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Logi Bro
Greatness Achieved Through Training EoN.
1481
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Posted - 2013.05.12 21:37:00 -
[61] - Quote
dullrust wrote:Thank you logi bro! Damn its nice to see some logical discussion on this topic. I like all the changes you suggested. To be honest all I care about is the Gallante logi keeping the current bonus. If it weren't for that I could not do my duty as a logi. I hope all the cpm and ccp are paying close attention to your thread.
Thank you, I try my best to come up with my own ideas and also take other's opinions into account. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
764
|
Posted - 2013.05.12 21:41:00 -
[62] - Quote
CCP, listen to this guy! |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
251
|
Posted - 2013.05.12 22:15:00 -
[63] - Quote
Logi Bro wrote:I'd really like to hear from heavy dropsuit users, and whether or not they think their bonuses are satisfactory. I've gotten a lot of feedback from assault, logistics, and some from scouts, but no dedicated fatboys yet.
I'll ask the D6 heavies and post back in a while since I think this thread has some serious merit |
Logi Bro
Greatness Achieved Through Training EoN.
1484
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Posted - 2013.05.12 23:28:00 -
[64] - Quote
Looks like I gotta bump this again. |
TheMarkOf22
Internal Error. Negative-Feedback
141
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Posted - 2013.05.12 23:30:00 -
[65] - Quote
half those bonuses would easily make those classes OP |
Sontie
Ill Omens EoN.
296
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Posted - 2013.05.13 01:01:00 -
[66] - Quote
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 |
Khemlar Maktaar
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2013.05.13 01:56:00 -
[67] - Quote
I think it shold be 2% damage bonus per lvl for assualts and 3% DR blanket heavy and amarr heavy 3% hp per lvl maybe 5% cos i plate gives more hp then that entire bonus also i think heavies need a higher base hp(like double what it is atm). Since amaar has the highest raw hp id fear how crap the other ones would be hp wise even at 1300 hp and 11.5hps way back when heavyes were awesome in cqc but u would still hand there asses to them at range i dont think people have an actual idea on balance heavy hp wise i think 1200-1700 is a good base hp not inc skills. I also dont think people realise most of the time u can just bugger of and not fight a heavy as they cannot chase u.Mainly my point is heavyies atm do not casue fear in cqc and people just jump at me cos even though im a greatheavy player its easy to kill me cos of poo ehp and hitbox(logi can have more hp then me). Also heavy suits are suppose to have inbuild dr agasint explosives and atm they dont so grenades **** hard and have u seen how much damage REs do to u i got hit for 1800 by 1 WTF u shouldnt be able to 1 shot a heavy with them since there invisible. |
Phoenix Arakyd
Tronhadar Free Guard Minmatar Republic
83
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Posted - 2013.05.13 02:00:00 -
[68] - Quote
Logi Bro wrote:Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
It's the racial bonuses. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff, but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 3% shield extender increase per level Gallente Assault Bonus- 5% armor repair module rate increase per level Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics Logistics Dropsuit Bonus- Keep +1 armor repair per level Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair tool rate increase per level
Heavy Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level Amarr Heavy Bonus- 2% dropsuit shield and armor increase per level
Scout Scout Dropsuit Bonus- Keep 5% scan profile reduction per level Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
You can see, excluding scouts, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment.
EDITS: Assault Dropsuit Bonus changed from 3% to 2% per level, Heavy Dropsuit Bonus changed from 3% to 2% to match. Amarr Logistics given back 5% armor repair module rate bonus, was previously +5% repair tool rate per level, Amarr Assault given back energy weapon heat build-up reduction per level, was previously +5% armor repair module rate per level. Minmatar Assault Bonus changed from +5% sidearm clip size to +5% any hand-held weapon clip size per level. Even more changes: Gallente Assault given +5% armor repair module rate, Amarr Assault given +3% armor plate health bonus per level, Amarr Logi given back original +5% repair tool rate per level. Amarr Assault Bonus changed again, now to 5% reduction to energy weapon heat build up per level. Gallente Scout Bonus affects dropsuit AND active scanner radius now.
