Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
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Posted - 2014.02.10 17:45:00 -
[1] - Quote
So we recently got an outline from CCP Saberwing at their proposed bonuses to the Assaults and Logis for 1.8. Now I can't speculate on too much because there will likely be slot and fitting changes to the medium suits as well, as there were to the already released scout and heavies. Likely the slot counts will be the same for each race and configurations will be consistent (Caldari mirror Gallente), and I wouldn't be surprised if they added more slots to the Caldari and Amarr Logis or took away the sidearm (which I hope they don't have to).
What's important though is that the Assault and Logi have an important place in 1.8 without being superior to everything. I'll start with the Logis.
I've been a Logi since chrome and my Gallente Logi is the only suit I've taken to proto so any changes to them affect me more than any other changes. Sadly my suit as well as the Caldai Logi have been the most popular suits for those who's priority has never been support. So I would not be surprised if the logis were given a CPU/PG reduction as well as slot reductions here and their to keep their emphasis on support and leave the frontline combat to the Assaults. None of the bonuses being defensive or offensive show that orginal idea of "the support guy needs a high defense and repair because everyone will shoot at him and not having a sidearm and being a little slower means he won't be in the front" is no longer realistic. The Logi still has offensive capabilities but I hope it isn't favored for the frontline.
As for nerfing equipment and tying each suit to a racial piece of equipment.... I also think that's a step towards making the Logi more support oriented, though I feel the nerfs may have been a little harsh for some equipment, mainly the rep tool. If the issue was equipment spam, that stemmed less from the effectiveness of equipment and more from the high number of logis on the field. If they wanted to cut down on it, a logi/assault balance would have been enough to keep it minimal. Again though, I don't know what other changes there are so maybe it will work, making CRUs and Supply depots more important. Pushing logis towards support is easy but helping the assaults find a place is harder.
First off as far as I can tell the Assaults role is very much a balanced suit, flexible, not outdoing anyone else with any attribute, but doing them all very well. They are sturdier than scouts, more mobile and stealth than heavies, and have slot layouts allowing it to be very versatile. The slot layout and fitting requirements were the main reason the Logi was favored over the Assault, as it also had those advantages over the other frames and I hope the two suits will be balanced in that respect. The blanket weapon fitting bonus is appropriate, the sidearm is one of the advantages of the Assault and making it easier to fit a proto sidearm (which quite frankly isn't practical in most cases) is a great step in the right direction. A better decision than the ROF bonus, seeing as how fittings helps every weapon, keeping the Assault flexible. Now onto the racial bonuses.
The proposed Amarr bonus if perfect. The SCR and Amarr Assault compliment each other very well and for either of their shortcomings they make up for it when combined. I've always said the SCR is the best weapon, it just requires the most skill and the right suit. The Minmatar bonus is also appropriate as it compliments one of the main dropbacks to both the projectile and explosive weapons. Both these bonuses allow the suits paired with their respective racial weapons to fire longer without increasing DPS, which is great if sustained combat is the name of the game.
Now as for the Gallente and Caldari bonus I have to ask for an alternative. The Caldari reload bonus, which is a bonus the commandos already has, does little for a long range weapon. It fits in to sustained fire idea but in the wrong way and inappropriately for the current Rail tech. The Gallente bonus also need to be changed. Hipfire dispersion is only tied to two Gallente weapons and many could argue that hipfire dispersion isn't always a bad thing in CQC. The HMG "buff" which was an increase in dispersion is a perfect example of how dispersion makes some weapons more effective.
Looking at these two bonuses its clear the two hybrid weapon types in general needs to be addressed. Already there is likelihood of a Rail Rifle nerf, because it has the same DPS as a Plasma Rifle (yeah I'm using it too) with greater range and minimal drawback in CQC, the same problem can be seen with the new side arms, the ION pistol having the lowest range, DPS, and a charge ability not suitable for any sidearm with so little power. I also think it's fair to point out that since armor is more prevalent than shields and even in a balanced world will be Rail tech will continue to have an advantage in the DPS department, but that's not the point.
So my question to all is, assuming all hybrid weapons were balanced, so that Rails weren't as effective in CQC as Blasters, what would be an appropriate bonus to compliment all Rail weapons (Magsec SMG, Sniper Rifle, Bolt Pistol, Rail Rifle) making them the ideal long range weapon, and what would be an appropriate bonus to compliment all Blaster weapons (Plasma Cannon, Plasma Rifle, Shotgun, Ion Pistol) to make them the ideal CQC weapon?
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
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