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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3743
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Posted - 2014.03.06 21:28:00 -
[1] - Quote
Those of you follow the changes coming in 1.8 will already be aware that the scope adjustments to medium frame suits is more limited than we've seen on other suits. More specifically, the slots haven't been adjusted/evened out like they were on Heavy and Light frames. Logibro was kind enough to point out that:
Quote:Unfortunately we didn't get a chance to redo the slots and PG/CPU for all the medium frames in Uprising 1.8. Expect those changes to come in a future update.
Given that, it seems apropos to offer some suggestions/feedback as to a fair way to balance medium frame slots, as we do have the stats on other suits, and the non-slot changes on medium frames. Some discussion has already been given to the state of the Amarr Assault and being shorted a slot/being slanted high - given the shift towards more overy armor tanking with the Amarr suits across the board.
I offered some opinions on medium frame differences in that thread, but since the thread was more specifically aimed at the Amarr Assault, I thought a separate thread for addressing the issues of medium logi frames across the board could be useful. First, the current state of affairs:
The current "slot" allotment for medium frames (basic or assault) is generally: MLT: 3 STD: 4 ADV: 5 PRO: 7
The logi departs from this, though rather than just H/L slots, it often seems to balanced in context of its equipment slots as well:
Logi Slots (H + L + E): STD: A:6 (2/2/2) C:5 (2/1/2) G:5 (0/2/3) M:7 (2/2/3) ADV: A:9 (3/3/3) C:8 (3/2/3) G:8 (2/3/3) M:9 (3/3/3) PRO: A:10 (3/4/3) C:12 (5/4/3) G:12 (3/5/4) M:12 (4/4/4)
You'll notice things aren't exactly "balanced" here, but there are additional factors worth mentioning. The Amarr Logi receives a sidearm slot, which is unique among logis and purportedly representative of a role as an "assault logi". The difference that makes in practice is debatable. Also of note are adjustments midstream since the original launch of the suits that saw Amarr Logis buffed in various ways (they formerly had fewer slots, and didn't have the sidearm at every level), and Caldari logis nerfed in other ways (this was primarily a fitting nerf, which won't be addressed with respect to slot changes.
There are a few considerations to make with respect to balancing logis. First, what is their role? A logi is not necessarily a medic. Logistics comprises most elements of supply and support in the context of Dust. However, their increased slot allotment provides general flexibility as well and new changes suggest that an EWAR element is also predicted with Gallente Logis getting a scan bonus in the next patch. One statement that can be easily made is that they're the pre-eminent carriers of equipment, with the most slots among any of the roles.
On that note, another consideration for the new update is their place given the stats on scouts, etc. All scouts will now be able to carry two pieces of equipment. This most directly impacts the STD Amarr and Caldari logistics, who receive only 2 slots, thus putting them on par with a scout on the STD level. Adjusting logi slots to be above scouts across the board, if nothing else, seems prudent considering that.
I have three basic proposals for slot changes:
PROPOSAL #1: Equipment levels are boosted for Amarr/Caldari at STD, Amarr loses sidearm/assault status, Gal/Min get 4 equip slots earlier, slots are evened out across tiers with Amarr/Caldari matching H + L, = on E, and likewise for Gallente/Minmatar. Logi Slots (H + L + E): STD: A:7 (1/3/3) C:7 (3/1/3) G:7 (1/3/3) M:7 (2/2/3) ADV: A:9 (2/4/3) C:9 (4/2/3) G:9 (2/3/4) M:9 (3/2/4) PRO: A:12 (4/5/3) C:12 (5/4/3) G:12 (3/5/4) M:12 (4/4/4) Drawbacks: Without basic balancing factors against assaults, the appeal of the assault logi remains here given that the suits generally have more regular slots than a assault. Assaults get 4/5/7. This is a match at STD (but they get equipment as well), but the logis get +1 at ADV (Am/Ca) along with their equipment slots - and +2 or+1 at PRO (Am/Ca=+2, Ga/Mi=+1) along with their equipment. The slot dominance, increased fitting, and equipment flexibility is part of what made slayer logis so popular. This plan doesn't actually "buff" logis so much as evens out the tiers. Many of these (e.g.-PRO Caldari/Minmatar) are actually the current status quo.
