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Komodo Jones
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Posted - 2014.02.03 08:26:00 -
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WARNING This post has alot of text, but I feel I need to shed some light.
First, there's no such thing as a slayer logi, there are smart logies, and there are idiots. Idiots are the ones that spec into logistics and shirk equipment for damage mods
Let me tell you how my fit evolved into something everyone seems to hate.
I made my character on the day the open beta came out and picked the logi because combat engineers and medics are how I work, collected passive SP and played when I could while I was taking classes, my game time picked up when uprising came out and by then I nearly had enough to bring logistics suits to level 5, I took the respec and poured all of my points into gallente logistics suits because I thought in order to get the 25% reduction to equipment cost, which was the best logi bonus, I had to be gallente (didn't know any better, sue me) and so there was no point to getting into any other type of logi.
Yes the armor repair was a great bonus, but I wasn't the one that decided all logies should get this bonus, I still would've poured my points into it had that bonus been different.
I decided that my next goal should be to start my long journey getting everything in dropsuit upgrades completely maxed out (close to it now) starting with base health and PG, CPU, bit of equipment, etc. To reach this goal I couldn't really bother with weapons, I had the idea that as long as I had a working gun that I could put all of my points into armor, engineering, electronics and the like. I decided to put a point into the SMG because the assault rifle is boring and i was really damn good with the smg in the beta, also it was cheaper and smaller.
I shifted over to the scrambler rifle for a while but eventually had to give it up because of the high PG cost and the buff to armor that everyone was getting, used mass driver for a while and got some really good games with that but I expected a nerf would come soon so I ignored it. Around the time I hit 14 million SP I decided I had enough in dropsuit upgrades to take a break and buff my weapon a bit, put a bunch of points into SMGs and got it up to proficiency 3, I was already a pretty good shot, I had to be because all I had to work with was a basic weapon, never got any weapon past operation level 3 until this point. Then it's a long boring road towards more dropsuit upgrades and eventually getting into the combat rifle because it's awesome and more importantly, it costs less PG so I can carry more equipment and put on more defense.
So now I'm the slayer logi everyone hates, defense tanked and a good enough shot to the point where I can kill protos in basic gear, truth is I never touched damage mods until like 1.5 or 1.6 and I've always put defense and equipment first, always had every equipment slot filled out, almost always with an injector and a repair tool. It's unfortunate that these are the people everyone is raving against because these are the people who are actually helpful to your team, the logies that think it's effective to get into logistics just to stack on damage mods and have maybe 2 pieces of equipment are morons, but I guess it's kinda tough to put on alot of equipment when you don't have the PG and CPU reduction.
So why am I putting this up? I know about the test server change to logi suits, and I find those changes to be a strong possibility of entering the game in 1.8, and the removal of passive armor repair and buff to equipment, this I can handle. However I've heard recently that the logi's PG and CPU may be also in consideration for a nerf as well as the module slots, this is something I believe to be a mistake, and not a very well thought out solution to the wrong problem.
If logies have less module slots and less PG and CPU that means they must struggle more to put on defense and equipment, that's it, if the goal is to make logistics suits oriented more towards defense than offense then this is a terrible fix because the shield extenders, defensive replacements for damage modifiers, cost MORE PG and CPU than damage modifiers, and give you barely any extra HP. With the addition of the removal of passive armor repair, people who armor tank now have 2 option, equip 2 complex armor repairers to get the same rate of armor reps, or stack the armor plates and rely on reps from other sources, probably another logi with a similar setup.
In conclusion. Put all of this together and theoretically you have logies with equipment slots filled, but with damage mods crowding the high slots and a ton of armor HP following each others with rep tools, does this sound familiar? *cough*slayerlogi*cough.
Obviously what is in theory and what actually occurs in this game is never exactly the same, but this is still alot of overkill and ignoring the problem that was really at hand, that no-one was willing to see.
The real problem with why everyone was hating on logies is that here you have a suit that had alot of defense, the same offensive capabilities as every other suit, AND a ton of equipment, the problem isn't that logies were too powerful, it's that every other suit was too bland. The only limit to logies was the fact that they could only use 1 gun, and if you were good with that gun, who cares? Now the other suits are planned to have their own perks that actually making them unique, making it so that there isn't a clear choice between which suit is just plain better. Logies have taken advantage of an incredibly powerful suit for a long time, I'm ok with suffering the armor rep to be taken down a notch for a while, but PG and CPU and module slot nerfs are just plain too much, whatever becomes of it.
