|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Cross Atu
Conspiratus Immortalis League of Infamy
947
|
Posted - 2013.05.11 05:08:00 -
[1] - Quote
SatBee wrote:Weirdness of amarr logi strikes even if you compare it with amarr assault. And Gal logi as bonus compare. ..............Amarr Logi...................Amarr Assault..................Gallente Logi PG...............66..................................70.......................................78 CPU...........390.................................350......................................390 High.............3.....................................3..........................................3 Low..............3....................................3..........................................5 Eq.................3....................................1..........................................4 Shield.........120...............................180.........................................90 Armor..........180..............................180.......................................180 Run..............4.5................................4.8........................................4.7 Sprint...........6.4................................6.7........................................6.6
Amarr logi for some reason have less PG then amarr assault (and much less then any other logi), but with same High/Low and +2 equipment slots. And logi need huge PG supply to fit all those extra equipment. Which is hard with lacking PG.
So comparing to Gallente logi, again HUGE lack of PG. Gallente have -30EHP with +2Low and +12PG (+4 from skills 30%*12) and -25% PG/CPU on all equipment, which is HUGE for logi. And with that all extra PG/CPU that Gallente have from suit itself or skill for equipment he can just actually fit one free* rep module into extra low slot to compensate for amarr's repair bonus from skill.
For me side arm just not worth the PG/Low drawbacks.
Yeah the current state of things seems off. An armor tanked suit thrives on Low Power slots and PG. An armor tanked Amarr with full PG related fitting skills cannot run Proto equipment and a side arm.
The Amarr suits gains
- A side arm slot
- 30Shield HP (which doesn't synergize with the on board suit bonuses)
The Amarr suit loses
- 12 base PG (a key element of fitting an armor tank)
- 2 Low Power slots (a key element of fitting an armor tank)
- 1 Equipment slot (the central element of being a support Logi)
- 0.2 Base run speed
- 0.2 Base sprint speed
And all of that is compared to the other armor tanking Logi in the game. Ideally the PG should be brought in line with the Gal suit and a single low power slot added. Under this reformat the Gal suit maintains it's greater fitting flexibility in both slots and CPU/PG (due to skill effects) as well as being more mobile on base. The Amarr suit gains the ability to either mitigate it's slow rate of movement or promote a more healthy tank. The Amarr suit is more active tanked but without a sufficient buffer the active reps accomplish far less. Granted even with this reconfiguration the the SP required will be higher (presuming an all proto fit, because investment into a sidearm would be required) but that's more a matter of user choice than a balance problem.
These changes would maintain role diversity within the Gal and Amarr suits but create more parity between then. 0.02 ISK Cross
|
Cross Atu
Conspiratus Immortalis League of Infamy
1002
|
Posted - 2013.05.20 21:47:00 -
[2] - Quote
@Terarrim
Nice post, well put together. I'll post one of my proto Amarr Logi fits in awhile for comparison. I went a bit of a different route and put priority on tank over support gear I don't like giving weaker support but it's better than the zero support I give when dead.
I love the concept of the Amarr Logi suit, and I wanted it too work. So much so that I specc'ed into it despite what looked to be an under powered suit. Thus far I haven't been able to make it competitive with the Gal or Cal Logi's that I squad with. They're faster, generally as or more durable, have better support gear on average and do it with lower total character SP. It almost feels like the Cal Logi swiped some of the "win" that was meant for the Amarr Logi leaving them both a bit unbalanced.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1078
|
Posted - 2013.06.04 07:08:00 -
[3] - Quote
RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1081
|
Posted - 2013.06.04 17:52:00 -
[4] - Quote
Terarrim wrote:Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. Personally the PG has to be changed its way to low and is I believe a mistake on the devs part. As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better. I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat. For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times. Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity. Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that.
