Cross Atu
Conspiratus Immortalis League of Infamy
953
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Posted - 2013.05.13 05:47:00 -
[1] - Quote
+1 to thread
Amarr Logistics Bonus- 5% repair tool rate increase per level-1 to this
Such a bonus has several flaws. It flattens the rep tools values by benefiting the Core tool more on balance and distorting the comparative effects/values of the other reppers. Until CCP full converts repair tool WP earnings to a granular HP based system this bonus will lower the potential WPs earned by reducing the cycles/time required to make those repairs. It gimps the Amarr suit which is already slower and possessing fewer slots thus struggling with survivability even in it's present state.
In addition it promotes the false assumption that durability is somehow outside the role of the Logi. I've been playing Logi since closed (as I'm sure you'll remember we've conversed in several threads along the way ), and providing support for my squad has never been an issue for me, for that matter WP earnings haven't been much of an issue either the two things which have consistently been issues throughout all the builds are A) Mobility B) Survivability
Mobility makes sense, Logi have a lot of gear and less direct need to flank, strafe etc than do the Scout or Assault roles. So while I do cap those skills ASAP most builds I don't begrudge this limitation, it comes with the territory.
Survivability however is another matter, eHP is vastly important to a Logi. As a rule (a few specific Uprising Cal Logi suit builds aside) Logi lack both the dps and speed of either the assault or the scout, furthermore much of our work calls for us to be taking shots on behalf of wounded or downed comrades while getting them to cover and back into fighting form. Add to that the new "shoot me" yellow of logi ships and suits and things have just gotten even more dicey (which is still true even ignoring the brokenly OP TAR). A Logi can't do anything for the squad if that Logi is dead, the repair bonus helps keep a Logi alive but doesn't give the ability to soak sustained damage that a Heavy possesses.
The current bonus to the self repper mod is both the most role/tactically valuable for the Amarr Logi, I searched very extensively prior to spec'ing that the bonus was to self repping not the repair tool. As it stands the Amarr racial skill is an asset on the field which helps mitigate my greatest challenge changed to a repair tool buff it becomes something I wouldn't spec into until after hitting full proto on all my fits and every other Logi suit.
I vehemently oppose the idea of that as a change.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis League of Infamy
954
|
Posted - 2013.05.13 15:28:00 -
[2] - Quote
bump / additional consideration
The Cal Logi suit bonus type shouldn't be changed (having some survivability is most certainly in line with being a hot zone medic) the Cal Logi suit bonus amount on the other hand is another matter. I am still unconvinced that it's actually out of line with the Assault suits but it certainly looks to over-preform the rest of the Logi line.
As to the Assault class bonus, upon reflection doing something to vicariously increase the dps output rather than directly increasing the raw damage seems like a better fit. Having the net effect of giving the Assault suits more 'gank' is good and I still fully support that but we've already seen CCP remove the Chrome sharpshooter skill because such a base level bonus was braking balance by pushing weapons outside of their intended battlefield roles, a raw damage bonus could very well do the same. Adding extra reload is likely the best option but the amount would have to be sufficient to provide a worthwhile increase to the balance of outgoing dps. This keeps the Assault line from breaking balance on weapons while increasing their ability to make any (non-heavy) weapon preform better than the other classes can manage with the same gun.
Further considerations as they come (and again +1 to this thread, good show ) Cross |