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Doshneil Antaro
SVER True Blood Unclaimed.
42
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Posted - 2013.05.11 17:14:00 -
[31] - Quote
I-X-I wrote:Kristoff Atruin wrote:The amarr logi is not suited to front line combat at all. I've rarely ever lived long enough after taking fire for my repair modules to do anything to help. Generally I'm dead before I can blink. This is with around 430 or so total hp. May as well run a skinweave logi suit, which survives just as long and doesn't cost SP or isk.
It seemed like a great suit for a couple days, then the average dps put out by players jumped through the roof. Now the suit is about as resilient as a wet piece of toilet paper. Agreed. I have been a longtime Logi since I strated Dust. It is very frustrating to say the least. With that yellow color all the Douvale Tac rifes pick you off first before you can even see them. I started an alt and have put my main Logi on hold. I went Amarr because of my toons faction and regret it. Why don't you just use the med suits you unlocked to get the bee suit? It is assault with better stats for killing, less noticible color. Thats what I do when I get frustrated with the stand out bee suit. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
2
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Posted - 2013.05.11 19:59:00 -
[32] - Quote
I-X-I 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. For a true Logistics the side arm is not needed. CCP had intended for the Amarr to work as the "assault" Logi but we see how that worked out.
Hold on hold on... >.> Now, I, Personally made a request to the Dust Gods for there to be a Logi with a sidearm slot so that I could equip a swarm launcher with my SMG(MY primary weapon)... That's my play style & the request was made so I can be anti vehicle AND remain a strong, dedicated proto logi by having more equipment\etc slots(than the assault suit I used before had - which I had to manually switch to in game)ok? The only 'problem' is, in requesting the sidearm slot, I didn't think that they'd take away two module slots(super nerf\cripple the logi)... =\ So(if you have a play style like mine)there IS a need for a logi to have a sidearm AND if done right like me, you'd be the ULTIMATE logi... =D
PS: 'True' Logi? HA!!!! Logistics is about how much equipment you can carry making you more versatile - not how much weapons you carry... =P
PPS: Dust Gods PLEASE - (again)if you must penalize the Amarr Logi just because it has a sidearm, please only take away one low powered slot & at least leave the high powered... O.O (& if you're feeling generous, give back the 4th equipment slot as well... =D) |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
319
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Posted - 2013.05.11 20:22:00 -
[33] - Quote
You guys are thinking of it as a logi is the problem, it's just an assault that gave up some HP and speed so it could carry more equipment. |
Azri Sarum
DUST University Ivy League
1
|
Posted - 2013.05.12 17:35:00 -
[34] - Quote
NeoWraith Acedia wrote:You guys are thinking of it as a logi is the problem, it's just an assault that gave up some HP and speed so it could carry more equipment.
And that right there is the problem. It seems like the suit is not focused on its job. It looks like some weird hybrid between a logistics suit and an assault suit.
Right now when you ask, 'why would you use the amarr logi suit' the only plus it has is its sidearm, your backup weapon for your secondary role (killing). This seems wrong. I'm hoping the devs revisit this suit and tweak it so it can do its job on the same level as the other logi's. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
157
|
Posted - 2013.05.12 17:56:00 -
[35] - 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. |
Jack McReady
DUST University Ivy League
175
|
Posted - 2013.05.12 18:41:00 -
[36] - Quote
well I changed my mind but I would not change the equipment, hi and low slots, the amarr logi is obviously more combat oriented. considering that you can run a AR with alot of rounds per reload which is superb at all ranges, the sidearm slot is not worth much... amarr is the faction that uses lasers, lasers are effective at long range thus the amarr logi is obviously meant to run with the laser + sidearm to protect your heavies from long range infantry and still be able to defend himself up close thus instead of messing around with low and hi powered slots, just give the amarr logi the sidearm slot at advanced or standard level and increase the PG of the suit. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
2
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Posted - 2013.05.12 19:47:00 -
[37] - Quote
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 |
Mark0h
SVER True Blood Unclaimed.