First an informational side note, the Amarr line of racial suits is supposed to be armor tanked. Granted that doesn't mean it should possess no ability to use shield mods etc. but the racial balance is mar/gal favor armor and cal/min favor shields (with the note that winmatar do some quirky things and may not hold to a true pattern as clearly).
The main weakness of an active tank is alpha damage, in essence being 1-2 shotted before the rep/recharge can do you any good. 2x contact nades is 800 damage. A militia nade + one TAR round is ~478 damage (assuming no buffs from skills or damage mods and only frontal body shots).
The Gal suit can have a better active armor tank than the Amarr suit (and that's with max armor tanking skills for the Amarr suit). If we're establishing niche roles then of the two armor tankers (Gal / Amarr) one should be better situated for buffer tank and the other for active. With the touch up on PG and the extra Low Power slot the Amarr becomes able to active tank more effectively than the Gal suit while the greater number of Low Power slots on the Gal suit combined with the fittings savings buff allows for better buffer tank. This configuration still maintains the base "you pay more for flexibility" aspect of the Logi suit line in general. Honestly the Amarr suit would even be improved by moving one high slot over to the low for 2 high 4 low since it's a suit specifically created for an active armor tank (as both lore and the onboard suit buffs show us). Based on internal Logi suit balance however adding a single low slow is superior to just moving one slot.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 18:29:00 -
[5] - Quote
P-A-R-A-D-O-X wrote:Terarrim wrote:Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. Personally the PG has to be changed its way to low and is I believe a mistake on the devs part. As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better. I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat. For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times. Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity. Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that. Yes I use 2 damage mods on my Amarr Proto Logi(APL) - one Light, one Sidearm - so what? The reason I want the extra slot isn't for more damage - I need it for shields which I lack in... I build a self sufficient suit with which I can support my teammates & hold my own, because if I don't, I'll be spending my time respawning instead of supporting... Plus, my suit(s - I've made a hack focused suit)is of the most versatile NOT, because it has an extra low slot, but because I carry a swarm launcher & can aid in vehicular destruction... Y'all need to ease off this 'a Logi isn't supposed to have a strong offence - that's not it's function' - the ability to efficiently take out enemies is just as important as being able to take a fair amount of damage regardless of which role you're playing... & if you disagree - just swap your weapon to a standard scrambler pistol with no damage mods, load up lots of armor, get into a game & see how much fun you have dying over & over at your disadvantages(slow & weak = easy target that only 'tickles' enemies - SMH)... Again, because of the fact that the suit is already the slowest & has a race boost - which allows one to easily go without a low slot yet remain on par with a 4 low slot suit - the APL doesn't need another low slot... I do not like the idea of using a suit with 225 shields & 569 armor - I prefer 300 or so of each... If you do not understand that either excessive shields & low armor or vice versa has disadvantages against certain weapons, all is lost... But then again - make suits of same, experiment & see, how well you do in battle - & don't forget to ONLY use a standard scrambler pistol with no damage mods, because 'offense' is not a function of Logistics right? Oh, & only a suit's equipment slot & weapon variety dictates it's versatility... PS: I would say do it without a weapon period, but we all know you can't...
The Amarr suit is meant to be Armor tanked and balance should continue to maintain that. Based on the fit you describe and your tastes in tanking it sounds like the Minmitar suit is much more what you're looking for (sidearm notwithstanding).
The racial buff on the suit does not allow for fits which forgo the use of low slots is requires the use of low slots to gain any benefit from the racial buffs. Same as Cal suit with shield mods and the Gal suit with Equipt mods. Furthermore due to the nature of alpha damage vs reps over time (essentially the ratio of incoming dps vs total HP even in a 1v1 situation) those reps essentially require some armor mod(s) fit to maintain a useful risk v reward balance within the fit. Any situation which has more than one incoming damage source requires even more buffer to maintain viability (you need at least enough HP to move the slow suit back into cover where the reps can restore it).