PROPOSAL #2: The Amarr again lose the sidearm, and the equipment levels are leveled at 3 for STD. However, slot progression here changes to reflect something closer to the Assault/Basic 4-5-7. The logis sacrifice 1 slot form their H/L count and their sidearm to get their +2 equipment slots vs. assaults. So, H+L = 3 (as opposed to assault 4) at STD. Like assaults, ADV = +1 slot. The +1 goes to equip slots for Gal/Min, and to H/L for Cal/Ama. Again, like Assaults, PRO offers +2 slots over advanced, which goes towards H/L slots for all suits. Logi Slots (H + L + E): STD: A:6 (1/2/3) C:6 (2/1/3) G:6 (1/2/3) M:6 (2/1/3) ADV: A:7 (1/3/3) C:7 (3/1/3) G:7 (1/2/4) M:7 (2/1/4) PRO: A:9 (2/4/3) C:9 (4/2/3) G:9 (1/4/4) M:9 (3/2/4) Notes: This brings the suits more into line with Assault/Medium progression. It's also a nerf for several of the suits. People would probably be annoyed, but it is "balanced" across all the frames.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3743
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Posted - 2014.03.06 21:29:00 -
[2] - Quote
Reserved.
Dren and Templar equipment stats, wrong since release.
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Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
44
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Posted - 2014.03.07 02:39:00 -
[3] - Quote
Current logis aren't going to want to get nerfed, and I'm not sure if the "hate" still exists for "slayer logis" with people raging about heavies and RRs.
You're using logic though, and I hadn't thought about the "math" of balancing those suits. I didn't know they were so messed up or different slot-wise either. |
Relii Kador
Royal Uhlans Amarr Empire
3
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Posted - 2014.03.07 02:49:00 -
[4] - Quote
The Cal logi had it coming, I like PROP2 or PROP3. |
Nikea Nei
Subdreddit Test Alliance Please Ignore
82
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Posted - 2014.03.09 05:21:00 -
[5] - Quote
This is probably necessary to some degree, at the very least they need to be distinguished from scouts at the STD level. The Amarr sidearm business was pointless anyway. |
Martyr Saboteur
Amarrtyrs
220
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Posted - 2014.03.09 05:24:00 -
[6] - Quote
Nope. I won't agree with anything that takes away my sidearm.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Kelrie Nae'bre
not in a corporation
229
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Posted - 2014.03.09 05:28:00 -
[7] - Quote
Martyr Saboteur wrote:Nope. I won't agree with anything that takes away my sidearm.
Perhaps you could make a suggestion for a fair slot allotment across the logis then? Perhaps an argument as to why the Amarr needs a sidearm more than another slot, etc. when it'll suck at anything assault related while it lacks any sort of tanking or combat bonuses? |
Dunce Masterson
Savage Bullet
30
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Posted - 2014.03.09 05:28:00 -
[8] - Quote
how about reducing the slots to match that of the basic and assaults and buffing the hp of the logistics suits |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3783
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Posted - 2014.03.09 05:33:00 -
[9] - Quote
Dunce Masterson wrote:how about reducing the slots to match that of the basic and assaults and buffing the hp of the logistics suits
Proposal 2 already does something like that. The slots are the same as an assault. The suits lose 1 sidearm and 1 high or low slot to get the initial +2 slots to equipment, and it progresses from there. So, same slots.
Proposal 3 does something similar, except they get 1 extra slot per tier to compensate for the lower hp. They can use that slot either to replace the hp or for something more utility-related (which seems logistics-themed) like a hacking module, scanning module, or what have you.
Dren and Templar equipment stats, wrong since release.
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Martyr Saboteur
Amarrtyrs
220
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Posted - 2014.03.09 05:40:00 -
[10] - Quote
Kelrie Nae'bre wrote:Martyr Saboteur wrote:Nope. I won't agree with anything that takes away my sidearm. Perhaps you could make a suggestion for a fair slot allotment across the logis then? Perhaps an argument as to why the Amarr needs a sidearm more than another slot, etc. when it'll suck at anything assault related while it lacks any sort of tanking or combat bonuses? Because the biggest reason people specced I to it was the sidearm. It should keep it.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3783
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Posted - 2014.03.09 05:56:00 -
[11] - Quote
Martyr Saboteur wrote:Kelrie Nae'bre wrote:Martyr Saboteur wrote:Nope. I won't agree with anything that takes away my sidearm. Perhaps you could make a suggestion for a fair slot allotment across the logis then? Perhaps an argument as to why the Amarr needs a sidearm more than another slot, etc. when it'll suck at anything assault related while it lacks any sort of tanking or combat bonuses? Because the biggest reason people specced I to it was the sidearm. It should keep it.
