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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
712
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Posted - 2013.05.12 04:01:00 -
[1] - Quote
+1 Only change I would make is give the Gallente -2% armor plate movement penalty per level. That way they can have a complex plate without the speed penalty. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
764
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Posted - 2013.05.12 21:41:00 -
[2] - Quote
CCP, listen to this guy! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
788
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Posted - 2013.05.13 02:39:00 -
[3] - Quote
Sontie wrote:I think the entire racial bonus system needs to be re thought.
Basic racial suits should recieve a bonus, so what I would like to see is: Minimatar bonus +2% move speed increase Minmatar Scout +5% Nova Knife damage Minmatar Assault +5% sidearm clipsize Minmatar Logistics +5% repair tool effciency
rough example Dude, don't take the Minmatar logi's hacking bonus away. That thing is the **** in skirmish when you're defending hacks. All they did was take the silent bonus from chrome and made it better. Caldari Logi needs to be toned down since the shield efficiency bonus from the extender skill stacks with the suits racial bonus and all the Gallente suits need a base +5HP/s armor regen. In EVE Gallente favored mobile low armor, fast regen ships. That should be the base for all their suits. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
788
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Posted - 2013.05.13 02:42:00 -
[4] - Quote
Delirium Inferno wrote:Discussing the Gallente Scout's bonus of scan profile, it should probably be greater than 10% per level or give it a greater base value. Right now it has a base value of 10 meters. To see how worthless that is, check this out. http://s23.postimg.org/vzroe12fv/minimap_ranges.jpg (note I did not make this nor take credit for it) But ok 10% per level, so prototype Gallente Scout gets 15 meter radius. That is still within that first circle, still pretty useless. But ok Gallente Scout has 4 low slots, so let's use all of those on Complex Range Amplifiers. That is an additional 230%. That puts it's range at 38 meters. Ok, so now you are starting to see some benefit out of this as you reach the first tick on your radar. But that's when you do everything you absolutely can to max out this one attribute, and it leaves you with only 118 CPU to fit a high slot, light weapon, sidearm, grenade, and equipment for a complex tier suit. So maybe it's just me but again, either it needs to be more than a 10% bonus per level or give it a higher base value so that 10% means more. One thing people have overlooked is that the scan bonus is stack able with scan modules. A friend of mine has been testing this out with passive scanners and precision enhancers. As of right now, their radar can cover a whole Ambush map. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1000
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Posted - 2013.05.18 08:53:00 -
[5] - Quote
Logi Bro wrote:Fox Gaden wrote:If the Amarr Heavy Bonus is 2% dropsuit shield and armour increase per level, what will the other racial Heavy Bonuses be?
Minmatar: Speed? Gallente: Damage? Caldari: Range? I'd probably give them something along the lines of: Gallente Heavy Dropsuit- 3% armor plate health bonus increase per level Caldari Heavy Dropsuit- 3% shield extender increase per level Minmatar Heavy Dropsuit- 5% increase to heavy weapon RoF per level I'd probably give the Gallente a +3% armor repair module efficiency per level and maybe a -2% movement penalty reduction when equipping armor. Gallente are supposed to be geared for fast armor regen and Minmatar heavy should probably be the fastest...unless there's a heavy rocket launcher in which case forget everything I just said. |
Cosgar
ParagonX
4107
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Posted - 2013.08.12 02:31:00 -
[6] - Quote
ZDub 303 wrote:Logi Bro wrote:ZDub 303 wrote:Logi Bro wrote:I figure I will bump this one more time, I added what I believe the missing suits' bonuses should be. Any predictions on what you think the new logi bonuses will be? Couldn't tell you since I am not a CCP employee (no I am not CCP Logibro) but something tells me they all have something completely different in mind than what I am recommending. 1.4 is infantry focused so I have been told, so if it will be soon without the TM, then it will be then. They've already said it'll be equipment based bonuses... So something like: Caldari: Nanohives bonus Gallente: Rep Tool? Amarr: Drop Uplinks Minmatar: Scanner maybe? Those are horrible bonuses. What's going to happen when we get more equipment to use? |
Cosgar
ParagonX
4107
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Posted - 2013.08.12 02:35:00 -
[7] - Quote
ratamaq doc wrote:
Man I'm going to be heart broken if/when they take my hack bonus. That thing is amazing.
