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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
182
|
Posted - 2013.05.09 21:20:00 -
[1] - Quote
I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:52:00 -
[2] - Quote
Django Quik wrote:RedBleach LeSanglant wrote:I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad. I don't have much to add to this discussion but just wanted to point out - no assault (even proto) has more than 1 equipment slot. In fact only logi suits have more than 1 equipment slot in the entire game.
Thanks, my bad. I still had it in my head from the chromosome build... sorry. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:59:00 -
[3] - Quote
Cruxio wrote:Not a logistics so take this with a grain of salt, but if armor rep mod stacking took a hard penalty dive after 2 or 3, would that not balance things out between the logistics by creating diminishing returns for the Gallante Logistics?
Edit:
The way I see it, the Amarr logistics was meant to be the logi assault hybrid, similar to how the Minmatar scout is the scout assault hybrid. A sidearm gives laser rifle and submachine gun to cover distance/damage types for this suit. That being said the above fix should sway the balance back to Amarr being better armor reppers.
Even if that is the case, the race - i feel - demands another low slot. Amarr = Armor. Not having one seems wrong.
At basic level let it be the same. At advanced level give the Amarr logi his 3rd equipment slot, and at proto the 4th low slot. I'm sure for some it would be OP - just like everything is. But for now the suit as a whole is just not enough. It is still lacking. I've played with it tried different variations, and while it is nice to have a side arm I find it still lacking.
Just my opinion. Amarr should be beefy enough to back up the heavy Amarr Sentinal with a repper, nanohive, and injector while still dealing some damage. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 17:06:00 -
[4] - Quote
P-A-R-A-D-O-X wrote:Llan Heindell wrote:Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. I understand that the sidearm is good, but really, 3 low slots against 5 from the Gallente? It's a little too much, And the gallente actually gets more Infantry slots. lol I'm having a hard time being a medic with my amarr suit because I can't use naniteinjector/nanohives/repair tools. Having one less infantry slot is enough of a penalty for the sidearm. That's a fact. Llan Heindell. THANK ALL OF YOU AMARR PROTO LOGI USERS WHO SPOKE UP... The Amerr proto has been made too weak... It's Really Just the Logi suit for me(aside from the fact it doesn't look like a Minmatar), however, the fact that it has a side arm slot - Just A Side Arm Slot - should NOT mean that it should loose a High Powered slot AND a Low Powered slot, AND an Equipment slot(it actually only lost 2 slots but......)... GUYS - THREE SLOTS lost for supposedly gaining ONE? THAT'S A BIT HARSH(don't you think?)... =\ The Proto Amarr should have say, simply exchanged a low powered slot(which it can fairly spare due to it's armor repair boost), for the sidearm slot & keep 4 high powered & 4 equipment slots(or at least kept 4 high powered slots - at least)... Having a side arm slot does not give any sort of advantage - it simply makes the already versatile Logi even more versatile - so I don't see why, Especially since it seems that y'all did simple rotations of slots with the other proto logis & because even though the Amarr Logi has a sidearm slot, it's CPU & PG is still limited & one can't just go into overkill with one's weapons - right? So I'm Officially starting some sort of petition thing for the Amarr Logi Proto to at least get an additional High Powered slot... GIVE THE AMARR PROTO LOGIS AN EQUAL AMOUNT OF SLOTS(or-at-least-another-high-powered-slot) - WHO'S WITH ME!!! O.O (=]) (For Your - the developers - consideration...)
I like your enthusiasm, but make it a low slot and you have a deal. Add a piece of equipment for a bonus. Amarr are armor driven, a High slot would mean more shields and would make it more Caldari... no, switch it to a low slot.
lvl 1 2/2/2 Adv 3/3/3 Proto 3/4/3
or 2/2/2 3/4/2 3/4/3
That is the way i see it. 1 side arm bonus is not equal to -1/-1/-2 in comparison to the other logis and the base logi from chromosome. He needs to be more. A beefier logi that loses an equipment slot and a high in the end for bonuses to armor. Sure, it might seem op for some people, but it just seems right. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
198
|
Posted - 2013.05.13 19:13:00 -
[5] - Quote
Still stupidly gimped. So a the Amarr has higher armor than the Gallente? Good. The Gallente has 5, count them 5 that he could dump armor into - i've seen it in stories. All the logis have a wider versatility than the Amarr. That is part of the reason for increasing his slot count or his equipment count.
