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Atiim
Living Like Larry Schwag
664
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Posted - 2013.11.06 03:42:00 -
[1] - Quote
I know we currently have logis for all four races but I was wondering if we could get a logistics that has 4 equipment slots at the ADV tier
This logistics variant would be completely triage based, and would not be good for assualt. Thus creating a "logi" logi for all "logi" logis to enjoy
It would work something like this
"Logistics E-1"
Infantry Low Powered Module Slots: 2
Infantry High Powered Module Slots: 2
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 210
PG: 57
"Logistics E/1 Series"
Infantry Low Powered Module Slots: 3
Infantry High Powered Slots: 3
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 270
PG: 90
"Logistics e.k0"
Infantry Low Powered Module Slots: 3
Infantry High Powered Module Slots: 3
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 490
PG: 150
Example Logistics Bonus:
+5% Bonus To Repair Tool Repair Rate and Nanohive Resupply Rate Per Level
As you can see, the example logistics has 4 equipment slots across all tiers (STD, ADV, & PRO), but gives up the 4th high and low slots as a compromise for always having 4 equipment slots. This way it would be balanced to ensure that it is not 100% better than the other logistics suits. And since it doesn't have as many high/low slots at the PRO tier, it will discourage people who are going to use it for anything other than triage.
Also, you can tweak the CPU/PG amounts, as I only put them there for the sake of having numbers there. But remember that it needs to have higher CPU/PG than other logistics dropsuits due to it's 4th equipment slot.
There there Mr. Scout and Ms. Heavy
You'll still me useful in my eyes
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Bethhy
Ancient Exiles
276
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Posted - 2013.11.06 03:55:00 -
[2] - Quote
Atiim wrote:I know we currently have logis for all four races but I was wondering if we could get a logistics that has 4 equipment slots at the ADV tier
This logistics variant would be completely triage based, and would not be good for assualt. Thus creating a "logi" logi for all "logi" logis to enjoy
It would work something like this
"Logistics E-1"
Infantry Low Powered Module Slots: 2
Infantry High Powered Module Slots: 2
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 210
PG: 57
"Logistics E/1 Series"
Infantry Low Powered Module Slots: 3
Infantry High Powered Slots: 3
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 270
PG: 90
"Logistics e.KO"
Infantry Low Powered Module Slots: 3
Infantry High Powered Module Slots: 3
Infantry Light Weapon Slots: 1
Infantry Equipment Slots: 4
CPU: 490
PG: 150
Example Logistics Bonus:
+5% Bonus To Repair Tool Repair Rate and Nanohive Resupply Rate Per Level
As you can see, the example logistics has 4 equipment slots across all tiers (STD, ADV, & PRO), but gives up the 4th high and low slots as a compromise for always having 4 equipment slots. This way it would be balanced to ensure that it is not 100% better than the other logistics suits. And since it doesn't have as many high/low slots at the PRO tier, it will discourage people who are going to use it for anything other than triage.
Also, you can tweak the CPU/PG amounts, as I only put them there for the sake of having numbers there. But remember that it needs to have higher CPU/PG than other logistics dropsuits due to it's 4th equipment slot.
Logi's need a built in needle... a blanket efficacy to equipment.. and a fitting bonus for equipment. removal of all tank based bonuses
Assault's need a built in 10% damage buff, removal of all tank health point buff's. signature profile bonus's...
Heavies needs built in resistance to long range damage *50m+*, and extender/plate efficacy. they would also need a penalty for light weaponry use.
Scout's need built in scanner's, Signature profile bonuses, and no speed penalty for LDS to make their strafing somewhat viable. (I Also believe the scout's should have the hacking bonus not the logi's)
meh... lets make all the suit's pretty much the same... and call it a sand box.
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Atiim
Living Like Larry Schwag
664
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Posted - 2013.11.06 11:06:00 -
[3] - Quote
Bethhy wrote: Logi's need a built in needle... a blanket efficacy to equipment.. and a fitting bonus for equipment. removal of all tank based bonuses
Assault's need a built in 10% damage buff, removal of all tank health point buff's. signature profile bonus's...
Heavies needs built in resistance to long range damage *50m+*, and extender/plate efficacy. they would also need a penalty for light weaponry use.
Scout's need built in scanner's, Signature profile bonuses, and no speed penalty for LDS to make their strafing somewhat viable. (I Also believe the scout's should have the hacking bonus not the logi's)
meh... lets make all the suit's pretty much the same... and call it a sand box.
Well we could make all the suits the same, but what about the people who skilled into them? Would that be fair for them?
There there Mr. Scout and Ms. Heavy
You'll still me useful in my eyes
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Princeps Marcellus
Expert Intervention Caldari State
278
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Posted - 2013.11.06 11:09:00 -
[4] - Quote
For having four equipment slots, I really think that it would be a bit more fair to let them keep high numbers of modules, but have their light weapons replaced by sidearms.
Pompeius Maximus.
Decent tank pilot. Has decent mastery of railgun.
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Kasote Denzara
A Vulture
686
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Posted - 2013.11.06 11:11:00 -
[5] - Quote
Bethhy wrote: Assault's need a built in 10% damage buff, removal of all tank health point buff's. signature profile bonus's...
Heavies needs built in resistance to long range damage *50m+*, and extender/plate efficacy. they would also need a penalty for light weaponry use.
