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zzZaXxx
SO FUKN HATED
836
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Posted - 2015.12.03 17:12:00 -
[1] - Quote
Assaults are obviously in a good place and perform their versatile role to perfection (though Amarr needs help with its rifles). Logis do very well now when they focus on their role (assuming you're running Gal or Min. Cal and Amarr are worthless.) The rest are hurtin pretty bad. The specialists need to be more special. I suggest the following to make sentinals, commandos, and scouts more effective:
Sentinals: - reduce HMG heat buildup - increase heavy weapon damage mod's value to 7%
This helps heavies to be more competitive in their role without increasing HP.
Commandos: - increase damage bonus to 3% per level - add a module slot and increase fittings capacity accordingly
Commandos are very UP. They need a change that will take them to another level.
Scouts:
- increase base HP a bit - increase fittings capacity
Scouts just need a little help holding up in engagements, wether it's head to head or when they're trying to run away after a gambit.
I win
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sizwe sizzle
Dead Man's Game
26
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Posted - 2015.12.03 19:01:00 -
[2] - Quote
zzZaXxx wrote:Assaults are obviously in a good place and perform their versatile role to perfection (though Amarr needs help with its rifles). Logis do very well now when they focus on their role (assuming you're running Gal or Min. Cal and Amarr are worthless.) The rest are hurtin pretty bad. The specialists need to be more special. I suggest the following to make sentinals, commandos, and scouts more effective:
Sentinals: - reduce HMG heat buildup - increase heavy weapon damage mod's value to 7%
This helps heavies to be more competitive in their role without increasing HP.
Commandos: - increase damage bonus to 3% per level - add a module slot and increase fittings capacity accordingly
Commandos are very UP. They need a change that will take them to another level.
Scouts:
- increase base HP a bit - increase fittings capacity
Scouts just need a little help holding up in engagements, wether it's head to head or when they're trying to run away after a gambit. What you are saying does not apply to every race.some of them are fine
YOU HAVE BEEN SCANNED
BRING IT ON
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zzZaXxx
SO FUKN HATED
836
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Posted - 2015.12.03 19:57:00 -
[3] - Quote
Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role.
I win
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postapo wastelander
Corrosive Synergy
2
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Posted - 2015.12.03 21:51:00 -
[4] - Quote
zzZaXxx wrote:Assaults are obviously in a good place and perform their versatile role to perfection (though Amarr needs help with its rifles). Logis do very well now when they focus on their role (assuming you're running Gal or Min. Cal and Amarr are worthless.) The rest are hurtin pretty bad. The specialists need to be more special. I suggest the following to make sentinals, commandos, and scouts more effective:
Sentinals: - reduce HMG heat buildup - increase heavy weapon damage mod's value to 7%
This helps heavies to be more competitive in their role without increasing HP.
Commandos: - increase damage bonus to 3% per level - add a module slot and increase fittings capacity accordingly
Commandos are very UP. They need a change that will take them to another level.
Scouts:
- increase base HP a bit - increase fittings capacity
Scouts just need a little help holding up in engagements, wether it's head to head or when they're trying to run away after a gambit.
Sents needs love. Comms are fine. Scouts..ehm..are you crazy, they are more than fine?!
"Im original Boii Boyko"
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SAMEERio
WarRavens Imperium Eden
57
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Posted - 2015.12.03 22:15:00 -
[5] - Quote
They're balanced as it is. It's just the weapons that needs working on
Trading514
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CLONE117
True Pros Forever
930
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Posted - 2015.12.04 20:18:00 -
[6] - Quote
i agree for the hmg heat build up. however the buff to damage mods isnt needed. id rather get more base hp instead.
or better yet. change the mechanics of heat build up so we can switch to our freaking secondary when our primary overheats in our face.
great potential is always there..
it just has yet to be realized
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.04 20:21:00 -
[7] - Quote
Could rollback an assault buff or two.
Dropsuit Usage Rates
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Mikel Arias
Challengers 506
238
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Posted - 2015.12.04 21:09:00 -
[8] - Quote
Come on people. Last time it was the assault that had to be buffed, now everything else again? After that people will complain how assaults are useless. Again.
