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J-Lewis
Edimmu Warfighters Gallente Federation
67
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Posted - 2013.05.12 21:51:00 -
[1] - Quote
I can get behind this proposal. +1 IWS. |
J-Lewis
Edimmu Warfighters Gallente Federation
69
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Posted - 2013.05.13 07:45:00 -
[2] - Quote
Hunter Junko wrote:Azri Sarum wrote:Hunter Junko wrote:+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
Move the repair tool from equipment to a light weapon slot? It would cause a logi to really commit to focusing on logistics. Would the repair tool in its current form be strong enough to justify that kind of change? i would agree, however doing that would completely render a logi combat-ineffective. example would be a logi separated from his squad, faced up against an enemy soldier? he or she's is boned in all aspects. Logis should have at least something so they have a chance of surviving the encounter. i think repair tools should remain an equipment slot, however logis arent always Combat medics Think logistics as the stuff happening beyond the fighting and the bullets flying everywhere; EWar, communications, supply allocation, troop allocation, Vehicle management, they are the ones who can hack an objective better than assault personnel, they are the ones who can defend their allies in the Ewar front better than the others. they are the ones who assist and revive fellow comrades, and they are the ones who can help a tank commander or a pilot perform their jobs a little easier.
One way to look at it is using IWS' Scout/Ranger/Sniper example: the 'Tech 1' suits are more like Combat Medics (2 equipment slots and both weapon slots), and the 'Tech 2' suits branch off into either dedicated Equipment specialists (eg. Logistics; with worse offence) or pure killing machines (eg. Assault; with worse logistics). |
J-Lewis
Edimmu Warfighters Gallente Federation
69
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Posted - 2013.05.14 07:12:00 -
[3] - Quote
Back to the Front page.
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J-Lewis
Edimmu Warfighters Gallente Federation
86
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Posted - 2013.05.17 11:36:00 -
[4] - Quote
Cross posting from a thread in the Council Chambers, since this does not belong there, and is relevant to this thread.
J-Lewis wrote:Personal suggestion:
Skill Changes:
Dropsuit Command: -+The basic operation of dropsuits. -+2% increased max stamina for all dropsuits per skill level. -+Unlocks Medium dropsuits at level 1; Light dropsuits at level 2; Heavy dropsuits at level 3; and specializations at level 5.
[Race] [FrameSize] Dropsuits: -+Skill at operating [Race] [FrameSize] Dropsuits. GùÿBonuses are moved from the skill to the individual dropsuit. GùïPrerequisites: GÇóDropsuit Command 1-3 depending on [FrameSize]
[Specialization] Dropsuits: -+Skill for the operation of [Specialization] class dropsuits. GùÿBonuses are moved from the skill to the individual dropsuit. GùÿThis skill does not govern what racial dropsuits you can use. GùïPrerequisites: GÇóDropsuit Command 5 GÇó[ExtraPrerequisiteSkill1] 5 GÇó[ExtraPrerequisiteSkill2] 5
Examples:
Assault Dropsuits: -+Skill for the operation of Assault class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóHandheld Weapon Upgrades 5 GÇóDropsuit Biotic Upgrades 5
Logisitics Dropsuits: -+Skill for the operation of Logistics class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Engineering 5 GÇóDropsuit Electronics 5
Scout Dropsuits -+Skill for the operation of Scout class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Electronics 5 GÇóDropsuit Biotic Upgrades 5
Sentinel Dropsuits: -+Skill for the operation of Sentinel class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Armor Upgrades 5 GÇóDropsuit Shield Upgrades 5
Dropsuit Changes:
-+Dropsuits do away with STD/ADV/PRO levels; tier systems are bad; all suits should be useful. -+All dropsuits get two per level bonuses from their operation skills: One for defence, one for offence. -+Specialization suits get an extra two bonuses from the specialization skill, relevant to the specialization.
Example:
Amarr Medium Dropsuit: -+General all-purpose dropsuit, suited for almost every purpose, but specializing in none. A jack-of-all-trades frame. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùïPrerequisites: GÇóDropsuit Command 1 GÇóAmarr Medium Dropsuits 1
Amarr Assault Dropsuit: -+Front-line fighter. Balanced between mobility and offensive capability. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùÿAssault Dropsuits skill bonus per level: -+5% bonus to max stamina and stamina regeneration. -+2% bonus to efficacy of damage modifiers. GùïPrerequisites: GÇóDropsuit Command 5 GÇóAmarr Medium Dropsuits 5 GÇóAssault Dropsuits 1
Amarr Logistics Dropsuit: -+Support-oriented dropsuit with more PG/CPU, designed to be a force multiplier; part of a team. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùÿLogistics Dropsuits skill bonus per level: -+5% reduction to CPU/PG cost of Equipment. -+2% bonus to Armor resistance. GùïPrerequisites: GÇóDropsuit Command 5 GÇóAmarr Medium Dropsuits 5 GÇóLogistics Dropsuits 1
This particular system makes specializations independent of race, but you still need the racial dropsuit skill to 5 to use that race of specialized dropsuit. Additionally, with the removal of suit tiers, all dropsuits can be better balanced against one another, and so we get better tactical play with certain suits countering each other more easily than others (it's still mainly down to user skill to take advantage of this however).
The SP sinks are moved from useless skills that don't particularly give anything useful, to skills that aid the suit you're training for (for example, extra speed and CPU for scout suits, who rely on speed and need all the CPU they can get). There's nothing wrong with SP sinks, they just need to give something meaningful in return for each level.
Giving skill bonuses to all suits replicates aspects of the tier system, but in less radical ways than offering extra fittings and/or slots. There's a huge difference between being able to fit one basic mod, and someone else able to get away with three complex ones. Doing away with suit tiers means the difference is only in gear quality and the bonuses from the suit operation skill. This is much more even footing than currently.
I've purposely left out discussing slot layouts and specific stats, because those are down to CCP; but I'd like to see specializations have similar slot counts to basics, but with different distributions to suit the role. For example: Caldari Basic suit: 11 slots, 4H/2L/2E + 1 Light, 1 Sidearm and 1 grenade slot. Caldari Assault suit: 11 slots, 3H/3L/1E + 1 Light, 1 Sidearm and 2 grenade slots. Caldari Logistics suit: 11 slots, 5H/1L/3E + 1 Light, 1 Sidearm and no grenade slots (or 2 Sidearms).
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J-Lewis
Edimmu Warfighters Gallente Federation
87
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Posted - 2013.05.17 21:11:00 -
[5] - Quote
Pilots should only get sidearms, that much is for sure; just couple it with a very low signature profile (pilots outside of vehicles should be focusing on getting into another vehicle, the sidearm is purely for self defense). |
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