I specifically pulled these two lines out for a reason. No suit should ever have a damage boost, especially a general one. The Nova Knife one is alright for now, as they are still rather broken to use. A suit with a damage boost would be overly abused, especially given the Plasma Rifle's ability to be a fully automatic sniper rifle at advanced and higher.
No suit should also ever have a damage reduction, as that would defeat the purpose of certain modules. For example: armor plates. One that reduces at range would be extremely unfair towards the long range weapons, such as the sniper rifles.
I go commando in my Commando. Feels good, man.
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Atiim
Living Like Larry Schwag
664
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Posted - 2013.11.06 11:15:00 -
[6] - Quote
Princeps Marcellus wrote:For having four equipment slots, I really think that it would be a bit more fair to let them keep high numbers of modules, but have their light weapons replaced by sidearms. NO
Sidearms are worthless as a primary weapon, and are incapable of competing with Light & Heavy Weapons. Giving any suit a sidearm only will effectively make the class non-viable.
If you get flanked, or need to kill the person stopping you from reviving someone, your screwed
There there Mr. Scout and Ms. Heavy
You'll still me useful in my eyes
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Kasote Denzara
A Vulture
686
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Posted - 2013.11.06 11:20:00 -
[7] - Quote
Atiim wrote: NO
Sidearms are worthless as a primary weapon, and are incapable of competing with Light & Heavy Weapons. Giving any suit a sidearm only will effectively make the class non-viable.
If you get flanked, or need to kill the person stopping you from reviving someone, your screwed
I'm going to have to disagree with you.
Even without a certain suit that amps sidearm ammo (you know that one), certain sidearms can be monstrous to encounter. Submachine Guns and Scrambler Pistols are an example of this. In capable hands, the Scrambler Pistol can drop people with very little effort. That headshot multiplier is insane. Personally, I like the dual Assault Scrambler Pistols. Pewpewpewpewpewpewpewpew, change, pewpewpewpewpewpewpewpew. If it isn't dead in six shots, I better be dead.
I go commando in my Commando. Feels good, man.
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Atiim
Living Like Larry Schwag
664
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Posted - 2013.11.06 11:27:00 -
[8] - Quote
Kasote Denzara wrote:Atiim wrote: NO
Sidearms are worthless as a primary weapon, and are incapable of competing with Light & Heavy Weapons. Giving any suit a sidearm only will effectively make the class non-viable.
If you get flanked, or need to kill the person stopping you from reviving someone, your screwed
I'm going to have to disagree with you. Even without a certain suit that amps sidearm ammo (you know that one), certain sidearms can be monstrous to encounter. Submachine Guns and Scrambler Pistols are an example of this. In capable hands, the Scrambler Pistol can drop people with very little effort. That headshot multiplier is insane. Personally, I like the dual Assault Scrambler Pistols. Pewpewpewpewpewpewpewpew, change, pewpewpewpewpewpewpewpew. If it isn't dead in six shots, I better be dead. Ok fine while you try to get in your optimal range, I'm gonna load you with 6 clips from a prof V Freedom MD. And see if you live,
When you die, I'm gonna ask "Why didn't you kill me?, I thought sidearms were perfect rivals to primary weapons?"
If you are forced to use a sidearm, when you get flanked you will be the first to die. Why? Because you won't be able to defend yourself against anything but scrubs and starter fits. And people always try to kill the logistics first.
Headshot multiplier? Yeah while you aim for the head I'm gonna empty an entire clip into you
Plus, why would anyone want to use it? Why would they want to be limited to only 3 weapons in the game. I sure as heck wouldn't.
There there Mr. Scout and Ms. Heavy
You'll still me useful in my eyes
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Kasote Denzara
A Vulture
686
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Posted - 2013.11.06 11:33:00 -
[9] - Quote
Atiim wrote: Ok fine while you try to get in your optimal range, I'm gonna load you with 6 clips from a prof V Freedom MD. And see if you live,
When you die, I'm gonna ask "Why didn't you kill me?, I thought sidearms were perfect rivals to primary weapons?"
If you are forced to use a sidearm, when you get flanked you will be the first to die. Why? Because you won't be able to defend yourself against anything but scrubs and starter fits. And people always try to kill the logistics first.
Headshot multiplier? Yeah while you aim for the head I'm gonna empty an entire clip into you
Plus, why would anyone want to use it? Why would they want to be limited to only 3 weapons in the game. I sure as heck wouldn't.
The MD can't unload a clip as fast as the Assault Scrambler Pistol. I'm not sure what world you're in, but the MD is unable to shoot even four before the Assault Scrambler Pistol empties. If I remember correctly, when maxed for operation, the Assault has eleven shots. That's eleven chances for me to hit you in the head. When the servers come back up, I'll give you the exact default damage per shot, then I'll add my damage amps, then I'll add my prof. Let me say that I am deep in the weapons I use.
You also assume that you'll see me before I see you. I dampen heavily on all of my suits. You'll only know where I am if you see me or you scan me (which has a rather likely chance of failing unless proto). I don't use a scout for dual pistols. That's silly. You'll have to use the Plasma Rifle to kill me without me retaliating. In the aspect of who sees who, it's a gamble. You can't assume.
I can drop a proto heavy with little issues if I'm not spotted. If it isn't dead in six shots, I better be dead. Those last bullets will drop them. If that isn't enough, I have another one fully loaded.
Please do consider the situation before assuming. That's how people get killed.
I go commando in my Commando. Feels good, man.
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