Zeylon Rho
Subdreddit Test Alliance Please Ignore
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Posted - 2013.05.10 21:02:00 -
[1] - Quote
I think you could up with entirely new bonuses, rather than shuffling current ones around.
The passive armor regen on logis is good (both functionally, and because they can't repair themselves).
I think the idea with the shield recharge bonus on assaults is that they can get back in the action (after they've recharged) quicker. However, it ignores the fact that no all assaults are shield tankers necessarily, and it seems questionably useful compared to something like shield extender efficacy (which makes for prettier numbers).
I think assault SUITS needs to be retooled (and possibly Sentinel/Scouts as well) so that they noticeably differ from the Basic suits - since they don't right now. Keep basic as-is, but alter the specs so they make more sense or adjust to the class, and give rewards for specialization. Currently, Logis have rewards for spec... but they also have to do it to be logis at all.
For assaults, I'd add 20 hp to their base suit hp at adv, and add 40 hp at proto. The portioning on this I'd split according to race.
For instance, if caldari assault is at 210/120 right now, ADV would move to to 230/120, and PRO to 260/130. Since it's base, passives will still effect it, regardless of what they put in slots, making the gains relatively larger. Logistics base (C-1) is 180/90. So, the Caldari assault hp bonus over logi goes from 60 to 110 (close to doubles) from standard to proto. The fact it's base means that most of this advantage requires no slot apportioning. The fact that it's base also means it's relative value is higher, due to passives.
Now a Caldari logi might still be able to use their TWO extra slots (Assaults are 4/3, Cal-logi is 5/4) to try to match HP, but it becomes more complicated. The passives on assault shields/armor bring them to 262 base shields, and armor to 150. That's 412 total. Logis with passives go to 225/112 or 337. This means on naked suits, with passives, the gap expands to 75 from 60. Now let's load on shields. Maxed shield extender skill gives you a 10% bonus, maxed Logistics suits gives you a 25% (let's ignore the recharge bonus Assaults get for for a moment).
Assaults with all shield extenders will get 290 more shields with their 4 slots. Logis using all 5 slots (and having a higher bonus) get 445 shields or so (35%.. not exactly like in-game maths) for their trouble (and using an extra slot). Adding to the previous totals, that puts assaults at 702 total hp (no armor, just shield attachments) and Logis at 782ish. This is the status quo. Note that the Logis need to use an extra slot to beat the Assault total here, without one complex extender, their total drops just below that of assaults. Despite having more hp, both are very vulnerable to things like flux, and the assaults will have faster recharging shields (both by default, and a larger gap with bonus).
An obvious point here is that the Logis can achieve "about" the same HP with the same number of slots, then use that extra slot for a weapon damage modifier, out-damaging the assault that went all shields.
This is why a base-suit mod can fix things. With the modified suit hp, the assault base with passives jumps to 488, and then in the same scenario their shields with the same number of slots is 778. This is still very slightly lower than the logi, but it's parity. The logi has to use every upper slot (and benefit from a class bonus) to beat the assault on shields by 4hp. The assaults shields in this scenario will recharge faster, they have more armor (at base) underneath, and faster base movement speed. If the logi drops an extender to do more damage, they are then at a 80+ hp disadvantage against the assault. An assault dropping a shield extender loses less, because less of their capability is predicated on module usage.
That's an example of suit buffing, but I think the bonuses across the board need to be looked at it. The Amarr logi seems to have more slot issues that aren't necessarily justified by the sidearm - all the other logis have 12 slots counting High + Low + Equipment at proto, the Amarr has 9... and a sidearm. Is a sidearm worth three slots? Maybe it's worth two slots?
I think the Gallente fitting bonus is... weak compared to the others, and the Minmatar hacking bonus is an extremely specialized bonus compared to something like armor repair or shields (since it's combat). An armor-tanking Gallente logi bonus might be better (they'd be sacrificing speed to use it if it were attached to plates), but at a lower percentage than the 25% shield extender bonus because armor plates have so much hp. Minmatar I'm not sure about.
An overall assault bonus to something like reload speed (all light weapons, or hybrids/non-explosive.. I dunno) might make more sense (since not all assaults should be shield-focused, but they should all be attacking), and perhaps having the caldari specific bonus be shield recharge oriented.
The bonuses for all specializations need a look though, something to make them desirable. While I find Gallente Logis appealing in terms of slots for example, their fitting bonus is like a core-skill redo, and it's underwhelming. Similiarly things like reducing feedback damage for Sentinels are borderline-insulting as advantages unless heavy weapons are being introduced that ALWAYS damage you. |