Eskel Bondfree
DUST University Ivy League
88
|
Posted - 2013.05.10 10:54:00 -
[1] - Quote
Iron Wolf Saber wrote:Citpaan Hacos wrote: I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. I agree with Citpaan Hacos, restricting logis to side arms is a bad idea. Better solution is to reduce overall CPU/PG of logis, and give them a fitting bonus for equipment and modules they need for their role. This should include fitting a strong tank, but not high end weapons or damage modules. In addition give assaults boni on weapon effectiveness and/or weapon fitting. This should do the trick and make assaults the better option for a combat role, without delegating logis to mere bystanders during fire fights.
Imho, Dust is about giving a lot of options to make your own choices, and not about locking people into narrow roles or a certain weapon category. More and better side arms? I'm for it! Side arm bonus for logi and light weapon bonus for assaults? Yes! This increases the number of options a logi has, without making assaults obsolete. But taking away light weapons from logis? No, please. |
Eskel Bondfree
DUST University Ivy League
96
|
Posted - 2013.05.11 23:02:00 -
[3] - Quote
I'm going to add a few points here while trying not to dive too deep into the whole logi debate again.
First, the whole idea of reducing existing suit variants and getting rid of different tiers is great and makes a lot of sense, so thanks for that Iron Wolf Saber!
Regarding AUR suits, I'm voting for what Kesi Raae Kaae said above: they should start at a higher CPU/PG level and benefiti from the drop suit skills at a lower rate, reaching the same peak performance as non-AUR at max skill levels. Because with a fixed amount of CPU/PG on AUR suits, we would need multiple AUR variants for the same suits if AUR should stay a viable choice at higher skill levels. Which defeats the purpose of reducing the overall number of suit variants and market clutter.
Milita suits: skill level independent boni are a good idea to give new players an easier time. However, I would propose to give militia suits also skill dependent boni (with a lesser effect), while reducint the effect of the built in ones. So militia suits have a nice buff right from the start, and it also grows while progressing in skill. A basic suit at drop suit skill level 1 should still be more useful than a militia suit, after all.
The different per frame boni: I like the idea of giving heavies more mobility outside of the sentinel role. You mentioned 'Mobility - Burst' as part of the overall theme - the heavy units from Planetside 2 with their charge ability came to mind immediately. I think heavies will benefit greatly from something like that if we want them to be more than stationary defenders.
Range bonus for light frames: I'm a bit sceptical about this. To not get the whole sharp shooter problem all over again, the bonus would need to be really small. Maybe a range bonus is not needed at all, since the light frame can already dictate engagement range through its superior speed?
Medium frames: if I'm getting you right, you want the basic frame to be both a second grade assault and a second grade, combat oriented logi. With the assault being better than the basic frame in every aspect of combat, and the logi being worse in combat, but better in creating flexible fits and supporting others. I can live with the logi being less effective in combat, but I see two problems with the side arm solution: first, I see problems balancing the proposed carbine side arm for all the other drop suits. Everyone would be running the carbine along their forge gun/sniper rifle/swarm launcher. And second, the logi is supposed to be flexible, but it won't be if we take away from it every weapon that is useful: no swarm launcher, laser rifle, plasma cannon, mass driver, shot gun etc. To give back all those options to the logi, you would essentially need to introduce a gimped side arm version of every light weapon we already have. It would unnecessarily complicate the whole weapon arsenal, and introduce a balancing night mare for the Devs as well. So what's speaking against the obvious and simple solution: give logis a penalty for using weapons like the AR, without reducing their ability to use weapons not geared towards infanty combat, like swarm launchers and plasma cannons?
I'm also not sure about the assault suit receiving both an attack and a tank bonus, it's widening the performance gap between basic and assault frames by a lot, which is dangerous imho. How about splitting attack and tank boni between the different races? Attack bonus for Minmatar, tank bonus for Gallente, something along those lines. |