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Thread Statistics | Show CCP posts - 1 post(s) |
shaman oga
Nexus Balusa Horizon
2402
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Posted - 2014.07.10 11:37:00 -
[61] - Quote
CCP Logibro wrote: 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?
Good idea
We will probably never see this....
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Sound vvave
Ghosts of Dawn General Tso's Alliance
2
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Posted - 2014.07.10 11:39:00 -
[62] - Quote
no just no i specifically chose the amar logi because it had the side arm it allows me to kill ppl and help my team and if i happen to run outta ammo killing 2+ people i don't insta die due to running outta bullets i have been wanting an extra or high or low slot but if they take my sidearm to add anything i will chose the sidearm every single time that thing has saved my life countless times pls ccp don't do it u nerf my blaster tank into the ground 8 mill sp ruined pls dont **** up the rest of my sp if they get rid of the sidearm i believe ill just have to stop playing the game i have tried going back to my min log alt but cant play it due to the fact there have been so many times killed one person with my assault combat rifle and died to some militia guy due to the fact i cant switch to my sidearm pls ccp don't do this
edit if u look at the amar logi its actually has one less high and low slot compared to the rest of the logi's which have 8 total slots while amar logi has 7 and has an extra less equip slot so it has 2 less slots so it loses 2 slots to gain the side arm pls just leave it alone |
Jack Boost
Zarena Family
411
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Posted - 2014.07.10 11:40:00 -
[63] - Quote
- I'm against 'flat' everything. Even in eve, every factions have some difference/speciality .. not only ship shape. Ammar seams to be slow,heave.. and armed to the teeth. - At last seccond 'tier' of logi seams to be interesting. Skilling to logis give little sidepath to be more closed to assaults.
Not much time left...
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Beren Hurin
Onslaught Inc RISE of LEGION
2449
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Posted - 2014.07.10 12:30:00 -
[64] - Quote
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?
I'd be in favor of this. I'd propose that the regen/delay for shield would be lower than assaults, and that stamina pool/regen would be the thing that would also be looked at. |
sabre prime
Crux Special Tasks Group Gallente Federation
289
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Posted - 2014.07.10 12:33:00 -
[65] - Quote
There is nothing drastically bad about the Amarr logi losing it's sidearm. Sure it was unique as a logi, but it was biased towards being used as a slayer suit.
As long as they equalise the slots, and make logi progression equipment focused. If we get 3/4/5 equipment slots at std/adv/proto, that would be better. BUT, don't nerf the logi speed. That makes no sense, if anything logistics needs to be the second fastest suit after scouts. Logis need to keep up with their teammates and need more manoeuvrability for their survival.
Desperate attempt to get BPOs
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3686
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Posted - 2014.07.10 12:37:00 -
[66] - Quote
Dj grammer wrote:Cody Sietz wrote:You can't sit here and tell me that his is not a real trade off.
Please, it's balance we are talking about here. You can't get a side arm+a extra slot+extra equipment.
Gotta choose something here guys! You need to read this. This guy spent his time making a guide for Logistics players.I will say that I have spec into every role possible up to advance with proto in Minmatar Logistics. Before asking to nerf logistics how about trying them out first and do it according to the guide that I linked
Exactly. IWS and Rattati, I will give a nice simple explanation for why the Amarr logi's role is suited for a sidearm and others are not. As RedBleach said, great for solo operations. Why is that important?
It's a tacticians suit. (If you click the link in my signature, you will see that I have put some thought into the matter and am not just throwing it up on the fly. )
Let's use the minmatar logi as an example. It has a bonus to rep tools. Useless if nobody is around, great if you are running with the pack. In contrast, the Amarr logis bonus is arguably the opposite. At the very least, it is not appreciably enhanced by others being around.
What's the better place for an uplink? An area where 5 people already are, or somewhere off on the flank to create a rally point or new attacking front? Obviously the latter. Would it be better out in the open or more hidden? Again, the latter.
So in this case, which of the 2 logi suits, if they are fulfilling their primary role (as designated by their bonus) is more likely to find itself on a lone wolf operation (and thus be in greater need of a sidearms to defend itself)?
If you said Amarr, you are correct.
So, based on its bonus there is a perfectly logical non-slayer reason for the sidearm to exist. In addition, none of the elite laser weapon slayer types do their thing in the Amarr logi suit. They use the assault or commando because they actually have a bonus that works!
(The godfather of tactical logistics)
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3087
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Posted - 2014.07.10 12:50:00 -
[67] - Quote
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/Minmatar Active Equipment High Mobility Low combat efficiency High Logistics efficiency
Amarr/Caldari Passive 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. |
HIGH LL
96ANTS
0
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Posted - 2014.07.10 13:22:00 -
[68] - Quote
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?
Why do you want to equalize?
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Dj grammer
Red Star. EoN.
274
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Posted - 2014.07.10 13:29:00 -
[69] - Quote
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?
I'm down with that. This would be cool. Will there be other type-II for the other suits like scouts, assaults (please buff assaults), and etc?
why ccp?