Sentinels are fine, scouts are great and commandos rock. I do agree that the heavy weapon damage modifier could go up to 7%, but nothing else is right. Scouts should have low hp and commandos shouldnt do more damage because then the players that like tanks or dropships will feel more pain and they complain already.
What is needed is people to understand how to play with each role, know what they do best and what they should definitely stay away from. |
Woo R'U
PosT MorTeaM
0
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Posted - 2015.12.05 11:32:00 -
[9] - Quote
full agree with senti they can't do their job, senti are weak tanker (1 assault shouldn't be able to kill 2 sentinel without reload) and easily taken down by mid/long range weapons ,need more module slot on them ,more resist , to compensate their lack of mobility, scout need a up to pg/cpu you can't have a full complexe fit on it, assault are fine but not equal |
Baal Omniscient
Qualified Scrub
2
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Posted - 2015.12.05 14:56:00 -
[10] - Quote
zzZaXxx wrote:Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role. Scouts aren't SUPPOSED to stand up to assaults. They are scouts. They are fast, have the game's smallest hit box, 2 equipment slots, can fit cloaks, have the highest eHp regen rates and they only show up on your radar if someone is running a good scanner. A suit built for sneak attacks isn't supposed to 'stand up' to anything.
añ¼añ+añ¦-añ¬añ+añƒañ¦-añÿañ¿añ+añ+añ¦-añªañ+añùañ¿aÑìaññ
"Baal comes...and destruction follows him like a storm."
añ¿añ+añ¦añ¿aÑìaññañ¦añ+añ¿aÑìañºañòañ+añ¦añ+aññ-añªañ+añùañ¿aÑìaññ-añ¦añ¦añÖaÑìañù
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.06 14:10:00 -
[11] - Quote
Baal Omniscient wrote:zzZaXxx wrote:Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role. Scouts aren't SUPPOSED to stand up to assaults. They are scouts. They are fast, have the game's smallest hit box, 2 equipment slots, can fit cloaks, have the highest eHp regen rates and they only show up on your radar if someone is running a good scanner. A suit built for sneak attacks isn't supposed to 'stand up' to anything. Unless they get within shotgun or knife range of anyone in your squad, which they pretty much have to do if they're looking to make the most of that sneak attack. Also, strong regen doesn't matter if you're dead in 1/3 of a second, and the gap in regen rates between classes is much more narrow as of late. And don't get me started on cloak.
If you're saying Scouts shouldn't be good at frontal assault, I completely agree. If you're saying Scouts are performing on-par with Assaults, I completely disagree.
Dropsuit Usage Rates
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Francois Sanchez
Prima Gallicus
601
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Posted - 2015.12.07 09:57:00 -
[12] - Quote
I agree assaults dominate everything, however I think your propositions are terrible in most cases. HMG heat buildup reduction : OK
Scout HP buff? Hell no. Scouts should be weak in face to face but have great ewar and speed to be able to avoid fights they can't win. Remove that stupid scan range penalty with the cloak and make them ewar dudes again.
Commandos are fine except they're completely blind. I've never understood why they had a crappier scan than sentinels, it doesn't make senses. Also 2dB profile reduction would be nice (that's to be able to get under 36dB with one complex profile dampener)
Assaults are simply too good at everything. They're better rushers than scouts, better shotgunners than scouts, better at everything than commando except AV and sniping. The ewar gap between scouts and assaults is too small as it can be compensated by one complex module. They can tank too much while keeping good speed and awesome regen.
Remove one slot and 40 base HP and they should be balanced with the other classes |
Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.12.07 11:44:00 -
[13] - Quote
Assaults need another small nerf to either HP or speed, cos is Francois is pretty much on point about assaults. Something needs to be done.
Sentinels DPS is fine, their weapons aren't the problem. What they gain isn't of much benefit due to the speed that they lose. and it needs looking at.
Commandos still need that light weapon fitting bonus and maybe an extra slot, but if they get that extra slot they need to lose something.
Scouts for me are a tough one. The suits themselves are fine BUT Something needs to be done to ewar without making them stupid like when the cloak was introduced.
Wanna play eve?
