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Summ Dude
Direct Action Resources
264
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Posted - 2014.03.08 08:33:00 -
[1] - Quote
With the new dropsuit stats released for 1.8, people are worrying more than ever that the Assault suit will be heavily overshadowed by other suits. We're all aware of the current problem with Slayer Logis, and while I'm still greatly excited for it, 1.8 doesn't really seem to be solving this problem. It feels like the Assault suit hasn't really had a defined role to fill for a while. So I got to thinking: what should the designated role of Assault suits be?
For a good starting place, let's check the in-game description:
Quote:The Assault dropsuit is a versatile front-line combat suit that combines excellent protection, good mobility and sufficient equipment hard points for mission-specific customizations. Assault dropsuits are intended for standard combat operations or those in which objectives are likely to change at a moment's notice. Its ability to carry anything from small arms and explosives to heavy anti-vehicle munitions and deployable support gear makes it the most adaptable suit on the battlefield. So, as has been said time and time again, it seems the basic idea of the Assault suit is to truly be the "jack of all trades, master of none". So it should be the least niche suit; able to perform many different roles effectively, but not really excelling at any one. But I'd like to take this a step farther, specifically analyzing this line:
Quote:Assault dropsuits are intended for standard combat operations or those in which objectives are likely to change at a moment's notice. This seems to imply that the Assault suit is also good at switching locations quickly, as well as being prepared for many different scenarios. From this, we could extrapolate that Assault suits are meant to be very good at dictating when and where their engagements happen, and always being able to switch to a more advantageous position during engagements. Given all this, I've come up with this as a more solid designated role: The Adaptable Shock Trooper. Able to move swiftly both between locations and their role on the battlefield. The suit with unmatched flexibility, also able to get in quick and hit the enemy hard and fast when need-be.
So, now that we've got an idea, how do we change the current Assault suit to fill this role?
Step 1: Modules- In order to truly be the most flexible and adaptable suit, I believe that the Assault suit needs to have the most module slots of any suit. If this weren't true before, I'd say it definitely is with 1.8 on the rise, and all the other suits finding specific niches to fill. In order to avoid raising the overall power scale of the game, I'd recommend lowering all Logi suits' total slot count by 1, and then raising the Assault suits to have 1 more than Logis overall. Having the most modules available means you can customize your suit for whatever specific scenario you want, or make some hodgepodge in between specific specializations. This reinforces the flexibility aspect of the suit's role.
Step 2: Bonuses- So let's take a quick look at the current 1.8 Assault suit bonuses: Quote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level. The overall idea of these bonuses seems to be allowing the Assault suit to spend more time shooting, and less time having to worry about ammo conservation/heat build-up/reloading/etc. This would seem to fit in nicely with the shock trooper aspect of the suit, allowing you to keep on the move and keep hitting targets from different sides without having to stop to worry about your ammo situation. However, while I feel that the Minmatar and Amarr bonuses achieve this quite feel, I have some discrepancies with the other two.
The Caldari bonus, while in some sense reducing the time spent not firing, doesn't actually really allow more continuous fire though, or allow you to more effectively dictate where your fights are happening. I would prefer either a reduction to the charge-up time of railgun weaponry (Note: this option also requires an increase of the RR charge-up time to at least 0.5 seconds, which I believe needs to happen anyway) or an increase to the effective ranges of railgun weaponry (with a correspondingly less steep falloff, at least to the effective range). Either of these would allow the Caldari Assault to focus less on ammo conservation, as well as better controlling fights.
The Gallente bonus isn't terrible. It should effectively allow you to hit with more of your shots, meaning that you'll have to fire less overall. In some sense, this would mean that more continuous fire within one clip is possible. In addition, the bonus affecting your hip-fire accuracy reinforces the mobile shock trooper role, actively encouraging you to fire from the hip while staying on the move. So, yea like I said, not terrible. Although I'm also not sure it's necessarily the best. If anyone has a better suggestion, please post it below.