So basically, what I posted about the Logi's yesterday. This needs to be done now. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
366
|
Posted - 2013.05.13 02:06:00 -
[69] - Quote
TheMarkOf22 wrote:half those bonuses would easily make those classes OP Back it up with facts/proof or STFU |
Phoenix Arakyd
Tronhadar Free Guard Minmatar Republic
83
|
Posted - 2013.05.13 02:10:00 -
[70] - Quote
NeoWraith Acedia wrote:TheMarkOf22 wrote:half those bonuses would easily make those classes OP Back it up with facts/proof or STFU
The amount for some of the bonuses would need to be adjusted, but I support the bonus layout in general. |
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Delirium Inferno
Edoras Corporation
231
|
Posted - 2013.05.13 02:24:00 -
[71] - Quote
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. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
123
|
Posted - 2013.05.13 02:33:00 -
[72] - Quote
More dmg for the assault class, just what we need, sure that will make perfect balance.
Rest its kinda hit and miss. |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
252
|
Posted - 2013.05.13 02:34:00 -
[73] - Quote
Phoenix Arakyd wrote:Logi Bro wrote:Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
It's the racial bonuses. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff, but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 3% shield extender increase per level Gallente Assault Bonus- 5% armor repair module rate increase per level Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics Logistics Dropsuit Bonus- Keep +1 armor repair per level Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair tool rate increase per level
Heavy Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level Amarr Heavy Bonus- 2% dropsuit shield and armor increase per level
Scout Scout Dropsuit Bonus- Keep 5% scan profile reduction per level Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
You can see, excluding scouts, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment.
EDITS: Assault Dropsuit Bonus changed from 3% to 2% per level, Heavy Dropsuit Bonus changed from 3% to 2% to match. Amarr Logistics given back 5% armor repair module rate bonus, was previously +5% repair tool rate per level, Amarr Assault given back energy weapon heat build-up reduction per level, was previously +5% armor repair module rate per level. Minmatar Assault Bonus changed from +5% sidearm clip size to +5% any hand-held weapon clip size per level. Even more changes: Gallente Assault given +5% armor repair module rate, Amarr Assault given +3% armor plate health bonus per level, Amarr Logi given back original +5% repair tool rate per level. Amarr Assault Bonus changed again, now to 5% reduction to energy weapon heat build up per level. Gallente Scout Bonus affects dropsuit AND active scanner radius now. So basically, what I posted about the Logi's yesterday. This needs to be done now.
I like these bonuses! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
788
|
Posted - 2013.05.13 02:39:00 -
[74] - 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
|
Posted - 2013.05.13 02:42:00 -
[75] - 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. |
Logi Bro
Greatness Achieved Through Training EoN.
1486
|
Posted - 2013.05.13 02:57:00 -
[76] - Quote
TheMarkOf22 wrote:half those bonuses would easily make those classes OP
I'm actually curious as to why you think this, any facts or are you just hating on me to reach your quota for the week? |
Logi Bro
Greatness Achieved Through Training EoN.
1486
|
Posted - 2013.05.13 02:59:00 -
[77] - 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
I think the whole idea behind the racial suits is mostly-as-good-as performance as the specialized version of it, but without any bonuses, so that you are encouraged to specialize farther. |
Logi Bro
Greatness Achieved Through Training EoN.
1486
|
Posted - 2013.05.13 03:56:00 -
[78] - 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.
I personally think all the scouts should have a higher base, and the Gallente should have the highest base of the scouts, but I think having to max all scan-radius related skills to have a decent radius seems like a bad idea. A higher base is definitely the answer there.
|
Simone ClovenShield
TRUE TEA BAGGERS Orion Empire
0
|
Posted - 2013.05.13 04:12:00 -
[79] - Quote
I dont get why you suggest 3 bad-ass changes for Logistics, then you get to Minmatar and its all ohhh lets just leave that worthless +5% hacking speed that has nothing to do with Logistics? Please explain why anyone leveling into Logistics would want that enough to forgo the other 3 options and go Minmatar? |
Logi Bro
Greatness Achieved Through Training EoN.
1486
|
Posted - 2013.05.13 04:16:00 -
[80] - Quote
Simone ClovenShield wrote:I dont get why you suggest 3 bad-ass changes for Logistics, then you get to Minmatar and its all ohhh lets just leave that worthless +5% hacking speed that has nothing to do with Logistics? Please explain why anyone leveling into Logistics would want that enough to forgo the other 3 options and go Minmatar?