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.07 13:46:00 -
[14] - Quote
Francois's spot on. One caveat. As nerfing one side of the equation while buffing the other tends to bring about unintended consequences, I'd suggest not simultaneously nerfing Assaults and buffing the others. Start with one, and if needed, follow up with the other.
I'm afraid we're wasting our time though. I can't imagine CPM2 getting behind meaningful Assault nerfs.
Dropsuit Usage Rates
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maybe deadcatz
Serris Inc
1
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Posted - 2015.12.08 04:18:00 -
[15] - Quote
Gotta correct you a bit op. Amarr logi is not worthless. Its amarr,so you can tank some serious damage while under fire. Only issue that makes it fall under the gal logi which is under the min logi is the fact that the imperial viziam flux uplink exists.
Commandos are faster now,they have two light weapons,what more could you ask for? Maybe the ammar commando needs some love but that's because the scrambler rifle is broken right now,which also applies to the amarr assault.
I agree with a scout buff,mostly I just want them all to have the profile damp bonus. And no the amarr scout is not a joke either,that thing can take a beating and chuck it back at you,and its got that extra base HP that you said you wanted for scouts.
I only partially agree with sentinels. Problem lies within the heavy machine gun having a short range. But that's what the assult hmg is for.
Ha!You can't kill me! I'm already dead!
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.08 09:06:00 -
[16] - Quote
I only run Gallente so my opinion only applies to them.
Scout
I feel that the fitting requirements for my Proto GalScout Ninja Hack is fine but the fitting requirements for my 'APEX' GalScout Ninja Hack sucks. I feel this way because of the Cloak and the Drop Uplink.
The Standard Cloak is absolute garbage. I have to fit the Advanced Cloak to my 'APEX' GalScout because it is the lowest tiered Cloak that delivers enough to allow my 'APEX' GalScout to perform its job properly.
My issue with the Drop Uplink is that there is only 1 Drop Uplink (Guaged Drop Uplink) that allows for me to have 3 active at a time. The Gauged Drop Uplink is a proto variant and is very demanding on the CPU/PG.
Commando
In my opinion I feel that the only thing my GalCommando needs is a Grenade Slot, and obviously a slight CPU/PG increase so that a Grenade can actually be fitted to the Dropsuit.
Sentinel
For awhile now I had only ever used my GalSentinel to go on suicide runs where I charge into a large group of people blasting away at everything that moves. Needless to say my experience using the GalSentinel correctly is limited.
Now I did use the GalSentinel for its intended purpose a few times recently and I must say that the Sentinel and HMG is pretty damn awesome. The only issue I have is that I feel that all Sentinels should be able to take on more redberries at a time without having to deal with any sort of issue from the HMG.
I suggest increasing ammo capacity and decreasing heat build up of the HMG. (I have only used the 'Quafe' HMG and the Boundless HMG so my experience is limited to that)
-or-
Remove the heat build up from the HMG altogether and slightly increase the ammo reload time. |
Echo 1991
Titans of Phoenix Damage LLC
1
|
Posted - 2015.12.08 09:15:00 -
[17] - Quote
Summa Militum wrote: Sentinel
I suggest increasing ammo capacity and decreasing heat build up of the HMG. (I have only used the 'Quafe' HMG and the Boundless HMG so my experience is limited to that)
This is fair enough, small buff but nothing crazy
Quote:Remove the heat build up from the HMG altogether and slightly increase the ammo reload time. This however can NEVER happen.
Wanna play eve?
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jordy mack
WarRavens Imperium Eden
981
|
Posted - 2015.12.09 15:51:00 -
[18] - Quote
zzZaXxx wrote:Assaults are obviously in a good place and perform their versatile role to perfection (though Amarr needs help with its rifles). Logis do very well now when they focus on their role (assuming you're running Gal or Min. Cal and Amarr are worthless.) The rest are hurtin pretty bad. The specialists need to be more special. I suggest the following to make sentinals, commandos, and scouts more effective:
Sentinals: - reduce HMG heat buildup - increase heavy weapon damage mod's value to 7%
This helps heavies to be more competitive in their role without increasing HP.
Commandos: - increase damage bonus to 3% per level - add a module slot and increase fittings capacity accordingly
Commandos are very UP. They need a change that will take them to another level.