Suits change. You'll get a respec (presumably). The alternative is a Logistics suit which has the same number of equipment slots as a scout (2 at STD), or that sacrifices slots for a sidearm, which is also a bad deal from a class efficacy standpoint.
I have rank 5 Amarr logistics, and at one point I had Caldari logi to 5 as well. I can understand that a sidearm is nice because I use it, but it suits Amarr racial parity poorly to have a logi that half-asses the logi role in order to be a hybrid of a role we already have (the Assault).
The Amarr logi's bonuses have already been changed. You'll have a bonus to equipment fitting (with fewer slots to get any mileage out of it if nothing changes) and bonuses to droplinks. The passive armor reps? Gone. The bonus to armor reppers? Gone. The sidearm is the ONLY thing that remains of the "assault" logi, and at this point it's just a barrier to us being full-fledged logis.
The sidearm won't make a huge fitting/use difference for the most part, while an extra slot will give us more logi utility. The alternative is being shorted a slot at every rank when compared to other logis. The system now where our slots actually compare favorably to other logis for the most part will likely go away when they reapportion slots. It's straight-up unbalanced at several levels where we just have more total slots, period - that's not going to remain the case. All of the slots on other suits are exactly even. If we stuck to keeping the sidearm, will won't be assault logis, we'll be gimpy logis that are subpar at being both assaults and logis.
Dren and Templar equipment stats, wrong since release.
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Hagintora
Chatelain Rapid Response Gallente Federation
299
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Posted - 2014.03.09 08:36:00 -
[12] - Quote
I like the work you put into this, but I would like to add something that was pointed out to me on Summ Dude's Assault Thread. Logi's need a EHP buff to compensate for their reduced speed, as speed and EHP are proportional in this game. It could be argued that the higher slot count makes up for this, but it has also led to the Slayer Logi as well.
If you're going to alter the slot count/layout of the Logi's, I would suggest switching the EHP of the Assaults and Logi's. |
Hagintora
Chatelain Rapid Response Gallente Federation
299
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Posted - 2014.03.09 08:52:00 -
[13] - Quote
Another thing that kind of bothers about the Logi is the CPU/PG count. While it is inarguably neccessary for the Logi to be able to properly fill out its slots, the current dynamic also allows them to forego equipment, hence: Slayer Logi's. I think that in addition to the fitting bonus they recieve for equipment, they should also recieve a fitting penalty to non-equipment. I am, unfortunately, still a little fuzzy on how to implement this without completely gimping the suit.
It would, however, give a clear defining line between Assault and Logi suits. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3785
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Posted - 2014.03.09 14:48:00 -
[14] - Quote
Hagintora wrote:Another thing that kind of bothers about the Logi is the CPU/PG count. While it is inarguably neccessary for the Logi to be able to properly fill out its slots, the current dynamic also allows them to forego equipment, hence: Slayer Logi's. I think that in addition to the fitting bonus they recieve for equipment, they should also recieve a fitting penalty to non-equipment. I am, unfortunately, still a little fuzzy on how to implement this without completely gimping the suit.
It would, however, give a clear defining line between Assault and Logi suits.
Logibro says they didn't get around to altering the fitting OR the slots on medium suits. This leads me to believe that the fitting on both is probably going to be squared off. Fitting is already a factor of filling X number of slots comfortably, normally. More slots + more fitting = slayer logis since because of the flexibility afforded.
It is my belief that the alteration to bonuses with respect to role bonuses was an attempt to address part of this (e.g. - 25% to equipment fitting, or -25% to weapon fitting). The fitting on both assaults and logis is likely to be equalized when the balance pass does happen. I actually think something like PROP2 or PROP3 is already likely as well, meaning that the two roles will have closer to the same number of slots to fill with the same amount of PG/CPU, but one will have a bonus to weapons while the other has a bonus to equipment.
