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RydogV
Shadow Company HQ
566
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Posted - 2013.11.04 15:25:00 -
[1] - Quote
Quote:If the logistics suit were to get a nerf, what would you prefer it be?
Answer: An Assault Dropsuit buff. |
RydogV
Shadow Company HQ
569
|
Posted - 2013.11.04 16:28:00 -
[2] - Quote
ShinyJay wrote:what i have to say is, how would you buff other suits without breaking them? no one wants nerfs, but buffing can be just as bad if too buffed
Putting the Assault back into Assault Dropsuits
As most of you know, there is always this ongoing debate about how Assault dropsuits are not as effective at frontline combat when compared to Logistics dropsuits fitted for a slayer role. While I think the gap is not as significant as it is made out to be on the Dust forums, I do recognize there is room for some improvements. Now many argue that the best way to address the perceived imbalance is to some how nerf the Logistics dropsuit. Things like reducing module slots, reducing CPU/PG, making equipment slots mandatory and limiting Logis to only sidearm weapons have all been suggested. However, I believe the best solution is to make Assault dropsuits better, by enhancing their offensive capability. This can be done by adjusting some simple game mechanics and rethinking role and race bonuses for both the Assault and Logistics classes.
Step one would be to dial back the 10% buff given to Light Weapons a few updates ago.
Step two would be to reduce the damage increase of Weapons Damage Modules. Militia/Basic to +2%, Advanced to +3% and Prototype to +5%. The stacking penalty for these modules would also be double their current rate.
Step three would be to change the current Assault bonus (+5% Shield Recharge Rate at each level) to something more fitting the slayer role. This would be a +2% Damage Increase to Light Weapons at each level. This way the Assault class become the more appealing choice for frontline combat by giving it the chance to regain that 10% damage buff at the highest level. Some adjustments to racial bonuses would also include:
- 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)
Step four would be to change some current Logistics racial bonuses. Logistics would keep the role bonus of +1 HP of Dropsuit Armor Repair, since there is generally no one to heal the healer and survivability is key in a support role. Changes to racial bonuses include:
- Amarr: 5% Reduction to active scanner CPU/PG (change from +5% efficacy to armor repair modules)
- Caldari: 5% Reduction to nano equipment CPU/PG (change from +5% efficacy to shield regulators)
- Gallente: 5% Reduction to repair tool CPU/PG (change from -5% to equipment CPU/PG)
- Minmatar: 5% Increase to hacking speed (stays the same)
Aside from the increase in damage output for Assault, the racial bonuses all now reflect important improvements in offensive weapon capability. Amarr remains the same with bonuses to Lasers and Scrambler Rifles; Caldari gets increased ammo, crucial for weapons like Mass Drivers and Swarm Launchers; Gallente gets significant CPU/PG savings from both weapons slots; and Minmatar gets larger magazines to offset its low HP.
The changes to Logistics don't take away from its durability with the inherent armor repair but do put more emphasis on support bonuses. The higher DPS potential of the Assault class, combined with the reduced effectiveness of Damage Modules, would make the Logistics suit a less capable platform for frontline combat.
Comments welcome |
RydogV
Shadow Company HQ
575
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Posted - 2013.11.05 16:45:00 -
[3] - Quote
Jebus McKing wrote:I get the feeling all the people in here who are complaining about Logis with more HP than Assaults are exactly those who charge a Logi head on expecting the Logi to go down. They feel entitled to be able to kill him because in their perception he is a mere "support" class. The moment they then get their ass handed to them is the moment when they start complaining.
Assaults and Logistics should be and currently are on par when it comes to killing people if the player knows what the **** he is doing. If you expect to charge a Logi head on, guns blazing then you deserve to lose your clone. Use tactics, use your strenghs, use your speed and sidearm! Don't expect others to be weaker than you just because you are in an Assault suit.
Good point. I run a Minmatar Logi (21m SP) as my main char, but I also have an alt char. It is an Amarr Assault (9.5m SP).
I usually run a Gallente AR on my Logi because it is pretty versatile and with no sidearm I need a general purpose weapon. On the Amarr Assault I go with the Scrambler Rifle and a SMG combo. I have been trying to perfect the one-two punch of taking down enemy players' shields with the SCR and then quickly switching to the SMG to finish off their armor. It is very effective but it also generally means I am rarely caught in a situation where I have to reload either weapon in the middle of an engagement. In fact, I am significantly more effective engaging more than one target as an Assault than I have ever been as a Logi.
In the Assault vs 'Logi' Assault debate, I see a lot of players quick to dismiss the sidearm slot as a credible advantage to the slayer role. As someone who plays both Assault and Logi, I am firm in the belief that the advantage is real and should not be discounted. Many times after I have switched from Assault back to Logi, the lack of a sidearm becomes an acute reality on the battlefield.
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