As it stands he is soooo middle of the road.. Coolest looking armor, most average presence on the battlefield. Mediocre, characterless, common, conventional, dull, humdrum, inferior, intermediate, ordinary, passable, pedestrian, second-rate, undistinguished, unexceptional, uninspired, vanilla - when he is in proto form. Its' like he's missing the next level, a proto +1 or something.
and yes a thesaurus was involved. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
207
|
Posted - 2013.05.15 00:14:00 -
[6] - Quote
I had to recheck the Amarr and you don't get a sidearm bonus until the PROTO level?! What a load! Every other class gets modules or slot bonuses for their class increase. And Proto Amarr Logi gets his sidearm? Screw that!
If that is his specialty and the gets crap for modules most of the way Then he should get his sidearm at the beginning. He suffers so much as it is, his suit racial/suit/bonus should be activated on the first logi level. Man, this research stuff is killing me. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
208
|
Posted - 2013.05.15 22:44:00 -
[7] - Quote
Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp? |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 16:13:00 -
[8] - Quote
Zeylon Rho wrote:RedBleach LeSanglant wrote:Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp? My feelings haven't changed. I still think they need AT LEAST another low slot at at proto -and PG/CPU higher than the Assault, and even then I'm not sure I'd call it balanced. Honestly, I'd figured the hp bonus (compared to the other logis) would be a bit higher too considering the speed and slot restriction. Part of the assault-difference from logis is they're faster, but the Amarr logi doesn't really see this, right? The tradeoff for being "assault" instead of logi gets you higher hp, higher speed, better regen, better stamina - normally, right? I'm not sure if the Amarr logi hp and sidearm quite justifies them being the slowest, fewest slots, etc. The low slot and PG fix is just an obvious correction to me (The logi should NOT have the same slots than the assault, even if it's just one more). However, depending on just how "assault-oriented" the Amarr logi is meant to be, it's possible other stats need to be looked at too. But, Jebus... give them another low slot and fix that PG.
I completely agree. The slight stat increase that justifies the many lost slots, +the odd suit bonus, the lost pg/cpu, etc. I agree that an increase in pgu/cpu and a low slot makes it fit a little better with the other logis, but only at proto level and therein lies one issue. The extra low slot needs to be made available earlier or the added equipment slot.
The way I see it there are several progression choices - assuming the pg/cpu increases are already in play:
A _______________B____________________C 2/2/2--------------or----------2/2/2-----------------or-------2/2/2 side arm 3/3/3---------------------------3/3/3 side arm--------------3/3/2 side arm 3/4/3 side arm-------------3/4/3 side arm--------------3/4/3 side arm
I think I like C the best. Why? There is a little more balance. A - gives you everything at proto level - and one should get a bonus each level with the side arm being the reason for this class.
B - gives both the logi bonus of more equipment and the assault bonus of the sidearm at the same time with just a slot bonus for the proto level. Seems like it is too much all at one time.
C - gives the player the initial class defining bonus of the side arm - the Assault bonus right of the bat. It establishes his role as the attack logi with the slight stat boost. The Advanced level gives just a standard slot increase keeping with the bonuses of other suits but not quite the Logi suits which normally gets an equipment bonus. But being the assault suit it seems appropriate - not that many slot increases - so really nothing special here and keeps the class a bit frustrating as a logi without a 3rd equipment slot but in line with the idea of a Logissault. Proto Level - gives the final bonuses. A slot increase - not large like other classes as it also has a logi increase in stats and an equipment bonus. The class definition has already been there (the side arm and slowed progression in slot increases) - and he is still middle of the road. A cross class for real. _____
The Amarr is the in-between for an Assault/Logi. That being the case it should have a side arm starting out and keep the standard beginning slots and stats. Each level increase increases the pg/cpu as it does with other suits but redefining the role of the Amarr Logi in the beginning allows a progression that is understandable as the cross class suit.
