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Jathniel
G I A N T EoN.
163
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Posted - 2013.04.13 03:50:00 -
[1] - Quote
lol so the due fire finally comes to the assault role, for it to burn justly.
karma is a kitten.
Assault shield defense should max at a even 400 HP. Not a drop more. BUT... I stated a long time before, that it's function needs to be more "adaptive" (in line with its role), and less "capacitive" (which is the Heavy's role).
Max out the Assault's shields at 400, and allow their shields to "adapt" (automatically and/or manually) to the type of weapons fire they are getting hit by or anticipate getting hit by.
50% increase in shield resistance to whatever type of weapon is hitting them, and can only adapt to one weapon type at a time. Example: They know someone with a thale's has a solution on them. They can switch up to an anti-hybrid shield mode, and cut damage received by 50%. Or if they know an HMG is around the corner, they can switch to anti-kinetic shield mode. But if they are caught in the wrong defensive mode as weapon's fire comes in, they will take full damage until the suit attempts to adapt on its own, which could prove to be fatal. |
Jathniel
G I A N T EoN.
163
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Posted - 2013.04.13 03:50:00 -
[2] - Quote
Rynoceros wrote:If somebody adds mods in an efficient manner, they're OP. I can't wait for the first person to whine about how Scout suits run too fast, and how they're too awesome with Catalizers hooked up. Reward, Sacrifice. Don't like somebody's style? Kill 'em. It's a game, you can do that. Can't kill 'em? Step up YOUR game, don't beg to ret.ard everyone else.
lol dude. that's what Assaults did to EVERYONE else. lmao
they couldn't hang against niche game, and cried for everything to be controlled.
"Too many sniper perches!" "Maps are too big!" "Heavies are too hard to kill!"
You name it. |
Jathniel
G I A N T EoN.
163
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Posted - 2013.04.13 04:42:00 -
[3] - Quote
The dark cloud wrote:Dont really have a problem with type-II's but it buggs me that they have more CPU/PG then the type-I. To be perfectly honest they just need to buff the armor repair modules by 100%. So that the basic is 4HP/s, enhanced 6HP/s and complex 10HP/s. Most people have a issue with shield vs armor cause shields allow you to go back into battle much faster after you have beeing hit quite hard while armor regenerates painfully slow. Funny thing on vehicles is that armor repairs are beast and the most efficent reps in the game. But on the other hand CCP provided the community with allready alot of tools to help armor out. For example: -repair tool - armor repairing nanohives Nano hives which repair armor are the following: -compact nanohive -k17/D Nanohive -K-CR Triage nanohive -W+ˇyrkomi Triage nanohive
The compact is quite handy cause it gives ammo and armor (lvl 2), the K17/D is a hybrid like the compact but does a worse job but lasts longer and the K-CR/W+ˇyrkomi triage nano hives are beasts cause they produce a very large nanite bubble and are only for repairing at a very good rate (around 50hp per boost).
Yeah, I tried to raise the point in another thread, that Armor is the undisputed champion for any type of purely defensive setup. Shields are better suited for actual assaulting.
I dare a bunch of shield guys to face a bunch of heavies, armor plated logis, and armor assaults that are fighting from a armor-repping nanofield.
Armor isn't useless, but it has a role it must play. That role is to be defensive, and lock objectives and/or areas down.
However, how shields work for assaults should be reviewed. I still prefer to see their shielding more adaptive. |
Jathniel
G I A N T EoN.
164
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Posted - 2013.04.14 00:16:00 -
[4] - Quote
This is a topic that's easy to get passionate about.
It's not wise to propose a nerf or a rebalance, without a caveat.
The problem is the shield capacity with the Assault suit. Everyone with game balance in mind, knows that once you enter Proto, you become king of the battlefield, in particular when you are complimented with a full-auto AR.
We already know what needs to happen with the AR. Someone proposed reducing the Assault's shield capacity to max out at 300 HP. I'm sorry, but that is just TOO LOW. That would bring the Assault down into Scout A-Series - Scout vk0 range... that is not acceptable. If you bring their shields down too low, they will be insta-killed by every sniper sporting a Charge.
400 shield HP is a good cap, but as a caveat, I would like to add an Adapting Shield Feature. To compliment their versatility role. Allow Assaults to adapt their shields to whatever ammo is coming their way, and/or allow the suit to adjust itself after a certain damage threshold has been reached, cutting incoming damage to shields by 50%.
Good Assault players will still able to "tank" in a given situation, provided they exercise due foresight.
I think this is fair. |
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