Scouts:
- increase base HP a bit - increase fittings capacity
Scouts just need a little help holding up in engagements, wether it's head to head or when they're trying to run away after a gambit.
yes to heat build up hmg no to dmg mods
no to damage bonus maybe to extra slot
no to extra hp yes to fitting cap, for min at least
Less QQ more PewPew
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DIinkelFritz
The Eternal Noxium Imperium
8
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Posted - 2015.12.12 01:54:00 -
[19] - Quote
Greetings, fellow coffin jockies. I am a preferred assault player, but I dabble in the other suits. Scouts are fine. You have to work with their play style. It was difficult for me to transition from shooting out of cover and taking some hits, to having to make sure that you run if you're seen. Fact is. I am performing better in my scout than I did in my Assault. Fit your suit for mobility and low profile. Find/ wait for an opening. Do your business and then run like hell to the next spot.
Sentinels do NOT need a damage buff. They mop the floor with whatever is in front of them already. Maybe switching out the lower pg/cpu of heavy weapons out with a flat damage reduction would do the trick. Then give each sentinel a more specific bonus. Like a charge up time reduction on caldari sentinals for the forge cannon, or higher ammo capacity for the minmatarr. Faster reload for the Galente and better heat dispersion for the Amarrian.
Commandos...need a buff. Comparing the two, fully fitted, my assault suit is faster, has more upward mobility, more dmg buff from weapon upgrades, smaller hit box, smaller profile, stronger scan resolution, grenades, pg/cpu, and HP. In other words, my assualt suit is better than the commando at pretty much everything, including dps, which is supposed to be the role of the commando. A DPS suit with two main weapons. So I fully support the idea of giving commandos grenades, and extra slot and a bigger dmg buff say 3%. Nuff said.
Committed suicide....again...
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Megaman Trigger
OSG Planetary Operations
955
|
Posted - 2015.12.12 11:26:00 -
[20] - Quote
DIinkelFritz wrote:Commandos...need a buff. Comparing the two, fully fitted, my assault suit is faster, has more upward mobility, more dmg buff from weapon upgrades, smaller hit box, smaller profile, stronger scan resolution, grenades, pg/cpu, and HP. In other words, my assualt suit is better than the commando at pretty much everything, including dps, which is supposed to be the role of the commando. A DPS suit with two main weapons. So I fully support the idea of giving commandos grenades, and extra slot and a bigger dmg buff say 3%. Nuff said.
I'd have to argue against Assaults having better DPS than Commandos. Commandos get 10% to racial weapons and two high slots, which gives a bigger bonus (just) than 5 damage mods on a Cal Assault if both are using Rail Rifles. There's also the Commandos reload bonus to take into account when it comes to the DPS of weapons like ARs and ACRs.
Purifier. First Class.
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DEATH THE KlD
Imperfect - Bastards
934
|
Posted - 2015.12.12 18:41:00 -
[21] - Quote
I ran cal heavy just fine in PC yet I'm an assault player, have been since day 1..lag getting fixed would help the hmg but other than that I don't see them needing a buff..caldari scout could use a PG/CPU buff, gal is fine..min is ment for speed hacks and Amarr are the eyes..they do their role but yes they are weak like they should be
Mandos are a bit slow for my taste but I like the caldari one it's good..can't comment on the rest of mandos tho
Believe it or not but assaults are the only true "slayer" the rest have actual roles
Heavies need their racial weapons as do vehicles
We also need our Crusader
CEO of Imperfect Bastards and NF -Heimdallr69
Steam - Heimpai
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HOLY PERFECTION
Company of Marcher Lords Amarr Empire
169
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Posted - 2015.12.13 00:36:00 -
[22] - Quote
Buffing every other class is just going to put you back right where you started. Think about it.
Buff assault... Buff scout, heavy, etc.
Ohh wait someone wants heavys to be buffed more.
Buff heavy
o no heavy to powerful
buff scout, logi etc..
You are putting yourself back inside a loop
If I charge, follow me. If I retreat, kill me. If I die, revenge me.
I'm really hard headed
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2015.12.13 03:22:00 -
[23] - Quote
HOLY PERFECTION wrote: Buffing every other class is just going to put you back right where you started. Think about it.
Buff assault... Buff scout, heavy, etc.
