|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zero Notion
Red Star Jr. EoN.
211
|
Posted - 2013.09.10 16:48:00 -
[1] - Quote
Suits are meant to be guidelines, not set in stone.
If a heavy decided to use profile dampening and kinetics instead of armor, would you complain about the heavy not being a heavy?
What do you want from a Logi? Heals? Nanites? Anyone can train them. Anyone. If someone skilled into a Logistics suit is meant to only be a Logistics character, let's take it the next step and create a skill system where each dropsuit model is allotted a specific set of skills pertaining only to their 'class'.
Herpaderpa.
I play an aggressive logistics but I carry an active scanner, uplinks and maybe a nanohive. Sometimes REs. Sometimes a rep tool.
Sometimes, I don't want to carry equipment but I find myself suffering from a lack of WPs because my base stats are not wholly designed to be an assault character? Can I be? Sure, but it takes a specific play style within the parameters of my suit's inherent limitations.
Anyone can be anything they want, within their chosen suits limits. |
Zero Notion
Red Star Jr. EoN.
211
|
Posted - 2013.09.10 17:09:00 -
[2] - Quote
Booby Tuesdays wrote:RydogV wrote:Here we go again. Mandatory equipment use for valid suits for the win. Continues to be best possible solution to end the Logi QQ and initiate the so called 'Assault Logi' extinction.
Logi suit has two Equipment Slots, you have to fill at least one. Logi suit has three Equipment Slots, you have to fill at least two. Logi suit has four Equipment Slots, you have to fill at least three.
If you don't fill the required slots then your suit is invalid. This promotes a support role with the suit, without taking away the other module slots needed to offset lower defensive capability and of course add more support functionality like better hacking and such. What it does do is require players in Logistics suits to eat up a nice chunk of CPU/PG because most equipment is designed to do just that.
'True Logis' should have no issue with this. 'Assault Logis' will hate it. Which one are you? I can't like this post enough. The easiest solution is often the best solution. I played against a guy, "usuckatdust" or something, rocking a Cal Logi Duvolle combo with over 1200 eHP. Melting fools left and right. A Logi should not be faster and stronger than a Heavy, let alone be able to out DPS them as well...
SP makes a huge difference. He could have had quite a bit of SP, experience and good gunplay. It doesn't mean he was a bad "logistics".
This is a terrible idea. It would only be balanced and fair, then, if other dropsuits were required to only ever to equip very specific 'defining' modules, weapons and or equipment. No kinetics for heavies or assaults. Scouts can only ever wear ferroscale plating. Caldari can only ever use shields and never armor. Etc, etc. Slippery slope.
If anything, if you want to encourage Logistics play, then you give them a bonus for equipping the items. Bonus to repair tool rate. Bonus to passive scanning. Enhanced bonus to armor repair rate. Bonus to the weapon they're carrying (like a reload bonus). They're technical specialists, not just a healer role. Either way; a logistics doesn't even have to USE the equipment slots if they have them. Even then, I don't think 'bonuses' are necessary. As I said before, they're suggestive templates (dropsuits).
Is an Assault class who uses a droplink or nanite suddenly not playing their role properly? People play Logistics because they're versatile but they do have poorer base statistics than an assault class. |
Zero Notion
Red Star Jr. EoN.
211
|
Posted - 2013.09.10 17:25:00 -
[3] - Quote
How can a Logistics have 'everything'? By everything, do you mean Armor and Shields? With enough SP, you can have close to whatever you want on nearly suit. If you have a 20 million SP Assault player and a 20 million SP logistics player who both have trained max shield, armor, electronics, engineering and both of them suited only complex armor modules, shield modules and their weapon - the Assault is going to have more shield and more health.
You can be anything you want. The limits are within the suit and the amount of SP the player has. Even if I don't carry equipment, I don't have more health/shield than an assault (and certainly not a heavy) of equivalent points. If I beat them, they're either a poor player or I just outgunned them in the context of the combat situation. My 'advantage' is not nearly as clear cut and defined as 'omg Logistics are so OP."
The point of any dropsuit and the skill systems IS to allow us to create multiple Dropsuit types that allow us to adapt to a fluctuating battle in real time. We all have the same advantages with the ability to skill into the same skills, our suits inherent bonuses and stats are what bring the balance about. |
|
|
|