18
|
Posted - 2013.05.12 20:47:00 -
[38] - Quote
Know what would be excellent? A 3rd equipment slit on the adv series amarr suit. I mean seriously, why should I have to be a proto to be able to use the standard injector/nano/rep.tool? Seems very gimped when I'm using the already slightly gimp MD. It's a choice between being able to repair my heavy or resupply our ammo. Not to mention the huge CPU cost of the freedom and boundless mass drivers |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
159
|
Posted - 2013.05.12 20:51:00 -
[39] - 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... |
Khan Hun
Sanmatar Kelkoons Minmatar Republic
36
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Posted - 2013.05.12 20:55:00 -
[40] - Quote
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure. |
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Cruxio
Zumari Force Projection Caldari State
3
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Posted - 2013.05.12 20:55:00 -
[41] - Quote
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. |
Mark0h
SVER True Blood Unclaimed.
18
|
Posted - 2013.05.12 21:16:00 -
[42] - Quote
Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
yew but you forget that a sidearm takes CPU/pg, that is something the proto suit lacks. Plus running those equipment drains you potential to run good side arms |
Jack McReady
DUST University Ivy League
180
|
Posted - 2013.05.13 08:52:00 -
[43] - Quote
Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
only AV & the laser profits from the sidearm because it has no other way of engaging up close. all other weapons listed can easily fight on their own at close range and the reloading time is not even long. the sidearms wont even come to use most of the time because the average engagement range is beyond 20m and all the sidearms have ~15 optimal range.
the sidearm is definately not worth 2 slots, especially when dont get it before proto. the AR is still superb at all ranges, why would someone take any other weapon?
my opinion stands, give the amarr logi the sidearm from the beginning and keep the slot layout as it is and incease the PG/CPU. amarr is the laser faction and the laser is useless up close thus you need a sidearm thus let them carry one. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
64
|
Posted - 2013.05.13 09:18:00 -
[44] - Quote
Grass is always greener. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:52:00 -
[45] - 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 -
[46] - 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 -
[47] - 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. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.13 17:14:00 -
[48] - Quote
RedBleach LeSanglant wrote: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.
Caldari has above average shields & a shield boost... I just think it should have the average high slot because it lacks strength in that area... 4 high slots - THANK YOU... =P |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.13 17:29:00 -
[49] - Quote
Jack McReady wrote:Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
only AV & the laser profits from the sidearm because it has no other way of engaging up close. all other weapons listed can easily fight on their own at close range and the reloading time is not even long. the sidearms wont even come to use most of the time because the average engagement range is beyond 20m and all the sidearms have ~15 optimal range. the sidearm is definately not worth 2 slots, especially when dont get it before proto. the AR is still superb at all ranges, why would someone take any other weapon? my opinion stands, give the amarr logi the sidearm from the beginning and keep the slot layout as it is and incease the PG/CPU. amarr is the laser faction and the laser is useless up close thus you need a sidearm thus let them carry one.
And this here is another problem... SMGs etc being limited to a range of 20m or less, when in real life, a Glock(& other pistols)has an effective range of 50m... Plus there are some Real Life SMGs like the PP-19 which, depending on which type of ammo used, have an effective range of 100 to 200m... SUPER(ANNOYING)NERF - Especially since the sharp shooter range bonus which I depended on was removed... I-mean - this IS a futuristic game right? & I should think that if one can make space ships, laser rifles, shield modules, HELL nanite technology, one should possess the technology be able to make side arms with an effective range of beyond that of our real life weapons with ease... -.- But-I-could-be-wrong - right? o.O (Grrr... -.- #NoFurtherCommentOnTheMatter #ContinueDoingAsYouWish) |
SuperKing BigNuts
Contract Hunters
22
|
Posted - 2013.05.13 17:46:00 -
[50] - Quote
no one gonna mention that the amarr logistics is the ONLY logistics to not get 3 equip slots before proto? to be a GOOD logi... you need 1.8m sp into medium frame, then another 3.somethin mill into logistics to get a bloody nanohive...
amarr logi is not designed to be an actual logistics which confuses me with its bonus to repairs if its not supposed to be a GOOD logi... cause as i recall, its been a few days since i actually looked at the trap skill of amarr logistics, i thought the logi bonus was a bonus to repair tools(the targeted ones) meaning at proto level it is one of the best logis avail if you dont bother with the sidearm ... |
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BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 17:58:00 -
[51] - Quote
Haron Vathek wrote:Hi there.