Anyways, that's it. Gee...that ended up longer than I expected. So, what's everyone think?
TL;DR: - Assault suits need a more defined role, I like the idea of them being the Adaptable Shock Trooper.
- To encourage their flexibility and adaptability, they need to have the most module slots of any suit.
GÇó Their bonuses also need to reinforce this role, allowing the Assault suit to fire continuously without worrying about ammo conservation.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4942
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Posted - 2014.03.08 08:55:00 -
[2] - Quote
Da.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Joel II X
Dah Gods O Bacon
1524
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Posted - 2014.03.08 09:02:00 -
[3] - Quote
The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche) |
Hagintora
Chatelain Rapid Response Gallente Federation
290
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Posted - 2014.03.08 09:05:00 -
[4] - Quote
I agree with the slot layout idea, it would give Assaults their Slayer role back. Another way to do it would be to switch the High/Low slot layout between Logi's and Assaults. Although I would drop one Low slot for the Caldari; it should be 5 Highs 3 Lows. |
Sgt Kirk
Fatal Absolution General Tso's Alliance
4944
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Posted - 2014.03.08 09:06:00 -
[5] - Quote
Joel II X wrote:The thing about the Gallente Assault is **** Fixed.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Summ Dude
Direct Action Resources
271
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Posted - 2014.03.08 09:09:00 -
[6] - Quote
Joel II X wrote:The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche) That's a very valid point about the bonus only really affecting one weapon. Like I said, I'm not really sure it's the best possible bonus. But unfortunately I have yet to think of a better one.
Of course keep in mind that the Amarr bonus only affects two weapons, as does the Minmatar (and one of those is a sidearm). I think this is more of a problem with limited weapons available.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4946
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Posted - 2014.03.08 09:13:00 -
[7] - Quote
Summ Dude wrote:Of course keep in mind that the Amarr bonus only affects two weapons, as does the Minmatar (and one of those is a sidearm). I think this is more of a problem with limited weapons available. but it Amarr? But they has lazors
I can has plasma buff?
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Spartykins
NECROM0NGERS The CORVOS
47
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Posted - 2014.03.08 09:30:00 -
[8] - Quote
How about the Caldari bonus becomes reduction of spool for rail-based weapons?
Gallente seems like it could work well with the reload bonus, not so much with the AR, but other things such as the PLC/shotgun. Maybe increase range of plasma weapons?
(Insert witty phrase here)
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HYENAKILLER X
Kang Lo Directorate Gallente Federation
657
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Posted - 2014.03.08 11:06:00 -
[9] - Quote
Run gallente assaults like scouts and you'll be happy.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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Joel II X
Dah Gods O Bacon
1530
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Posted - 2014.03.08 16:52:00 -
[10] - Quote
Sgt Kirk wrote:Joel II X wrote:The thing about the Gallente Assault is **** Fixed. I just didn't want to accept it!
Truth hurts! |
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Joel II X
Dah Gods O Bacon
1530
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Posted - 2014.03.08 16:55:00 -
[11] - Quote
Summ Dude wrote:Joel II X wrote:The thing about the Gallente Assault is that it only benefits one weapon: the AR.
How is a shotgun going to benefit? Plasma Cannon? Perhaps Ion Pistol will, too. So only half of their weapons. I'd say we get a RoF increase to match our assault style (it's the Gallente's niche) That's a very valid point about the bonus only really affecting one weapon. Like I said, I'm not really sure it's the best possible bonus. But unfortunately I have yet to think of a better one. Of course keep in mind that the Amarr bonus only affects two weapons, as does the Minmatar (and one of those is a sidearm). I think this is more of a problem with limited weapons available. Yup. The Scrambler Pistol should be more like the Ion Pistol. Have the charge and overheating. And the Ion Pistol can just shoot really rapidly without overheating like the assault Scrambler Pistol, but with more ammo. |
da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
495
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Posted - 2014.03.08 16:58:00 -
[12] - Quote
Minmatar Assault is the most likely to go extinct, more modules would help greatly for the assault suits. +1 like
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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Sam Tektzby
Better Hide R Die
307
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Posted - 2014.03.08 16:59:00 -
[13] - Quote
Suits are not RP, they have bonuses, but roleplay is what you do, check my idea.
