Eko Sol
Strange Playings
152
|
Posted - 2014.04.10 19:36:00 -
[1] - Quote
So I am going to come out and start off with what I say every time I mention a suggestion since 1.8. We do not need more changes, we need bug fixes. But if that is going on deaf ears then there are some things I would like CCP to consider.
1) Get rid of Commandos completely. They are pointless.
2) Assault Suits should be dual light weapons and have a primary bonus of both a reduction in Light Weapon CPU/PG in addition to having an extra clip for grenades (i.e. 3 grenades and arguably 4 grenades at proto). I think their current layout is effective as far as modules are concerned. About 6 modules between Low and High slots. I think their base HP should be a little lower so modules aren't abused for non assault role modules (i.e. kinkats).
3) Heavies should have the most slots because they will have the most room for modules and as you work down to lighter suits you should have significantly less total slots.
Expanding on number 3.
Scouts, at proto, should only have 4 total slots between low and high. They should have one equipment, one light weapon, and one nade slot. They shouldn't be able to carry all of the stuff a medium and heavy can. It just doesn't make sense. It also doesn't make sense that a scout can EVER tank....EVER. It should never be able to tank, cloak, etc. all at once. EVER. The only way to reduce this is to remove that fact that at proto they can have 6 or more low/high slots. To balance it out a bit better, a slight increase in base speed and maybe a full 1 second reduction in shield recharge delay if the changes I recommended are implemented.
Logi's should have max equipment slots, no grenade, and only one light weapon slot. Maybe 6 total slots (at proto level) between low and high. Their current bonuses are adequate.
Heavies of all sorts (b/c commandos are pointless) should have 8 modules between low and high. They should have half the speed they currently have. No grenade slots. And only able to carry a heavy weapon slot and no side arm.
Again, Assault's should have 2 light weapons, a grenade slot, no equipment, and maybe 6 modules between low/high slots. Again, their primary bonuses should be both a reduction to CPU/PG of weapons AND extra clip for grenades |