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Komodo Jones
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Posted - 2014.02.03 08:27:00 -
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I know this was alot but I'm hoping it enlightened some of you, if anyone has questions or needs clarification feel free to ask, I'm as experienced as any so called "true logi", just don't jump to any conclusions dealing with something you have never used, hype makes CCP do bad things.
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Komodo Jones
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Posted - 2014.02.03 21:08:00 -
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Galvan Nized wrote:Damage mods are not cheaper than tanking mods, it's close for Shield Extenders but Armor Plates are much easier to fit.
You just explained why the logi is deserving of a Nerf, you didn't choose the suit because of the equipment or the bonuses. You chose it simply because it has the most PG/CPU and the most slots. Others don't even care about equipment, they only equip it after they have for everything else for slaying.
The Logi was just too good at its unintended role, it's better than Assaults at killing.
I highly doubt they Nerf logi suits to uselessness, remember they are getting the bonus to equipment so a nice reduction in line with that seems appropriate. Enhanced armor plates are easier to fit than complex damage modules, but when you're directly comparing the modules, armor plates are too, more expensive in terms of PG, the difference is that armor plates are actually effective and worth putting on, the complex are slightly more effective at a much higher PG cost so alot of people don't use them.
In comparing my suit to the assault equivalent, yes the assault suit has less defense and less armor repair, is this the logi's fault? No, this is CCP's fault for not coming up with a reason for assault to be more desirable for those who want to play the frontline fighters, the shock troopers, there are changes coming to provide that contrast between all suits, by removing the armor repair and giving assaults higher rate of fire we'll already see more usefulness of assaults, at a comparable level the assault definitely has more damage output, and reducing the overall defense of the logi to the point where if it is on it's own it will be much more kill-able, this is because many logies will now be sacrificing an armor plate to put on more armor repair modules.
This is why removing yet another module or reducing PG and CPU is a bad idea, the armor tanked logi will already have less defense, in this scenario it has less options to put on defense and less room, this is a shift from being team supportive to being team reliant, logies will not be able to defend themselves and will be forced to turn to their team to do the work, what happens then? Everyone turns their attention and tries to kill the logi first, now up to that point it's not necessarily a bad thing, in fact I hear that's pretty similar to EVE, but here's the difference, the logi will be easy to kill if it has barely any defense, logi ships in EVE I hear are highly defensive and tanky, if this change comes about it forces logies to be cowering in a corner with a repair tool.
And finally, yes I did pick the logi for the equipment, because when I first started I was not confident in my gunplay, I knew others were, so I wanted to back them up until I got better. This is also why everyone thinks logies are better than assaults, yes it does have something to do with the suits but it's more because logies have decided to go through grueling training, to go through that trial by fire we all go through with only 1 gun and starting with less HP, and the only reason I see the extra module being there is to make up for the defense lost by the logi's base health.
If this PG, CPU, mod slot change is coming about, logies MUST have more base health, if you want logies to be more defensive and less offensive, give us comparatively MORE defense and give other suits comparatively more offense.
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Komodo Jones
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Posted - 2014.02.03 21:45:00 -
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Quil Evrything wrote:Komodo Jones wrote: if the goal is to make logistics suits oriented more towards defense than offense ...
uh, no.. the goal should be to make logistics suits STAY THE **** out of combat!!Do you know what the definition of a "support" role is, in pretty much any other game? A "support" role, is a role which "supports" other players who do the actual killing.If a logi is getting a majority of its points... or even just a significant fraction of its points... from killing.. then it isnt particularly fitting a support role. Similarly, if most logi players are getting a large chunk of their points from killing, then there is something wrong with the design of the suit. Hopefully, the changes coming in 1.8 will fix the current design flaws. Are you gonna tell a combat medic in war that he has to drop his body armor and only carry a sidearm and that he should run out into an open field to try to rescue people who have been shot?
This is ground infantry combat, name another shooter where the support role has his offensive capabilities cut to the point where he can't fight back.
The only one I can think of is the volus character from the Mass Effect 3 co-op, and even then, you still had a gun and could take down enemies and more importantly, keep yourself alive!
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Komodo Jones
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Posted - 2014.02.03 22:14:00 -
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I'm still baffled by the responses people have to what should be done with logies, by people who just refuse to understand what the logi's role is, and the truth is, there is no "role". The logistics suit is specifically designed to sacrifice weapon load and base health to be able to carry more equipment and have more flexibility in module assignment, how people use it is up to them.
