Dagger-Two
Villore Joint Task Force Villore Accords
146
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Posted - 2013.11.29 02:38:00 -
[1] - Quote
LOTS of ideas getting thrown around regarding the logi, and I'm sad to see that most are total crap. Most of the complaint around Logi's boils down to lots of CPU/PG and ability to fit massive damage and tank while completely forsaking / minimizing equipment use. The 'assault logi' that people complain about, if you will.
Some people say the logi needs to be nerfed, some say the assault suits need to be buffed. Why not take a fresh look at them instead?
Assault suits have a ridiculous 5% shield bonus that does not belong, and BOTH of it's bonuses come from the relevant assault suit skill.
Instead, why not have one skill liked to the generic 'Medium' frame skill, which can also open the door for the generic suits to also have a minor bonus based on the same skill. This makes them a bit more viable for newer players.
On the assault suits, the appropriate prerequisite 'medium' suit skill could be tied to the suit itself, and the 'assault' skill tied to a class of weapons, much like how it is now but suit-specific and with better bonuses.
Example: (numbers are just examples too)
Amarr Assault
Amarr Medium Dropsuits - 5% increase in effectiveness of armour modules per level Amarr Assault Dropsuits - 5% faster laser cooldown per level
Amarr Basic Medium
Amarr Medium Dropsuits - 2% increase in effectiveness of armour modules per level
This opens the door for EVE-style advancement to higher tiers of dropsuits while making the game more accessible to new players.
Logistic suits now. Let me be clear, I want Logi suits to remain viable and durable suits that act as force multipliers, but I would like to see this (and I think I'm not alone in this) through proper logistics-oriented bonuses. This could easily be done by changing the bonuses around a bit, and adding a unique 'role' bonus to cut equipment CPU/PG usage while reducing the 'true' CPU/PGU of the suit to bring fitting of other modules in line with the assault suits.
Example:
Amarr Logistics
Amarr Medium Dropsuits - 5% armour repairer effectiveness per level Amarr Logistics Dropsuits - 5% effectiveness of armour modules per level
(The Amarr logi would remain the most combat focused logistics suit, but instead of a double bonus to armour repair it would get a bonus to its armour amount)
Role bonus - 50% reduction in CPU/PG usage of equipment.
With new bonuses, especially the role bonus, the suits can come together as the masters of special equipment, while retaining uniqueness through their other bonuses. Gallente logi's could have a bonus to their equipment effectiveness, minmatar could retain their awesome hacking abilities, and Caldari to shield durability, etc. Sky is the limit for possibilities.
Hell, while we're giving logi suits a role bonus, we could give every second-tier suit a role bonus, like making the gallente assault's 25% weapon cpu/pg reduction a set bonus for all assault suits to open up their fitting options.
Give Commando's a role bonus to the reduction of light weapon PG/CPU to help with its limited slot layout.
Give Sentinels a role bonus to the effectiveness of shield/armour modules to make them truly feel like behemoths.
Give Scouts a role bonus to the effectiveness of all sensor-related upgrades to make them see better and further, while staying hidden themselves.
Etc, etc.
At this point I'm ranting, so I'll stop. I'd like to see how people respond to this.
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Dagger-Two
Villore Joint Task Force Villore Accords
146
|
Posted - 2013.11.29 02:54:00 -
[2] - Quote
I see your point of confusion. Those are the actual SKILLS themselves.
For every point you have in the 'Amarr Medium Dropsuit' skill, you get a per-level bonus in the assault suit or the basic amarr medium suit.
Ex: You have the 'Amarr Medium Dropsuit" skill to lvl 5. If you use the amarr assault suits, that skill gives you a 5% bonus to your armour module effectiveness.
If you use the amarr basic suit, the same skill gives you a 2% bonus to armour module effectiveness. |