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Thread Statistics | Show CCP posts - 37 post(s) |
I-Shayz-I
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4128
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Posted - 2014.07.16 23:07:00 -
[1] - Quote
Values look good Only thing I'm concerned about is the Caldari Heavy without a low slot...but other than that it's fine.
If there was one change I want before anything else it would be to switch the Min and Cal assault slots around. Minmatar needs 4/3 and Cal needs 5/2. Then take off some pg from the Minmatar assault and convert it into cpu for the Caldari.
boom, done.
Okay I lied... The other change that needs to happen as soon as possible is giving the Gallente Logi the two extra slots at standard.
and then reducing the Cal Logi to 5/3 and giving it that 4th equipment (and some more cpu) Everything else proposed can wait for a bit until these changes are tested and work properly. Then we can consider changing the rest.
NOW we're done.
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I-Shayz-I
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4129
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Posted - 2014.07.17 01:10:00 -
[2] - Quote
The problem lies in the misunderstanding that while Amarr usually have the most low slots, in Dust this has never been the case.
Gallente is always the most low slots Amarr is always even number of slots with a preference towards lows
Gal Assault should be 2/5 and Keep the Amarr one at 3/4
Cat Merc, is this a bad idea? While yes there will still be those that choose to armor tank the Gallente Assault, I feel that it will work better to allow players that want to armor repair tank, but don't want to use a Gal Logi to do so.
Either that, or we go with the crazy idea of giving the Gallente a big bonus to armor repairers and change up the rest of the assaults to focus on survivability and regen rather than their weapons.
Rattati, we already have the Gallente scout with 2/4 and the Gallente heavy with 1/4 and the Gallente logi with 3/5...having the Gallente assault at 3/4 doesn't fit with that and has encouraged dual tanking the Gal assault. Amarr Logi is currently 3/4, Amarr sentinel is 2/3...Amarr Assault should stay 3/4 to make it fit. __________________________________________________
Everyone needs to agree with how we want each racial style to be like
That should be figured out FIRST before we start proposing changes...okay?
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I-Shayz-I
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4131
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Posted - 2014.07.17 02:40:00 -
[3] - Quote
Wait a second, let's not give any suit free modules as base stats
Oh wait, we already do that for scouts when it comes to ewar so that they don't need to run ewar mods? Okay then, buff away.
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I-Shayz-I
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4268
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Posted - 2014.07.23 15:49:00 -
[4] - Quote
These numbers are a LOT better.
However I don't like seeing the Caldari std sentinel getting 3 highs with no lows, and the Amarr getting 3 lows with no highs.
I understand you want to follow a "pattern", but it just encourages players to only run the standard fit because going to advanced doesn't do much for them.
In other words, the step from std to advanced to be a huge improvement towards the main fitting of the suit. For Caldari you'd want another high slot, for Amarr you'd want another low slots.
Getting a high slot from std to advanced for Amarr does hardly anything for them. A single damage mod, shield extender, or even a shield recharger wouldn't do much.
However, advancing from a 1/2 to a 1/3 actually gives you something to work with. ______________________________________________________________________________________
The Caldari is more important, because you get your 3 high slots from standard level, and each step up gives you a not as useful low slot.
The std level makes sense to be 2/1. Advanced is fine at 3/1, and then proto at 3/2 gives the sentinel a huge buff. 1 slot does hardly anything for you, but two lows becomes amazing. ____________________________________________________________________________________
Finally, will the buff to Caldari Assault make it have more cpu than the Caldari Logistics? All of the assault capacity levels seem to be bordering Logistics....not sure how everyone feels about that.
I know this thread isn't about logistics, but seems kinda off, could be wrong though.
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