People seem to want to confine it to a non-combat role which makes no sense because getting food and fuel to the front lines is what logistics is all about. The main choices for what people use logies for is combat medics and pack mules, pack mules are made to bring as much deployable equipment to the field as possible, combat medics are made to keep team members alive in case of emergencies. Where in the world has anyone seen military para-rescue or recovery teams or combat medics NOT carry weapons or be trained soldiers? When did the idea of a combat medic become something other than an EMT with a gun?
For those who are complaining about assaults not being as powerful or combat capable as logies, answer this, is it because you put your points into assault suits and then complained later that you made the wrong choice? Logies have been "better" than assaults for a long time, if you wanted to be a frontline combat "role" and deal and take alot of damage, why didn't you get into logistics? If you simply looked at the different suits and what you could do with them and did some math you would've seen that logistics was the clear choice, yes it's dumb and that shouldn't be the case and that is changing but if you put your points into the wrong suit for what you wanted to get out of it then that's your own damn fault.
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Komodo Jones
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Posted - 2014.02.03 22:27:00 -
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Yep, we've reduced to nit picking things out of context, I have no interest in dealing with politics.
Go ahead, nerf the logi, I used gallente logies back when armor tanking wasn't even viable, I'll continue to use logies, time will tell how well people actually function as a team if that's even possible, I'll do my best and adapt just like always.
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Komodo Jones
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Posted - 2014.02.03 22:34:00 -
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I wonder if assaults and heavies, with the knowledge of these changes if they occur, will actually back up to help their logies move up with them, or if they will just blindly sprint to the objectives and leave their team and their support behind now that the have their class buffers.
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Komodo Jones
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Posted - 2014.02.03 22:37:00 -
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The Infected One wrote:Its more an issue that we HAVE to do it all ourselves, because the rest of the blue population has this "I must get all the kills" mentality, so naturally we pick the suit and build it so that we can.
It really isn't that the logi is too good, the logi is pretty much the only suit that is built properly to fill its role. The other suits are too bad and filling theirs.
If they hadn't taken away my 2nd equipment slot from my proto assault suit, I would still be running assault.
I have always been an advocate of removing a logis ability to even put damage mods on their suits, but that brings into question of what else does one fit? There aren't really any good logistics based mods for high slots right now, so as a logi its either shields or damage. Passive scan range is a joke for a suit that only has a 10m range base, and leaves us squishy as a marshmallow. (Great, I can see the shotgunner on my radar as he takes my head off..yay) Finally something that makes sense, don't nerf a good suit, buff the others.
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Komodo Jones
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Posted - 2014.02.03 23:01:00 -
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The Infected One wrote:Komodo Jones wrote:I wonder if assaults and heavies, with the knowledge of these changes if they occur, will actually back up to help their logies move up with them, or if they will just blindly sprint to the objectives and leave their team and their support behind now that the have their class buffers. I personally still believe that it will be the latter of the two. The" KDR>all" mentality in FPS games will always stay, and thus the assault roles will always inevitably continue to chase the kill, even at their own doom. It might even just end up hurting the logi's to the point where they become almost non existent, picking up a scout suit for the 2 equip and mobility to get out when the assaults get overrun. I'm thinking this is why all of this "nerf the logies" bs is out there, seems like there are alot of people who just what their suit to be remarkably better than logies so they can get an easier kill, my goal here is to level the playing field or at least blur the lines, I don't want 1 suit to be clearly better I want either all suits to be on level playing field and let the skill of the player decide the outcome, or to have a "rock paper scissors" setup where you can be as good as you want but there will still be something else that's your bane, your weakness, that you need help dealing with, THAT'S what promotes teamwork, mutual necessity, not some one directional crap.
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Komodo Jones
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Posted - 2014.02.04 00:17:00 -
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I really just wish we had the ability to build our suits from the ground up, decide how much base HP, equipment slots, equipment slots, PG and CPU the thing has, then we can stop this **** swinging contest about who's class is OP and base it on the player.
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Komodo Jones
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Posted - 2014.02.04 05:08:00 -
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hgghyujh wrote:another post saying balance everything else not just one thing. you balance what is out of line not everything else. it is easier to change one thing then everything else around it, and in most cases is more effective. Well in this case the other suits ARE actually under developed. I haven't seen anyone disagree with that.