Role based bonuses for roleplay
Support - Tactician/Support
Deteis - Orator
BHD since MAG
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BL4CKST4R
WarRavens League of Infamy
1997
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Posted - 2014.03.08 17:20:00 -
[14] - Quote
That's the chromosome description when Assaults had 2 equipment. None of that is true anymore and I doubt it will be true again. The Commando is the new Assault and the Assault is a faster commando.
For the Federation!
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
495
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Posted - 2014.03.08 17:21:00 -
[15] - Quote
BL4CKST4R wrote:That's the chromosome description when Assaults had 2 equipment. None of that is true anymore and I doubt it will be true again. The Commando is the new Assault and the Assault is a faster commando.
But if we have a few more modules......
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
389
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Posted - 2014.03.08 17:45:00 -
[16] - Quote
+1 on the Assaults having more module slots than Logis.
I think they should homogenize the Medium suits, slot wise, and I mean all the slots. Right now Proto Logis have- A:13, C:14, G:14, and M:14 while the Proto Assaults have A:10, C:11, G:11, and M:11 total slots. That averages out to 12 total slots on Proto suits, which I think would be great. The Assaults would have more modules in exchange the Logis have their Equipment slots.
So, in my theoritcal world, which I'm sure someone else has come up with, the Logis would look kinda like this:
Logistics Ak.0
Light Weapon-1 Sidearm-1 Grenade-1 Equipment-3 High Slots-3 Low Slots 3
(Of course, If we make them more Armor centric, lose at least a High-slot for another Low, perhaps change two, giving it 1 High and 5 Lows, this would also differentiate it from the Gallente more than the sidearm)
Logistics Ck.0
Light Weapon-1 Grenade-1 Equipment-3 High Slots-4 Low Slots-3
Logistics Gk.0
Light Weapon-1 Grenade-1 Equipment-4 High Slots-2 Low Slots-4
Logistics Mk.0
Light Weapon-1 Grenade-1 Equipment-4 High Slots-4 Low Slots-2
(I know that's a major change to the Minmatar, if we want to maximize speed, maybe a 3-3 split would work better, again, these are just rough sketches.)
Likewise, the Assaults would look like this:
Assault Ak.0
Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1 High Slots-4 Low Slots-4
(Again, if we make them more Armor focused, instead of balanced, then a 3 High, 5 Low could be fun, though differentiating from Gallente would be difficult, unless we give one of them 2 equipment slots )
Early post, still writing...
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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BL4CKST4R
WarRavens League of Infamy
1997
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Posted - 2014.03.08 17:47:00 -
[17] - Quote
ResistanceGTA wrote:+1 on the Assaults having more module slots than Logis. I think they should homogenize the Medium suits, slot wise, and I mean all the slots. Right now Proto Logis have- A:13, C:14, G:14, and M:14 while the Proto Assaults have A:10, C:11, G:11, and M:11 total slots. That averages out to 12 total slots on Proto suits, which I think would be great. The Assaults would have more modules in exchange the Logis have their Equipment slots. So, in my theoritcal world, which I'm sure someone else has come up with, the Logis would look kinda like this: Logistics Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-3 High Slots-3 Low Slots 3 (Of course, If we make them more Armor centric, lose at least a High-slot for another Low, perhaps change two, giving it 1 High and 5 Lows, this would also differentiate it from the Gallente more than the sidearm) Logistics Ck.0 Light Weapon-1 Grenade-1 Equipment-3 High Slots-4 Low Slots-3 Logistics Gk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-2 Low Slots-4 Logistics Mk.0 Light Weapon-1 Grenade-1 Equipment-4 High Slots-4 Low Slots-2 (I know that's a major change to the Minmatar, if we want to maximize speed, maybe a 3-3 split would work better, again, these are just rough sketches.) Likewise, the Assaults would look like this: Assault Ak.0 Light Weapon-1 Sidearm-1 Grenade-1 Equipment-1 High Slots-4 Low Slots-4 (Again, if we make them more Armor focused, instead of balanced, then a 3 High, 5 Low could be fun, though differentiating from Gallente would be difficult, unless we give one of them 2 equipment slots ) Early post, still writing...
