Kallas Hallytyr
Skullbreakers
62
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Posted - 2013.11.05 16:15:00 -
[2] - Quote
Borne Velvalor wrote:
- All equipment slots must be used.
- Kills earn 30% less WP. Assists and Support WP is increased by 20%.
- 25% reduction in maximum ammo per clip for Light weapons. Excludes Plasma Cannons, Mass Drivers/Shotguns/etcetera would be rounded up.
- 1 less grenade, no contact grenades.
- The same shield delays as a Heavy.
- Logistics bonus of 3% reduction in equipment fitting cost.
- Filling equipment slots is not exactly difficult, and others have pointed out that this doesn't really stop AssLogi's from running the way they try.
- Earning more/less WP is a bad idea. It allows spamming of equipment for WP gain (which people already complain about!) and doesn't really make sense: Logistics are frontline combatants, they're some field hospital orderly/munitions dump labourer, they're there in the thick of things but focused on keeping their team supplied. They're not pack mules there for everyone else to do everything else, they're just as important for pushing enemies off of an objective/holding off an attack.
Why should a Logi get less points for killing someone hacking/counter-hacking an objective than an Assault? It's just as important regardless of who does it.
- Reduction in ammo makes little sense: I have lots of stuff, therefore I can't fit as many bullets in my gun! The lack of sidearm (aside from the more hybrid Amarrian suit) is already what you're suggesting. Logistics are less focused on killing, which is why in a protracted firefight they already have less ammunition because they only have a single weapon.
- Less grenades? Meh, I could see that happening. I don't think that really impacts anyone, but it could help. The biggest issue with grenades is the ability to sit on a hive and spam, which is not tied to your maximum, just the rate at which you regain them.
- Shield Delay: I don't really see the reasoning behind this. Is it because Logistics are worse at using shields? Is there an issue with Logi shield recharge?
- Fitting change I could see. The Role bonus' in general are pretty messed up and could do with some alteration.
Borne Velvalor wrote:Forcing everyone to run full equipment reduces players trying to use it exclusively as an Assault suit. Lowering kill WP and raising assist WP puts less of a focus on killing as simply helping others kill, in general.
Keyword bolded. Forcing people to do stuff a specific way in an MMO-type/sandbox world is generally a bad idea. Look at EVE: CCP has a general idea of how they think things will be used and then players turn around and use it for some crazy, hare-brained scheme that is cool and completely unintended.
Certainly, focus should be placed on specific styles, but it should be done in the way that EVE does/DUST is beginning to look at: promote a specific way through certain buffs when adopting that style. The EVE ship-based bonus' are the perfect example. If we really want to talk about fixing the suits, we should be looking at having that level of change.
Suits themselves should have bonus' based upon what CCP intends that suit to do. For example (not necessarily what should be, just an example of how things would work, in my mind):
Gallente Logistics: 5% reduction in CPU/PG costs of equipment per level of the Logistics skill 1HP/Second Armour Repair Rate per level of the Logistics skill
Amarr Logistics: 5% reduction in CPU/PG costs of equipment per level of the Logistics skill 2% increased efficacy of Armour Plating modules per level of the Logistics skill
Gallente Assault: 1% damage increase to hybrid light weapons per level of the Assault skill 1HP/Second Armour Repair Rate per level of the Assault skill
Caldari Sentinel: 2% Shield damage resistance per level of the Sentinel skill 5% efficacy of Shield Extender modules per level of the Sentinel skill
(Again, these are simply examples.)
Making it more like EVE would, in my opinion, be a much better method of balancing suits, and it is an elegant method which I think CCP should be taking advantage of.
Borne Velvalor wrote:Raising support WP obviously encourages supporting the team with the equipment. Lower Light weapon ammunition and grenades means Logistics players can take out an enemy or two, but cannot assault endlessly without having to reload and resupply. For instance, an Assault suit with AR would have 60/3 ammo and the Logistics would have 45/2. The shield delays force the Logistics to avoid engaging in combat excessively.
'Assaulting endlessly' is kind of mitigated by the existence of Nanohives, and being able to carry many means that a Logistics would still be able to do so. And as above, a Logistics Merc is still a frontline combatant: they should be able to fight, albeit with slightly reduced efficiency, and shouldn't be bad in combat but should be worse than Assaults: which is the case currently. |