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Sentient Archon
Red Star.
690
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Posted - 2012.10.09 15:09:00 -
[1] - Quote
Lets face it, the assault class is the class that most people are using right now. It is well balanced all round and honestly I like it a lot.
However the other classes are not well balanced! I run a heavy too and i balling the forge guns and HMGs but I dont see any added advantage in running it except for CQC situations and blowing up vehicles.
The logistics class is useless. There is nothing a 4 man squad can do running just assault suits than a logistics cant do. And their health is more and they have backup weapons.
The scout class is another useless class that is not well balanced. I see a few clowns running around with shotguns and let me tell you that you will never win with a dude who knows what he is doing with an HMG in CQC situations.
The other classes not need some added advantages or balances. Some examples are;-
Heavy: Extra Armor, More armor slots for the lower level drop suits, armor hardners for drop suits, more diversity in heavy weapons Logistics: Increase the hacking bonuses to 20 or 30 percent, add an addtional slot for a sidearms, Logistics only equipment, hacking enemy droplinks or nanohives, more access to better repair tools Scout: Reduced signatures, cloaking, increased speed, better line of sight
Just my 0.02
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Jariel Manton
SVER True Blood Unclaimed.
210
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Posted - 2012.10.09 15:14:00 -
[2] - Quote
Sentient Archon wrote:Lets face it, the assault class is the class that most people are using right now. It is well balanced all round and honestly I like it a lot.
However the other classes are not well balanced! I run a heavy too and i balling the forge guns and HMGs but I dont see any added advantage in running it except for CQC situations and blowing up vehicles.
The logistics class is useless. There is nothing a 4 man squad can do running just assault suits than a logistics cant do. And their health is more and they have backup weapons.
The scout class is another useless class that is not well balanced. I see a few clowns running around with shotguns and let me tell you that you will never win with a dude who knows what he is doing with an HMG in CQC situations.
The other classes not need some added advantages or balances. Some examples are;-
Heavy: Extra Armor, More armor slots for the lower level drop suits, armor hardners for drop suits, more diversity in heavy weapons Logistics: Increase the hacking bonuses to 20 or 30 percent, add an addtional slot for a sidearms, Logistics only equipment, hacking enemy droplinks or nanohives, more access to better repair tools Scout: Reduced signatures, cloaking, increased speed, better line of sight
Just my 0.02
Favorite part of this is logi only equipment, I dont think logi's need a second weapon, they should be ducked behind an assault wall reviving and resupplying not a glorified assault suit.
As a whole though, good post. +1
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Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.10.09 15:42:00 -
[3] - Quote
I agree on the heavy, they use to have 800 armour hp.
The 2nd weapon on a logi would step on assault two much. More equipment items would be good, if there are more even if a assault could carry them there won't be enough slots in squad. The hacking bonus maybe, there is a specialty suit coming.
The scout needs something, the whole list maybe a little much, maybe a way to choose stealth or speed with modules or suit variants? Cloaking was said to be available to all suit/vehicles but scout should be better at it. What did you mean better los? |
dent 308
Subdreddit Test Alliance Please Ignore
967
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Posted - 2012.10.09 15:48:00 -
[4] - Quote
Logi is an excellent suit. The logi role works very well. Players who know what they are doing as logi are a serious asset to their teams. I love to see plenty of logi in my squads.
Heavies need support, currently they are vulnerable alone, but if supported by assault and logi the heavy can be a firepower asset, just don't leave him behind when the fight shifts.
Assault is great, perhaps too great, but the assault role is easily understood and done well by most FPS players.
Scouts are less a frontline fighting unit, and more a recon / support unit and its unfair to compare them to frontline fighting units. Intel and ewar will be more and more the scouts domain as the new modules come online.
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Kleanur Guy
SyNergy Gaming
154
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Posted - 2012.10.09 15:52:00 -
[5] - Quote
This is true, tbh each suit sacrifices something important except for the assault. Logists: sidearm, Heavy: Speed, equipment, Scout: Health and lots of it. Assault just seems too well rounded. |
DUST Fiend
Immobile Infantry
1903
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Posted - 2012.10.09 15:54:00 -
[6] - Quote
Sentient Archon wrote: The scout class is another useless class that is not well balanced. I see a few clowns running around with shotguns and let me tell you that you will never win with a dude who knows what he is doing with an HMG in CQC situations.
False. I know from experience.
