? But anyone with a nanohive can have a plentiful supply of grenades now.
"That little sh*t Pokey..." --CCP Rattati
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.31 01:59:00 -
[16] - Quote
Benjamin Ciscko wrote:I thought bubble shields was supposed to be assaults special equipment.
Not entirely sure where you heard this rumor, and even if were true, does a stationary defensive shield really fit the Assault role that well?
"That little sh*t Pokey..." --CCP Rattati
|
Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.08.31 02:57:00 -
[17] - Quote
Raven Tarmiskis wrote:Talos Vagheitan wrote:What if...
We took away one grenade from all suit classes except assaults?
Less name spam overall, somewhat assault 'buff' Or, we could give Assault Suits an extra grenade and/or slot? Of course this means if they do both and someone places two copies of a "Core Locus" they could have 6 which would be a little OP, but then again so can a lot o combos of gear, weapons, suits and all that
Grenade spam is the reason I proposed reducing everyone else grenade count.
But giving assaults more grenades (higher count, not another slot) could also work in conjunction with other tweaks.
The jist of what I'm getting at is that grenades *could* be the 'Assault thing' that is unique to them, as per Pokeys OP
Real CPM Platform
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.31 02:59:00 -
[18] - Quote
Right but if you just drop a Nanohive, does it really matter how low your grenade carry capacity is? You more or less regen them fast enough that you can still spam them constantly.
"That little sh*t Pokey..." --CCP Rattati
|
Robert Conway
Concordiat Mercenaries
629
|
Posted - 2015.08.31 03:04:00 -
[19] - Quote
A question. Would assaults receive two equipment slots like scouts did, since this new equipment would be what their new role would be based around? So one would be designated for that while the other would be for the other regular equipment items.
Yassavi Approved. -Aero Yassavi
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.31 03:12:00 -
[20] - Quote
Robert Conway wrote:A question. Would assaults receive two equipment slots like scouts did, since this new equipment would be what their new role would be based around? So one would be designated for that while the other would be for the other regular equipment items.
Ehhhhh I kinda hate that Scouts ever got 2 equipment because I don't like edging in on Logistic's role...but who knows. Maybe, maybe not. That sort of choice is more in the hands of the community.
"That little sh*t Pokey..." --CCP Rattati
|
|
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.08.31 07:32:00 -
[21] - Quote
I would at least philosophically argue that Assaults are supposed to be flexible general purpose suits. Yes the other classes are a bit more specialzed, but every other class sacrifices someehthing for that specialization.
Scouts give up HP
Heavy suits give up Mobility
Logi suits give up both HP and combat ability. (by that i mean each racial weapon type works better on the assault suit because bonus)
If you want to give assaults the temporary buff of thier choosing (when vanilla assaults are already extremely dangerous) what will the Assault class give up in return?
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.08.31 07:51:00 -
[22] - Quote
Tesfa Alem wrote:I would at least philosophically argue that Assaults are supposed to be flexible general purpose suits. Yes the other classes are a bit more specialzed, but every other class sacrifices someehthing for that specialization.
Scouts give up HP
Heavy suits give up Mobility
Logi suits give up both HP and combat ability. (by that i mean each racial weapon type works better on the assault suit because bonus)
If you want to give assaults the temporary buff of thier choosing (when vanilla assaults are already extremely dangerous) what will the Assault class give up in return?
Well not quite, especially after Rattati has solidified the HP/mobility curve. Scouts give up their HP for their speed, and Sentinels give up their speed for their HP. It really doesn't have anything to do with the speciality itself...hence why Logistics recently got the speed buff because of their lower HP compared to assaults.
"That little sh*t Pokey..." --CCP Rattati
|
Kierkegaard Soren
Eridani Light Horse Battalion
919
|
Posted - 2015.08.31 11:53:00 -
[23] - Quote
I love the idea of this and think it's exactly what assaults need to make them both effective and unique. My main concern is the cycle time of the active equipment making the player's life a bit of a hassle; if I'm reading this right, the overcharger provides a short-term boost to a number of stats before powering down and requiring a recharge, which in practical terms makes Assault suits similar to tanks in the sense that they work within "windows of opportunity" to get Stuff Done. Now, the potential issue here is that out of all the classes the Assault should be the suit that needs the least downtime between firefights; the sentinel can take the highest amount of alpha/burst damage but needs logistic support to keep on pressing, commandos are much the same, and scouts and logis fulfill roles on the feild that are not front-line orientated. When playing an Assault I want to keep my equipment management to a minimum and I want my suit to be ready for the next fight ASAP because, well, that's what I'm there for in that suit. Colldown timers are not cool here, especially if I'm working with quite short cycle durations.
My suggestion would be to make the Overcharger function like a cloak, with each one having a pool of energy that is depleted when activated, and recharged when not. Higher tiers grant a larger base pool and quicker recharge times. The standard suit bonus for an assault should stay the same (fitting reductions for weapons), and then the current racial weapon bonuses be replaced with overcharger fitting reductions. The racial weapon bonuses then become part of the buff package that each overcharger module grants. I'd also suggest that each race has more than one overcharger module type, so that you can effectively "rig" your Assault towards full damage (weapon buffs currently given to Assault suits), full defense (two racially-orientated tanking buffs, typically a HP buff and a regen buff) and a balanced type (one weapon buff, one tank buff, in line with racial combat doctrine). It does make it a bit more complicated, but I think Assaults need to be the most tactically flexible suits on the field and should have a wealth of fitting options to achieve this.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
|
|
|
Pages: 1 :: [one page] |