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Komodo Jones
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Posted - 2014.02.04 18:40:00 -
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The Infected One wrote:I saw one post suggesting that suits get a bonus to their racial weapon, this would be a great bonus for the assaults, it would give them that edge over the logi suits, and give actual meaning into what race you chose to play, much like the upcoming change to the logi suits where we get a bonus to our racial equipment.
The coward Caldari could sit at a safe distance and plink away at everything. The space **** loving Aamar could continue to have laser light show raves (LR still needs to be fixed and brought back to a useful weapon), and scrambler discos. It could actually bring the short sighted Gallente (4 eyes joke) AR back into its intended blaster role. The mighty Minmatar could still be great with the whole hit and run game.
It would be a better bonus than a blanket ROF increase for the assault suits (increased ROF + ACR anyone?) and would make them better slayers with their respective weapons.
It would also help to curb this plague of MLT heavy frames with proto RR stuff that we see going on, because the assaults would get a bonus to their racial weapons, and make them more appealing to players that just want to run assault. Don't see why not, but commando already has damage buffs for racial weapons, I guess doing something like cooldown and heat building for amarr, increased rate of fire for caldari, increase range for gallente, and...idk what for minmatar, I'm basing this off of weapon weaknesses and I've never found something wrong with minnie weapons lol, wider blast radius? Tighter spread? Reload speed or max ammo? iunno.
But you are right about one thing that's kinda terrifying, heavy suits no longer getting a bonus to heavy weapons and heavy weapons being pretty much crap, AND a likely respec? Gonna see alot of heavies with their damage reduction, hauling around rail rifles and combat rifles...scramblers...uuugh, and people expect logies to survive with no health lol. Can't cross the street without someone holding my hand. Seriously removing passive armor repair is enough, with the buffs that every other suit is getting they'll be even.
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Komodo Jones
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Posted - 2014.02.04 21:36:00 -
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The Infected One wrote:Komodo Jones wrote:something like cooldown and heat building for amarr, increased rate of fire for caldari, increase range for gallente, and...idk what for minmatar, I'm basing this off of weapon weaknesses and I've never found something wrong with minnie weapons lol, wider blast radius? Tighter spread? Reload speed or max ammo?. I would personally like to see an increase in max ammo per mag/clip as a Minmatar bonus, with all of our natural high ROF weapons (CR, SMG, Flaylock, HMG, (Not so much the mass driver lol can you imagine a 400 RPM AMD lmao)) an increased clip size would help out a lot in an engaged firefight against something with higher individual strike damage. It could make Minmatar weapons totally OP though, would have to be done carefully. Reload speed aside from the HMG could be OP because the CR has around 2.5 or something (I don't have the game sitting in front of me right now) as it is, so 25% faster reload speed from the skill, and then another 25% lets say for arguments sake from the assault bonus would bring reload down to 1.25 sec, why switch weapons when it takes that long to switch anyway? Tighter spread...The CR and SMG already have those skills in their own trees, so again stacking that on could kind of break the game in the sense that the weapons could be far too accurate from hip fire. Edit: Blast radius, maybe not because we don't want the flaylock and MD to become the primary OP fire and forget weapons that they used to be. Although the bonus to damage modifier % per level would still be an alright one considering that our assaults are the hit and run specialists, 1 complex mod would in effect turn into 1 complex and one basic at lvl 5. Perhaps a bonus to shield regeneration or regen delay since again we are the hit and run specialists? It would allow the assault to get into cover, get the shields back, and get back into another fight. It's not like were regenerating our shields at 35/pulse like the current Caldari assaults. I believe that we max out with the current skill bonus at around 25/pulse, and have far lower shielding than the Cal assault. Even a blanket kind of movement speed increase (Movement and sprint) per level for the Minmatar Assault would be helpful for our hit and run style, and give our assaults an actual fighting chance to pull it off. (Even matching the minni scout speed at lvl 5 would be alright since we have a larger hit box, profile, lower scan precision and only 2 lows at proto level.) Edit 2: I'll be dropping a hacking mod from my Logi and replacing it with an armor rep since my scout will be getting the hacking bonus, and that armor rep has saved my ass many a time while running for cover after repping a guy who doesn't even realize I'm there and thus doesn't defend me. (CCP BRING BACK THAT ORANGE GLOW WHEN YOU'RE BEING REPPED SO PEOPLE KNOW!!!!!) I just meant total ammo, not in the clip, but that's boring and clip size would be better if done carefully, but yeah I didn't think about instead of a weapon bonus having something that makes the suits more capable, faster self repair or more speed would be great.
