Artificer Ghost
Bojo's School of the Trades
1109
|
Posted - 2013.10.13 19:05:00 -
[1] - Quote
I stopped reading around the part where we started hitting the OP. Here's my opinion as a professional Gallente Logistics Officer.
The Logistics is supposed to be very combat efficient, as a capsuleer from EVE, you should know that already. Removing the ability to hold a Light Weapon and instead, giving them one usable Sidearm slot would ruin the purpose. They're supposed to deal damage, and they're supposed to tank damage. We're also supposed to fill any role that would ever be needed. You're able to fit a Gallente Logistics with over 1000 eHP, IIRC. So you can definitely tank damage. Or you can deal a ton of damage by stacking 5 damage mods on a C-Logi. Become a medic by getting a Repair Tool, Nanite Injector, and Nanohive. Or maybe a Sniper with Uplinks and Hives?
We're the most versatile class. Taking away half of what makes us versatile is killing the role. How many sidearms can fill area-denial properly? The Flaylock sure can't, that's a finisher weapon. Or how many sidearms can do anti-vehicle. I know the Core Flaylock can knock a dropship completely upside down, but against tanks and cars, good luck. How many sidearms can do long-range bombarding of the enemies defenses? Definitely not the SMG. Another one? Fine. What sidearm can be as lethal as a shotgun in CQC? Ion Pistols aren't here yet, so your answer would be: No weapon.
What I'm trying to say here is that our Light Weapons make the role we fill, not just healing. An Assault Rifle make us mid-range threats, Mass Drivers can fill area denial, while the Plasma Cannon can excel in long-range and close-range destruction, depending on your target. Of course, part of our role is the equipment we choose, but that's only half of it.
Another point, if you give all Logistics a sidearm, what would make the Amarrian Logistics special? Balanced slot count is good, but not enough to make it stand out. The Minmatar Logi has increased speed and hacking abilities, the Gallente Logistics has the most utility, and so on.
That's all I have off the top of my head, but I'm sure I could come up with more, if I was more focused.
TL;DR, having the Repair Tool go in the Light Weapon Slot would absolutely kill versatility, which is the Logistics sharpest point. If this turns into a "thing", I'll gladly try to kill a tank, or snipe, or do area-denial with my Repair Tool, and see how many kills I get.
EDIT: Also, giving all Logistics a Sidearm but not making the Repair Tool REQUIRED, would bring your inevitable doom. Everyone who says the Logistics is a mega-assault, then you haven't seen anything yet. Stop crying and support the Logistics, else we get a sidearm to turn into REAL mega-assaults.
Captain Crutches wrote:I think this would curb a lot of problems with logi suits being basically assaults with more equipment
Giving the Logistics a sidearm would literally make them into Assaults with more equipment. And a higher slot count. Logistics aren't OP, not by a long-shot. Giving them another slot, but then nerfing versatility would not make us 'balanced', because the Repair Tool would be optional, no matter what. Just fit an AR, SMG, Medic supplies, and brick tank yourself to death. THAT'S what I think is OP. |
Artificer Ghost
Bojo's School of the Trades
1110
|
Posted - 2013.10.13 20:03:00 -
[2] - Quote
Mortedeamor wrote:Being a good logi is not easy. You have less firepower, less attack power, less HP...The only exception to firepower being the Amarrian Logi... And they have less HP.
Hello! I just wanted to say that I agree with pretty much everything except this right here. Using the Gallente Logistics as an example, we have almost the same base eHP as an Assault. And the Logistics role itself (Primarily Triage), is meant to brick-tank everything to hell. We have more slots to increase survivability and damage output. Now, the Logi, as I said before, is meant for versatility. You can stack speed modules, stealth modules, or tanking modules, but for any Triage Logistics, it's best to brick-tank, because of the need to survive a firefight long enough to repair and revive your teammates. The Assaults do some (If not most) of the heavy lifting, and we stay alive long enough to help people recover from the aftermath.
So when you say the Logistics has less HP, I think you mean BASE HP. The whole reason people think Logistics is OP is because (using the G-Logi as an example again), we can raise our HP to that of a medium-fit heavy. Not the max HP, but certainly not the least.
Also, when you say less Firepower and less Attack power, I suppose you mean guns. I'm not sure if you meant to do that, but I think those are synonyms. I'd like to point out, however, that if you mean Attack Power as in Damage Output, that's certainly not true. We have Remote Explosives, Proxys, and many other things at our disposal to wipe out the opposition. Not to mention the Armor Tankers, which have nothing to put in their high slots, except for Damage Mods. |