CCP Logibro wrote:Alright, so to actually give proper context. This is solely about equalizing the slot numbers and equipment ability for all the logistics. The sidearm slot for Amarr logistics isn't causing any specific concerns
However, I am actually open to the possibility of adding a second logistics variant (using the same skills, think the old Type-II) for all races that has an equipment slot traded for a sidearm, plus possibly a few base stat nerfs (not sure what yet, I'm just a little worried that these new logistics would crowd out actual assault suits).
However, that's a fair bit of extra work. Thoughts?
You guys need to stop and ask yourselves what the role of the Caldari and Amarr logistics is on the field. They both drop passive equipment, and once that is done (literally takes about 1-2s to drop an uplink or nanohive) what is supposed to be their purpose on the battlefield?
If you think all logis should then pull out their rep tool and start repairing, then why would anyone run anything but Minmatar Logi? Simply for aesthetics? If a logi suit is supposed to spend the majority of their time repping, then there is almost no reason for any other logi suit to exist than the min logi, because it is
specifically bonused for that.
The Minmatar and Gallente logi suits are centered around
active equipment, that is, equipment you spend most of your time using. The Caldari and Amarr logi suits are centered around
passive equipment, which leaves them free to pursue other non logistics tasks like slaying. This also makes sense as both of these passive equipment are meant to be more around the frontline, the Caldari and Amarr Logi need their combat efficacy to protect their passive equipment.
You need to think about each suits role on the field and how to better reinforce that idea.
Gallente/MinmatarActive Equipment
High Mobility
Low combat efficiency
High Logistics efficiency
Amarr/CaldariPassive equipment
Low mobility
Moderate combat efficiency
Low logistics efficiency
If you remove the sidearm on Amarr logi and give them a 4th equip slot, they just become a poor copy of the Min/Gal suits. They still have low logistics efficacy because their bonuses are not designed for logistics efficiency.
If you serious about type-II versions. Then you need to completely rethink the bonuses so that the high logistics efficiency variant has a bonus to active equipment and the combat efficiency variant has a bonus to passive equipment to better reinforce the role of each suit.
You would essentially need to make a set of medic suits centered entirely around the nanite injector and rep tool. While the combat version would be around passive equipment like hives and links. Every suit would have close to the same bonus, and the flavor would come from the slot layout. You could give the combat logi a L/S and the medic an S or S/S setup and boost the speed and hp of the medic up substantially to reinforce the role that they should be running around repping and reviving.
If you move forward with this as it is though, you will essentially render the non-Minmatar logi suits obsolete.