This already goes aways towards fixing a slayer logi issue because doing without equipment just makes an assault with fewer H/L slots. For example, in PROP3 (where they get +1 slot to compensate for less speed and hp), at PRO only two of the suits have the same number of H/L slots as an assault (7). However, they also have fewer base hp, less speed, no fitting bonus for weapons, but DO have a fitting bonus for equipment.
So, I'd like to think my PROPs, combined with the role bonus changes, will already address the idea of slayer logis. As to whether you think +1 slot is worth the speed hit or fewer hp? That's a matter for debate, as is whether or not an equipment slot is worth a H/L slot as I've attempted to balance with. Equipment itself isn't JUST a force multiplier of course. A logi can use a repping hive on themselves, carry explosives, etc. That's part of why just a +1 slot to compensate for hp/speed differences can seem warranted to me.
Part of me thinks a move like ZERO equipment on assaults would make logis even more necessary (as logis) as well, with assaults receiving a grenade bonus to compensate. This would also give Basic frames a use as medium suit between assaults and logis that can actually carry 1 equipment.
Dren and Templar equipment stats, wrong since release.
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Hagintora
Chatelain Rapid Response Gallente Federation
299
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Posted - 2014.03.09 15:13:00 -
[15] - Quote
The base EHP buff, to me, would make up for the Logi's lack of offensive capabilities. While the extra slot can do this as well, the extra base HP's would allow the Logi to choose more of the utilitarian Mods without having to worry about survivabilty as much. Which should allow for slightly more flexibility when it comes to fitting choices.
I would, however, agree with removing the Assault's equipment slot. The drawback of the role would then be that you are not self-sufficient, requiring more Logi's to play the Logi role to compensate. |
RKKR
The Southern Legion League of Infamy
778
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Posted - 2014.03.09 15:28:00 -
[16] - Quote
Meh...the game needs High/Mid/Low-slots. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3786
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Posted - 2014.03.09 16:23:00 -
[17] - Quote
RKKR wrote:Meh...the game needs High/Mid/Low-slots.
The game already has them, sort of. EVE doesn't have equipment/weapon slots. Our weapon/equipment slots are siphoned-off versions of would-be mid-slots or high-slots.
Dren and Templar equipment stats, wrong since release.
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RKKR
The Southern Legion League of Infamy
778
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Posted - 2014.03.09 16:34:00 -
[18] - Quote
Zeylon Rho wrote:RKKR wrote:Meh...the game needs High/Mid/Low-slots. The game already has them, sort of. EVE doesn't have equipment/weapon slots. Our weapon/equipment slots are siphoned-off versions of would-be mid-slots or high-slots.
Because ships don't have hands. |
Draco Cerberus
BurgezzE.T.F General Tso's Alliance
808
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Posted - 2014.03.09 17:34:00 -
[19] - Quote
Hagintora wrote:Another thing that kind of bothers about the Logi is the CPU/PG count. While it is inarguably neccessary for the Logi to be able to properly fill out its slots, the current dynamic also allows them to forego equipment, hence: Slayer Logi's. I think that in addition to the fitting bonus they recieve for equipment, they should also recieve a fitting penalty to non-equipment. I am, unfortunately, still a little fuzzy on how to implement this without completely gimping the suit.
It would, however, give a clear defining line between Assault and Logi suits. It is also necessary to pint out it seems that while "slayer logi's" exist, many people will forgo filling all equipment slots in favor of higher tiered equipment to better support their squad while running a lower tiered suit. This decision should not be penalized considering how expensive it can be to fully fit a high eq tier logibro.
LogiGod earns his pips
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
808
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Posted - 2014.03.09 17:36:00 -
[20] - Quote
Zeylon Rho wrote:RKKR wrote:Meh...the game needs High/Mid/Low-slots. The game already has them, sort of. EVE doesn't have equipment/weapon slots. Our weapon/equipment slots are siphoned-off versions of would-be mid-slots or high-slots. Eve does have weapon slots, all ships have turret or bay slots for fitting turrets or missile launchers, even mining barges.