Ohh wait someone wants heavys to be buffed more.
Buff heavy
o no heavy to powerful
buff scout, logi etc..
You are putting yourself back inside a loop If done blindly andstrongly, then you are absolutely correct.
I am a fan of using the assault class as the baseline and balancing the other classes relative to that. With small, incremental changes.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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DIinkelFritz
The Eternal Noxium Imperium
16
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Posted - 2015.12.14 03:15:00 -
[24] - Quote
Megaman Trigger wrote:DIinkelFritz wrote:Commandos...need a buff. Comparing the two, fully fitted, my assault suit is faster, has more upward mobility, more dmg buff from weapon upgrades, smaller hit box, smaller profile, stronger scan resolution, grenades, pg/cpu, and HP. In other words, my assualt suit is better than the commando at pretty much everything, including dps, which is supposed to be the role of the commando. A DPS suit with two main weapons. So I fully support the idea of giving commandos grenades, and extra slot and a bigger dmg buff say 3%. Nuff said. Wouldn't Commandos have the better DPS, depending on suit and weapon? Commandos get 10% to racial weapons and two high slots, which gives a bigger bonus than stacking mods on an Assault. Plus they have the reload bonus.
Check your fittings and descriptions. The magstabs don't have stacking penalties. I put it on my suits just to make sure and they stack equally. 3 on a Gal assault :21% dmg + 15% to rate of fire =36%dps bonus 2 on Commando:10+14% = 24% dps bonus. Maxing dmg mods here and not recommending it. The kicker is that a good Commando build needs at least one slot to myo in order to move effectively around the battlefield. Given the bigger hit box and slow speed, it dies much faster than the Assault (not considering the fact that the assault has a greater hp potential). I'm not saying the slow speed and hit box need to be changed, in fact it's how the commando is supposed to be balanced. The problem is that a commando should have a clear advantage to dps over other suits (except for the heavy and sentinel for obvious reasons) and it doesn't. The only commandos I ever look out for are those from the Minmatar. With myos, The melee dmg is enough to one shot a sentinel and jump high enough to make straight shots with the mass driver (which also gets a bonus to dmg from commando skill) A maxed dmg build would add 21%+10% to explosive and projectile weapons giving a 31% bonus to damage. Caldari commmandos would be in the same category but, heh, no one plays caldari commando.
Committed suicide....again...
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Echo 1991
WarRavens Imperium Eden
1
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Posted - 2015.12.14 03:17:00 -
[25] - Quote
DIinkelFritz wrote:Megaman Trigger wrote:DIinkelFritz wrote:Commandos...need a buff. Comparing the two, fully fitted, my assault suit is faster, has more upward mobility, more dmg buff from weapon upgrades, smaller hit box, smaller profile, stronger scan resolution, grenades, pg/cpu, and HP. In other words, my assualt suit is better than the commando at pretty much everything, including dps, which is supposed to be the role of the commando. A DPS suit with two main weapons. So I fully support the idea of giving commandos grenades, and extra slot and a bigger dmg buff say 3%. Nuff said. Wouldn't Commandos have the better DPS, depending on suit and weapon? Commandos get 10% to racial weapons and two high slots, which gives a bigger bonus than stacking mods on an Assault. Plus they have the reload bonus. Check your fittings and descriptions. The magstabs don't have stacking penalties. I put it on my suits just to make sure and they stack equally. 3 on a Gal assault :21% dmg + 15% to rate of fire =36%dps bonus 2 on Commando:10+14% = 24% dps bonus. Maxing dmg mods here and not recommending it. The kicker is that a good Commando build needs at least one slot to myo in order to move effectively around the battlefield. Given the bigger hit box and slow speed, it dies much faster than the Assault (not considering the fact that the assault has a greater hp potential). I'm not saying the slow speed and hit box need to be changed, in fact it's how the commando is supposed to be balanced. The problem is that a commando should have a clear advantage to dps over other suits (except for the heavy and sentinel for obvious reasons) and it doesn't. The only commandos I ever look out for are those from the Minmatar. With myos, The melee dmg is enough to one shot a sentinel and jump high enough to make straight shots with the mass driver (which also gets a bonus to dmg from commando skill) A maxed dmg build would add 21%+10% to explosive and projectile weapons giving a 31% bonus to damage. Caldari commmandos would be in the same category but, heh, no one plays caldari commando. All percentage based modules have a stacking penalty. The damage modifier display on the fitting screen is bugged.
