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Thread Statistics | Show CCP posts - 6 post(s) |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:39:00 -
[1] - Quote
Vrain Matari wrote: I really don't like where Rattati's going with the Assault, but i understand the motivation. Increasing hp is a safe answer, but it's about as uninspired as it gets.
Tbh i feel the same way about the proposals to increase dps & rof, but agree with the sentiment that the assault should be the class that pushes objectives.
Buffing hp and/or dps just leads to more disparity between vets and noobs, and leaves us playing the brick tank/dps game.
So if we don't buff tank and dps what do we do?
My answer is buff by 2-3%/lvl of assault suit operation all the skill/abilities that allow an assault to apply damage: sprint speed, range, dispersion, reload, shield/armor recovery rate & delay, ammo capacity, melee, resupply rate, respawn time. Why? Because these buffs would do very little to help hapless noobs, but would be powerful in the hands of a competent merc. They are a buff for assaults who know how to assault, without inflicting hp inflation or dps inflation on the game.
Defining the assault suit around all those 'soft' skills also allows it to be a strong generalist suit, and as an added bonus we prolly wouldn't see a repeat of fotm fiascoes like the heartbreaking sadness that is the heavy/RR combo.
Imagine facing your mirror image opponent, but with them basically 10 to 15 percent better at everything. How is that fight going to go?
Buffing the soft skills will allow assaults to apply pressure sooner, harder and longer, and also allow them to quickly react and flexibly adapt to changes in the battlespace around them.
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:43:00 -
[2] - Quote
I honestly think this is a great bonus. Perhaps add in the Second Grenade slot as well and remove the bonus to reload as the commando already has it? Everything else appears solid
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
302
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Posted - 2014.07.16 11:55:00 -
[3] - Quote
Any1 have something to add?
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
174
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Posted - 2014.07.16 12:52:00 -
[4] - Quote
I think you could do that stuff with modules. With more base hp you could make a viable suit without stacking loads of hp mods.
Increasing base hp and speed is much more new player friendly than a load of additional suit skill bonuses.
Not saying it wouldn't work, just that it's over complicated and unfriendly to low sp players. Assaults already have bonuses. Best to promote using the systems in place. |
Fizzer94
Fatal Absolution General Tso's Alliance
2923
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Posted - 2014.07.16 12:56:00 -
[5] - Quote
For the last time, there will be no second grenade slot! The game does not support this feature and would require a client update to make it support 2 grenade slots. It's not gonna happen...
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 13:54:00 -
[6] - Quote
501st Headstrong wrote:Vrain Matari wrote: Imagine facing your mirror image opponent, but with them basically 10 to 15 percent better at everything. How is that fight going to go?
So other suits like the sentinels get a 10-15% bonus to one or two base attributes like damage resistance, but Assaults get 10-15% bonus to "everything"? Don't you think this is no only overpowered but also does nothing to define the Assault role other than just buffing their base stats?
Don't get me wrong I think a simple HP increase doesn't really accomplish that either, but there are far more eloquent suggestions on the forums here.
Like my ideas?
Pokey Dravon for CPM1
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
913
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Posted - 2014.07.16 14:03:00 -
[7] - Quote
Varoth Drac wrote: Assaults already have bonuses. Best to promote using the systems in place.
Not trying to dispute but the " systems in place " , are failing and has created this discussion .
Assaults need new and improved bonuses that doesn't negate someone being inventive in their gameplay and style .
Bonuses to " certain " weapons , negate creativity and places borders on what a particular race can do instead of highlighting their strengths and the ability to adapt to their surroundings .
All Caldari don't use RR like all Gal's don't use Plasma Rifles and so on but racial weapons bonuses , put constraints on the imagination and causes others to use a race that they might not care to use , to use a weapon that they can perform better with and causes some to do two and three times the work threw specking into other races .
