Lot of dumb in this thread. I'm here to remedy that.
The issue with the Gallente is that there isn't anything they can do that someone else can't do better, with the exception of the Gallente Scout in terms of EWAR.
Gallente Assault and Gallente Logistics legitimately have no role.
- Gallente Logi has a bonus to active scanners which now work on a team basis but they don't get WP for it and the niche scanner (Focused) used to hunt down Scouts is incredibly difficult to use and won't even work on all Scouts. Scanners are also on par with some passive scans now. Thereby, it's role bonus is somewhat wasted as it's overall use as a Logi isn't as powerful as that of other Logis which give much more WP as a circumstance.
- Gallente Assault is asking for too many things for it's role to be useful. It needs high enough HP to survive the initial encounter, high enough regen to survive the outcome of said encounter, fast enough speed to get within range of it's intended weaponry, etc. Cross this with the fact that it's only viable high slot options are Damage Mods or EWAR (unless you're brick tanking) and it doesn't help the Assault get within range of it's weaponry.
To put it simply, there's nothing that the Gal Assault can do that someone else can't do better:
> Speed: Minmatar Assault / Any Scout
> EHP: Sentinels / Amarr Assault
> Regen: Any shield user
> DPS: Sentinels / Commandos / some Scouts
> Range: Anything other Assault
> Stamina: Any Minmatar/ Scout
The Gal Assault's role bonus is centralized around reduced fitting costs, which isn't as pertinent as it doesn't have the slots necessary to make use of that bonus. Utility modules are designed to be in the low slots almost by default, which just so happens to be used up by both HP, Regen, and Speed modules.
Then you have the DPS and TTK ratios of the weaponry intended, which I've marked (in seconds) against a 1000 EHP target:
http://i.imgur.com/5hBCck7.pngAs you can see, the variation between the weapons is minute at best. To put it simply, having an additional Gëñ30m isn't as prominent as shaving off 0.24s of time off your total TTK if your EHP isn't high enough to survive contending weaponry within those ranges where your own weaponry will not be as viable, or high-alpha weaponry that is better within your own ranges.
This isn't even mentioning the fact that the Gallente Assault's weaponry bonus applies to dispersion, which is both subject to the user's preference and the fact we already have a skill for the only weapon it works on (Assault Rifle Sharpshooter). This bonus is worthless on Plasma Cannons and Shotguns and the Ion Pistol is pretty kittened off in it's own right.
There are a -LOT- of problems with the Gallente Assault and there is no easy fix for making it "the king of CQC" when it's role is designed around mediocrity in several fields but not being the best at anything.
Sequal's Back wrote:AR isn't a finisher, but it does a great job taking out anybody's shield in CQC, and when you use a SMG/flaylock as a sidearm, it ROCKS!
Again, you would be better off using the Minmatar Assault in that case because you'd still have the weapon fitting reduction but you'd also have an increase in ammunition toward your SMG as well as faster speeds, better regen, better slot layouts, etc.