LogiGod earns his pips
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
233
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Posted - 2014.03.09 18:51:00 -
[21] - Quote
Slots are not all created equal. With the TTK adjustment, sidearms are going to be a huge advantage to players. Fitting a great combo that plays with the other weaknesses is going to matter. Not having a sidearm, means you will be a sitting duck as you have to reload. This is a FPS, were the goal is, no matter your specialty is to kill the other team. Having a combo of light + sidearm is greater than 4 equipment. Even if the logi speed and hp were buffed above the assault, the assaults would be able to out tank and speed a logi if he had more slots than them. Not to mention, as we seen with the scout, with to few H/L slots (especialy with only 1 H or L slot) takes away any flexibility in fitting selections.
Equal H/L is the way to balance them. In 1.8, with the lack of ways to add damage and having a sidearm will render logi slayers useless. No need to nerf them into non existence. Considering they are just the same suit just slightly modified, they should be equal in most stats except for speed.
Sage /thread
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3786
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Posted - 2014.03.09 19:19:00 -
[22] - Quote
Draco Cerberus wrote:Zeylon Rho wrote:RKKR wrote:Meh...the game needs High/Mid/Low-slots. The game already has them, sort of. EVE doesn't have equipment/weapon slots. Our weapon/equipment slots are siphoned-off versions of would-be mid-slots or high-slots. Eve does have weapon slots, all ships have turret or bay slots for fitting turrets or missile launchers, even mining barges.
While true, those slots in eve are a subset of the aforementioned high slots.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3786
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Posted - 2014.03.09 19:30:00 -
[23] - Quote
Doshneil Antaro wrote:Slots are not all created equal. With the TTK adjustment, sidearms are going to be a huge advantage to players. Fitting a great combo that plays with the other weaknesses is going to matter. Not having a sidearm, means you will be a sitting duck as you have to reload. This is a FPS, were the goal is, no matter your specialty is to kill the other team. Having a combo of light + sidearm is greater than 4 equipment. Even if the logi speed and hp were buffed above the assault, the assaults would be able to out tank and speed a logi if he had more slots than them. Not to mention, as we seen with the scout, with to few H/L slots (especialy with only 1 H or L slot) takes away any flexibility in fitting selections.
Equal H/L is the way to balance them. In 1.8, with the lack of ways to add damage and having a sidearm will render logi slayers useless. No need to nerf them into non existence. Considering they are just the same suit just slightly modified, they should be equal in most stats except for speed.
I'm not sure exactly what you're suggesting.
1) You suggest that sidearms are a huge advantage (though the sitting duck/reloading statement only makes sense if the enemy would've been in range of a possible sidearm or you can't run/strafe to cover, and/or you're by yourself) 2) This is also a team-game, where rather than just being a pure deathmatch, we're supposed to have roles that emphasize support. This gives logis an opportunity to play role involving supply, scanning, repping, etc. How many people will your team kill when they're a) dead, or b) out of ammo? What if Assaults also lost their equipment slot? 3) Having equal slots and a bunch of equipment in exchange for a sidearm is not an equal trade. In at least one case, the proposal I offered is within a slot or so of Assaults. That's enough. You're don't give a class 3-4 equipment slots for a sidearm, that's idiotic. Equipment can serve as mobile rep/supply, weapons, scanning, and more. 4) I've tried to avoid too few slots. The difference in most cases is about a slot from assaults. If you think this is too much, I'd remind you that the Amarr Assault already has existed with one fewer slot than other assaults.
Dren and Templar equipment stats, wrong since release.
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Dehlia Metii
not in a corporation
76
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Posted - 2014.03.09 21:34:00 -
[24] - Quote
Is the take away supposed to be the total number of slots, or are you especially attached to the specific arrangement you've given them at the various levels? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3795
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Posted - 2014.03.09 22:59:00 -
[25] - Quote
Dehlia Metii wrote:Is the take away supposed to be the total number of slots, or are you especially attached to the specific arrangement you've given them at the various levels?
Right, I was throwing out potential slot allocations, but having the races even and the math separating them from the assaults was the key part of the proposals.
Dren and Templar equipment stats, wrong since release.