Give us our speed and sidearm back then.
For the Federation!
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Bormir1r
Fatal Absolution General Tso's Alliance
151
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Posted - 2014.03.08 18:03:00 -
[18] - Quote
[/quote] The Caldari bonus, while in some sense reducing the time spent not firing, doesn't actually really allow more continuous fire though, or allow you to more effectively dictate where your fights are happening. I would prefer either a reduction to the charge-up time of railgun weaponry (Note: this option also requires an increase of the RR charge-up time to at least 0.5 seconds, which I believe needs to happen anyway) or an increase to the effective ranges of railgun weaponry (with a correspondingly less steep falloff, at least to the effective range). Either of these would allow the Caldari Assault to focus less on ammo conservation, as well as better controlling fights.
TL;DR: - Assault suits need a more defined role, I like the idea of them being the Adaptable Shock Trooper.
- To encourage their flexibility and adaptability, they need to have the most module slots of any suit.
GÇó Their bonuses also need to reinforce this role, allowing the Assault suit to fire continuously without worrying about ammo conservation. [/quote]
If the Caldari bonus is changed to reduce the rail rifle charge up, making it's charge up time .5 sec, then respectively the Magsec SMG should also have its .3 charge up time to 0.6. However this would render using the RR or Magsec on other suits pretty difficult to use, you would have a better chance knifing someone in the time it it takes to charge up on say a Gallente Assault. The bonus is a good idea, but I don't think it would work, because not only does it make RR and Magsecs hard to use on other suits, but also if CCP were to make the charge up time below .5 for RR and below .6 for Magsec, then the bonus would be too good for the Caldari Assaults.
"One does not simply" look for a scout, it looks for you.
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Zahle Undt
Bullet Cluster Legacy Rising
854
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Posted - 2014.03.08 18:10:00 -
[19] - Quote
Give the assault suits a second grenade slot, a CPU/PG bonus to equip a second type of grenade and leave the rest be. You have less slots because you have the sidearm slot , its what makes them versatile, they are also faster than everything but scouts and have better starting EHP than logi.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
389
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Posted - 2014.03.08 18:23:00 -
[20] - Quote
Zahle Undt wrote:Give the assault suits a second grenade slot, a CPU/PG bonus to equip a second type of grenade and leave the rest be. You have less slots because you have the sidearm slot , its what makes them versatile, they are also faster than everything but scouts and have better starting EHP than logi.
No, that should be a grenadier suit specialization after tiericide happens.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Hagintora
Chatelain Rapid Response Gallente Federation
294
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Posted - 2014.03.08 18:37:00 -
[21] - Quote
Zahle Undt wrote:Give the assault suits a second grenade slot, a CPU/PG bonus to equip a second type of grenade and leave the rest be. You have less slots because you have the sidearm slot , its what makes them versatile, they are also faster than everything but scouts and have better starting EHP than logi.
Sidearms aren't what make a suit versatile. Look at the Logi if you don't believe me. Slot layout creates diversity. Switch the slot layout between the Assault and the Logi, remove the Assaults equipment slot, but give them an extra grenade slot.
Now you have a suit that can take on Infantry and Vehicles (but not as well as a Commando). It can defend points (but not as well as a Sentinel). It can move from objective to objective quickly (but not as well as a Scout). The only thing the Assault Suit isn't, in this model, is self sufficient. They require the reps/resupply/scans from the more utilitarian suits (Logi's and Scouts), to be able to keep pushing at the front lines. |
Heimdallr69
Ancient Ecchi
1794
|
Posted - 2014.03.08 18:38:00 -
[22] - Quote
I like the ideas, the cal assault bonus blows lmao honestly I'd take anything over reloading... I don't miss often so faster reloading doesn't effect me one bit...maybe all assault bonuses should increase their faction weapons rof or DMG.. Hell maybe even range tho the minmatar and amarr bonuses are good.
