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MINA Longstrike
2Shitz 1Giggle
14
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Posted - 2013.11.04 08:12:00 -
[1] - Quote
Either force them to fill equipment slots, or massively reduce pg/CPU/slots and give a hard role bonus of -x%to pg/CPU fitting costs of equipment. No more gallente logis running around with a duvolle, 3 complex dmg mods and ~900hp |
MINA Longstrike
2Shitz 1Giggle
14
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Posted - 2013.11.04 19:24:00 -
[2] - Quote
Jebus McKing wrote:The one thing we really need to change is peoples understanding of what a Logi is.
A Logi is not a weak medic class that should get roflstomped by any Assault player just because "lol Assault should be > rest".
A Logi is a medium frame suit which sacrifices base HP, speed, and its sidearm slot (except Amarr) in order to be able to use more equipment. And that's it.
If you are unable to utilise the advantages the Assault suit brings then that is entirely your problem.
I do use my Logi to support my team. But when I'm not supporting I'm helping my team by dropping enemies. I'm effective at it, because I learned how to use my suit effectively.
And when I'm using a Basic or Assault suit I make them to be way more effective at killing than my Logi ever could, because I learned to utilise its strengths and the weaknesses of other classes.
Logis are good. Assaults are good. But true greatness comes from the player, not the suit.
The big fundamental problem though is that logis have more slots and more pg/cpu than *any* other class in the game which allows them to outperform said classes at their intended roles, while still bringing more to the table than those other classes would. |
MINA Longstrike
2Shitz 1Giggle
14
|
Posted - 2013.11.05 08:10:00 -
[3] - Quote
Krom Ganesh wrote: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.
The way I see it is assaults should be good at killing things - but only by virtue of having great ehp that can easily be recovered. Logistics may have similar hp totals but should take longer to recover it - they can still kill people but they should be earning their wp through uplinks, nano hives, injectors, rep tools and potentially scanners. Scouts are there to flank, take out key units and generally be nonstandard 'support' for their teams. Heavies should be the 'backbone' of a team able touring the meanest nastiest weapons to the table but requiring the assistance of a few buddies in order to really make them shine. |
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