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Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.10.09 15:54:00 -
[7] - Quote
Kleanur Guy wrote:This is true, tbh each suit sacrifices something important except for the assault. Logists: sidearm, Heavy: Speed, equipment, Scout: Health and lots of it. Assault just seems too well rounded. I wouldn't say to well rounded, more the other suits need a boost in their specialization. |
Chankk Saotome
CrimeWave Syndicate
170
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Posted - 2012.10.09 16:29:00 -
[8] - Quote
dent 308 wrote:Logi is an excellent suit. The logi role works very well. Players who know what they are doing as logi are a serious asset to their teams. I love to see plenty of logi in my squads.
Heavies need support, currently they are vulnerable alone, but if supported by assault and logi the heavy can be a firepower asset, just don't leave him behind when the fight shifts.
Assault is great, perhaps too great, but the assault role is easily understood and done well by most FPS players.
Scouts are less a frontline fighting unit, and more a recon / support unit and its unfair to compare them to frontline fighting units. Intel and ewar will be more and more the scouts domain as the new modules come online.
Someone who understands the class design.
I run in with teams that usually only have 1 assault, 2 logis (this is my field of expertise), and an open (usually for heavy or other assault). While I agree that currently scouts are kind of worthless when you can do the same with an assault suit the others definitely have their place and work well if you know how to play them and your squad members know how to use you.
Heavy back's up the assault who is front-line and logis hang around the heavy to support everyone and revive/repair any of the two who fall.
Sure 4 assaults can do what 1 logi can do, but that's the point, it takes 4 of them when you could have ONE guy, and good luck when your one nanoinjector assault goes down, or dropuplink guy. We're far from worthless as you make us out. Assault equipment should be an emergency backup for if your logi goes down rather than being dependent on each assault unless you plan on being glued at the hips to one another.
Heavies can be taken out by 2-3 guys but if he's supporting a flanking assault while a logi watches his behind he's a beast on the field.
Just because you don't know how the classes work or how to use them yourself doesn't mean you should be knocking them or writing them off. |
Sentient Archon
Red Star.
690
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Posted - 2012.10.09 16:42:00 -
[9] - Quote
If you have 4 Assaults in a squad, 2 with nanite injecters, 1 with a repair tool and 1 with a nano hive, you can beat any squad of any combination. All of them have the ARs for mid range combat and a smg for the the CQCs.
For all you Logi lovers;- if you have 4 logis going against 4 assaults with the exact same skill tree and skills, you will be beaten just by the the hit points an assault has against you! Its simple math.
For all combinations not having an assault class in them;- all the assaults have to do is stay back and fire from far away. The only exception would be heavies in CQC and that can be easily countered with the speed bonus assaults have over heavies.
Bottom line is ALL other classes need some kind of added bonus that would help them in battle! |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.10.09 16:44:00 -
[10] - Quote
Sleepy Zan wrote:Kleanur Guy wrote:This is true, tbh each suit sacrifices something important except for the assault. Logists: sidearm, Heavy: Speed, equipment, Scout: Health and lots of it. Assault just seems too well rounded. I wouldn't say to well rounded, more the other suits need a boost in their specialization.
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Villanor Aquarius
Shattered Ascension
79
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Posted - 2012.10.09 16:52:00 -
[11] - Quote
What really needs to happen are suits getting bonuses based on your suit command skills. So logo getting more revive HP and repair amount per cycle and repair range per level. Assault getting range or damage or hotpoint bonus or speed based on race. Heavy getting some weapon bonus plus a resist or hp bonus. Scouts getting speed or sig reduction our sight range or scanning equipment bonuses.
With these in place everything remains the same except each suit gets a role it can so better than any other suit. This is how eve ships work and i can't imagine ccp isn't working on this our already have it ready for when racial suits come in |
Sentient Archon
Red Star.
690
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Posted - 2012.10.09 16:56:00 -
[12] - Quote
Villanor Aquarius wrote:What really needs to happen are suits getting bonuses based on your suit command skills. So logo getting more revive HP and repair amount per cycle and repair range per level. Assault getting range or damage or hotpoint bonus or speed based on race. Heavy getting some weapon bonus plus a resist or hp bonus. Scouts getting speed or sig reduction our sight range or scanning equipment bonuses.
