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Zeylon Rho
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Posted - 2013.05.08 07:53:00 -
[1] - Quote
The Amarr gets more mileage out of his armor reppers than the Gallente, who is ALSO meant to be an armor tanker. The Amarr is more than an armor tank though, he's also assault oriented (sidearm) has more shields and they recharge faster.
The Gallente has two extra low slots, true. The Amarr trades those two slots for a higher bonus on armor repping, a sidearm, and better shields.
Not sure if that's an "even" trade. But I get the impression the Gallente is supposed to be the best at straight armor-tanking by the slot and stat allotment (weighted towards armor and low). The Gallente has to use more slots to beat the Amarr's effect though (that means both using the slots to do so, and using up PG/CPU).
A more interesting build is adding armor plates and reppers to the Gallente. Three slots with reppers and two with plates would make a beefy guy. |
Zeylon Rho
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Posted - 2013.05.12 17:56:00 -
[2] - Quote
I'd given this some more thought, and think the Amarr Logi is more than a little off.
Caldari/Gallente/Minmatar all have 12-slot totals at Proto: C=5H 4L 3E=12 G=3H 5L 4E=12 M=4H 4L 4E=12
The Amarr has 9 (3/3/3) and a sidearm. It's also worth mentioning that the sidearm doesn't become a factor till proto level, so it's not really a balancing factor on the lower tiers. Either way, they're effectively claim that ONE sidearm slot equals THREE slots, right?
However, if you check out something like the Caldari Assault for comparison (4H 3L) there's only a two-slot difference in modules capacity between the assault and the Logistics - the Logi has +2 module fitting that sets it apart from the assault version. The Amarr assault and logi are inexplicably the same - 3H 3L.
The PG difference seems like a typo honestly. Every other logistics/assault comparison will show the logistics getting higher PG (for fitting more crap), and the Amarr logistics mysteriously has less PG than the assault and basic frames.
I think the Amarr Logi does need to be better than the Amarr Assault in terms of slots, even with a sidearm. I'd give the Logistics ONE more low slot to make it 3H 4L. Then it's trading two slots for the sidearm.
The assault class needs other tweaks as well, but I think that would be fair to the Amarr Logi. |
Zeylon Rho
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Posted - 2013.05.12 20:51:00 -
[3] - Quote
P-A-R-A-D-O-X wrote:Zeylon Rho wrote:I'd given this some more thought, and think the Amarr Logi is more than a little off.
Caldari/Gallente/Minmatar all have 12-slot totals at Proto: C=5H 4L 3E=12 G=3H 5L 4E=12 M=4H 4L 4E=12
The Amarr has 9 (3/3/3) and a sidearm. It's also worth mentioning that the sidearm doesn't become a factor till proto level, so it's not really a balancing factor on the lower tiers. Either way, they're effectively claim that ONE sidearm slot equals THREE slots, right?
However, if you check out something like the Caldari Assault for comparison (4H 3L) there's only a two-slot difference in modules capacity between the assault and the Logistics - the Logi has +2 module fitting that sets it apart from the assault version. The Amarr assault and logi are inexplicably the same - 3H 3L.
The PG difference seems like a typo honestly. Every other logistics/assault comparison will show the logistics getting higher PG (for fitting more crap), and the Amarr logistics mysteriously has less PG than the assault and basic frames.
I think the Amarr Logi does need to be better than the Amarr Assault in terms of slots, even with a sidearm. I'd give the Logistics ONE more low slot to make it 3H 4L. Then it's trading two slots for the sidearm.
The assault class needs other tweaks as well, but I think that would be fair to the Amarr Logi. *Clears Throat* Another high powered slot please - the fact that Amarr logis get an amour repair boost lessens the need for more low powered based modules... =D
I think the fact they only have three slots restricts their ability to armor tank, which I think they're meant to (considering the bonus). Outside of shield tankers, the high slots make for damage stacking as well. I figured the focus on the various logisuits is more oriented towards survival than attack, which makes a low slot on the Amarr make more sense to me.
A third equipment slot on the ADV suit (even if requires drop a hi/low slot) seems like it might be helpful in general for fulfilling the "logistics role". The Amarr and Caldari struggle at standard level as well with the starting slots at 2, I guess that's intended... |
Zeylon Rho
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Posted - 2013.05.13 23:07:00 -
[4] - Quote
It's a two slot deficit compared to the assault, but a 3 slot deficit/trade in comparison with the logi. In either case, it's not distinguishing itself. I'm full behind an additional low slot if nothing else, and rearranging for a third equipment slot at ADV.