I decided to go the logistics path in Dust, and as I like armor repair modules I chose Amarr because of the nice bonuses to it. After 2 days now of playing I begun to notice something - the Amarr Logisuit is quite subpar when looking another, flat out better dropsuit -> the Gallente Logisuit. Let me explain:
The T3 Amarr logisuit has 3x low slots, this results in one being able to carry 3x armor repairer modules at most. The T3 Gallente logisuit has the amazing number of 5x low suits, making one being able to use 5x armor repairer modules. Logistics Suit Bonus +1 HP to dropsuit armor repair rate per level. Amarr Logi Bonus +5% to efficacy of armor repairer modules per level. Amarr Repair Systems +5% to armor repair modules efficacy per level. Complex Armor Repairer 5,0 HP/s.
These values only count if one has lvl 5 in the following skills skills: Armor Repair Systems Amarr Logistics Dropsuit / Gallente Logistics Dropsuit
Amarr Suit:
25%+25% = 50% 50% + 100% = 150% 150% / 100 = growth factor 1,50
5 HP/s x growth factor 1,5 = 7,5 HP/s 7,5 HP/s x 3 low slots = 22,5 HP/s 22,5 HP/s + 5 HP/s = 27,5 HP/s
Gallente Suit:
25% + 100% = 125% 125% / 100 = growth factor 1,25
5 HP/s x growth factor 1,25 = 6,25 HP/s 6,25 HP/s x 4 lowslots = 25 HP/s 25HP/s + 5 HP/s = 30 HP/s
6,25 HP/s x 5 lowslots = 31,25 HP/s 31,25 HP/s + 5HP/s = 36,25 HP/s
As you can see, the gallente dropsuit is superior in armor repairing because of its extra low slots.
I think it would be nice if the T3 Amarr Logisuit had one more low slot to make its suitbonus more useful for those (like me) who stack up on armor repair modules.
Need to end this thread now as I need to leave, but I will continue later about another amarr dropsuit topic that I have in mind.
- Haron Vathek
(sorry for any grammar / speling mistakes, english is not my native language)
Edit1: Fixed some wrong numbers
Amarr has higher base armor and higher shield than the Gallente suit, it boasts the highest PG/CPU of all the logistics, and is the only logistics to get a side arm.
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SuperKing BigNuts
Contract Hunters
22
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Posted - 2013.05.13 18:05:00 -
[52] - Quote
but is gimped at being a PROPER logi bro(needle+rep tool+hive) all the way until proto.... with only 2x equip slots... and NO SIDEARM until proto either... i wouldnt have complaints about amarr logi if theyd been the 2equip assault the entire way, but that its just a worse version of any other logi until proto.... |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
198
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Posted - 2013.05.13 19:13:00 -
[53] - 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. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
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Posted - 2013.05.13 22:39:00 -
[54] - Quote
RedBleach LeSanglant wrote: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.
LOL - NICE!!! =D
It seems as if they're picking on the Amarr logi for some reason... >.> Amarr Proto Logis & sidearm weapon ranges... -.- Let's see if & how they respond to this thread... =]
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
165
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Posted - 2013.05.13 23:07:00 -
[55] - 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. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
207
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Posted - 2013.05.15 00:14:00 -
[56] - 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
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Posted - 2013.05.15 22:44:00 -
[57] - 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? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
198
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Posted - 2013.05.15 23:02:00 -
[58] - 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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Mark0h
SVER True Blood Unclaimed.
18
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Posted - 2013.05.15 23:12:00 -
[59] - Quote
This thread needs to addressed. Such a broken logi suit. Seriously, no 3rd equipment slot till proto. Come on CCP. What kind of logi is this? Not pleased. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
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Posted - 2013.05.17 16:13:00 -
[60] - 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. |
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