Using max fitting skills, armor tanking skills and shield tanking skills on the Amarr suit, and presuming a fit which fills every slot (no skipping out on sidearm or equipment) PG constraints still prevent the use of full proto shielding. Presuming max skills in weapons reducing the PG cost there a full slate of meta three shield extenders could be fit. Thus this max tanked Amarr Logi would have 258 Shields and 351 Armor with an armor rep of 20.62 hp/s (assuming two complex reppers to squeeze as much out of the racial bonus as possible). 609 eHP on the suit = 1 militia nade + 6 GEK rounds to kill the Logi. (assuming no head shots, skill buffs, or damage mods) The GEK AR outputs 12.5 rounds per second so a user with 50% accuracy kills this best tank Amarr Logi before the Logi can get to cover.
A pure GEK only situation turns out better for the Logi needing 18 shots or ~2.88 seconds to kill the Logi (assuming 50% accuracy, no damage mods, skill buffs, or head shots). In essence earning the Logi less than a second to break contact or die.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 18:43:00 -
[6] - Quote
Terarrim wrote:They are supposed to be armour tanked in eve but that doesn't seem to be the case in dust so much. There are both equal slots high and low. Also the base hps of 120 and 180 are pretty similar with the logi and exactly the same 180 180 for the assault. In addition with high recharge rate and as far as I know the fastest time to recharge of 6 and 5 seconds on shield this suit seems more of a hybrid shield/armour suit as it stands. With limited low slots you cant really armour tank very well only self armour repair well with limited high slots putting damage mods himps your overall hps severly to.
I would argue at present the suit is hybrid armour/shields unlike the ships in eve where they are best armour tankers in the game. Where in your argument do you account for either New Eden lore in general or more importantly the 2 on board skill buff to active armor tanking. Now I grant you one of those buffs is present across the entire Logi line but that speaks more towards Logi in general benefiting from some extra EHP than it detracts from the Amarr role as an active armor tanker. EVen setting aside the general Logi skill buff the Amarr suit buff is Skill Text wrote:+5% to efficacy of armor repairer modules per level. Since the skill buff requires the use of mods to gain any benefit (unlike on board suit traits) it's still clearly an dropsuit geared for active armor tanking. It also possesses a side arm and more limited slot/fitting configuration (even with my suggested alterations) due to it's more aggressive role (among Logi). Combine that slightly more 'slayer' role with it's limitations to movement et al and a bit more shield HP + recharge makes sense. It has the highest base HP of any Logi suit and is tied for highest armor HP with the Gal suit (which is in keeping with racial focus of the Gallente and Amarr on armor tanking as previously mentioned).
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 19:11:00 -
[7] - Quote
Doyle Reese wrote:why does a Logi suit have so many Module slots anyway? I feel that they should have less total module slots IMO as it is their "cost" of their extra equipment slots. How do you guys feel about that? I completely disagree.
The "cost" is pervasively lower base stats and the lack of a sidearm slot. The lower base stats not only limit the value of passive skills since a +25% bonus will yield a lower raw value when applied to 150 (Assault) vs 90 (Logi).
Beyond the lower base stats resulting in lower output from many passive skills they also take up slots in fittings (if one is trying to bring the Logi base stats in line with the Assault base stats of the same race). These changes require CPU/PG and slots to bring the Logi in line with the Assault as well as both SP and ISK to even construct the fitting in the first place making it a higher cost/investment to run the Logi equivalent of that races Assault even before we factor the SP and ISK costs of the equipment slots/mods into the fitting.
All of which brings us to the sidearm. The sidearm is not only a slot but it provides combat flexibility options. An Assault suit can use the sidearm to compensate for the short comings of it's light weapon and provide more overall ammo (which in prolonged firefights means more potential dps). The user of the Assault suit can also make a light weapon AV fit (AV or Flux nades plus plasma or swarm in the LW slot) and still have some defense against infantry due to the sidearm while the Logi suit has no such fallback being left with at most 9 rounds in the plasma for both AV and self-defense or even worse the swarms which reduce the Logi to melee only as a means of self-defense.