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Komodo Jones
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Posted - 2014.02.04 21:40:00 -
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Cat Merc wrote:How did you make the conclusion that the Logi Repair bonus = 2 complex armor repair modules?
Or did you mean STD/ADV? I usually use a repairer instead of 5 armor plates so it actually gives me some decent armor repair, just going off of my own experiences lol. So to replace that repair rate I'd need to use 2 complexes and have even less room for armor plates, sorry probably should've clarified.
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Komodo Jones
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Posted - 2014.02.04 21:42:00 -
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The Infected One wrote:Komodo Jones wrote: I just meant total ammo, not in the clip, but that's boring and clip size would be better if done carefully, but yeah I didn't think about instead of a weapon bonus having something that makes the suits more capable, faster self repair or more speed would be great.
All weapons already have ammo capacity, but wouldn't it be cool to have 600 in reserve for the CR and SMG lol Supply depot? Pffft, who needs it. Lol really though even with max ammo 3 I still burn through ammo like kerosene soaked tissue paper, but yeah that wouldn't really be necessary.
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Komodo Jones
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Posted - 2014.02.04 21:45:00 -
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Cat Merc wrote:Fun to read post, but I don't think you get the point.
I used the TAC AR because I wanted a long range damage dealing platform, I didn't know it's OP. That's pretty much the logi situation in a nutshell. The nerfs are necessary. Not arguing with the fact that they need a nerf because even if all the other suit bonuses come out the logi would still be ridiculously powerful lol.
I'm just concerned with CCP going overboard, at what point would a logi suit just be not worth using?
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Komodo Jones
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Posted - 2014.02.04 22:50:00 -
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I'm realizing there's alot that doesn't make sense to the game, so let's clear some stuff up, what actually is the problem with logistics suits? Like let's define that and then work from there.
Personally I think it's because, the way things are set up with how armor tanking is (and gallente logies are probably the most guilty of this because of how they work with armor tanking), you end up with a suit, at max level skills:
-Can be heavily armor tanked and still have a significant amount of armor repair, basically equivalent to having an extra low slot
And at the same time:
-Carry a full loadout of equipment, or even at the basic level logisuit, more equipment than any other suit on the market. -Still because of the high amount of PG and CPU, can have alot of damage modifiers and a very good weapon.
Would everyone agree this is what's annoying everyone? Did I miss anything or is there something that's not entirely true?
Edit: I should add in that this is all in direct comparison to other suits, and whatever flaws or shortcomings they might have.
I realize I also should've started with defining what the logistics suit is or what it is supposed to be but it seems like alot of us have opinions about this that will take far too long to meet on common ground so I'm skipping this part, that way we can get on with finding a way to put all of the suits in a more balanced position so it's fair, no matter what everyone thinks certain suits are "supposed" to be.
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Komodo Jones
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Posted - 2014.02.05 02:21:00 -
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What people don't realize is that there are several little problems in the game, that aren't directly related to logistics suits, but that logistics suits can take advantage of because they have alot of modules, alot of PG and CPU, and alot of equipment slots, and reducing this won't necessarily SOLVE all of those problems so much as just sweep them under the rug.
Let's address right now what's wrong:
1. Armor tanking is a clear win over shield tanking, here's why, armor plates take up roughly the same amount of PG but alot less CPU, they give you a huge amount more health, you can also have damage modifiers on top of having armor plates and damage mods take up less PG (but more CPU) than shield extenders. This makes no sense, armor tankers can take alot of hits and deal a crapload of damage, and shields tankers can deal less damage and take less damage? The scales are clearly tipped. Shields are supposed to be able to recover quickly and get back in the fight but with repair tools and triage nanohives there's no reason for an armor tanker to ever leave the fight, there's no need for a skirmisher and it turns the current shield regen into a joke.
When placed in the hands of a logi you have a suit that can have a high amount of health and doesn't need to worry about repairing itself because you put on a complex repairer and suddenly you're getting 11.5 hp/second, so any damage you take will wear off in under a minute, and you have the ability to put on damage modifiers or stack shields for even more health. And you don't need to worry about taking up too much room because of the high PG and CPU
The fix: Buff shield extenders, buff recharge speed (maybe only for certain suits), move damage mods to low powered slots.
