Cross Atu wrote:Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers,
Cross
Logistics Mk.0
Injectors:
WP as incentive is nice,but if a MLT frame can walk up and tap O to negate your Pro needle then the problem still remains.
Doesn't really help shield tankers.
-Need a needle priority system that uses the HIGHEST level needle when reviving.
-Possibly reduce the amount of armor refilled and give a comperable amount of shields instead.
Rep tool:
Neon "kill me" sign.
Can't outrep a MLT weapon with a Pro rep tool.
Places logistics firmly on the frontlines of combat with its insanely short reach.
Provides 0 incentive other than WP farming.
Allies don't know they're being repaired.
Doesn't really help shield tankers.
-Remove the rep tool line to aid in logistics survival,leave the lock on boxes.
-Give damage resistance while using (something like 65% to all damage)
-Increase range by dramatic amounts for the logistics class.
-Return the rep tool glow,but have it work like hit detection so an ally can see which side they are being repaired from
-Negate shield recharge delays while used on allies,or recharge 25% of shields per hp/s restored. (eg sixkin 88 hp/s so 25% of 88) possibly reduce armor repair rate to compensate. Presto a rep tool that helps shield and armor.
Hives - Any-
Too easily destroyed by any stray explosions.
Low carrying capacity.
Low refilling amounts. (nanites)
Annoying when a MLT frame stands on top throwing grenades at no one to use them faster.
-Explosive resistance increase so it actually takes effort to destroy them.
-+1 carried per level logistics bonus
-Increased nanites -or- burst variants that refill faster but have lower nanites (think compact nanohives).
-Disable grenades being refilled
Scanners:
Dat cooldown.
-Nuff' said
Uplinks:
Actually alright
R.E.s:
The description says volitile chemicals yet i see scouts throw them from hights taller than their own suit,and sling them as if they are throwing frisbees.
Are considered equipment yet can be refilled at nanohives.
-Have them explode killing only the thrower if dropped from too high a height or slung with too much momentum
-Disable refilling from hives
Logistics suits:
30 more eHP than a scout
Slower than heavier tanked mediums
Bigger hitbox despite having less eHP
Doesn't have the best regen despite having less eHP
Doesn't have the best eHP despite its speed.
When run as a support unit it costs easily 2x as much with 1/2 the survival
Since logistics has more in common with scouts (ewar,equipment) logistics should be made to mimic them.
-Keep the low eHP but in exchange give speed/stamina,regen amount and speed,and a smaller hitbox.
This way it establishes a theme,support is fast and evasive,while killing is strong and durable.
-Cut equipment costs by 50% minimal
Based on personal experience,i would prefer to be harder to hit with better regen than have higher eHP.
eHP just makes it too tempting to fight instead of support.