Meee One
Amakakeru-Ryu-no-Hirameki
1369
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Posted - 2014.12.07 14:08:00 -
[1] - Quote
Vulpes Dolosus wrote:Basically, follow through with your slot change proposal shown in this spreadsheet, except:
- Remove Amarr Logi sidearm.
- Make equipment slot progression 3/4/4.
- Just throwing this out there, but perhaps a slight increase to logi base hp.
There, logistics should be more balanced and more viable at lower tiers as well as more consistent across races and with the other suits in general. And to the inevitable Amarr-losing-sidearm-QQ posters, if I can live with all the nerfs and crap that's happened and are happening to Cal scouts and ADSs and still get by, you can handle losing your little sidearm (while getting more slots and equipment, which should be better if you actually want to play logi). No to the Amarr logistics sidearm removal.
Amarr logistics' description says specifically 'it can deal out trauma'. Which means it's a battle oriented logistics suit.
Otherwise it would just say durable (which it does,but is a lie).
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meee One
Amakakeru-Ryu-no-Hirameki
1370
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Posted - 2014.12.07 22:01:00 -
[2] - Quote
Kallas Hallytyr wrote:So...I really don't understand why it is imperative for the AmLogi to keep its sidearm: no other Logi has a sidearm but can fit Swarms/PLC/Laser yet I haven't seen heaps of complaints about the other Logis being defenceless. Quite frankly, if you want to run Swarms/PLC/Laser/whatever and have a secondary defence, run an Assault, that's what it's for!
A Logi is supposed to focus on support: equipment primarily, but a Logi with a support weapon (LR, MD, PLC, etc) can do plenty of damage. If you want to be more front line, run an assault rifle (ScR, AR, RR or CR) because they are more versatile. If we're bringing up suit descriptions then the AmLogi having a sidearm infringes heavily upon the Assault role: Assaults are supposed to be the most versatile fighting suit.
With a sidearm and triple th equipment slots, an AmLogi does a better job at being a versatile combat suit but without the gun bonuses - instead it provides a much more rounded role overall.
Frankly, the AmLogi losing the sidearm is not the end of the world. >Assault QQ >OPs scout QQ
Oh,now i get it. Someone was playing in an assault/scout suit,thought they would have an easy logistics kill,but were owned because the logistics had a sidearm.(probably multiple times)
So,that said assault/scout user came to the forums and made a thread to "help logistics",when all logistics users can clearly see it's just aimed at removing the Amarr logistics sidearm.
Assaults have no right to QQ. They have higher speed and 160 extra eHP with 8-9 slots,they need/deserve 0 other buffs. Try doing your job in a 300 eHP total suit with LESS speed (Amarr logistics),then you'll have valid QQ. Any assault QQ is just spoiled brats crying for more at this point.
Scouts have no right to QQ. You get high speed and shield regen in exchange for your low eHP,and you get eWAR which helps you survive even better! Try using a 240-300 eHP suit thats slow and bad at eWAR.(any logistics) Any scout QQ are just players seeing their "i win" button being brought down to reasonable levels.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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