While there may be some hidden power and reason behind the defeated Amarr Logi, we have yet to see it. New planned weapons or other things that I have seen do not seem to justify the future of this suit. As of now there is little draw to this suit. If the bonuses were adjusted - +5% bonus to repair on everything (vehicles you're in, tools one uses, modules used, etc.) then the gimpyness may be justified. As of now it is a broken and sad suit. A little more durable but still sad. We have yet to see the redeeming quality of this class and the question is... will we ever?
The quick fix is a slot increase, quicker sidearm gain or quicker equipment gain, with PG/CPU increases. Something must be done. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:23:00 -
[9] - Quote
Farsund, I get where you are coming from, that one should not play the Amarr Logi like a regular logi. Comparatively this is almost a Chromosome Assault suit. What I am saying, is that it does not fit in its role. It is a poor combination of of both the assault an the logi. Everything that was the worst of each class was combined to make a cross class reject. It seems that there is a disconnect on your understanding/opinion vs the thread. To you it is not a problem, perhaps it is your playstyle, your experience, or .... just a different view. That's fine. To those who do play it, have tried it, it is a failure.
Your loadouts are pretty common for how people spec their roles. But having to get to proto to unlock what most suits experience at the initial or adv level is ridiculous. It should start out in its area of expertise and get better with each level. Currently it is gimped. Next level, gimped. Proto, comparatively gimped but slightly better.
Proto level seems equal to the advanced level of most other assaults and logis, therefore always behind. And while a player may be able to compete at a higher level with the proto, once everyone else reaches the proto level it will be found lacking. Did the research. Played. Still came to the same conclusion. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:57:00 -
[10] - Quote
Mark0h wrote:It needs its damn 3rd equipment slot at Adv. and some more pg lol. Proto needs more sustenance. Maybe better base stats. Btw, its a lot of points to get to proto logi, shouldn't have to have a PROTO to be an effective LOGI suit.
^^Word. It should not have to be proto to fill its cross class logi role. Making proto the only viable fit puts it at the advanced level at best. |
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:59:00 -
[11] - Quote
P-A-R-A-D-O-X wrote:Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it. That 3/3/3 +sidearm setup is NOT good enough - nor is the extra low powered slot... Where is your(all of you low powered junkies)sense of balance? The Amarr Proto Logi has been unfairly 'nerfed' & should only have been adjusted to facilitate the sidearm, that is, it should be 4/4/3 +sidearm where it would retain all standard 14slots which a Proto Logi should have & have enough slots for increased SHIELDING which it lacks in... THINK people... O.O (I just checked)For some reason they've made all Amarr Protos to have one less slot than the other Protos(Basic, Assault & Logi)... If they must keep up with this, 'tradition', at least give the Amarr Proto Logi a 4th HIGH POWERED slot which is NEEDS... Just because the Amarr Logi is Amarr, doesn't mean it has to be an amour based tank people - it's already slow & Does Not Need Another Low Powered slot due to it's bonuses - JEEZ...
Love it. Ask for the most so that when they back it off it comes out to workable. I agree that if I could push for the best it would be a 4/5/3 with a side arm. Very much like the Gallente without the extra equipment slots. It would be OP as hell, but I would love it. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
210
|
Posted - 2013.05.19 04:37:00 -
[12] - Quote
Well put Farsund. I can see your point, I can't agree with it being okay as it stands but I can understand your point. and Paradox - i here you on the shields. I was thinking over the last two days that if the Amarr logi did get a slot bonus, or the side arm progression suggestion, or really any changes that the community feels would make it a less of a broken suit, that many assault players may jump to the suit as it could then fill almost any role. With another high or low it puts it near the Chromosome Assault level. And any buff or change to it may switch that balance.