It's already the slowest logi of the bunch, and of course it doesn't compare well there against the assault either. It's not beefy enough to justify the speed/lack of slots/etc. And the passive armor regen isn't the game-breaking element you might think. Stacking isn't an issue, since armor regen is a linear stat to begin with and the low digits change only marginally with percentage modifications. |
Zeylon Rho
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Posted - 2013.05.15 23:02:00 -
[5] - Quote
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.
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Zeylon Rho
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Posted - 2013.05.19 04:42:00 -
[6] - Quote
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) |
Zeylon Rho
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Posted - 2013.05.19 06:57:00 -
[7] - Quote
RedBleach LeSanglant wrote: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.
Well, it could keep the same number of high slots, an extra equipment slot, and then use 4 slots for reppers. That gets it 22 hp/s (4 complex = 5hp/s x4 with 10% bonus). With max reppers, the Amarr logi can get 20.25 hp/s (3 complex = 5hp/s x 3 with 35% bonus).
So, higher armor repair with the one extra slot. They have the same armor at stock too: Amarr is 120 shields, 180 armor, Gallente 90 Shields, 180 armor. The Gallente still has an extra slot to throw on armor plating there. One Basic Plate, and they get 65hp (71.5 hp with max armor plate skill) and they'd still have higher base movement than the Amarr Logi. 87 for the enhanced plate (95.7 with max armor plate skill), and at that point - about the same movement speed as the Amarr Logi.
Basically, the slots let the Gallente wipe away the Amarr hp advantage while maintaining better speed and getting better armor-rep than the class that has it as a bonus. The Gallente can do that... then fit all their equipment easier with their own bonus, and still have the same three high slots to work with. |
Zeylon Rho
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269
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Posted - 2013.05.19 07:24:00 -
[8] - Quote
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. |
Zeylon Rho
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Posted - 2013.05.20 00:11:00 -
[9] - Quote
I don't think a single low slot and a PG rebalance with make it a super suit. I'm not sure if it goes far enough honestly - the "advantages" the logi has aren't that great. A single low slot seems like a safe modification. I'd be worried about doing too much more than that because re-balancing has a way of going to far in this direction or that. Number-wise, I'd just be looking to have the Logi not out-classed by every other logi. |
Zeylon Rho
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Posted - 2013.05.20 04:45:00 -
[10] - Quote
I figured another low module fit with the more defense-oriented element of the logi (and the Amarr passive). The Amarr has armor-tanking inclinations as well. I also think the new armor modules (repping armor plates, and no-speed penalty plates) will lend themselves well to that sort of build. |
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Zeylon Rho
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Posted - 2013.05.20 17:59:00 -
[11] - Quote
Kwik Draw wrote:XXfootnoteXX wrote:P-A-R-A-D-O-X wrote:Kristoff Atruin wrote:With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too. Hmm? What? Self repairing armor modules coming? YES PLEASE!!! (AWESOME news aside)Y'all are still not considering that an uneven amount of armor vs shields leaves one vulnerable to anti armor weapons - that is, you be gobbled up... I am really looking forward to more Armor modules coming out, but not holding my breath. This guy ^
If we're not getting another respec after this, then getting an extra low slot is being mindful of the future. The Amarr Logi's rep bonus could be applied towards repping armor plates... seems like a good place to be. |
Zeylon Rho
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Posted - 2013.05.20 20:02:00 -
[12] - Quote
Jeiger Tilraun wrote:Amarr logi is an assault suit that repairs itself and has a sidearm.
As opposed to the assault suits that don't have sidearms?
We're throwing around numbers because they're hard facts, and the game is balanced based on both in-game and numerical comparisons. If we can show practical imbalance numerically, it demonstrates that adjustments may be called for.
It matters that classes are equally appealing so that people will pick them in a roughly equal fashion. Why does that matter? Because the team is paid to develop assets for classes/roles regardless of use, and if they're making assets for something people won't use - they're wasting money.
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Zeylon Rho
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304
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Posted - 2013.05.21 00:24:00 -
[13] - Quote
Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage.
I kinda figured the Amarr Assault having more PG than the Logi was a bug or typo. I do think the logi needs another slot (low imho, but others feel differently). |
Zeylon Rho
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Posted - 2013.05.21 04:22:00 -
[14] - Quote
Terarrim wrote:
You think the Amarr Logi should only have 66 pg or that is a bug or typo as well? < serious question not sarcastic.