I am personally a Minmatar logistics myself, and find my hacking bonus to be both a great squad help and and an invaluable solo tool. Come up to an objective with your squad? Hack it quicker than two people together could while the rest of your squad covers you. Come up to an objective by yourself? Hack it faster to reduce your chances of an enemy sneaking up behind you and putting a few bullets in your head.
There are two skills that reduce hacking time, with both of them maxed you will literally cut your hacking time in half. |
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LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
13
|
Posted - 2013.05.13 04:19:00 -
[81] - Quote
+1
This should be moved into feedback. |
Aeon Amadi
WarRavens Orion Empire
1286
|
Posted - 2013.05.13 04:20:00 -
[82] - Quote
Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game. |
Logi Bro
Greatness Achieved Through Training EoN.
1488
|
Posted - 2013.05.13 04:24:00 -
[83] - Quote
Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game.
The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common. |
Simone ClovenShield
TRUE TEA BAGGERS Orion Empire
0
|
Posted - 2013.05.13 05:01:00 -
[84] - Quote
Logi Bro wrote:Simone ClovenShield wrote:I dont get why you suggest 3 bad-ass changes for Logistics, then you get to Minmatar and its all ohhh lets just leave that worthless +5% hacking speed that has nothing to do with Logistics? Please explain why anyone leveling into Logistics would want that enough to forgo the other 3 options and go Minmatar? I am personally a Minmatar logistics myself, and find my hacking bonus to be both a great squad help and and an invaluable solo tool. Come up to an objective with your squad? Hack it quicker than two people together could while the rest of your squad covers you. Come up to an objective by yourself? Hack it faster to reduce your chances of an enemy sneaking up behind you and putting a few bullets in your head. There are two skills that reduce hacking time, with both of them maxed you will literally cut your hacking time in half.
Sorry i definitely shouldn't have used the word worthless as i can logically see the merit behind such a boost, I just feel the other 3 are very useful to the Logistics class while Minmitar's seems a little random and could be given something else more helpful/usefull. If im alone on this and everyone thinks thats a reasonable bonus then so be it, i'd just very much like to play Minmatar but can't justify picking them as i run very few skirmishes.
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Aqil Aegivan
The Southern Legion RISE of LEGION
117
|
Posted - 2013.05.13 05:15:00 -
[85] - Quote
I've seen the idea of buffing other suits as opposed to completely nerfing logi posted as a response in a few threads, I'm glad it's getting it's own topic because I think it's the way to go.
On the topic of the specific bonuses in the OP, If you look at the current assault bonuses they are divided between tank and gank. We get the 5% per level shield repair and a weapon based skill. The bonuses proposed vary in that the blanket damage boost provides more gank but some of the suits get tank and some get gank. Furthermore, several of the skills double up on bonuses from other skills such as armor repair efficacy.
Why do we have class bonuses at all? My assault class bonus doesn't stack or apply to other suits, it is more like a racial bonus that happens to be the same across races, the same thing applies to the logistics bonus. While armor repair is a sensible bonus to give to the logistics class and I approve it doesn't seem sensible to give a linear bonus to suits whose armor values vary so much.
I really think we should split the blanket assault skill into separate race assault skills with each suit getting specific bonuses to tank and gank. The logi class skill should keep its armor rep but make it +1% of base armor repaired per level rather than just +1 so that the non-shield logis get as much benefit from it.
If the Caldari logi is losing its extender bonus I'm not sure the assault needs it to achieve balance, the base stats support keeping the shield repair bonus as this saves you from having to fit a crippling shield booster to service the enormous amount of shield you will have. The reload skill also makes sense for a long range/sniping race and it translates well to other situations. Most of the balance here is about bringing the Caldari logi into line with this suit and removing its extender bonus achieves a lot of that already. If people still consider a reload speed buff UP I'd recommend recoil reduction for hybrid weapons as that seems a good ranged buff that is a bit stronger.
I also think that a speed penalty modifier for the Gallente suits make more sense than an efficacy bonus. Armor rep is fitted in proportion to armor HP, active rep doesn't really put enough of a dent in enemy dps for it to be your primary tank. You still need a lot of passive armor HP and this pushes the Gallente assault towards the heavy suit in terms of performance. We should be giving it -10% armor plate speed penalty per level. I know this pushes it more towards passive buffer but active tanking doesn't translate well to Dust. While we are getting ferroscale plates eventually I think that keeping full armor plates and their higher HP bonus competitive for armor tanking races is necessary, partly because ferroscale will be implemented. For gank a hybrid weapon damage buff fits nicely here but at a lower rate of gain to keep it in line with other races' bonuses.