Bring in the sidearm to early and would be easy for an assault to pick it up quickly for the extra equipment bonuses and not really change much. In a way I feel it was meant to keep normal assaults away from it (the denial of a side arm until proto level) while still remaining tempting with the promise of one in the future for two E slots right now. Just a thought.
Lastly while the racial bonus is the repair module rate increase the true bonus is at the end of the skill progression, the side arm, again giving me the impression that if that is the end goal - the bonus of the suit - that it should be presented in the beginning. But how do you make a bonus progress when it is a solid on or off bonus? Can't, unless the skill tree was reworked in a way that emphasized the bonus, and that I don't even have the energy to look into. Goodnight broken suit. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
214
|
Posted - 2013.05.19 05:50:00 -
[13] - Quote
Zeylon Rho wrote:If he had 4 Low slots at Proto, the Repair module bonus wouldn't be nearly as difficult to work with. I think it's already been pointed out that a Gallente Proto can actually get higher Repair than the Amarr Logi just on number of slots.
(in the interest of full disclosure, I run Caldari Logistics - so Amarr bonuses wouldn't even help me, I just feel bad for it being the gimpiest of the suits)
You are completely right. Gallente could do it better, less stamina and base HP, but it could do the repair much better. Just goes to show you what a great suit the Gallente is - many options there. Amarr... not so many and needs work. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
220
|
Posted - 2013.05.20 17:34:00 -
[14] - Quote
Zeylon Rho wrote:Kristoff Atruin wrote:... I think all the Logis have been feeling the SP pinch of course, but the Amarr has the short end of the stick in many ways. It's meant to be the "assault-Logi" (or "Combat-focused" suit if you prefer the in-game description), but the slot-short element makes it lose the logi flexibility while also lacking many of the assault strengths. I guess I already described above how the Gallente outclasses it in terms of armor-tanking, and I'm not sure if that's wrong necessarily (it is their thing). However, assault suits gain speed, better regen, durability, and combat passives to differentiate them from something like a Logi (which gets more module slots). This "assault" Logi is the slowest Logi, it's only marginally more durable than the other logis for a full hit to assault traits, the slots don't allow it to compete in durability, the slot-restriction makes a slot-based class bonus less useful, and that's all aside from the mysteriously lower fitting traits compared to Logis and the Amarr assault. Insult to injury is the module slots being the same as the Amarr assault I think. I don't know that an extra low slot would "fix" the suit, but it would certainly help I think.
Couldn't have said it better myself. It would need an increase in PG and CPU - ITS A LOGI for heaven's sake. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
220
|
Posted - 2013.05.20 21:16:00 -
[15] - Quote
For those looking for help with logi builds I'll post this here: Updated Guide Here |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
231
|
Posted - 2013.05.21 21:11:00 -
[16] - Quote
Eggress wrote:CCP Remnant wrote:Sorry about the radio silence. We're definitely reading as much as we can and anything we miss the community guys quickly point out, so rest assured your concerns do get through to us.
I'm responsible for both weapon and dropsuit balance so I apologize if I haven't responded as quickly as you'd like. We're taking a look at a few of the roles and will address some of the concerns with them in the not too distant future.
Thanks for the excellent feedback. It's always a pleasure to read well-explained posts.
I, for one, feel like the whole team has been WAY more communicative lately. It is very, very nice to see. Thank you!
I agree, thank you for your response - it takes hours to go through these posts and I can only imagine the time it takes in meetings and on the computer to figure out the balancing for these things. Thank you very much. I appreciate your efforts. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
241
|
Posted - 2013.05.22 19:22:00 -
[17] - Quote
Mark0h wrote:Whew. The amarr logi may still be of use!!!
