Seymour KrelbornX wrote:Iron Wolf Saber wrote:I am having a hard time understanding the logic behind the needs to have a side arm.
Its along the same grounds as taking away minmatar grenade slots. Subbing Gallmando's second light weapon for a side arm. And giving Min logi two side arms instead of 1 light, or Cal scout 1 eq.
If we had to introduce the class (under the context it never existed before) in charlie and not since the start we'd be mocking the mere stupidity of giving one class a side arm over its fellows.
ever play as an amar logi? or a logi at all?
we are the most vulnerable merc on the field as it is, unless we set our suits up to slay....
with how slow amar already is and having one less slot than other variants that side arm provides a versatility in play style and a needed advantage in staying alive.
play one for a week in PC, or at least in pubs with stacked teams and maybe you will understand better.
Yes, I do play; feels like a slow useless scout suit most of the time when trying to play into its strength with inclinations to be using equipment that is more slanted for repair and restore as opposed to be used for offensive equipment usage.
The strongest and best scoring use I ever felt the amarr logi was in front line support; as in repper tool and nano hives and injectors with scrambler laser rifle with sidearm unfitted to get the best gear I can shove onto it; where its tough enough to survive most glancing attempts to kill me as I keep others alive in the field of fire out of cover. At lvl 3 between the amarr assault and logi and scrambler I feel just as strong as each other offensively with the use of grenades and the main weapons; without specialization into lvl 5s the gulf in the scp's heat management is barely notable especially in the hands of people who operate the rifle in proper cadence and a management. Majority of my deaths have always been mid mag and mid heat cycles; rarely reloading; rarely empty and more commonly full mags. The only real downside is how quickly the nano hives pop when doing the front line support and that extra equipment slot would be so much more useful in this endeavour as I am always running out of equipment on many of the configurations. I cannot play into the suits strengths and its far too easy to play into its weaknesses making the suit far worse than it really is.
In terms who's the better uplinker? It would be the Gallente scout; gets there faster and quicker and away without being detected and doesn't have to dedicatedly defend the spot. Far too often if I try to play the amarr logi he get caught far too often; or someone bashes the uplinks, or just as bad nobody on my effing team uses it when its prudent too.
I can see why some of the guys thinks its an assault type II suit.
and if you want to call me a scrub; by all means; but this is how I feel what this suit teaches to do with it; which is basically screw the bonus and play into its natural stats strengths instead. The uplink bonus feel worth it at lvl 1, lvl 2, or lvl 3.
If you want to talk unique' the amarr logi offers little uniqueness in comparison to the amarr assault or amarr scout or commando.