As far as the Minmatar assault suit is concerned the clip size bonus is an odd one. It makes sense to some degree but percentage based clip size bonuses scale weirdly, especially for a race who vary between small clip weapons like the mass driver and flaylock pistol and large clip weapons like the SMG. Splash damage radius bonus doesn't make sense (not all Minmatar weapons have splash), ROF increase doesn't make sense (too OP for machine guns). I'll leave this one up to you guys. With few low slots and built in armor rep this speed suit would probably get the most out of a bonus to shield regulator fitting to further incentivize playing as a fast hit and run style suit.
I already like the Amarr weaponry bonus and would agree that it should be left the same. An armor resistance boost would fit well here as it has the advantage of increasing eHP with less need for rep, as befits the more independent medium frame suit.
As far as the specific logi, scout, and heavy bonuses go I don't play as those roles enough to make any substantial suggestions. |
Cross Atu
Conspiratus Immortalis League of Infamy
953
|
Posted - 2013.05.13 05:47:00 -
[86] - Quote
+1 to thread
Amarr Logistics Bonus- 5% repair tool rate increase per level-1 to this
Such a bonus has several flaws. It flattens the rep tools values by benefiting the Core tool more on balance and distorting the comparative effects/values of the other reppers. Until CCP full converts repair tool WP earnings to a granular HP based system this bonus will lower the potential WPs earned by reducing the cycles/time required to make those repairs. It gimps the Amarr suit which is already slower and possessing fewer slots thus struggling with survivability even in it's present state.
In addition it promotes the false assumption that durability is somehow outside the role of the Logi. I've been playing Logi since closed (as I'm sure you'll remember we've conversed in several threads along the way ), and providing support for my squad has never been an issue for me, for that matter WP earnings haven't been much of an issue either the two things which have consistently been issues throughout all the builds are A) Mobility B) Survivability
Mobility makes sense, Logi have a lot of gear and less direct need to flank, strafe etc than do the Scout or Assault roles. So while I do cap those skills ASAP most builds I don't begrudge this limitation, it comes with the territory.
Survivability however is another matter, eHP is vastly important to a Logi. As a rule (a few specific Uprising Cal Logi suit builds aside) Logi lack both the dps and speed of either the assault or the scout, furthermore much of our work calls for us to be taking shots on behalf of wounded or downed comrades while getting them to cover and back into fighting form. Add to that the new "shoot me" yellow of logi ships and suits and things have just gotten even more dicey (which is still true even ignoring the brokenly OP TAR). A Logi can't do anything for the squad if that Logi is dead, the repair bonus helps keep a Logi alive but doesn't give the ability to soak sustained damage that a Heavy possesses.
The current bonus to the self repper mod is both the most role/tactically valuable for the Amarr Logi, I searched very extensively prior to spec'ing that the bonus was to self repping not the repair tool. As it stands the Amarr racial skill is an asset on the field which helps mitigate my greatest challenge changed to a repair tool buff it becomes something I wouldn't spec into until after hitting full proto on all my fits and every other Logi suit.
I vehemently oppose the idea of that as a change.
0.02 ISK Cross |
Aeon Amadi
WarRavens Orion Empire
1286
|
Posted - 2013.05.13 08:55:00 -
[87] - Quote
Logi Bro wrote:Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game. The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common.
Dude, trust me, the Duvolle Tactical Assault Rifle does not need anymore damage and I use it religiously. |
Cat Merc
BetaMax. CRONOS.
1039
|
Posted - 2013.05.13 08:57:00 -
[88] - Quote
I think the assault damage bonus should be changed to 15%. So logis who want to have the same damage output, need to use two slots. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
389
|
Posted - 2013.05.13 14:22:00 -
[89] - Quote
daily bump |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
125
|
Posted - 2013.05.13 14:28:00 -
[90] - Quote
Logi Bro wrote:Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game. The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common. NO
If anyting reduce their reload speed or spread, adding damage into an already regular class its just stupid. Hell even increasing ammo clips by 5% per level on assault sounds more balanced. |
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