I hope they don't take it either. The suit's had it since E3. |
Cosgar
ParagonX
4107
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Posted - 2013.08.12 02:43:00 -
[8] - Quote
Logi Bro wrote:ZDub 303 wrote:Logi Bro wrote:ZDub 303 wrote:Logi Bro wrote:I figure I will bump this one more time, I added what I believe the missing suits' bonuses should be. Any predictions on what you think the new logi bonuses will be? Couldn't tell you since I am not a CCP employee (no I am not CCP Logibro) but something tells me they all have something completely different in mind than what I am recommending. 1.4 is infantry focused so I have been told, so if it will be soon without the TM, then it will be then. They've already said it'll be equipment based bonuses... So something like: Caldari: Nanohives bonus Gallente: Rep Tool? Amarr: Drop Uplinks Minmatar: Scanner maybe? I honestly think that they would be making a mistake to change the Minmatar, Gallente, and Amarr bonuses. The Minnie and Gal bonuses are already logistics bonuses, and the Amarr logi is supposed to be half assault, so its bonus makes sense. The only bonus that makes no sense is the Caldari one at the moment, HOWEVER if they did make the mistake of changing them I would say it would be: Caldari: Nanohives Gallente: Nanite Injector Amarr: Drop Uplinks Minmatar: Repair Tool I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy. |
Cosgar
ParagonX
4111
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Posted - 2013.08.12 05:22:00 -
[9] - Quote
Logi Bro wrote:Cosgar wrote:I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy. When I first heard about the Crusader suit, that is what I imagined it to be, a suit designed to strengthen and triage team-mates, while the logistics suit could run EWAR and offensive equipment, like scanners, REs, PEs, and uplinks. Exactly the point I've been trying to make since all this drama started. Don't limit the suit to one specific thing. Hell, I'll be happy if they just give all the suits the Gallente racial as the logi bonus and give the Gallente a new racial while buffing the assaults. (to make them STFU at least) |
Cosgar
ParagonX
4112
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Posted - 2013.08.12 06:00:00 -
[10] - Quote
Oswald Rehnquist wrote:Logi Bro wrote:Cosgar wrote:I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy. When I first heard about the Crusader suit, that is what I imagined it to be, a suit designed to strengthen and triage team-mates, while the logistics suit could run EWAR and offensive equipment, like scanners, REs, PEs, and uplinks. -1 Are scouts just there to look pretty as floor mats? Scouts do infarct exist in the game and should function as the team dividers through ewar. Currently we suffer by having to act like wannabe assaults but without the tools. Consider the following, Medium suits make better snipers by having the hp to survive a counter snipe and by having much higher spike damage by having more cpu/pg and slots for damage mods. Medium suits can also with slots refocus themselves to on par with scout sprinting speeds and function in cqc with less risk than scouts, scouts can do it cheaper but with a higher death count. Being able to passively detect someone within 10 to 20 meters does nothing for our wps and very little for our survivability. Common AR killing range is 60 meters, though I guess nova knife users should be wary now right? Scout racials need two of the following characteristics, high spike damage or ewar effectiveness. And if you noticed I said ewar effectiveness not cpu/pg reductions because scouts will never be able to close the gap with the other suits. Cal Scout: % to effectiveness of noise inducing equipment and ECCM (ewar resistance) This scout would function by creating false information or by cutting off real information of which wps would be earned from it. Ama Scout: % capacitor equipment effectiveness These would be items that would drain shields and give it to the A.Scout, or would disrupt enemy weapons systems, Min Scout: % bonus to Tackling equipment The Min being one of thy fastest suits being able to reduce the speed of other suits by either slowing them to crawl and aiming speeds. This would allow the suit to wreck the effected afterwards. Gal Scout: % strength stealth and detection modules Self explanatory but essentially it benefit from all its low slots being able to customize and get more out of each modules I'd imagine that they'll rebalance scouts by giving them their extra equipment slot back and add in cloaking already. There's enough EWAR to go around. Chill out. |
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Cosgar
ParagonX
4112
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Posted - 2013.08.12 06:14:00 -
[11] - Quote
Oswald Rehnquist wrote:Cosgar wrote: I'd imagine that they'll rebalance scouts by giving them their extra equipment slot back and add in cloaking already. There's enough EWAR to go around. Chill out.
With the same logic, that is like saying there is enough guns to go around, everything in the game is based on relative performance, thus scouts users are very often cut off from pc matches and the like due to the fact that medium suits can either match it or do it better. Essentially scouts severely lack their own unique role and are disadvantaged while trying any other. It is that bad, also in the post about active scanners indicated that cloaking was still on the table, either way further down the road or not going to be implemented at all due to balancing difficulties. Balancing difficulties = predicting Assault QQ. I wouldn't be surprised if cloaking came in pre-nerfed just so they could buff it up later.
One thing I've noticed about PC is that equipment is huge. Just from giving scouts back their second slot and the speed, that'd be a huge advantage even without cloaking. But in the long run, scouts are going to need more indirect combat options just like logistics.
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