Farsund Solheim
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2013.05.17 17:55:00 -
[1] - Quote
Understand while reading this post that i am NOT a role player in any way, but i think we are missing something in this discussion that needs to be acknowledged. Also please note that this post does not crunch any numbers about why one suit is better than another mathematically.
I think part of the problem here is expectation on behalf of the players, not the suit itself. Everyone who wants to run an Amarr Logi expects it to be able to fulfill the same function as the other logi suits, but with a slightly different loadout. The problem with this is that we players are ignoring the lore that CCP has created for these races and their suits.
Let's take a look at the Amarr Logistics suit description: "The Amarr variant is a durable, combat-focused suit that provides above-average protection, allowing logistic units to operate in the middle of a firefight, actively dispersing aid and support as needed while simultaneously engaging the enemy and inflicting trauma of its own."
Reading this, one gets the impression that, clearly, you are to be building a combat oriented suit with almost incidental support and triage functionality. the problem with this, of course, is that you have to level up to proto lvl tech in order to unlock the full functionality of this suit. Possible loadout for proto lvl suit, based on in game description and role:
High powered Slots: 2x shield extemders 1x damage modifier
Low Powered slots: 3x armor reparers
Equipment slots: 1x Nanohive 1x Nanite Injector 1x repar tool
Result is a suit that fits almost exactly the description above, based on the lore for this race and the role of the suit the game provides.
Now, let's look at the Gallente suit:
"Gallente military doctrine places a premium on human life, favoring technological solutions that augment or even entirely replacehuman combatants in a conflict. Unsurprisingly, the Gallente Logistics suit is designed to minimize loss of life on the battlefield. A resilient suit, it features an array of biomechanical sensors to monitor ongoing health, while the copious equipment slots allow it to carry everything needed to effectively render aid to victims."
Based on this discription, Gallente suits are designed with the surviveability of both the user and the wounded on the field in mind, and providing little fire support. As such, this suit should be heavily tanked, and come with a variety of equipment tohelp heal and defend the wounded. Possible loadout for proto lvl suit, based on in game description and role:
High Powered Slots: 2x Shield extender 1x shield regulator/1x shield recharger
Low Powered slots: 2x armor plates 2x armor reparers 1x cardiac regulator/1x Kinetic Catalyzer
Equipment slots: 1x Repair tool 1x nanite injecter 1x triage nanohive 1x regular nanohive
the result here is a highly tanked triage unit that can still keep up with the flow of battle, while not getting many/any kills on its own, but able to get many kill assists.
Anyways, my point with this post is to point out that while certain suits do not fit your personal playstyle, they perform well in their intended roles and within the confines dictated by the games lore. Do a little research before you spec into something, and then build your suit accordingly. |
Farsund Solheim
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.05.18 07:47:00 -
[2] - Quote
RedBleach,
It is true that there was a disconnect in what i was saying vs the general trend and topic of the thread. People in this thread are saying "My suit is broken, and i want it fixed", and i was saying "the suit may be slightly bent, but your PERCEPTION of what the suit should do is also skewed". People are saying "This suit is a terrible dedicated logistics suit", and i am saying "It was never meant to be a dedicated logistics suit". I know in all honesty that these 2 ways of thinking wont be easily reconciled, that people would never be like "Well gosh, i guess i just wasted millions of SP, silly me!" That being said, there is also a clear discrepancy between the equipment slots among the Amarr logi suit vs the others, and that SHOULD certainly be fixed.
Total Slot Loadout per suit, per lvl (including weapon slots and grenades): Standard: M-I = 9 H:2 G:1 E:3 L:2 W:1 C-I = 7 H:2 G:1 E:2 L:1 W:1 A-I = 8 H:2 G:1 E:2 L:2 W:1 G-I = 7 H:0 G:1 E:3 L:2 W:1
Advanced: M/1 = 11 H:3 G:1 E:3 L:3 W:1 C/1= 10 H:3 G:1 E:3 L:2 W:1 A/1= 10 H:3 G:1 E:2 L:3 W:1 G/1= 10 H:2 G:1 E:3 L:3 W:1
Prototype: mk.0 = 14 H:4 G:1 E:4 L:4 W:1 ck.0 = 14 H:5 G:1 E:3 L:4 W:1 ak.0 = 12 H:3 G:1 E:3 L:3 W:1 SA:1 gk.0 = 14 H:3 G:1 E:4 L:5 W:1
The interesting thing about the numbers here are that the Amarr suit doesnt ACTUALLY fall behind in slot count until proto level. It is actually a step ahead of the Caldari suit at standard levels, and at advanced levels (while it is certainly missing an equipment slot compared to the other suits) it has the potential for higher surviveability with its slot loadout. But hit Proto level tech, and you have a problem. You are now on an even playing field with the Caldari Logi equipment wise, but are severely lacking in the module department. The only fix i can think of is to rework his slot loadout involved in level progression. Possibly give him his sidearm at Advanced, and a further high and low slot at Proto. Seems to be a legit progression and build, considering their balance of armor and shields.
I look at the Minmatar, the Caldari, and the Gallente suits, and i see masters of their trades. The Amarr is the only suit that is trying to split the difference between being a Logi and an Assault. He appears to be the "Jack of many trades, but master of none". And in all honesty, i think he was designed to be that way, and that's the way he should be played. Also, he makes a damn fine dedicated AV, and that is what i use him for on my alt |