Removed inappropriate content - CCP Logibro
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
230
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Posted - 2014.03.08 18:41:00 -
[23] - Quote
I do agree that the med suit slot layouts need reworking, but I believe making the H/L even between the assaults and logi is the best for both. On paper it does sound like a good idea to make total slot count the same, but I will go over why this is a bad idea.
The Logi is already slower, has less eHP, and reduced combat efficiency due to lack of a sidearm. With these differences in mind, a slayer logi with the same modules as an assault player would be inferior if both had the same H/L layout.
Now if we take away 1 extra slot from the logi, and it is completely combat ineffective. It would be to slow to run away from a fight, not enough tank to survive the fight, and not enough firepower to win a fight. This would lead the logi to be in worse shape than the pre 1.8 scout ever was.
I think with an even H/L slots count, better base combat stats, as well as a bonus to killing, would define the assault class, as well as make it superior to any slayer logi. This creates balance.
Sage /thread
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Balamob
SVER True Blood General Tso's Alliance
9
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Posted - 2014.03.08 18:44:00 -
[24] - Quote
+1 |
Zahle Undt
Bullet Cluster Legacy Rising
857
|
Posted - 2014.03.08 18:53:00 -
[25] - Quote
Hagintora wrote:Zahle Undt wrote:Give the assault suits a second grenade slot, a CPU/PG bonus to equip a second type of grenade and leave the rest be. You have less slots because you have the sidearm slot , its what makes them versatile, they are also faster than everything but scouts and have better starting EHP than logi.
Sidearms aren't what make a suit versatile. Look at the Logi if you don't believe me. Slot layout creates diversity. Switch the slot layout between the Assault and the Logi, remove the Assaults equipment slot, but give them an extra grenade slot. Now you have a suit that can take on Infantry and Vehicles (but not as well as a Commando). It can defend points (but not as well as a Sentinel). It can move from objective to objective quickly (but not as well as a Scout). The only thing the Assault Suit isn't, in this model, is self sufficient. They require the reps/resupply/scans from the more utilitarian suits (Logi's and Scouts), to be able to keep pushing at the front lines.
It does to some extent, especially with 1.8 changes. For example, the ability to carry a Mag Sec with a ScR gives the assault more flexibility to deal with both shield and armored tanked opponents. How does 1 extra slot make that big a difference in versatility?
Anyway, if I have this right you want to keep current speed advantage, starting HP advantage, take one slot off of the logi, and give it to the assault and call it balance? LOL sorry, but no.
What I cannot fathom about these forums is, if you think the logi is a more versatile suit, and that's what you want in a suit why not skill into logi suits? No one is stopping you. It wouldn't have anything to do with wanting to make one's particular load out choice OP would it.
Assaults already are as described jack of all trades suits. Medium starting HP, medium speed, medium slot numbers, medium everything. They are the do just about everything adequately role of the battlefield and thus I think working as intended. I think it would be cool if they could carry a 2nd grenade type but otherwise think they are just fine. And BTW I am skilled to level 5 in Minmatar assault, one of the tougher assault suits to play.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Hagintora
Chatelain Rapid Response Gallente Federation
295
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Posted - 2014.03.08 18:55:00 -
[26] - Quote
Doshneil Antaro wrote:I do agree that the med suit slot layouts need reworking, but I believe making the H/L even between the assaults and logi is the best for both. On paper it does sound like a good idea to make total slot count the same, but I will go over why this is a bad idea.
The Logi is already slower, has less eHP, and reduced combat efficiency due to lack of a sidearm. With these differences in mind, a slayer logi with the same modules as an assault player would be inferior if both had the same H/L layout.