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3689
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Posted - 2014.07.10 13:42:00 -
[70] - Quote
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?
More variety is good, logibro. Dust has been hamstrung by a lack of it for most of its existence.
And again, nobody ever complained about the suit being spammed as a killer bee! I don't recall Nyain San running whole teams of them. When's the last time anyone saw someone like Tiberius, Arkena, or Aisha Ctarl (when he still played) using an Amarr logi as their slayer suit? Never! They use assaults (or commandos), because, unlike everyone else, the Amarr assault was given a bonus that actually facilitates it's role!
(The godfather of tactical logistics)
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Grobda
Carbon 7 Iron Oxide.
2
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Posted - 2014.07.10 13:43:00 -
[71] - Quote
Meh. Spoil the amarr logi, make everything generic. /Sigh. All the problems that COULD be fixed and yet you fiddle with stuff that is fine.
I've played Amarr Caldari and Minmatar logi at pro and Gallente at advanced; having a sidearm is a compromise vs equip/slots, but its one I chose to make. Unmake that choice and I'd want my SP back. |
Derrith Erador
Fatal Absolution
2238
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Posted - 2014.07.10 14:53:00 -
[72] - Quote
First off, I read nothing about an extra module slot. So I see no reason to bring that up. Though personally, the Assault just got it and is now on par with the Gallente assault, so I don't see the reason why we shouldn't get an extra module.
Second, I'll take my sidearm over that extra equipment any day. The one thing I really want to see CCP fix is the uplink glitches. Do that, and I don't care what you do.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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Iron Wolf Saber
Den of Swords
15854
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Posted - 2014.07.10 16:00:00 -
[73] - Quote
Nocturnal Soul wrote:Iron Wolf Saber wrote:Nocturnal Soul wrote:IWS you just fail to see none of us give a flying donkey's ass about an extra slot. Before the dropsuit respec I never even once said "hmm I wish my Amarr logi had more equipment that I won't use" because the three equipment I had keep my team alive and well (rep, nanite, spawn). Im always running out of equipment and ammo. *points to side-arm* love it, praise it, kill with it!
In both weapons.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
429
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Posted - 2014.07.10 16:09:00 -
[74] - Quote
True Adamance wrote:Cody Sietz wrote:You can't sit here and tell me that his is not a real trade off.
Please, it's balance we are talking about here. You can't get a side arm+a extra slot+extra equipment.
Gotta choose something here guys! Why Logistics even have offensive options is beyond me......
because they are the biggest target in a match.... and a true logi, set up to actually do their job isn't that defensible anyway... or do you not PC?
if you do then you know that logis without a heavy to protect them is an easy kill... and an expensive one.
only in pubs are they formidable on their own, but so is every other class played well by the person behind the controller. |
Bethhy
Ancient Exiles. General Tso's Alliance
2155
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Posted - 2014.07.10 16:10:00 -
[75] - Quote
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?
Would love a Combat Logistics suit.
Great idea.
Having a specialized Logi suit or a Combat Logi suit is neat.
Only problem with it... and it's rather big and the reason why Logistics suits had no sidearm to begin with. What makes the Assault special all of a sudden? What about the Assault class even is better then the logi at that point?
Assault's class concept has been so lost with the addition of commandos.
Trying to even find a purpose for them is hard. |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
429
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Posted - 2014.07.10 16:11:00 -
[76] - Quote
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?
did you see zdubs post? in the Charlie thread? about giving cal logi a side arm too, since both amar and cal with their racial bonus make them combat logis? I think its a great idea. |
hfderrtgvcd
Resheph Interstellar Strategy Gallente Federation
50
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Posted - 2014.07.10 16:14:00 -
[77] - Quote
Iron Wolf Saber wrote:THUNDERGROOVE wrote:Iron Wolf Saber wrote: I got a titan for its AOE DD your point?
Not being an EVE player, but I was under the assumption that the AOE DD was changed because it rekt everything? I just don't understand the need to change this. Go back to my first post in this thread again then and I want you to seriously think about introducing every single class in dust 514 with these stupid nuances in weapon arrangement between every race and tell me its fine line of thinking. EQ and Weapon slots while having the weakest weight in terms of balance meta scores you have to understand that unlike normal high and low slots these slots are multipliers in their effect of the overall score.
The point is you have already done this. While I agree that its a stupid mechanic, changing it now would be unfair to the players. If you really want to go through with this, its only fair that you refund any sp spent in amarr logistics. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1677
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Posted - 2014.07.10 16:19:00 -
[78] - Quote
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? This still blurs the line between Logi and assault too much. There's almost no reason to use an assault if a suit like this exists. Personally, I want logistics to be a heavy frame (more like the commando) to limit its offensive effectiveness and reduce the need for numerous high and low slots.
