The Infected One
Fatal Absolution
561
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Posted - 2014.01.03 09:12:00 -
[1] - Quote
If this is about stacking damage mods. Simple solution, remove logi suits ability to place a damage mod on the suit. Thus removing the whole uber damage mod stacked logislayers.
I personally place precision enhancers or shield extenders on my logi suits, and now that shield extenders have a drawback with the recharge delay its a little more balanced.
With this setup, the assault suits can stack damage mods at the expense of EHP tank, since they now have logies that cant stack damage mods to out perform them as assaults. Logies now have the support role to keep the assaults alive and stocked with ammo, while still helping with the fight with their primary weapons without damage mods. Assaults are faster than logies, so the logies still need the tank to stay alive in the fight because they cant get to cover as easily/quickly
Logies get the tank, assaults get the pure dps and in a 1 on 1 assault vs logi of comparable equipment it now becomes more balanced and more about skill.
CLEAR THE AREA BEFORE GOING FOR THE REVIVE!
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The Infected One
Fatal Absolution
563
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Posted - 2014.01.03 21:06:00 -
[2] - Quote
Fizzer94 wrote:The Infected One wrote:If this is about stacking damage mods. Simple solution, remove logi suits ability to place a damage mod on the suit. Thus removing the whole uber damage mod stacked logislayers.
I personally place precision enhancers or shield extenders on my logi suits, and now that shield extenders have a drawback with the recharge delay its a little more balanced.
With this setup, the assault suits can stack damage mods at the expense of EHP tank, since they now have logies that cant stack damage mods to out perform them as assaults. Logies now have the support role to keep the assaults alive and stocked with ammo, while still helping with the fight with their primary weapons without damage mods. Assaults are faster than logies, so the logies still need the tank to stay alive in the fight because they cant get to cover as easily/quickly
Logies get the tank, assaults get the pure dps and in a 1 on 1 assault vs logi of comparable equipment it now becomes more balanced and more about skill. I do like the idea that logis couldn't equip damage mods. Perhaps restricting the to 1 damage mod would be good? It would at least make assault suits more appealing to slayers. If that isn't enough, restrict them completely. But then we run into another problem. Armor oriented suits would be practically forced to use shield extenders. An easy fix to that would be adding an armor mod to high slots, I think armor hardeners would be great.
That could work, and I agree that the choices for high slots are rather limited, armor hardeners would be one idea, but that would create the outcry for shield hardeners as well. That also might be an alright idea. Upon further thought on this subject I have come to the ideas that perhaps some module to speed up the armor rep rate could go in high slots as long as they aren't outrageous numbers, much like the shield regulators reducing the depleted recharge start time being low slots, and only actually function IF the user has an armor rep mod on his suit (Does not effect the logistics natural 5/s rep rate) and only a % of the total rep rate from mods on the suit. 20>25>30% upscale from the regulators because the armor rep rate per mod is much lower (The change would be small for someone just running a single basic, but would help people running 2 complex). Maybe make them like the energizers, give a higher boost to rep rate at the cost of a small % of total armor.
Just throwing out ideas instead of the typical "THIS MUST BE NERFED NOW!" thoughts.
CLEAR THE AREA BEFORE GOING FOR THE REVIVE!
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