Now if we take away 1 extra slot from the logi, and it is completely combat ineffective. It would be to slow to run away from a fight, not enough tank to survive the fight, and not enough firepower to win a fight. This would lead the logi to be in worse shape than the pre 1.8 scout ever was.
I think with an even H/L slots count, better base combat stats, as well as a bonus to killing, would define the assault class, as well as make it superior to any slayer logi. This creates balance.
The implication of your post would suggest, then, that Assaults are currently equal to Logi's in versatility, and power. If that were true, we'd see more people using Assaults, and Slayer Logi's would be more of a novelty. |
Zahle Undt
Bullet Cluster Legacy Rising
857
|
Posted - 2014.03.08 18:57:00 -
[27] - Quote
Heimdallr69 wrote:I like the ideas, the cal assault bonus blows lmao honestly I'd take anything over reloading... I don't miss often so faster reloading doesn't effect me one bit...maybe all assault bonuses should increase their faction weapons rof or DMG.. Hell maybe even range tho the minmatar and amarr bonuses are good.
Agreed that the new Cal assault bonus sucks. A reduction to hybrid rail charge up time would have been cool but probably OP. Reduction to shield recharge delay might have been decent. Heck I would have taken the 2% to shield extenders per level over the reload bonus.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Zahle Undt
Bullet Cluster Legacy Rising
857
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Posted - 2014.03.08 18:58:00 -
[28] - Quote
Hagintora wrote:Doshneil Antaro wrote:I do agree that the med suit slot layouts need reworking, but I believe making the H/L even between the assaults and logi is the best for both. On paper it does sound like a good idea to make total slot count the same, but I will go over why this is a bad idea.
The Logi is already slower, has less eHP, and reduced combat efficiency due to lack of a sidearm. With these differences in mind, a slayer logi with the same modules as an assault player would be inferior if both had the same H/L layout.
Now if we take away 1 extra slot from the logi, and it is completely combat ineffective. It would be to slow to run away from a fight, not enough tank to survive the fight, and not enough firepower to win a fight. This would lead the logi to be in worse shape than the pre 1.8 scout ever was.
I think with an even H/L slots count, better base combat stats, as well as a bonus to killing, would define the assault class, as well as make it superior to any slayer logi. This creates balance. The implication of your post would suggest, then, that Assaults are currently equal to Logi's in versatility, and power. If that were true, we'd see more people using Assaults, and Slayer Logi's would be more of a novelty.
They are if you don't completely suck and assault is still found on the battlefield in at least equal numbers to logi suits but their are multiple factors that go into that.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
231
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Posted - 2014.03.08 19:04:00 -
[29] - Quote
Hagintora wrote:The implication of your post would suggest, then, that Assaults are currently equal to Logi's in versatility, and power. If that were true, we'd see more people using Assaults, and Slayer Logi's would be more of a novelty. Read the first line of my post, as you seemed to not have read it. I point out that med suits slots need to be reworked. I also posted why, and how this would create balance. I am a logi and am saying that us logis should lose slots to equal the assaults. This in it self implies that I see the issue of the imbalance as it currently stands and I have proposed a well thought out solution. Pleases make sure you comprehend someones post before commenting on it.
Sage /thread
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Waiyu Ren
seeker of the path
46
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Posted - 2014.03.08 19:07:00 -
[30] - Quote
Nothing new to add, just recombining other peoples posts into a blob of fantasy stats that tickle my fancy:
*Both medium suits have equal hp, speed, and total slot count (weapons/grenades included). *Assault focuses on pure combat roles: More modules, more weapon slots, etc. *Logistics focuses on combat support: Less modules/weapons, more equipment slots.
at basic level:
Gal assault: H 1, L 2, LW, SA, G, E 1. Gal Logistics: H 0, L2, LW, G, E 3.
If i'm not mistaken that's exactly the way it is now, except for the speed/armour being equal, it just doesn't follow through as you ascend the tiers.
Shouting doesn't make your opinion seem more valid, it just makes you seem more annoying.
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