I mean that I think they might've gotten the PG stat for the two swapped or some such. None of the other assaults beat the fitting stats on their variants' logis as I recall.
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Zeylon Rho
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Posted - 2013.05.21 07:57:00 -
[15] - Quote
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.
Thanks for reading. I don't agree 100% with all the posters in the thread here, but I think people have kept the discussion both reasonable, on point, and numbers/experientially-based whenever possible. |
Zeylon Rho
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Posted - 2013.05.21 15:31:00 -
[16] - Quote
CCP Remnant wrote:crazy space 1 wrote:Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
Dropsuit balance and bonuses . You should give the basic suits a single bonus btw something the same across race. And they would stack with the nee bonuses and give a reason to bring basic to 5 becuase it would increase the bonus on all suits. Yeah, we're going to be bringing the race bonus down onto the basic suits. It's one of a few adjustments to the dropsuit progression we'll be outlining in the next few days. Some adjustments we'll be making very shortly, but others will be a fair bit later.
Considering the impending respec, I hope you plan on at least sketching out what the adjustments happening "a fair bit later" might be for us. |
Zeylon Rho
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Posted - 2013.05.21 18:12:00 -
[17] - Quote
The numbers don't lie. A PG shift and a low slot at the very least. Look at it again after that. |
Zeylon Rho
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Posted - 2013.05.24 07:46:00 -
[18] - Quote
RedBleach LeSanglant wrote: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 actionInitial HPBut 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. SpeedNext 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 DelaySecond 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 playWith 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.
Great summation of the issues discussed in this thread, sir. Bravo! |
Zeylon Rho
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Posted - 2013.05.24 22:31:00 -
[19] - Quote
I think that's more an issue of other classes having janky passives, and specialization suits not being made different from basic frames.
You're also posting this about being better/worse than assault in a thread about the "combat-oriented" logi. Which is already slower, less hp, same number of slots, less PG, etc. in comparison to the Amarr Assault. Not sure where you were going with that. |
Zeylon Rho
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Posted - 2013.05.25 05:53:00 -
[20] - Quote
Guess his "next few days" changes to suits weren't coming quite so quickly. |
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Zeylon Rho
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Posted - 2013.05.26 06:09:00 -
[21] - Quote
Will these suit changes go live with the respec, or will people respec then have things changed - cue more QQ? |
Zeylon Rho
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Posted - 2013.05.27 04:38:00 -
[22] - Quote
Mark0h wrote:I still plan on going amarr logi after my optional respec. I have faith that CcP will bring balance to the force.
You have more faith than most then. |
Zeylon Rho
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Posted - 2013.05.30 09:44:00 -
[23] - Quote
Looks like.... not so much with the respec. |
Zeylon Rho
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Posted - 2013.06.01 00:02:00 -
[24] - Quote
There's some pretty detailed "numbers" posts elsewhere in the thread as we discussed what the Amarr Logi needs. I think the consensus is more PG (than the Amarr Assault) and another module slot (I said low for the passive, others said high).
It's the slowest, weakest, and fewest-slot-est logi in the game. That makes it slower than all the other logis and assaults. I feel bad for them.
There's mentions of changes elsewhere in this thread (moving passives around, that sort of thing). Remnant even mentions it being for the "next few days"... that was awhile ago now.
Now I'm just hoarding my SP from the respec, waiting for all these changes that were mentioned to happen. |
Zeylon Rho
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Posted - 2013.06.01 07:09:00 -
[25] - Quote
CCP Remnant wrote:crazy space 1 wrote: Dropsuit balance and bonuses . You should give the basic suits a single bonus btw something the same across race. And they would stack with the nee bonuses and give a reason to bring basic to 5 becuase it would increase the bonus on all suits.
Yeah, we're going to be bringing the race bonus down onto the basic suits. It's one of a few adjustments to the dropsuit progression we'll be outlining in the next few days. Some adjustments we'll be making very shortly, but others will be a fair bit later.
/sigh
That was.. 11 days ago? I guess we have different concepts of "few days". |
Zeylon Rho
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Posted - 2013.06.04 18:15:00 -
[26] - Quote
Cross Atu wrote:
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
Hear, hear. |
Zeylon Rho
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Posted - 2013.06.08 00:32:00 -
[27] - Quote
Cross Atu wrote: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
Again, hoping the rationale with respect to extra low slot was absorbed by CCP, and is incoming with the client update adjustments. |
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