Also provide a tool that stimulates shield regeneration, either a shield recharge tool or something that cancels the delay for shields to recharge, idk how that would work and that can be tackled another time because that's a delicate issue lol
2. No other suit can carry more than one piece of equipment. At least at the prototype level I don't see why assault suits don't have 2 equipment slots, and I'm glad scouts are getting 2 but honestly that's just so they can take advantage of cloaks. This coincides with logies having alot of PG and CPU because they needed the room for the equipment, but the gallente logi and soon ALL logies will have 25% reduction to equipment cost because they are built to carry equipment, so in this case I can agree with a proportional loss in PG and CPU as there will be some left over even when all the equipment is on.
The fix: Give assault suits 2 equipment slots, with some races at advanced level suits, others at prototype, none at basic. And in hindsight I can see a reason for the reduction of PG and CPU of logies but it still shouldn't be at the same level as assault because we still have alot of equipment to carry.
I don't agree with it being a requirement that ALL equipment slots for logies to be filled before the fitting is valid, after all it's not required that heavies have to have heavy weapons, commandos have to have 2 light weapons, or that scouts have to equip cloaks, also lower leveled players who don't have logistics suits at level 5 won't be able to even use their logistics suit well, some would need 3 pieces of equipment, all militia, plus a gun, would they even have room for modules? Make 1 piece of equipment mandatory, maybe 2 at the prototype level, no more.
3. WP distribution is not complete or balanced, people say logies should only be sitting around and repairing people, I don't really have a problem with this BUT at some point we stop getting war points for this, it caps to prevent farming and then we either have to get a kill or get killed to get a different suit.
There are no war points for dealing damage to vehicles which is tactically advantageous, it's very difficult for infantry to kill vehicles but driving them away is easily possible, and this should reward people who are using AV.
There are no war points for terminating a clone which is almost a tactical necessity.
There are no extra war points for defending objectives, installations, repairing vehicles.
There's no difference in war points awarded for reviving someone with a prototype nanite injector and a militia one, therefore people use crappier ones so they can farm more war points.
There's a whole post on this kind of stuff that I found fascinating, but I lost track of it
4. Guns, need I say more? I will anyway, heavy weapons are crappy, I could outgun heavies with an SMG as long as it's not a boundless, which is why alot of heavies use rifles. There is no difference between a gun on a logi and a gun on an assault suit or on any other suit, this is changing but this means that logies assaulty as assault suits, while I think it should be possible to make logies powerful too, that shouldn't be a built in and already prevalent feature in the game. Also guns are so powerful and TTK so fast especially with aim assist, it makes it pointless to use any module that doesn't have to do with defense or attack power on a regular basis. Anything past this should be fixed with the fix for #1.
5. Scanners are ridiculous, they're getting nerfed to the point where people can't scan the whole field but they still function, done.
These are just a few of the broken mechanics in the game that tip the game in the favor of logies.
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Komodo Jones
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Posted - 2014.02.05 03:32:00 -
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One thing I forgot to mention, I think that the current setup of High and Low module slots is far too limiting and ineffective.
Think about this for a second, if you have a choice between HP and minimap scanner range, which one would you pick? Easy choice.
If you have a choice between extra damage and extra scan precision, which one would you pick? Scan precision obviously...loljk
Now how about a choice between extra speed and more profile dampening? Aha now that's not such an easy decision.
Right now, when you have a choice between defense and offense, and subsystems that don't help in a gun fight, it's clear what the winner will be, and this is a side effect from the power of the guns, and the TTK being so high as to basically disallow you to focus on defense, as well as everyone's "KDR" mentality, lack of teamwork, proto stomping, and trolling in general.
We need more slots, but not more to shove more armor plates or damage mods in, so I'm thinking we reduce the effectiveness of some modules like armor plates and damage mods, and just add row of slots or maybe 2, something that we can put scanner buffs in or speed enhancers or hacking mods.
Why not put all of the biotics, electronics, and hacking mods into something like a "mid" slot? Seriously why not, there are a rare few people who are taking advantage of them anyway and unless it's speed or stamina mods mainly on scout suits how many of them are used regularly? How often do you run out there with hacking modules unless you intend to run in and quickly hack a point and then change your suit? This is something that everyone can take advantage of and just gives them more flexibility.
Might be a scary thought to have people who tank defense to also have some speed but if it's done well this shouldn't be a problem, more importantly if matchmaking is finally worked on then you don't need to worry about an even heavier form of proto stomping.
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