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Krom Ganesh
Holdfast Syndicate Amarr Empire
546
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Posted - 2013.11.04 03:21:00 -
[1] - Quote
Should the logis be nerfed yet? As you said, they are too good at the moment, but I don't think you should start figuring out what nerf logis need until two things happen:
* Increasing the Time-To-Kill because a low TTK makes balancing things a serious pain and reduces the fun of the game * Buff assaults. Currently the Assault class kills things just as fast as any other suit. That feels wrong to me. They should have an increased ability to attack (with some setbacks in other areas compared to other mediums like their total eHP) to define themselves as Assaults.
After those two things happen and the dust settles, then I feel it will be time to see what modifications you logis need. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
549
|
Posted - 2013.11.04 16:02:00 -
[2] - Quote
George Moros wrote:I really don't understand why CCP didn't use that approach and took the unbeaten path.
If you are talking about the reduction of equipment fitting costs, one of the Devs a while ago said the way their system works was preventing them from implementing an equipment wide fitting bonus but that they were in the process of redoing the system so such a bonus would be possible.
Also, If that is the route CCP wants to take the Logi, I don't think it should be a straight reduction on all equipment fitting costs as CCP has plans for adding equipment that I do not believe fall into a logi's area of specialty.
For example, the cloak is supposed to be an equipment but that is an equipment more suited to scouts than Logis but under a flat all equipment bonus, logis would be in the best position to use them.
This would be solved by making the bonus apply only to a new a subcategory of equipment called Support Equipment that included nanos, injectors, uplinks, repair tools, and perhaps scanners. Things like cloak and future E-war (jammers and such) equipment would not fall into this category. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
549
|
Posted - 2013.11.04 16:41:00 -
[3] - Quote
RydogV wrote:
- Ammar: 5% Reduction to laser weapon heat build-up (stays the same)
- Caldari: 3% Increase to max ammo (change from +2% efficacy to shield extenders)
- Gallente: 5% Reduction to weapon CPU/PG (change from -5% to hybrid weapon CPU/PG)
- Minmatar: 5% Increase to Light and Sidearm weapon clip size (change from +5% to sidearm clip size)
Caldari one doesn't seem fitting, but I'm not sure what would be better. As for the Gallente, what about giving the Gallente the Commando's reload bonus? The Gallente are about laying on the DPS and a reload bonus would fit with that line of thought without increasing their DPS. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
553
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Posted - 2013.11.05 03:22:00 -
[4] - Quote
I have a question. What baseline do you guys judge how each suit should behave? Without considering stats, what do you think the pro and cons of each suit should be?
I've been using this mind set so far:
Assaults ++ Attack - Defense
Assaults have the highest capability in killing things, but at the cost of dying faster.
Logistics ++ Buffing + Defense - Attack - Speed
Logistics get a little more defense and a greatly increased capability to enhance their team's performance while losing some combat capability and speed.
Sentinel ++ Defense +/- Attack -- Speed - Equipment
Heavies get an enormous boost to their eHP but at the cost of speed, lack of equipment, and combat versatility. This does not mean the Heavy's weapons are weak but that they are situational. When that situation occurs their weapons are monstrous.
Scout ++ Stealth ++ Debuffing ++ Speed -- Defense
To make up for their pitifully low health, scouts rely on not being seen, quickly eliminating threats, and escaping at high speeds if detected. In addition they also specialize in reducing the effectiveness of the enemy team.
Commando + Defense + Attack - Speed
Something of a compromise between the Assault and Heavy, the commando has increased eHP over the standard medium but also is slower and features two light weapons to increase its combat capabilities.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
555
|
Posted - 2013.11.05 15:13:00 -
[5] - Quote
Fox Gaden wrote:-Must fill all equipment slots to be a valid fitting.
It is a nerf to Logi that will not effect true logi at all. How could you get better than that?
I don't like it. Logis shouldn't have to fill all their equipment slots just like how Assaults aren't required to fit damage mods in all their high slots or scouts have to fit biotics, range extenders, or dampeners in all their low slots.
Of the proposed solutions, the one that seems the best to me is still reducing the Logi's overall cpu/pg but giving a sizeable reduction to support equipment fitting costs (while still keeping their +5 armor rep) such that a true Logi bro fitting high level equipment could have the same fittings as they do now. This way Logis could be amazing logi bros but still have the freedom to create non-logi bro fittings that aren't as good as the other suits in their intended roles (after the other suits get buffs to help them fulfill their role). |
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