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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
201
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Posted - 2014.02.15 11:34:00 -
[1] - Quote
Didn't we already get this thread once from a bluetag? And didn't people just use that thread to ***** and moan instead of making suggestions?
My suggestions don't quite follow the OP post, but I feel that we need more than just those placebo variants. (Edit: Seems like the rules have changed to include my suggestions) Also, the ideas here are based on a perfect world where militia shield extenders are actually worth it and the PLC and swarmers can do actual damage.
The Medics should be two-slot Logis with injector + racial equipment. Having only two slots makes them militia material.
AV fits should reflect each race. Minmatar gets a light suit with REs, kin cats and only (one) sidearm(s). Amarr gets a heavy with an FG. Caldari gets a medium with swarmer and AV grenades. Gallente gets a medium with PLC and flux grenades, though that might be kind of shield-heavy.
There might also be a "specialist" fit for each faction. Shotgun for Gallente, Mass driver for Minmatar, Laser Rifle for Amarr and I don't know what for Caldari.
The scout class gets cloak + sensible racial equipment. My idea here is a class that works in isolation, by supporting the team from afar. The most common situation will be hacking and defending far-out objectives with few enemies. For example, Caldari gets a nanohive and has the fitting balanced towards self-sufficiency to make that ammo bonus worthwhile. This means rail rifle and a scan range enhancer, to allow them to maximize their range advantage. Shield extender and a single armor repper because otherwise armor damage would cripple them over time. Minmatar with a rep tool wouldn't make much sense. They'd get REs and possibly a flaylock as sidearm. CR obviously as main. Focused on hit and run with kin cats and maybe even a cardiac regulator. Mix of shield extenders, reactive/ferroscale plates and shield recharge modules. The increased delay on shield recharge doesn't matter on hit and run classes and is more of a disadvantage for frontline fighters that regenerate behind cover. Gallente have the scanner, which is gives their existence away. Their weapons would be racial (Either AR or shotgun) and their modules should be along the lines of repair/reactive plates, as well as a profile dampener. Staying low on radar profile but creating the scan message allows them to freak people out and their racial equipment makes it easy for them to ambush due to the CQC focus. Amarr would be semi-frontline fits. Drop uplink is their racial equipment and means that they should be able to protect the position until reinforcements arrive. Scrambler Rifle, Scrambler Pistol, shield and armor modules. I don't know enough to write much on Amarr. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
201
|
Posted - 2014.02.16 10:29:00 -
[2] - Quote
Zeylon Rho wrote:I still feel it's odd that all the heavy/light frames are retooled stat-wise, and have an even number of slots. Yet, we're going to keep the Amarr a slot down compared to other races on medium frames with the inexplicable zero low slots and two highs at MLT. Also, as mentioned, if you replaced the AR on the current Amarr Frontline with a STD Scrambler Rifle, you just capped the CPU. So, there's some other shifting required to make a MLT variant that would actually fit, barring swapping out the 2 high slots for shield rechargers or precision enhancers on the MLT Amarr suit. Militia doesn't *have* to have higher requirements. I mean, all the militia stuff does, but the idea is more that the stuff is simply crappy. The swarmer has a two shot magazine, for example. Militia scrambler rifle could be more unreliable. Stuff like slowly overheating when keeping a shot charged. If you make it crappy enough (Without removing its actual attributes, like the charge function, because new players have to learn what a scrambler rifle is), you can even lower the requirements. This might gimp Amarr starters, but you could argue that a well-used ScR is the most powerful rifle when used with skill. So a gimped version will simply require higher skill of the new player than the other starter fits, which fits right into the Amarr mentality. |
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