What? Where out of all that thread did you get that opinion? This is the thread of it being broke not amazing, stay on topic :P Perhaps you could make another thread entitled "the AMARR Logi is Awesome!!" but we would certainly have to troll it. I know what you meant but i couldn't resist. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
241
|
Posted - 2013.05.22 19:32:00 -
[18] - Quote
I do certainly agree with more PG. But it also looks like the PG is limited in the game so as to encourage specailization and the maxing of a few traits. In my opinion every proto suit should have enough PG and CPU to have a proto module of the most commonly used types IFF every skill that gave PG/CPU was maxed, every skill to decrease CPU/PG usage for each module, weapon, and equipment was maxed.
A little off topic but it still applies to the difference in CPU/PG in the Amarr Logi |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
245
|
Posted - 2013.05.22 21:01:00 -
[19] - Quote
P-A-R-A-D-O-X wrote:
(Red Bleach - Red Bleach? Excuse me? o.O & to some degree Terarrim)
Huh - what? Were you writing English? o.O I'm a bit unclear to what you were saying... >.>
Anyways, I'm not(ATM)fussing much, as 1, I haven't maxed out my suit yet(I use advanced modules), & 2, I tend to hold back on going proto with equipment - so the lack of PG won't bother me for a while(although I'm near max ATM)...
Does one get extra from using proto equipment? Apart from nanohives that is... Do you get extra points for reviving a teammate with a proto nanite injector? Do you get more points for using a proto repair tool?(especially where points fro using same is limited\capped)
If the answers to those last questions is yes, then I see a need for it - if the answer is no, then why bother going proto? Save the CPU & PG use on those items for last, & if you can 'afford' to fit them, by all means do so, but if you can't, I don't see a problem(apart from the CPU & PG being uneven when compared to other logi suits)...
P-A-R-A-D-O-X - OUT!!! =]
No, no bonuses yet for proto equipment - the bonuses from proto modules and weapons shouldn't need to be expanded upon here. But in one of the posts by Cross Atu a developer had spoken to this, and IFF they listen and see the reasoning behind giving more points for going proto then there will be extra points for rezzing, repping, etc. for higher grade equipment. So, not yet, but we hope for it.
Otherwise it is only for the benefit of the team that one would get better equipment. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
252
|
Posted - 2013.05.23 18:50:00 -
[20] - Quote
For those wondering about the repair tool comment and the in depth explanation by Cross Atu and the response from the devs please see this Risk v Reward progression for support action
Initial HP But to the Amarr Logi. I have been playing him a little more to verify what has been written in this post. He really is a unique character. Buffed HP stats seem to take the place of a H slot right out of the gate, when most Logis are 90/180 or 180/90 or the minmatar with 90/150 the AMARR is at 120/180. So, the armor is on par with the others, no bonuses there. On shields he has only 30 more or 50 less - that is and ADV Shield mod, nothing more. Granted you start with this but he might make a bigger impact on the Logi/Assault if he had the same HP as his basic frame counter part at 180/180. So that in comparison to any race he has an automatic Complex shield or armor mod. Yet, with the same amount of armor he is still slower than than the armor Logis. So, he gained what would be a High slot but only at a medium level. One fix is to keep the stat and add a High or Buff the Shield stat to a Complex Mod level - especially if he is going to be the Tanky Logi right out of the gate that suffers from fewer slots.
Speed Next is his speed. He is the slowest, for no real reason as his armor is not greater than anyone elses, but that might just be the nature of the Amarr as the assaults are slowed as well, but cant compare the heavies yet. It seems that that is meant to mean they are a bit beefier... but they also have the best stamina. So while they cannot sprint as fast they can sprint greater distances and more often. Interesting choice, it certainly makes him unique. If it had been on the Minmatar that may make some more sense but it compensates a bit for his slow speed. But looking to the setup of the soldier we see that when we apply the armor modules it slows his sprinting speed. Meaning that to keep up with the group he will always be sprinting and then be a little gimped in weaving out of fire - slow targets are easier to hit. So his stamina regen is the balance for his speed but it can be brought to a point where wearing more armor will defeat the purpose of sprinting.
