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Thread Statistics | Show CCP posts - 15 post(s) |
Logi Bro
Brutor Vanguard Minmatar Republic
3279
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Posted - 2014.08.30 18:23:00 -
[1] - Quote
As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3280
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Posted - 2014.08.30 20:33:00 -
[2] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
I don't think you understand the concept of hit and run. Your objective isn't to make a kill every time you run into a room, then trollololol your way out 50 WP richer. The fact that you think that is how it works is just proof of how brokenly powerful the projectile damage profile is.
The Minmatar philosophy is not to be tanky, it's to be out the door before they even have to tank in the first place, but if they do take a hit, they want their downtime to be low. An eHP buff is unnecessary, but a regen buff fits them perfectly.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3282
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Posted - 2014.08.30 23:53:00 -
[3] - Quote
Shooter Somewhere wrote:Can someone ban this guy? I played him once and he is pretty terrible I thought taking the name of CCP members was a instaban
I don't remember ever playing against you, but as it just so happens, I had my name before CCP Logibro existed.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3282
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Posted - 2014.08.31 00:01:00 -
[4] - Quote
Gelan Corbaine wrote:Logi Bro wrote:[
I don't think you understand the concept of hit and run. Your objective isn't to make a kill every time you run into a room, then trollololol your way out 50 WP richer. The fact that you think that is how it works is just proof of how brokenly powerful the projectile damage profile is.
The Minmatar philosophy is not to be tanky, it's to be out the door before they even have to tank in the first place, but if they do take a hit, they want their downtime to be low. An eHP buff is unnecessary, but a regen buff fits them perfectly. " I'm still alive.... but so is he on the point in the middle of rep hives and a logi healing back up to full and is now watching the door I just ran through so I can't exactly go back even if I regen up ........what exactly did I accomplish here ?" Make no mistake I am not asking for mins to be full on brawlers .... that has never been our style. All I'm saying that if you really want to bring the CR in line then they should at least be able to take a few hits before having to disengage . It's not about having to run away .... but about being effective before we have to .
Flux grenades are an awesome hit and run weapon, just for the scenario you described. I love tossing one into a room spammed full of hives and uplinks, to watch a huge chain of +5's appear on my screen. My point being that disruption is just as good as destruction.
Thing is, Minmatar are actually pretty tanky already. With maxed cores, the assault has roughly 500 eHP, the sentinel has roughly 900 eHP, the commando has roughly 700 eHP, the scout is too damn fast to hit, and the logi isn't really a combat unit anyways, so you can't really count him. All of them have pretty meh regeneration, though. Not bad by any means, just not good enough as befits someone who is meant to be ready to engage immediately after disengaging.
SP Sinks? Fixed.
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