RydogV
Shadow Company HQ
580
|
Posted - 2013.11.06 12:37:00 -
[1] - Quote
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:
- Amarr: 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
581
|
Posted - 2013.11.06 13:12:00 -
[2] - Quote
John Demonsbane wrote: While not just patently idiotic like the sidearm only idea (I managed to convince one of the largest proponents of that idea that it was untenable in another thread, he has since stopped floating it), I think giving bonuses for specific types,of equipment is way too restrictive. For one, how do you pick the equipment? Why did you pick scanners and not uplinks for the Amarr, for example? Do you really feel comfortable telling a logitistics player, look son, it's about time you started using equipment x all the time. Oh, you don't like it? Too bad, CCP decided that every logi from your race needs to feature that. HTFU I guess.
I mean, why not either just require all equipment slots to be filled (my preferred solution ) or give a blanket bonus to all equipment? Picking one type of equipment 100% kills the whole sandbox idea the suit fittings are built upon!
I selected that equipment because I felt it suited the particular dropsuit. For example, the Amarr Logistics really is the more offensive suit in the class. It makes sense they would be moving closely with Assault troops and the Active Scanner is a perfect piece of equipment for them to carry. Maybe along with some Remote Explosives and a Nano-Injector.
The Caldari Logisitics is shield heavy and a bit faster. Using all the shield regen potential allows it to enter the hot zone quickly and revive and refit downed players. Then take cover themselves to quickly recover from damage taken. Injectors and hives seemed a really good fit.
As the armor tank of the class, the Gallente Logisitcs is better suited to keep pace with Heavy partners. Keeping a Heavy's armor repped is key in the fight. So hence the repair tool.
Minmatar Logistics is the fastest and the hacking bonus has always seemed fitting as well as practical for the team.
So these were not arbitrary decisions on my part. In fact, if you really look carefully, they are no more or less 'restrictive' than most of the bonuses that are out there for any suit. It is up to the player to decide if they want to take advantage of what the suit has to offer. It does not keep them from fitting it how they want, there is just less incentive to do so. Which seems to be one of the main goals in the debate. To give Logistics less incentive to try and fit suits for more of a slayer role. |