Shield Regen and Shield Delay Second best shield regen 17, as opposed to 20 or 15. He has a standard shield regen time of 6 seconds BUT if his shields are depleted the time is reduced to 5 seconds. This guy is unique. What appears to be an armor tanker is better with shield tanking for his recharge rate and recharge time.
Implied play experience vs Real play With his racial bonus one would normally believe that he is meant to be an armor tanker. But in play that fails as the Armor penalty to movement is too great and outweigh the benefits. What it seems to be is that he is meant to be in a constant state of repair and lose his shield in each encounter to get into armor only to have it repaired quickly. Equipping a shield extender and shield recharger with a shield regulator and armor repair mod would seem to be the way to get the most out of this guy in the beginning, but it also means playing smarter. The limitations of slots at the proto level means that one would need these to be complex mods of the highest order or a setup like:
Highs 2 shield extenders and 1 recharger w/ lows 1 recharger 1 armor and 1 repper or 1 armor and 2 reppers. So just focusing on Repair tanking and jump in and out of battle. Problem is he cant move fast enough to just jump in and out of battle. He may be able to outrun them in distance but not with speed so he must stand his position and have other players help take some of the heat at times.
Playing him in battle means walking an edge of always losing shields and but not losing all the armor. He lives for the Regen, and every skill should be focused to boost his initial hp and then his mods should focus on Regen. He is pretty unique and pretty fun but he cant fit into the role as is.
Corrections to Balance: His role requires more CPU/PG - that is established and moot as an arguable point It also requires 1 more High or Low slot IN Favor of a HIGH - take advantage of his shields and shield recharge ability. IN Favor of a LOW - More intune with established Lore and to fit this regen roll to either make him the best repair guy (currently beat by the Gallente with his many lows) or take the AMARR role and armor tank.
Lastly the sidearm issue. There have different suggestions of when to give him his 3E slots, the 1 proposed increase to a high or low slot, and when to give the character a sidearm. I would say immediately. This is the draw of the class. This is his purpose - with only 2E slots he is not really a logi and is more assault right from the start. The progression balance of the Caldari and Minmatar is pretty good. The Gallente is weighted to get everything at the Proto level and as is the AMARR. From a gaming standpoint that is not that fun. Giving an increase for every level is the reason for progression and gets rid of the Proto or Militia attitude. ADV should be used and should be a benefit for each class.
AMARR suffers from that attitude. And when we see that most other races get slot buffs in every class for their increase in skill level this should be the same with the AMARR LOGI and relegate his sidearm bonus as the starting bonus to set the class up as an Assault/Logi from the beginning. But, looking at the assaults that automatically makes him better than the assaults if one only looks at the slot count and not the other stats - but that speaks to balancing the Assaults more than the balance of the Logi's and that is another discussion.
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz
260
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Posted - 2013.05.24 15:50:00 -
[21] - Quote
Thanks |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
293
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Posted - 2013.06.03 17:02:00 -
[22] - Quote
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. |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
295
|
Posted - 2013.06.04 20:22:00 -
[23] - 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?
Get out. |
RedBleach LeSanglant
Company of Marcher Lords Amarr Empire
296
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Posted - 2013.06.05 11:07:00 -
[24] - Quote
Thanks for jumping in on this Cross. I spec'ed into the Amarr just for the challenge and i am paying for it every time i go back and run my Min. Everything is smoother with the Min. Oh well. I guess when I have 5 mill sp lying around I try another suit set up.
speaking to the Speed. Though it has higher stamina I often get out run by many other characters even thought the base speed is just slightly lower than the rest of the logis... so the larger stamina is really just a balance for the armor to sprint the same distance at a slower speed... sad :( |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
381
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Posted - 2013.07.30 22:38:00 -
[25] - Quote
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. |
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