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LAVALLOIS Nash
QcGOLD
255
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Posted - 2014.07.10 16:23:00 -
[79] - Quote
I skilled into Amarr logi cause i wanted the drop uplinks bonus. Since for some reason it is not being applied, I settled on the fact that because of the sidearm, I can atleast defend my uplinks for the 15 seconds it takes for my advanced links to spawn reinforcements.
See the Amarr logi sidearm adds a new dimension to the game. Doing extended logistics instead of close support logistics means that each game is a big hide and seek match.
Unlike most hide and seek matches though, the logi is packing a N7A Magsec. So you have to find the logi....before the logi finds you. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11345
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Posted - 2014.07.10 16:24:00 -
[80] - Quote
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? I would loooove Type-II suits being added back, just make sure their gains make up for their nerfs. I would also love Type-II versions of other specializations.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1265
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Posted - 2014.07.10 17:04:00 -
[81] - Quote
Most of the changes sound great however DO NOT remove the Amarr logi sidearm. That for the longest time was its main 'selling point'. As you have stated, it has caused no issues in terms of balance.
Also like someone else has said previously, running with a scrambler rifle I feel it is imperative that you have a trusty sidearm to switch to before the overheat. Removing the sidearm in my opinion also removes one of Amarrs viable weapons combos. (A scrambler by its self without any sidearm would be too limiting I feel)
MY LIFE FOR AIUR! Protoss
You gonna' give me orders? Terran
"Cat got your tongue? Zerg Queen of Blades.
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Iron Wolf Saber
Den of Swords
15858
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Posted - 2014.07.10 17:13:00 -
[82] - Quote
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?
I say go for it even if it misses charlie's deadline.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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NAV HIV
The Generals Anime Empire.
1877
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Posted - 2014.07.10 17:27:00 -
[83] - Quote
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?
The Old Caldari Assault suit had an A Series and B Series... Its a brilliant Idea. It would be only fair to people who specced into Amar Logi for the Side arms. It would also avoid all the forum drama about Logi Suit Respec and Sidearm Respec. They can then choose to use a sidearm or have an extra equipment slot. |
gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
79
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Posted - 2014.07.10 17:28:00 -
[84] - Quote
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?
how about making all isk logistic suits the same and leave the side arm logi in the loyalty store, like the side arm commando
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
431
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Posted - 2014.07.10 19:01:00 -
[85] - Quote
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.
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hold that
Krusual Covert Operators Minmatar Republic
145
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Posted - 2014.07.10 19:02:00 -
[86] - Quote
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?
Dude! Logi's are near perfect except the Cal Logi. Please read the other thread that Crazy Cat Lady started. 98% of the logi community disagrees with all the suggestions except needle wp fix. The fact that here you mention your worry for the assault is just more proof that the assault class is the only class that should be worked on/fixed. my proposed fix (for starters) is to make the assault class be the only class that can use damage mods on both high and low slots.
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Sgt Kirk
Fatal Absolution
6449
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Posted - 2014.07.10 19:04:00 -
[87] - Quote
You'll have to excuse IWS's logic. As he doesn't even play the game anymore.
see you space cowboy...
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Zindorak
CaUsE-4-CoNcErN
73
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Posted - 2014.07.10 19:24:00 -
[88] - Quote
Sgt Kirk wrote:You'll have to excuse IWS's logic. As he doesn't even play the game anymore. Hahaha
lol |
deezy dabest
Sacred Initiative of Combat Killers
750
|
Posted - 2014.07.10 20:25:00 -
[89] - Quote
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?
I do not see the need for equalizing slot numbers. This is one of the factors that must be considered along with the bonuses and other things when choosing your suit.
The idea of giving all races a logi with a sidearm sounds great and terrible to me. All of the logis but the Amarr have a natural self defense mechanism through the equipment they run. This fact alone makes the sidearm a very balancing factor and you even state that it is not causing any concerns. If the assault suits are given proper bonuses and made attractive then a second tier of logi which has a sidearm will be great, until then it is just more suits for people to run aside from the assault.
I feel like this is only happening as further beta testing for the suit system that has been proposed for Legion and I call shenanigans. Going down this path of cramming legion ideas into Dust without a change to the core system to make it more similar is going to leave us with a lot of crappy things. New Eden is about living with your choices once you have made them. If the consequences of a decision are going to get totally destroyed by you guys fitting in whatever you can from Legion for us to beta test then there will be few people left if/when Legion comes to light.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
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Sasseros
16
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Posted - 2014.07.10 20:30:00 -
[90] - Quote
True Adamance wrote:Cody Sietz wrote:You can't sit here and tell me that his is not a real trade off.
Please, it's balance we are talking about here. You can't get a side arm+a extra slot+extra equipment.
Gotta choose something here guys! Why Logistics even have offensive options is beyond me......
Self defense, i need something when my empty head MLT heavy that thinks hi is god with repp die =P.
On topic, i dont know how a sidearm will chance a match, if him cant kill with his primary is not a sidearm that will chance something. For me they are okay, and I dont see much amarrLogis running in pubs.
Please stay still, my aim suck even with the reppTool =P
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