Having touched on some of the value of sidearms I'm jumping back to fittings really quick, assume for a moment that a Logi and an Assault run the same fit (meaning fits that net them functionally the same overall stats) then the Logi has 2-3 more equipment slots to fill and the Assault has a sidearm (Amarr aside). The Logi suit has more CPU/PG left to use for filling those equipment slots than it's Assault counterpart (again Amarr aside). But the cost is higher hear as well for the Logi has to spend the SP and ISK required on each different piece of equipment selected. With the net result being two fits that are approximately the same; the Logi bringing more support equipment to the field at a higher cost in both SP and ISK while the Assault brings more combat capacity to the field and does so at a lower overall cost.
That to me is proper balance since it maintains both niche values and risk vs reward. Some of the racial buffs my need looked into and revised but those are in many ways their own topic and can be addressed without alterations to the fundamental frames.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 19:31:00 -
[8] - Quote
Terarrim wrote:I could argue back that I account for hybrid because as you stated ALL logis get the armour rep as standard. The base hit points for both armour and shield are almost the same. There is an in built buff in the suit that gives it an equivlent of 2 complex shield regulartors for free. The shield regen rate is also high. Then for armour you get the bonuses to the self reps.
So coupled with the fact that the base shields are high though not quite as high as the armour I believe there is much more of a hybrid going on here than galente suit for example. Both high and low slots are 3 and 3 not 2 and 4 or other combination. It all factors into a hybrid shield/armour character. If you decide to go damage mods on your upper slots then your going to go 2 full complex with 20 percent slow down on an allready slow suit you have to have the other low for complex reps. Your total armour is going to be on par with a starting heavy with slightly higher speeds. And your then nerfing yourself not only on speed but the fact your only using one repairer means your not ustilising fully the racial repair funciton.
Something like a complex plate x2 complex reps plus 2 or 3 complex shields with 1 or 0 enhanced shield recharger makes more sense to me. The way that they have built the suit. Besides devs have allready stated they wont be tied to eve lore to make weapons and equipment in dust if they wish to do other things.
As for people who are saying not enough high slots due to running two damage mods then I suggest you have the wrong character logis are support characters the amarr assault has extra shields on them and it makes more sense to go assault if you wish to run damage mods in my humble opinion.
All Logis get one of the armor rep bonuses, and it's the innate one not the one that requires the use of Low Power mods to benefit from. The Amarr suit gains zero benifit from it's racial (as opposed to "class") skill buff if it's not running repair mods. Even when it is the buff equates roughly to 1 free complex repper if the Merc fits 2 actual complex reppers (using max skills). Such a loadout requires 2 of the 3 low slots on the suit, and the value of that extra repper is ~5 hp/s or the same as the native rep all logis get.
The base HP for Armor is roughly speaking 1/3rd higher than for shields which when comparing stats is non-trivial, a 1/3rd shift can make or brake the balance on many stats and shouldn't be dismissed. The shield recharge is weaker than both the Cal and Min logi suits in amount and equal to or weaker than both in recharge delay states. In short the Amarr logi surpasses only the Gallente logi with regards to shield tank, remaining on balance weaker than Min or Cal.
I agree with your general fittings layout as far as effect, 2 compext reps, 1 complex plate and 2-3 [best you can fit] shield extenders is perhaps the most resilient Amarr logi build out there and that sits you at 258 Shields and 351 Armor with an armor rep (all skills and mods combined) of 20.62.
Hence why the Amarr is an active armor tanker because building ones low slots differently drastically reduces the viability of the suit/doesn't take advantage of it's racial buffs. Either the Cal or Min suits can out shield tank the Amarr suit and the Min suit can out hybrid tank the Amarr suit if you ignore the Amarr racial buff. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1086
|
Posted - 2013.06.04 20:30:00 -
[9] - Quote
P-A-R-A-D-O-X wrote:What is with you people?