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Dehlia Metii
not in a corporation
77
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Posted - 2014.03.10 02:26:00 -
[26] - Quote
Zeylon Rho wrote:Dehlia Metii wrote:Is the take away supposed to be the total number of slots, or are you especially attached to the specific arrangement you've given them at the various levels? Right, I was throwing out potential slot allocations, but having the races even and the math separating them from the assaults was the key part of the proposals.
So, you could remove those 4th equipment slots on the Minmatar/Gallente Logi to give them more slots? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3796
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Posted - 2014.03.10 04:15:00 -
[27] - Quote
Dehlia Metii wrote:Zeylon Rho wrote:Dehlia Metii wrote:Is the take away supposed to be the total number of slots, or are you especially attached to the specific arrangement you've given them at the various levels? Right, I was throwing out potential slot allocations, but having the races even and the math separating them from the assaults was the key part of the proposals. So, you could remove those 4th equipment slots on the Minmatar/Gallente Logi to give them more slots?
You "could".
I suppose I was attempting to preserve the pre-existing scheme whereby they had made the Gallente and Minmatar the more "team-player" or "support-focused" logis. Ergo, they carry more gear, and the more "selfish" races or whatever carry slightly less. Something like that? I'm not sure exactly what their thinking was, but it seemed to be along those lines.
There's no reason you couldn't equalize the slots, but I would imagine towards 4 instead of 3 would be the more "logistics" focused sort of decision with respect to design.
Dren and Templar equipment stats, wrong since release.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
172
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Posted - 2014.03.10 04:29:00 -
[28] - Quote
Zeylon Rho wrote:Dehlia Metii wrote:Zeylon Rho wrote:Dehlia Metii wrote:Is the take away supposed to be the total number of slots, or are you especially attached to the specific arrangement you've given them at the various levels? Right, I was throwing out potential slot allocations, but having the races even and the math separating them from the assaults was the key part of the proposals. So, you could remove those 4th equipment slots on the Minmatar/Gallente Logi to give them more slots? You "could". I suppose I was attempting to preserve the pre-existing scheme whereby they had made the Gallente and Minmatar the more "team-player" or "support-focused" logis. Ergo, they carry more gear, and the more "selfish" races or whatever carry slightly less. Something like that? I'm not sure exactly what their thinking was, but it seemed to be along those lines. There's no reason you couldn't equalize the slots, but I would imagine towards 4 instead of 3 would be the more "logistics" focused sort of decision with respect to design.
I had always thought the Gallente could stand to loose the 4th equipment slot at pro to. Emphasize the Minmatar as the 'swiss army knife of logis' and the pre 1.8 gallante bonus meant they could bring in the higher-tier goods easier.
But now, with the bonus changes coming I can't say whether or not that change would be a good idea. Of course, as a Gal Logi I would rather loose an extra high slot than one of my lows (I'll need the scan range amps to help with my active-scanner role as team Scanner-bunny).
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3798
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Posted - 2014.03.10 11:48:00 -
[29] - Quote
Denn Maell wrote:
I had always thought the Gallente could stand to loose the 4th equipment slot at pro to. Emphasize the Minmatar as the 'swiss army knife of logis' and the pre 1.8 gallante bonus meant they could bring in the higher-tier goods easier.
But now, with the bonus changes coming I can't say whether or not that change would be a good idea. Of course, as a Gal Logi I would rather loose an extra high slot than one of my lows (I'll need the scan range amps to help with my active-scanner role as team Scanner-bunny).
The various range/damp/precision amps should only impact your passive scanning, as far as I know. If you're using an actual scanner, I don't think it matter outside of the moments when you're not using it.
Do you think going without the 4th slot is common sentiment for Gallente logis? I figured it was sensible to keep it at "half the races with 4 slots, half with 3" because that represents a kind of balance. If anything, I'd be more likely to take everyone to 4 at PRO, since it's a more logi-esque sort of move. It hadn't occurred to me that any Gallente logis might not want the 4 slots. Considering how frequently the Active scanner became a go-to tool, it seemed like you're always want one more equipment slot.
Dren and Templar equipment stats, wrong since release.
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Meee One
The dyst0pian Corporation Zero-Day
475
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Posted - 2014.03.10 12:47:00 -
[30] - Quote
Was expecting actual balance. Found another "nerf logis" thread started by an assault.
Only users lose drugs.
Time wounds all heels.
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