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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
113
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Posted - 2015.07.09 14:08:00 -
[1] - Quote
I already posted something like this in the bugs/feedback section but thought I'd throw myself under the proverbial bus of the wider community.
Starter Fits are a long gone feature of the game for many people now but there are still some of us who need them and it's nice to be able to claim some of the other races to try now.
and had a couple of questions.. I'm not sure if some of these things are bugs or working as intended but I was looking through the starter suits
As a relative noob who has never really run anything else I'm only really familiar with the Gallente ones but what I have noticed is after the last update I think the standard fit was
1x Militia Shield Extender 1x Militia Plate 2x Militia Armour Repairers
Except the Medic which was
1x Militia Shield Extender 1x Militia Plate 1x Militia Armour Repairer
All of the Gallente Starter fits now have the Medic's fitting. Is this correct? Have they all deliberately lost the second Armour Repairer.
I think its consistent across all the factions Starter Loadouts as they all seem to have the same number of modules now but I'm not sure if this means Gallente bought in line or if everybody has lost one of something.
Also, again not sure if working as intended or not but I think the Amarr fits have an extra slot over all the other races. Their Starter fits, the Recon and the Frontline that I have claimed, have 7 slots whereas Gal, Cal and Min have 6
off the top of my head I think the Gal were 2/4 Cal 4/2 Am 3/4 and the Min is also odd at 5/1
The ability to play around with the starter suits now is actually quite nice. For example I can now strap the Kirin Dmg mod to my frontline if I wanted to (Is this definitely working properly by the way? I've seen so many conflicting reports as to whether it's just a display glitch or not) but it seems a shame to have weakened them with the loss of a module if that was intended. It should help to encourage maximising fitting skills earlier on in order to be able to maximise these freebies.
I haven't been online since patch day so don't know if any of these things have been updated since and I know that there are more important things to look at the moment (if indeed fixes are required).
Is this what other people are seeing? Should the Militia Starter fits be the same as the other suits or should they give something up other than PG/CPU?
See you in the redline...... |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
115
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Posted - 2015.07.09 17:14:00 -
[2] - Quote
They're definitely better, and I'd like to see some fully skill optimised ISK comfortable players see what they can do with them around the new fitting stats.
I'm just not sure those stats and fittings are right at the moment, and if they've deliberately taken a module off of the suits then they are, as standard, less survivable than they were before.... which seems slightly counter-intuitive for NPE.
I know really the feeling is get out of them as soon as you can but still..... |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
115
|
Posted - 2015.07.09 21:33:00 -
[3] - Quote
This is it they are clearly quite viable now just with good skills (and the militia assault scrambler rife *cough cough*) but at the moment the Amarr has a clear advantage with the extra slot (and militia assault scrambler rife *cough*). I just want to make sure that people are aware there are things that are less sexy than the officer gear that need looking at. The Gallente Medic has been down a militia armour repair for at least a couple of updates now for example and interested to see how people work with the 5/1 Min layout.
By the looks of things they are suffering from the same manual override issues as some of the other alternative fittings. |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
115
|
Posted - 2015.07.10 11:20:00 -
[4] - Quote
shameless bump of a thread most people aren't interested in....... |
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