Wanna play eve?
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Saint Winter
DEPREDADORES LATINOS
178
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Posted - 2015.12.14 05:34:00 -
[26] - Quote
Hello to everyone.
If I could think, I think mainly the Dropsuits are not all the time the problem of the imbalance, I say what influences are mainly modules suit.
Because think about it before anyone used the myofibrills and now thanks to the buff he received from increasing jump, everyone uses because people can now reach places you never could have reached unless the interference of a ship or using small boxes and platforms like that.
With this buff, now many players have changed their way of playing, because now people go jumping on mass driver or other weapon to eliminate the enemy while jumping and did not look that before, and along with increased physical damage the suit that he killed long before now with punches.
So from my point of view us players, we should ask for a rebalancing of the Dropsuits Modules to the CCP members.
Why? Maybe you ask.
Well, each of us wears a suit with modules that fit our way of playing and especially in Dropsuits, because everyone has a role that goes more benefited from a module more than another:
Example:
Light: Emissions suppressor, Range Extender, etc ... Medium: Armor Plate, Precision Amplifier, etc ... Heavy: Ferroescales Plates, Reactive Plates, etc ...
Of course there are also modules for all the suits as the Ferroescales Plates. (Or more or less what would be for me) because it costs nothing to assemble, no movement penalty and a little more always helps any armor and Dropsuit is Light, Medium, Heavy and that Armor or Shield, but their values are very poor.
I will continue in another comment. |
Saint Winter
DEPREDADORES LATINOS
178
|
Posted - 2015.12.14 05:44:00 -
[27] - Quote
Certainly there are some things and values that are not well in the game so I would propose these new values (can be changed some things but I like currently are):
So the level of the module used and its values GÇïGÇïwill be displayed and efects :
Bas (Basic) / Adv (advanced) / Pro (prototype) / ar (Armor Repair ) / P (Penalty)
1. Shield
1.1 Shield Extender
While we shield the external defense of the suit and those who use them are caldaris more so you should receive a rebalancing. (I will not explain much)
Bas GÇïGÇï25 PR + 3% / Adv 50 PR + P 6% / PR Pro 75 + P 9%
As you can see at first bonus that is given to the shield it is weak but as the levels get 3 or more module receives a remarkable and what the penalty for delay remains .
Note: there should be variations
1.2 Reinforcing and Shield Recharge.
For these modules I have no recommendation.
2. Armor
The Armor the internal defense of the suit and the most used by all players would give some good buff or rebalancing with its variants. (The penalty does not change)
2.1 Armor Plates
Bas 80 PR + P 3%/ Adv 110 PR + P 6% / Pro 140 PR + P 9%
2.2 Ferroscale Plates
Bas 50 PR / Adv 80 PR / PR Pro 110 + No Penalty
2.3 Reactive Plates
Bas 20 PR + 1 ar / Adv 50 PR + 2 ar / Pro 80 PR + 3 ar + Penalty Movement of 1% in the 3 levels.
2.4 Armor Repairer
Bas 2 ar + / Adv 4 ar + / Pro 8 ar +
As you can see there is quite a marked improvement in this armor modules for modules serve as ferroscales or reactive variants are not left short before the armor plate.
3. Biotics
The biotic modules which are used to modify the characteristics of suit as I sprint endurance.
3.1 Cardiac Regulator
A module bit of little use unless you have a suit with little resistance.
I have no ideas for this module, but their values GÇïGÇïare fine.
3.2 Stimulator of Myofribrills
The beloved or hated before a module that was not looked at an assembly unless you want to kill melee, but now with improved jump height modification is used or maybe not.
Now explain how increases should jump suits because there is no value to prove they can jump x height so I invented a system that serves to comprovar to jump up every costume.
Values: m (meters)
Light : 2 mts / Medium : 1.5 mts / Heavy : 1 mts
Now I go with the module and how it will change, if they add up to jump suits stimulation modules so would myodfibrills values.
