Bojo The Mighty
Zanzibar Concept
2247
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Posted - 2013.10.25 04:58:00 -
[1] - Quote
Don't even try and deny the fact that the *modern* logistic suits are not conformist to their role. There is nothing in place preventing people from making super tank max damage suits, basically an assault suit that caters to a stronger flavor (a flavor where instead of versatile arms, a super strong single weapon)
There is nothing in place really stopping the Logistic SUIT from being a slayer suit rather than, well, a logistics role. The LLAV prevents people from having a super tanked-super damaging LAV, they got a damage nerf. They can still bring out any weapon an assault can, just not a sidearm with it. When you build a suit with high HP, innate armor repair, and damage mods you defeat the reward of a sidearm (unless maybe you have strong sidearm fu like the minmatar assaults) and moved ahead of assaults in slayer capabilities.
Really the role should match the suit.
People have told scouts that they shouldn't be running Frontline and stop asking for buffs. But no one's asked the Logis to stop playing assault until now? Seems mildly hypocritical; beat one frame back with remarks of staying within one's niche and then protesting that if a logistics outperforms assaults it's the assault's fault not the lack of limitations on a super suit. |
Bojo The Mighty
Zanzibar Concept
2248
|
Posted - 2013.10.25 16:14:00 -
[2] - Quote
Cosgar wrote: The problem here is that you have people who don't play a role telling another role what they should are shouldn't be doing. You have to remember that first and foremost, Dust is an FPS and in FPS we kill people. There's no Geneva convention to prevent someone from shooting at a logistics, at some point you;re going to have to defend yourself whether you like it or not. We all have guns, and we all kill people in one way or another while our "designed" role comes secondary because this game is an FPS first and an RPG second. And to stop any speculation, I've been a Minmatar logi since Chromosome. I support by repairing, rezing, resupplying and rallying my team and shooting at reds when they don't need the previous.
No I understand people telling roles what they should and should not do, but that is blame on the person. I am blaming the suit design for not having some method of putting combat second to support. The EQ slots are good for doing so and losing a sidearm does add a slight combat handicap but the suit can be built to kill and this game supports it, evidently, because they tend to outperform assaults in firefights (but overall a lot would prefer the mobility of the assault) and it's that outperforming that is the issue, it defeats the niche of the suit, making it overall a better suit but that puts the assault in bad lighting.
I'm saying the the logistics role puts the 5 R's first before combat and the suit design should reflect that but sadly there is no deterrent from loading up 3 nanohives damage mods and armor plates to high hell with a Duvolle. That is obviously a non-logistics suit more like a super slayer suit.
I don't mind that: A) Logis can tank more B) Logis can carry up to 3 pieces of equipment C) Carry a weapon at all
it just bugs me that there is no real penalty for attempting to build a slayer suit on a non slayer suit.
Amarr Logis are a separate story though there is no design error in them. |