With these in place everything remains the same except each suit gets a role it can so better than any other suit. This is how eve ships work and i can't imagine ccp isn't working on this our already have it ready for when racial suits come in
+1 for this! |
SGT Garrisson
On The Brink
60
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Posted - 2012.10.09 17:28:00 -
[13] - Quote
Villanor Aquarius wrote:What really needs to happen are suits getting bonuses based on your suit command skills. So logo getting more revive HP and repair amount per cycle and repair range per level. Assault getting range or damage or hotpoint bonus or speed based on race. Heavy getting some weapon bonus plus a resist or hp bonus. Scouts getting speed or sig reduction our sight range or scanning equipment bonuses.
With these in place everything remains the same except each suit gets a role it can so better than any other suit. This is how eve ships work and i can't imagine ccp isn't working on this our already have it ready for when racial suits come in
total agree
assault suits amarr- dropsuits with bonuses to LR's and armor as amarr general armor tank
caldari -dropsuits bonus to SL as they prefer missiles
gellente - dropsuits bonus to AR
minmatar dropsuit bonus to SMG and mass driver as they use projectlies
just guessing here from eve knowledge to the weapons the races use
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Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.09 17:49:00 -
[14] - Quote
dent 308 wrote:Logi is an excellent suit. The logi role works very well. Players who know what they are doing as logi are a serious asset to their teams. I love to see plenty of logi in my squads.
Heavies need support, currently they are vulnerable alone, but if supported by assault and logi the heavy can be a firepower asset, just don't leave him behind when the fight shifts.
Assault is great, perhaps too great, but the assault role is easily understood and done well by most FPS players.
Scouts are less a frontline fighting unit, and more a recon / support unit and its unfair to compare them to frontline fighting units. Intel and ewar will be more and more the scouts domain as the new modules come online.
Ewar would be great.
i don't know how you would use that though. a radar gun that scams enemies and vehicles.
i still don't know how they are going to do webs. if it's equipment it is going to be for the sole purpose of letting other people kill the target you webbed and the tank driver or partners will just hop out and kill you themselves. if its a grenade it probably wont last very long.
if you actually give any of these bonuses to anyone everyone will just cry kitten as they get scramed and webbed. |
Tyler Hall
Algintal Core Gallente Federation
47
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Posted - 2012.10.09 18:08:00 -
[15] - Quote
I'm all Logi all the time. All the assaultguys ae good for me...But yes i have also notied the lack of diversity in the group. Where have all the heavies gone? Oh yeah, the percision strikes got rid of them... |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.10.09 18:12:00 -
[16] - Quote
Once we get suit bonuses, there will probably be more then one version in each type. So, one caldai assualt may have a missile bonus and another a sniper bonus(sniping with rails was also a caldari specialty, along with jammers and shield tanks) |
Tyrus IV
16
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Posted - 2012.10.09 22:56:00 -
[17] - Quote
dent 308 wrote:Logi is an excellent suit. The logi role works very well. Players who know what they are doing as logi are a serious asset to their teams. I love to see plenty of logi in my squads.
Heavies need support, currently they are vulnerable alone, but if supported by assault and logi the heavy can be a firepower asset, just don't leave him behind when the fight shifts.
Assault is great, perhaps too great, but the assault role is easily understood and done well by most FPS players.
Scouts are less a frontline fighting unit, and more a recon / support unit and its unfair to compare them to frontline fighting units. Intel and ewar will be more and more the scouts domain as the new modules come online.
Heavies are the Kings of Defense, if properly supported.
Unless you have overwhelming numbers...if you find yourself in a situation where a Heavy is standing between you and a Null Cannon...you might be in some trouble. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.10.09 23:18:00 -
[18] - Quote
Tyrus IV wrote:dent 308 wrote:Logi is an excellent suit. The logi role works very well. Players who know what they are doing as logi are a serious asset to their teams. I love to see plenty of logi in my squads.
Heavies need support, currently they are vulnerable alone, but if supported by assault and logi the heavy can be a firepower asset, just don't leave him behind when the fight shifts.
Assault is great, perhaps too great, but the assault role is easily understood and done well by most FPS players.
Scouts are less a frontline fighting unit, and more a recon / support unit and its unfair to compare them to frontline fighting units. Intel and ewar will be more and more the scouts domain as the new modules come online.
Heavies are the Kings of Defense, if properly supported. Unless you have overwhelming numbers...if you find yourself in a situation where a Heavy is standing between you and a Null Cannon...you might be in some trouble. Awww... heavies at this moment are just big soft cuddly bears. Ya they try to do something cute with the forge every now and then, but keep that assault rifle pointed at the fat head long enough and you can win one on one. |
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