Amarr is for armor tanking?
I should go Assault?
Why don't you 'anti damage people' play with a militia scrambler pistol only?
Why is it that all y'all can think of when y'all see low slots is stacking heavy ass armor?
What about improving your hacking speed?
What about improving your stamina?
The Amarr suit already has a sidearm so it's on base more dps geared than it's counterparts in the Logi line, I fail to see how trying to give it a viable tank is 'anti-damage' but perhaps that statement wasn't directed at my posts, it is rather unclear. The point regarding the Amarr Logi is that to be baseline functional considering it's racial buffs and base armor HP it essentially needs to run 2 complex reppers and 1 complex plate, thus requiring an additional low slot to do anything else with (personally I'd buff the tank on it due to it's niche role but that last slot, if added, would provide some flex).
The Minmitar suit gives a hacking bonus, and is faster. Both of which mean it'd would be the logical choice for a Logi spec'ed either to hack or be highly mobile (or both). The Gal suit has more total low slots allowing for a reasonable tank and still fitting in some hacking or mobility mods (and it's also faster than the Amarr suit). Both Gal and Min Logi suits not only gain greater advantages out of mobility mods due to their base move values but also don't lose out on their racial suit buffs if they fit mods outside of armor tanking (the Amarr suit however does lose the effect of those racial buffs).
So yes the Amarr suit is for armor tanking. There are other Logi suits which fit other in role niches more effectively, it's not about being 'unable' to see the use for a low slot beyond armor tanking, it's a matter of not wasting the value of SP et al spent by building converse to the base values of the suit in question. Besides which if you want a logi with dps 3 damage mods (even when split 2 and 1 between LW and sidearm) isn't far off max viable so it's not a big shortfall, certainly not enough of one to justify requiring another high power slot on the most dps capable logi suit when that suit is also geared for armor taking.
Further not all plates will be slow, CCP has confirmed two new types coming one of which self resp and the other which will have no movement penalty.
Besides which a Logi suit with a sidearm and 4 high slots begins to stray much closer to the merits and niche of an Assault suit, so while I completely agree the Amarr Logi needs a buff a high slot isn't it.
0.02 ISK Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1103
|
Posted - 2013.06.07 23:47:00 -
[10] - Quote
Mark0h wrote:TTT because this isn't a thread that should be 10 pages back. We want PG upgrade!!!! maybe slightly better run speed.
I can't comment on how run speed would effect suit balance in this case (I mean I'd love to move faster but I'm not quite sure where that scales off the top of my head).
PG seems pretty much needed to the point where I honestly entertain the idea that the wrong values were input at build release (maybe there's a great fitting I'm missing that doesn't guzzle PG but usually I'm not that bad at fittings and so far I'm not seeing it).
I still think another Low Power slot is important/nearly requisite as well just to bring the Amarr suit into line with the Gal suit when it comes to tank value (and since the racial buff of the Amarr suit is about active tanking this seems like an area where it's got to be able to compete).
0.02 ISK Cross
ps ~ page 10 does seem a bit far back |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1104
|
Posted - 2013.06.08 01:13:00 -
[11] - Quote
Agreed Zeylon. If not then I'll gear up for another testing cycle with the new patch and present those findings as well and either things will be balanced then with what they've changed or the issue will need to be reiterated. But totally fingers crossed that it's been considered and acted upon |
Cross Atu
Conspiratus Immortalis Covert Intervention
1351
|
Posted - 2013.07.31 01:14:00 -
[12] - Quote
RedBleach LeSanglant wrote:Agreed. Thank you CCP for listening to the discussions, arguments, and tantrums of your players and forming a solution that you felt would be best for the game. Thank you, again for the adjustments. I continue to look forward to future updates and changes to make the game even better. ^This |
|
|
|