Canari Elphus wrote:I fear that many of the choices that CCP makes are reactionary measures based on the community and dont really sit down to think about the true roles of each suit class and trying to give them a definitive role on the battlefield. I think some of the changes are in the right direction but either not effective enough or too restrictive.
First thing to look at is what is each role supposed to accomplish.
Heavy - point defense. They are tanks who are supposed to take a lot of damage and discourage unorganized frontal assaults. Thus, their bonuses of resistances are probably the best thought out in the game. I think that the HMG is a little bit too good of a killer at times but not horribly so. Its in a good spot right now.
Scouts - flankers. They are glass cannons who are made to help flank the enemy and harass them behind front lines. Their bonuses are fine in terms of profile and precision. The only issue comes with their ability to brick tank and still retain their speed. I think that they should possibly have more of a de-buffer if they choose to brick where plates might have a greater effect on their speed and shields have more of an effect on their profile.
Logis - support. I like the role bonus of reduction to equipment costs. The racial bonuses are way too restrictive however and give little reason to carrying a diverse equipment loadout. It tends to make equipment almost useless if not part of your bonus. I think that all logis should have some sort of base effectiveness for equipment but that certain races get a little more than others. IE - if you are a Min Logi, you get a 100% bonus to Min equipment, a 75% bonus to Gal (allies), and a 50% bonus to Cal and Amarr. This helps so that you have a reason to be one logi versus another but your equipment isnt completely gimped.
Assaults - frontline. An assaults job is pure fighting. They honestly have the worst thought out bonus of all. They are meant to have a decent amount of tank and deal very good damage. They are the grunts of the game. I think that the origional proposal of having an efficacy to damage mods gives them a focused role and reason to choose them over a scout or logi. If they had a 10% bonus for each level, that means that it would give a 50% bonus to complex damage mods, or a 7.5% bonus overall. This makes them more effective as killers without being game-breakingly so. They need something because they are bad with equipment and have issues being too stealthy.