Thinking outside of the box should be promoted and not excluded .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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MINA Longstrike
1022
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Posted - 2014.07.16 14:18:00 -
[8] - Quote
What you want to do creates an even bigger disparity between new players and vets. All that the medium frames are *really* in need of is hp total / regen rate fixes as that is the largest things wrong with them - a light has 70% of the hp of a medium but a medium only has about 25-33% the hp of a heavy, doing anything other than fixing the hp disparity just doesn't really address the actual issues.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2162
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Posted - 2014.07.16 14:20:00 -
[9] - Quote
Varoth Drac wrote:I think you could do that stuff with modules. With more base hp you could make a viable suit without stacking loads of hp mods.
Increasing base hp and speed is much more new player friendly than a load of additional suit skill bonuses.
Not saying it wouldn't work, just that it's over complicated and unfriendly to low sp players. Assaults already have bonuses. Best to promote using the systems in place. I was thinking that buffing the soft skills was more friendly to new players - the vets get more benefit from hp than newish players do, and we know that one of the results of more base hp is going to be more brick tank, and we've already got 1000+ hp assaults out there.
A newer player who has the basic passive, biotic and weapons skills to lvl 3, say, will get pretty good bang for the buck out of a couple levels in assault suit, whereas taking those bonuses up a level by training the skill to lvl 4 is a serious investment for a new player.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2162
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Posted - 2014.07.16 14:41:00 -
[10] - Quote
Pokey Dravon wrote:501st Headstrong wrote:Vrain Matari wrote: Imagine facing your mirror image opponent, but with them basically 10 to 15 percent better at everything. How is that fight going to go? So other suits like the sentinels get a 10-15% bonus to one or two base attributes like damage resistance, but Assaults get 10-15% bonus to "everything"? Don't you think this is no only overpowered but also does nothing to define the Assault role other than just buffing their base stats? Don't get me wrong I think a simple HP increase doesn't really accomplish that either, but there are far more eloquent suggestions on the forums here. We can tweak the percentage. The thing about these 'soft' skills is that they don't directly buff damage or hp, and the only way to really take advantage of them is through your playstyle.
So a player who is just mindlessly leaping into the fray will derive very little benefit at all. The only players that will be able to really exploit what these soft buffs give them will be peeps who can control the fight so that they can take advantage of their suit's strengths. Any good fpser coming into DUST will be able to exploits the strengths the assault suit offers pretty quickly, without having to invest millions of sp to get there, whereas Vets who can't adapt and are relying on tank and dps will derive proportionately less benefit in a fight from soft buffs.
Will these soft buffs allow an assault to go toe-to-toe with a heavy any better than they can now? No. Will these soft buffs allow an assault to keep a heavy busy longer and be in better shape at the end of the fight? Absolutely.
We've already been through brick tanking, we've already bee through damage inflation and TTL issues.
Lastly, the assault suit needs to be a generalist's suit, so some of it's bonuses have to be generic and apply broadly to all races and many playstyles. These soft buffs do that, and they do it in a hot fixable fashion.
tl:dr Trying to find role buffs for a generalist suit that don't inflate hp and don't inflate dps, both of which benefit vets(good and bad) proportionately more than they benefit new players.
PSN: RationalSpark
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CCP Rattati
C C P C C P Alliance
4337
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Posted - 2014.07.16 15:28:00 -
[11] - Quote
Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 15:33:00 -
[12] - Quote
Vrain Matari wrote: Lastly, the assault suit needs to be a generalist's suit, so some of it's bonuses have to be generic and apply broadly to all races and many playstyles. These soft buffs do that, and they do it in a hot fixable fashion.
I completely disagree. Assault, like Logistics and Sentinels and Scouts, are specialty suits. They're supposed to be focused on a particular facet of gameplay and should have bonuses that push it towards that specific facet. Frame Suits on the other hand ARE generalist suits, so if you applied a bonus like this more towards Frame Suits, Id be a lot more supportive of it. However, Assaults need to have a specific role they're designed around, not some generalist role
Like my ideas?
