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J-Lewis
Edimmu Warfighters Gallente Federation
56
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Posted - 2013.05.10 14:51:00 -
[1] - Quote
I got flamed to kitten by "logissaults" for saying this but...
Sidearms only for logistics.
Unlike the other thread, I'm going to provide a little reasoning here:
It's pretty simple: Logistics need to be the most tanky medium frames to do their job; which is to keep their bros fighting at peak condition. They need to be able to take hits; and they can. Taking away slots is a bad idea because tank isn't what makes the logi overpowered. The problem stems from the light weapon, as it not only happens to distract the user from actually doing his job, it also makes the suit as effective as -- if not more than -- the assault at killing.
Sidearms were designed as backup weapons, and considering killing people isn't the role of logistics I'd consider needing a weapon in the first place a "plan B" scenario: If the guy you're healing ran out into the wall of fire, forget him, he's not going to thank you for reviving him in the enemy kill zone.
If your skirmish squad has turned 1v1 and you're the only one left, a simple SMG and some creative use of cover is more than enough to do the job, even against a protosuit. Considering I've killed multiple proto logistics suits with an SMG, this shouldn't be difficult.
The Caldari Logi is only really a problem if you approach it head on; the trick is to use a flux to take down the shields, then finish it at close range before it can recover. In other words, you need to flank it; scouts will do this amazingly well (I run with dual SMGs and Flux; Caldari Logi are my favorite prey because they think they're invincible).
To conclude: Logistics isn't a glamorous role; like in just about any MMO (and make no mistake, DUST is an MMO), your role as healer isn't to get kills, it's to make sure your side keeps its DPS in the fight. DPS wins fights, but Logistics wins wars. It takes a certain type of player to be logistics; you have to be fine with having a **** KDR and being unappreciated, but that's fine, because you know that without you, they'd have lost the engagement. |
J-Lewis
Edimmu Warfighters Gallente Federation
56
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Posted - 2013.05.10 15:44:00 -
[2] - Quote
RKKR wrote:
We are not flaming, we are not logiassaults but nice try to look smart
Scenario: Someone with a langer range camping your dead ally? What do I need to do?
What are you going to change about the amarr logi? Can he keep his LW and side-arm?
Yes I like a SMG on a scout too, not on my logi. Focus on support? Have fun when you're running with shieldbased allies...or can we get a shieldrep too? Nanohives gone in an eyeblink...you know what I'm just going to stand here and scan the hell out of the enemy!
I keep seeing "It's only the Caldari logi" followed by solutions that affect all logis
Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea.
To answer your scenario, depending on the specific case: Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital.
Amarr logistics could either keep its light weapon, or it could get more slots.
I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
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J-Lewis
Edimmu Warfighters Gallente Federation
58
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Posted - 2013.05.10 17:46:00 -
[3] - Quote
RKKR wrote:J-Lewis wrote: Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea.
To answer your scenario, depending on the specific case:
Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital.
Amarr logistics could either keep its light weapon, or it could get more slots.
I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
Yeah just leave the smacktalk next time, it's no good to get your viewpoint across to the other side. What's your view of a SMG logi vs SMG scout? The scout seems more favorable because of the speed/stamina bonus. Do you want to give logis a bonus to sidearms? I don't mind the militia and lvl1 nanohives nerf, but lvl3? Not so much. Your shieldregen is a interessting idea.
On the topic of SMG logi vs SMG scout, the difference is in how you wind up with the enemy in front of the SMG. It is a weapon that works wonders for short range covering fire (1000 rpm, great spray, decent range for a sidearm), and up close it is as effective as any light weapon. While the scout relies on mobility, the logistics has tank on its side; you don't want to be chasing down targets (good way to get killed); just cutting down those that come after you. In a one on one, the SMG logistics will probably beat the SMG scout, unless the SMG scout does a stellar job at catching the logi by surprise with a flux.
Giving logistics either a bonus to sidearms, or two sidearm slots would work IMO. However I'd rather the bonus be a static role bonus (eg. 25% role bonus to sidearm ammo capacity). |
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