XxVEXESxX
Molon Labe. General Tso's Alliance
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Posted - 2014.03.28 00:54:00 -
[1] - Quote
With 1.8 released we can all see the blemishes but could infantry be on the right track but just implemented unfairly?
Lets discuss.
Currently light dropsuits have these abilities:
- can tank to have enough EHP as a med assault suit
- more speed even with tank
- more equipment options
- better precision, profile and range
- bonus to cloak.
- certain suits have self armor repair
- all have better recharge, delay and depleted time.
Assault suits have the same configuration, same module use and same ability to fit similar DPS weapons.
What bridges the gap between the suits is an EHP of 100+- and potental EHP of 100+-.
Now do we feel the gap is large enough that this can be considered fair? Lets look at a little history.
CCP used some former hotfixed mechanics:
- Two equipment slot assaults that made logis unneeded
- Natural repairs (similiar to that of the logies) which made them naturally strong
- Over abundant cpu/pg like that of the Cal Logi's days.
So lets use these ideas that are in this build and brainstorm on how it can actually enhance the game. (Cup Half Full)
Now can this open up new possibilities? sure.
But first we need to bridge the gap more between med assault and scout suites and you open an entire new field of scout. A light logistic specialization for covert ops.
We can fix this by one or some of these options:
Reduce number of slots in the high and lows for scouts by 1. They already get one of every warfare module for free with the suit.Iif they chose to go more into EWAR they should have to sacrifice overall EHP and Potental. Harder, better, faster but they should never be stronger (EHP wise).
Remove Second Equipment Covert ops should be a choice not a handout but before everyone OMGZOMGS, read on.
Reduce their CPU/PG. Simple fix to help not removing the second equipment slot so scouts with allotecks and proto wep/sidearm cloaks and everything mentioned above don't make my min logi seem so 1.7.
Reduce damps or increase precision. Allow passives to overlap even into scouts that go full dampening. the EHP effect on the med suit is a harder hit then to a scout that cant be seen except for by one piece of equipment. thus this should allow suits like the min logi to also passive scan these suits by sacrificing half of his suit (aka specializing) just to be effective against them. plus if Ive read the suit description right it goes with their lore?
TLDR: These are just some ideas we can throw around now while we see the situations rising and elaborate on game mechanics that foster new ideas and greater diversity. Giving scouts the ability to have self sustaining suit design while giving High Potential HP can make a suit that's just better all-around without the need for team work. Remove some abilities for the scouts and apply a new class can help to decrease their innate effectiveness and increase team play effectiveness at a deeper level.
Please feel free to add, support, elaborate or subtract ideas. Constructively. CCP Logibro is watching you.
PS. My Ideal infantry gameplay. Fluid, diverse and cooperative.
- Heavy help with Forges against AV: Meds with Swarm/nades. Scout with RE or SoonTM espionage weapon.
- Heavy help Med with firepower. Med help heavy with logistics.
- Med help scouts with overall versatility. Scouts help Med with recon and assassination missions.
- Scouts create disruption to and for Med and Heavy suits while providing their own support threw a specialized classes know as a Spotter (light logi better at XYZ (specialized / Super squishy /good choices are rewarded/ support ninja.).
"Balance is not just risk and reward its the downside to every perk."
Regards,
XxVEXESxX
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