Pokey Dravon for CPM1
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Leeroy Gannarsein
Legio DXIV
487
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Posted - 2014.07.16 15:34:00 -
[13] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. I don't like that idea. What would an assault do with an extra slot?
All it does is infringe upon other roles. An Assault's one slot is good for specific loadouts; depending on my squad composition I might want a Nanohive, an uplink or an injector; adding a slot would just end up with assault-logis as well as the scout-logis we already have.
I also don't like the idea of further equipment proliferation.
(For the record, had I another equipment it'd have a Wiyrkomi Nanohive and I'd just swap a repper for a plate)
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Adipem Nothi
Nos Nothi
2924
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Posted - 2014.07.16 15:36:00 -
[14] - Quote
Why buff one or two things when you could buff ... everything!
Shoot scout with yes...
- Ripley Riley
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Supacharjed
Xer Cloud Consortium
119
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Posted - 2014.07.16 15:36:00 -
[15] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
I can see this.
It allows for more versatility, which the Assault suit needs. I see the Assault as more of a generalist rather than a defined role.
In another boat, why don't we remove the Damage bonus from the Commando, and toss it on to the Assault
The Commando has Quantity
The Assault has the Quality.
Diehard Commandbro.
Part Time Ninja Turtle
Full Time Badass.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 15:37:00 -
[16] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment.
Like my ideas?
Pokey Dravon for CPM1
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Adipem Nothi
Nos Nothi
2925
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Posted - 2014.07.16 15:39:00 -
[17] - Quote
Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us.
Shoot scout with yes...
- Ripley Riley
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Leeroy Gannarsein
Legio DXIV
488
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Posted - 2014.07.16 15:41:00 -
[18] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us. I have a proto scout, and I don't think I've ever fit a cloak. My favourite loadouts has to be Allotek Nanohives and Gauged Uplinks. Gimps the rest of the fitting, or it would if EWAR mods weren't so light on fitting.
I know a guy who runs a Nanite injector and a Repair Tool.
I think Pokey has a point.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 15:46:00 -
[19] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us.
I understand the reasoning behind it, I dont particularly like it, but I get it (I run scout fairly regularly as well). To be fair the Scout is partially a Support role character, providing a mix of intel as well as asset control and some combat services. So the two equipment is acceptable, even if I still kinda merrrr at it.
My point being that adding equipment for the sake of adding it on an Assault is just going to devalue the Logi further. The Assault is not a support role, it is a purely combat role. And while having one equipment for some personal use is good, giving it additional support capabilities just infringes on other's roles further.
Don't get me wrong, Im all about buffing up the Assault, but the right things need to be buffed, and adding additional support abilities is not the right way to go about doing it.
Like my ideas?
Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 15:49:00 -
[20] - Quote
Leeroy Gannarsein wrote:Adipem Nothi wrote:Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us. I have a proto scout, and I don't think I've ever fit a cloak. My favourite loadouts has to be Allotek Nanohives and Gauged Uplinks. Gimps the rest of the fitting, or it would if EWAR mods weren't so light on fitting. I know a guy who runs a Nanite injector and a Repair Tool. I think Pokey has a point.
And yes you're right, many of the scouts I've spoken with don't even use the cloak anymore after the reduction of the profile dampening it has, which basically allows them to be pocket-logis with 2 equipment slots.
Like my ideas?
Pokey Dravon for CPM1
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Adipem Nothi
Nos Nothi
2925
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Posted - 2014.07.16 15:50:00 -
[21] - Quote
Leeroy Gannarsein wrote:Adipem Nothi wrote:Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us. I have a proto scout, and I don't think I've ever fit a cloak. My favourite loadouts has to be Allotek Nanohives and Gauged Uplinks. Gimps the rest of the fitting, or it would if EWAR mods weren't so light on fitting. I know a guy who runs a Nanite injector and a Repair Tool. I think Pokey has a point.
