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zzZaXxx
XxAMBUSH FTWxX
811
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Posted - 2015.10.01 19:54:00 -
[1] - Quote
Assaults don't need much, but since Cal/Gal have three bonuses now Min/Amr should too, with all bonus affecting light weapons and sidearms. So I suggest the following additions:
Caldari Assault: Make the kick bonus affect sidearms
Minmatar Assault: -5% hipfire dispersion of all projectile light weapons and sidearms
Gallente Assault: Make the ROF bonus affect sidearms
Amarr Assault: +5% cooldown speed for all laser light weapons
+5% clip size for all laser sidearms
The only other change they need is to HP recovery. Cal/Min shield recharge gets better going from sentinel to scout, with armor reps getting worse, Gal/Amr armor repair should get better going from sentinel to scout, with shield recharge getting worse. The changes for Gal/Amr from hotfix numbers reflects this. (Starting from Amarr Scout having 9 HP/sec armor reps and the worst shield recharge of any suit)
And all suits have more armor rep than currently because that's needed to balance with the shield recharge buffs.
Caldari Assault: Shield Recharge - 40 Recharge Delay - 3.5 Depleted Delay - 2 Armor Repair - 2
Minmatar Assault: Shield Recharge - 35 Recharge Delay - 4 Depleted Delay - 3 Armor Repair - 4
Gallente Assault: Shield Recharge - 30 Recharge Delay - 4.5 Depleted Delay - 4 Armor Repair - 6
Amarr Assault: Shield Recharge - 25 Recharge Delay - 5 Depleted Delay - 5 Armor Repair - 7
Commandos need more HP--or better yet the choice for more HP or something else--so they should get an extra slot. Their movement speed could be slightly nerfed to balance it out, but they need more HP to go with their big hitbox.
Every class has a fitting bonus except for commandos so add the following for all commandos:
-5% fitting cost of light weapons
This bonus can be factored into how much PG/CPU is added for the extra slot.
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zzZaXxx
XxAMBUSH FTWxX
811
|
Posted - 2015.10.01 20:21:00 -
[2] - Quote
Pokey Dravon wrote:Didnt we like...give Commandos more speed and an extra slot (effectively more HP) in the last update? Yeah but that was just to make them halfway viable. They're not done. |
zzZaXxx
XxAMBUSH FTWxX
811
|
Posted - 2015.10.01 20:52:00 -
[3] - Quote
Jakkal Shoobah wrote:Commandos were put in the correct spot on the ehp speed curve if I remember. They also had 4 slots. Before tiericide a basic assault or logo had as many slots as a proto commando.
Assaults should be even but I think we should see how the hotfix plays out before buffing/nerfing.
Ps Min assaults don't need hipfire bonu. Min are burst dps kings famous for shitting out explosives and and bullets when cornered. Extra clip size already accomplishes that.
Thats a gallente thing to assert their cqc dominance.Gal weapons need reduced dispersion to be competitive cqc. Have you ever seen an ion pistol without sharpshooter on anything besides a gal assault ? Ita a shotty that only fires one pellet .
They're in the correct spot in the EHP curve but their large hitbox scews that a lot. They need an HP buff to balance that. |
zzZaXxx
XxAMBUSH FTWxX
811
|
Posted - 2015.10.02 04:39:00 -
[4] - Quote
Dingleburt Bangledack wrote:Megaman Trigger wrote:So, just like with your Scout idea, your giving Amarr both highest armour and best rep rates, when best reps should be Gallente. Why should Amarr have the best native reps if that's the Gallente's speciality? I may not like Gallente all that much, but this is correct. I'd love my Amarr suits to have great innate armor reps, but that's the Gallente's thing. The Amarr already have the buffer. The trade for more HP is less speed. So they're even. Then Gallente gets a bit more shield regen and better delay, so Amarr gets a bit more armor rep. Even Steven. |
zzZaXxx
XxAMBUSH FTWxX
811
|
Posted - 2015.10.02 04:45:00 -
[5] - Quote
Adipem Nothi wrote:Can't imagine that buffing Assaults would be good for balance.
