I-Shayz-I
ZionTCD Unclaimed.
221
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Posted - 2013.05.09 20:31:00 -
[1] - Quote
I play logistics a lot too and this is what I'm currently having trouble with in this build compared to the last one:
Problem 1 - Skill allocation variances Why is it a problem? I can no longer spend my points in the same way to get what I had last build because I'm having to spend skill points in places that I shouldn't have to just to get the same outcome. I'm fine with this, but newer players will be unable to become a useful logistics player until they have saved up at least 3 million. That's too long, and even then they will only be running basic suits.
What's going on here is that previously it cost me 0 skill points to be a logistics player. I could start out from the beginning and buy a bunch of militia items to make a decent logistics fitting that had two equipment slots with no sidearm.
Right now, every other "role" is able to use their basic dropsuits to accomplish the main task of that role. Basic light dropsuits act like Scouts, basic heavy dropsuits act like Sentinels, and basic medium dropsuits act like Assaults.
Possible Solution: Change dropsuit skill requirements to something like this: Minmatar Medium std suit - Minmatar Medium dropsuits level 1 Minmatar Logistics std suit - Minmatar Medium dropsuits level 1 and Minmatar Logistics dropsuits level 1
The advanced and prototype logistics suits would then cost level 3 and level 5 in both skills respectively. ____________________
Problem 2 - The new revival system Why is it a problem? When players go back to the map screen, their first impression is that they are dead. The "press x to call for help" isn't in a good place right now, and we shouldn't have to go to the map just to do this.
Possible Soution: Instead, there should be a call for help button on the death screen, and the option to go back to the map. ____________________
Problem 3 - Equipment sp costs alongside skill allocation Why is it a problem? Not only do we have to skill massively into dropsuits to be effective, but for those dropsuits to be effective, they need the equipment skills to also be effective.
The choice for a logistics player is now one of the following: A - Skill into dropsuits to use more equipment, but not have the skill points to actually use better equipment/modules/weapons B - Skill into equipment and modules, but not have the skill points to use better dropsuits, so you just use the basic medium dropsuits and act like an assault.
Possible Solution: Same as solution to problem 1 ____________________
Problem 4 - Equipment swap Why is it a problem? Switching equipment is no longer as easy as a quick flick in the general direction while pressing R2. You now have to hover over the icon you want to swap to for much longer, and sometimes it just doesn't work altogether.
Possible Solution: There is none. I can't make any comments about the way it should work, but the way it worked in the previous build seemed to run just fine. (It also showed when I was out of nanohives) |