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Cross Atu
Conspiratus Immortalis
847
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Posted - 2013.03.27 01:44:00 -
[1] - Quote
Speaking as someone who plays with and against many heavies but does not play one here are my perceptions.
2-Ton Twenty-One wrote:From a player that knows heavys well
Low level heavys (type I) need a bit of a nerf, adv and proto heavys need good buff.
#1 Armor plates and shield extenders should be a % of dropsuit base armor or shields. Or dropsuit size specific modules
How can a scout fit as much addon armor on his suit as a heavy can. Yet the slow down is % based its just assbackwards. Its like a lav fitting the same plates as a tank but getting slowed down the same % amount. Different surface area and strength and load capacity. I'd hesitate to make mods % based, but I'd be all for a suit based bonus tied to your dropsuit skill (Heavy, Scout, etc) that grants better effects as you level up. This would add diversity and specialization as the racial sub-types are introduced. This way you get the same possible net effect with more player choice/control and increase game diversity to boot.
Quote: #2 heavy suits should gain minor health and minor base stat improvements going from mil to proto as should all suits. They should def be a little faster have slightly more stamina as should all suits
I would make this going from Standard to Prototype, I believe Militia and Standard should remain as they are now for various balance reasons. I agree heartily however with the general point you raise here (and I do so not only as a non-heavy but as a guy who doesn't run Proto suits. In the present iteration Proto suits are quite frankly too weak for their cost in ISK and SP).
Quote:#3 they need a rework on slot capacity. No other combat suit cannot use equipment. Thus they should have lots of combat slots to work with. (how many can be balance by the devs but the suit progression from std to proto should make sense)
I think in part this could be helped by touching up the value of Heavy Weapons as that is in theory one of the major advantages of the heavy suit. I would look there first for proper value in the balance of the class. However that being said the proto suits do seem a little lackluster and could use an additional slot or two. I would encourage keeping this change minor to start for balance testing and doing Low Slots before/instead of High Slots as the lows can be used for both mobility and defense but do not help stack dps.
Quote:Mechanics for dropsuits should stack with armor plates added, this should also apply for shield extenders for its skill that is the same as mechanics for shields. Agreed, or failing that there should at minimum be a skill (one each for armor and shields) that will provide the same effect applied to mods.
Quote: Slot count (proto) Assault suits get 7 slots and 2 equipment slots Logistics gets 8 slots and 4-3 equipment Scouts get 6 slots and 2-3 equipments slots... but lack the CPU to use them. Heavies get 5 slots (info from Sloth9230)
I reiterate my suggestion from above, give the proto heavy an extra low slot and see how things shake out from there.
0.02 ISK Cross
ps ~ +1 to the general content of the OP |
Cross Atu
Conspiratus Immortalis
850
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Posted - 2013.03.27 05:14:00 -
[2] - Quote
Illuminaughty-696 wrote: I'm still waiting for the logi is OP thread. There may have been one, but I missed it if so.
There have been some posts in my thread about equipment WP scaling that come pretty close, and at least one post in the training grounds which straight up said that Logi's are better Assaults than Assaults. But those are all isolated posts on full threads so I guess we're only half way there
Cheers, Cross
ps ~ this is in no way a thinly veiled bump to a thread I find worth of more consideration |
Cross Atu
Conspiratus Immortalis
872
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Posted - 2013.03.30 10:53:00 -
[3] - Quote
Salt Dog 76 wrote: We need 1 more high and 1 or 2 more Low slots to be competitive for the Sp/Isk price of our gear. I haven't and most likely wont Speck into proto Heavy Dropsuits. Theres no reason to for 1 slot.
I still maintain that it would be better to grant an additional low slot (higher mobility/lower profile/more tank) than to grant a dps boost via the addition of a high slot, but beyond that I agree with the overall point of your post.
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