I posted something about a buff for scouts and then commandos get pumped up too. In my fantasy world logis also get better and more equipment bonuses and sentinels get better shield recharge and/or armor rep. It all evens out. |
zzZaXxx
XxAMBUSH FTWxX
818
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Posted - 2015.10.08 04:04:00 -
[6] - Quote
Ok forget bonus changes to assaults. Some new ones are being added soon and we have to wait and see how that affects overall balance. Same thing goes for passive reps, though I'm predicting the next hotfix will need to address them.
I have a nagging issue about the Gallente Assault. Gallente and Amarr having basically the same shield stats is fine. Gallente has a bit more speed and armor rep and Amarr has more buffer. They should have the same base shields then. Both at 180 and increase Gallente's armor.
This should really be across the board with all Gallente suits having the same shields as Amarr and getting an armor buff. If not, and they continue to have more shields than Amarr, then that's a statement that shields are emphasized to some extent on Gallente. Therefore Gallente should have better shield recovery.
Having all that HP trapped behind long delays with a slow recharge is a handicap, to go with the AR range handicap. If they're keeping their current shields then increase shield recharge by 5 and delay by 0.5, for 25, 5, 4. Then just reduce Amarr's delay by 0.5 for 20, 5.5, 5.
Honestly though I think Gallente should be poised to dabble in shields, just as Min dabbles in armor still but is now clearly shield based. It would be perfect for their style, helping against grenades and combat rifles, giving them more HP with no speed penalty, and encouraging them to duck and weave a bit more.
30 - Shield Recharge 5 - Delay 4 - Depleted Delay
This would give Gallente a shield secondary focus. Any advantage it gives Gallente is mitigated by them only having three high slots.
Then Amarr keeps all it's current stats but gets a bit more passive reps. Just +2.
As for passive reps in general, we'll see. Let's compare the numbers of a Cal Assault and an Amarr Assault, post hotfix (both are the best loadouts for them in my opinion):
Here's the Caldari Assault: http://www.protofits.com/fittings/view/1549/8978 (pre-hotfix numbers)
455 - Shields 92 - Shield Recharge 2.1 - Shield Recharge Delay 1.2 - Depleted Recharge Delay
326 - Armor 7.5 - Armor Repair (40 - Allotek Nanohive)
4.85 - Movement 7.2 - Sprint
+4% Light Weapon Damage +4% Sidearm Damage
Proto Rail Rifle (-25% recoil, -25% reload time) Proto Magsec (-25% reload time) M-1 Locus Grenade (same as Core with 10% less splash radius) Allotek Nanohive
And here's the Amarr Assault: http://www.protofits.com/fittings/view/1549/7204 (pre-hotfix numbers)
181 - Shields 20 - Shield Recharge 6 - Shield Recharge Delay 5 - Depleted Recharge Delay
723 - Armor 17 - Armor Repair (40 - Allotek Nanohive)
4.5 - Movement 6.7 - Sprint
+15% Light Weapon Damage +8% Sidearm Damage
Proto Scrambler Rifle (-25% heat buildup) Proto Magsec Core Locus Grenade Allotek Nanohive
Either one have a clear advantage overall? The Cal Assault seems to since it gets all its 455 shields back 6.2 seconds after depletion.
But the power of an Amarr Assault with 700+ armor and an Allotek or two is not to be sniffed at, especially on maps where he can easily re-up at supply depots and therefore spam them as much as he likes.
The Amarr Assault is also doing 11% more light weapon damage and 4% more sidearm damage.
But man that 455 shields in 6 seconds after getting into armor....that's beast. But we'll have to see.
As for commandos, the light weapon fitting bonus (-25% fitting cost of light weapons at level 5) just makes sense. Commandos can't fit all complex mods even with cheap equipment like a stable scanner, much less with proto equipment. Heck a proto Caldari Commando with a proto rail rifle, an advanced assault rail rifle and a stable scanner can't even fit all complex mods! That's just not right and this bonus is the answer.
Here's the Calmando I was talking about: http://www.protofits.com/fittings/view/1549/9044
I win
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