Lots of people have Scouts now. This wasn't always the case.
We explained to Remnant through IWS that Scouts serve particular battlefield roles. We place uplinks, scan enemy positions, hack/boobytrap sh!t, perform AV functions, etc. Cloak was supposed to be help Scouts perform these roles better, not prevent Scouts from performing any role at all.
Anyhow, traditional scoutly functions lean more toward support than slaying. Assaults should define slaying.
Shoot scout with yes...
- Ripley Riley
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DeathwindRising
ROGUE RELICS
442
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Posted - 2014.07.16 15:51:00 -
[22] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
How will it help us with...
CCP Rattati wrote:Killin' folks
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DeathwindRising
ROGUE RELICS
442
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Posted - 2014.07.16 15:53:00 -
[23] - Quote
Adipem Nothi wrote:Leeroy Gannarsein wrote:Adipem Nothi wrote:Pokey Dravon wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. Absolutly not. I dislike the Scouts having 2 equipment already as I feel it devalues the Logistics quite a lot, as we often see Scouts running around being better Logis than the Logis because of all the advantages being a scout brings, as well as two equipment. Pokey, Scouts generally do more than run around cloaked. We place uplinks, scan enemy positions, serve AV functions, etc. Back when we were broken, cloak was supposed to "fix" us ... not standardize us. I have a proto scout, and I don't think I've ever fit a cloak. My favourite loadouts has to be Allotek Nanohives and Gauged Uplinks. Gimps the rest of the fitting, or it would if EWAR mods weren't so light on fitting. I know a guy who runs a Nanite injector and a Repair Tool. I think Pokey has a point. Lots of people have Scouts now. This wasn't always the case. We explained to Remnant through IWS that Scouts serve particular battlefield roles. We place uplinks, scan enemy positions, booby trap sh!t, perform AV functions, etc. Cloak was supposed to be help Scouts perform these roles better, not prevent Scouts from performing any role at all.
Should built the cloaks into the suits and left them with only one slot. |
Adipem Nothi
Nos Nothi
2925
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Posted - 2014.07.16 15:59:00 -
[24] - Quote
DeathwindRising wrote:
Should built the cloaks into the suits and left them with only one slot.
Bingo. That's exactly what we said at the time. And we were told "no" :-)
Shoot scout with yes...
- Ripley Riley
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2349
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Posted - 2014.07.16 16:07:00 -
[25] - Quote
Adipem Nothi wrote:DeathwindRising wrote:
Should built the cloaks into the suits and left them with only one slot.
Bingo. That's exactly what we said at the time. And we were told "no" :-) Either way, I think we can do better for Assaults ... Maybe a 2nd grenade slo mixed in with the other improvements? If that'd require client-side change, maybe +100% to grenade count?
Well I've been chatting with Logi and Assault folks a like, trying to get Medium suits in general more balanced and useful, this is the current state of the discussion
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Like my ideas?
Pokey Dravon for CPM1
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Kallas Hallytyr
Skullbreakers
642
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Posted - 2014.07.16 16:20:00 -
[26] - Quote
501st Headstrong wrote:My answer is buff by 2-3%/lvl of assault suit operation all the skill/abilities that allow an assault to apply damage: sprint speed, range, dispersion, reload, shield/armor recovery rate & delay, ammo capacity, melee, resupply rate, respawn time.
First off, I really like the idea in general. I think you're right that by buffing a lot of smaller, 'soft' skills the Assault will become more generalist and adaptive.
