|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
zzZaXxx
Sinq Laison Gendarmes Gallente Federation
278
|
Posted - 2014.03.31 07:10:00 -
[1] - Quote
One of the causes of our frustration is that we're used to being able to do a variety of things and now we're specialized. Each racial logi is going to have a particular play style that will work for them best I think. Here's my attempt at pinning them down:
Minmatar - Go heavy or go home
Min logis need to be repping a heavy literally at all times, unless they're taking a break to res someone and rep them up. Their speed makes them a hard target as they're constantly in motion looking for threats while keeping their repper running. Speed also enables them to GTFO, stay alive, and then hopefully finish guys off from cover and come back to res the gang.
Amarr - Backdoor man
Amarr logi drop uplinks are wicked fast. If an Amarr logi flanks to a soft spot in the enemy's rear (ahem) he can find a nice cozy spot and lay down 4 uplinks....from which literally the whole team can spawn in short order. They can enable the whole team to rapidly blitz the enemy from a soft flank. They should be trying to do this literally all the time. And they can get there on their own because they've got a sidearm and decent stamina (though going with a Cal scout would be better.) All they need is a kincat.
Gallente - Eagle eyes
The Caldari scout can give your squad great vision of what's going on in the 70 meter (diameter) circle surrounding him (hopefully not far off from the 70 meter circle surrounding you) but if you're pretty sure the main body of the enemy is coming at you from flanks A and B, the Gallente logi can show you how they're moving at you from 100 meters in that direction and can keep those two avenues of attack perma-scanned (using two scanners). If you're mainly concerned with a single flank, that logi can give you a perma-scanned 100 meter, 120 degree angle cone of vision of that area, which means you'll be ready for most of what will come at you from there. On the offensive, if you know where your squad wants to strike, the Gal logi can give you that big cone of vision to move through on your way there. When you're in an extended engagement he can keep the enemies lit up.
The Cal scout gives your squad awareness of it's surroundings. The Gallente logi enables your squad to know everything about specific areas/flanks. You have to play on a higher level of squad play, communication, and knowledge of the maps to benefit from this, but squads operating on that level can use the Gallente logi to great effect. A lot of the responsibility for that higher level, especially map knowledge, will fall on the Gal logi, so this is really a thinking mans role. if you know how to do it well, you'll be indispensable. If not, your usefulness may be called into question.
Caldari - Loginator 2
The Cal logi continues to be well suited for slayer logi play. They have the best shield HP, recharge, and delay, and--due to relying less on armor--good mobility. At proto level they can still field a wicked tank, and their specialty enables them to keep their rifle in hand. They're still logis though and can provide vital resupply on the front lines while helping with gun game. And don't forget...their repping hives are insane. If a Cal logi gets set up in a nice defensive position with some rep hives and a heavy or two, that's a very hard nut to crack. |
zzZaXxx
The Phoenix Federation
279
|
Posted - 2014.03.31 17:08:00 -
[2] - Quote
bump
Hey don't leave me hangin y'all. Do these seem like accurate pictures of how these logis can be successfully utilized? Ok, I admit I'm not sure about Gallente logi. Cal scout seems to be a better answer for vision in every way since scanners have been ++ber-nerfed. But I hit the mark with the other ones right?
EDIT: and scanners will likely be buffed a bit. The snapshot is overkill. |
zzZaXxx
The Phoenix Federation
280
|
Posted - 2014.03.31 17:51:00 -
[3] - Quote
I'm on board with y'all. Min logi needs a rep tool and injector and the other two are situational. Gal logi should have two scanners and then whatever is needed.
For Amarr, their uplinks are so ridiculously good and the need for fresh placement so great generally that it seems natural for them to carry two unless they've already spammed and feel set with that for the time being.
Caldari of course should have at least one ammo hive but their rep hives are so good it's hard to imagine anything being a better choice.
And both of the latter two still have one equipment slot free. |
zzZaXxx
The Phoenix Federation
284
|
Posted - 2014.04.01 02:16:00 -
[4] - Quote
Bump |
zzZaXxx
The Phoenix Federation
284
|
Posted - 2014.04.01 02:24:00 -
[5] - Quote
I agree scanners are broken. |
zzZaXxx
The Phoenix Federation
284
|
Posted - 2014.04.01 05:01:00 -
[6] - Quote
SirManBoy wrote:I just wish this new system allowed deployed uplinks and nanohives to retain their bonuses after suit changes at the supply depot. I'd be more than happy to accept the burdens of specialization if we just got that one concession. Say it ain't so!!!! |
zzZaXxx
The Phoenix Federation
284
|
Posted - 2014.04.01 05:14:00 -
[7] - Quote
Henry FitzEmpress wrote:zzZaXxx wrote: Minmatar - Go heavy or go home
Min logis need to be repping a heavy literally at all times, unless they're taking a break to res someone and rep them up. Their speed makes them a hard target as they're constantly in motion looking for threats while keeping their repper running. Speed also enables them to GTFO, stay alive, and then hopefully finish guys off from cover and come back to res the gang.
IMO, you're selling the Minmatar Logi short if you believe its core function is to "...be repping a heavy literally at all times..." If anything, after 1.8 the hallmark of the Minmatar logi continues to be versatility. A balanced H/L slot layout, 3 starting equipment w/4 at proto, the quickest walking and running Logi, 2nd most stamina with the quickest stamina regeneration (seriously, it's insane),the highest logi hacking bonus, and the quick shield regeneration the Minnie suit has great baseline stats even before considering the repair tool bonus. You can construct speed hacking suits, AV suits, sneaky suits, decent slayer suits, speedy uplink droppers and yes, chubby chasers (i'm sure I'm missing many suit variations.) Minnie Logi may not be able to do any specific role as good as another suit (besides repping) but I don't think any other suit can perform the totality of all these roles as well as the Minnie can. You can even look at the Minnie as being the logi suit least suited for running in lockstep with a Heavy due to the fact that all that speed and stamina and hacking are being wasted following a fattie. It's certainly an interesting gameplay mechanic decision that CCP has made. Giving the fleetest logi suit a bonus to the piece of equipment that necessarily ties it to a slower moving squad. Oh I'm with you. I love running around cloaked with hacking mods, and uplinks are always part of my fit, but if you want to win in PC you'll keep your dogs on the leash. |
|
|
|