Logi Bro wrote:I decided to revive this thread for the sake of edits due to the added Commando suit, ferroscale and reactive armor plates, and also because lolwhynot.
Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
Racial bonuses create imbalances in the game. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff, but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault
Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level
Caldari Assault Bonus- 5% shield recharge rate increase per level
Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level
Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level
Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics
Logistics Dropsuit Bonus- Keep +1 armor repair per level
Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level
Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level
Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level
Amarr Logistics Bonus- 5% repair module and reactive plate repair rate increase per level
Heavy
Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level
Amarr Sentinel Bonus- 2% dropsuit shield and armor increase per level
Amarr Commando Bonus- 5% decrease in light weapon CPU and PG use per level
Scout
Scout Dropsuit Bonus- Keep 5% scan profile reduction per level
Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level
Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
You can see, excluding scouts, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment.
EDITS: Deleted crowded edit section to start over if I receive more suggestions.
Only a few things i'd changed in your suggestion to be honest :
LogisticsLogistics Dropsuit Bonus- 5% equipment PG/CPU reduction per level
Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level
Gallente Logistics Bonus- +1 armor repair rate per level
Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level
Amarr Logistics Bonus- 5% repair module and reactive plate repair rate increase per level
Very important that the specialization bonus ties into the support role and not into survivability. Effect is the same, one slot saved as you wont need a CPU or PG extender.
HeavySentinel Specialization Bonus- Damage reduction is pretty tricky atm according to Devs. I'd go with a +5% bonus to hp of base shield and armor per level.
Amarr Sentinel Bonus- Should be tied to the efficiency of an Amarr Heavy weapon. Could be 1% damage buff to heavy weapons in the meantime.
Commando specialization bonus : I'd go with a 3% increase to sprint, stamina and stamina recovery per level.
Amarr Commando Bonus- 5% decrease in light weapon CPU and PG use per level
AssaultAssault Dropsuit Bonus- 2% hand-held weaponry damage increase per level
(may be a bit too much, even 1% is enough to send a signal )Caldari Assault Bonus- 5% shield recharge rate increase per level
Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level
Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level
Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
rest would be ok for me.
ScoutScout Dropsuit Bonus- Keep 5% scan profile reduction per level
Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level
Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
will leave scout judge that part.
So mostly, those bonuses fits what i'd suggest myself.