A new value is (High Jump) and represent her in HJ and melee attack (CQC) would be added.
Bas CQC 30% + 60% HJ / Adv CQC 40% + 80% HJ / Pro CQC 50% + HJ 100%
The values GÇïGÇïare well and remain good.
Note: If only allow 3 or 2 modules of this type would be better and more balanced instead of doing penalties.
3.3 Kinetic Catalizer(Sprint)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
3.4 Booster Module
This module was BPO and existed only soldier and I did was add 50% more endurance and also was represented as yellow bottles, is not whether there yet but if you do have it changed by this module to its values I'm going to explain .
This module functions to reduce the cost of shares makes the suit as running hit, jump, etc ...
Continuous Cost Actions (CCA): works as explain arrives reduces the cost of shares used continuously example the sprint (only officer in the sprint).
Followed Cost Actions (FCA): Works well reduces the cost of the actions taken in rapid succession example, jump and hit.
Now with the module.
Bas CCA 5% + FCA 10% / Adv CCA 10% + FCA 15% / Pro CCA 15% + FCA 20%
This would create the module and this would help many players you like running or jumping and would be very useful in battle.
So you can have balance in the Dropsuits first we have to balance the modules after weapons and last but not least the Dropsuits.
I hope that my comments may have helped.
Thank you very much for taking the time to read this opinion and idea. |
Megaman Trigger
OSG Planetary Operations
961
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Posted - 2015.12.14 12:23:00 -
[28] - Quote
DIinkelFritz wrote:
Check your fittings and descriptions. The magstabs don't have stacking penalties. I put it on my suits just to make sure and they stack equally. 3 on a Gal assault :21% dmg + 15% to rate of fire =36%dps bonus 2 on Commando:10+14% = 24% dps bonus. Maxing dmg mods here and not recommending it. The kicker is that a good Commando build needs at least one slot to myo in order to move effectively around the battlefield. Given the bigger hit box and slow speed, it dies much faster than the Assault (not considering the fact that the assault has a greater hp potential). I'm not saying the slow speed and hit box need to be changed, in fact it's how the commando is supposed to be balanced. The problem is that a commando should have a clear advantage to dps over other suits (except for the heavy and sentinel for obvious reasons) and it doesn't. The only commandos I ever look out for are those from the Minmatar. With myos, The melee dmg is enough to one shot a sentinel and jump high enough to make straight shots with the mass driver (which also gets a bonus to dmg from commando skill) A maxed dmg build would add 21%+10% to explosive and projectile weapons giving a 31% bonus to damage. Caldari commmandos would be in the same category but, heh, no one plays caldari commando.
Damage mods do have a stacking penalty, it just doesn't display correctly in the fitting window.
The only Assault that out DPS's its Commando counterpart is the Gallente because of the RoF bonus. Amarr, Minmitar and Caldari Assaults don't have anything that boosts their DPS while the Commandos do, and I disagree that Myos are a necessity for any Commando.
Purifier. First Class.
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tritan abbattere
DBAG CORE
73
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Posted - 2015.12.15 07:13:00 -
[29] - Quote
zzZaXxx wrote:Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role.
Try a min commando with swarms. It does very well at killing vehicles. little bit to well. Also try mass driver with min comando it will own an assault if played right. Scouts with remotes getting in and out is a very OP combo. These specialty roles a lot of them you can not take into direct combat.
I am the all mighty Tritan. Fear me for I am a MassHole
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Megaman Trigger
OSG Planetary Operations
966
|
Posted - 2015.12.15 13:09:00 -
[30] - Quote
tritan abbattere wrote:zzZaXxx wrote:Which ones are fine?
Amarr sentinal is the standard for heavies and it's having trouble standing up against assaults.
All commandos suck.
Amarr and Minmatar scouts have a profile disadvantage but all scouts are too squishy to stand up to assaults, even when they stick to their role. Try a min commando with swarms. It does very well at killing vehicles. little bit to well. Also try mass driver with min comando it will own an assault if played right. Scouts with remotes getting in and out is a very OP combo. These specialty roles a lot of them you can not take into direct combat.
Minmanndo no longer gets a bonus to Swarms, that was moved to the Calmanndo.
Purifier. First Class.
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