Now, for the bonuses I think we need to cull your list a little: Sprint speed: yep, sounds good. Means at walking speed Scouts still have an advantage but Assaults can push the envelope when running. Range: no no no, we had this issue in Chromosome (or somewhere early, I forget) where vets would just win all of their fights because of superior range. Now we have effective/optimals, that would be less clear cut, but it would also be dangerous: we'd likely see all kinds of Assaults running Rail Rifles dues to their range extension. Dispersion: seems reasonable enough. Reload: yeah, can get behind that. Less than the Commando bonus but still worthwhile. Shield/Armour recovery: I think this should be separated to being a racial bonus: Minmatar getting improved Shield regen times; Gallente getting rep rate; Caldari getting a minor shield resistance (1%/level to all, or specific types); Amarr getting a minor armour resistance (1%/level to all, or specific types.) All would still get a regenerative bonus but be racially derived. Ammo capacity: if we're talking reserve, I agree. Melee: meh, I think you could add it and it would rarely ever be seen anyway! Resupply rate: interesting, though wouldn't it be more o a Logi bonus, rather than someone gathering ammo faster? Respawn rate: also interesting. Since this is not the bonus alone, I like it. It means that if you clear an area, the first enemies you are likely to see again will be Assaults.
Overall, +1.
Alt of Halla Murr.
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CCP Rattati
C C P C C P Alliance
4343
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Posted - 2014.07.16 16:32:00 -
[27] - Quote
DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks
I can theoretically kill lots with a armor hive and an ammo hive...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
311
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Posted - 2014.07.16 16:50:00 -
[28] - Quote
There was another post I saw where someone said giving Assaults a bonus to damage mods. I thought about it, but I still feel the Commando should be the damage machine. Being slow means they have to run farther to kill things, and to top that changing bonuses changes the reasons people spec into suits.
The reason I rallied this post is because while the Assaults are a defined role, other roles already kill better than them. You will not find a role that can kill better than a heavy, not with the HMG DPS. What you can do however is make the Assault a suit that LOVES to push. Speed helps it keep up with Scouts and use their intel, but don't buff their stamina. A bonus to module effeacy allows Assaults that are hurt to fall back, and then return. Again, not as fast as scouts, but not so frickin slow that they need a Logi to heal, not unless they stack 700 armor.
The respawn bonus as someone said is perfect, I like that fact. You see a point about to fall, you can either risk it can get out your heavy, or spawn Assault to hold off the push while a fellow Squadmate spawns in as a Heavy.
Perhaps Switch the Melee bonus for a bonus to using any sidearm? In other words keeping the current bonus of the Minmatar Assaults added clip capacity. Maximum ammo in the clip for Minmatar.
I don't like the idea of a second equipment Slot. Assaults are meant to get to the front. They are specialized because of what they pick. Drop a link so your fireteam gets there sooner? Ammo because the enemy is entrenched? RES?
The Assault is a suit that should be able to help a Scout if needed, and contain the enemy if not push in. The reason this won't cause a Fit of the Month is because Heavies will still slay them (No damage bonus), they aren't faster than Scouts in terms of Mobility or EWAR unless you Brick Tank your scout and EWAR your Assault, and as Vrain said, These bonuses go with your cores. Everyone says get those first before your Proto suit. The Assault will make such things more apparent if you skill into the modules for it, just as Dampening and Precision aid Scouts, and maxing out your HP upgrades shows on a Heavy.
07
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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DeathwindRising
ROGUE RELICS
444
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Posted - 2014.07.16 16:50:00 -
[29] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak. How will it help us with... CCP Rattati wrote:Killin' folks I can theoretically kill lots with a armor hive and an ammo hive...
I'm a shield tanker. And while extra ammo is nice, having my equipment destroyed is the reason I don't use deployable equipment. So I carry a needle and rep tool? There goes the logi population
Armor tankers get needles, rep tools, and armor hives. What do shield tankers get? That's why I don't use equipment now. |
RKKR
The Southern Legion Final Resolution.
975
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Posted - 2014.07.16 16:54:00 -
[30] - Quote
CCP Rattati wrote:Honest question, what about another equipment slot? Logis still have an advantage due to fitting bonus and cloaky scouts need one for the cloak.
Just make the logi and assault the same suit already, let people decide by slot modules/equipment what they want to do (logi or Slayer) and get rid of those stupid logi-bonuses. |
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