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Logi Bro
Greatness Achieved Through Training EoN.
1536
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Posted - 2013.05.17 19:57:00 -
[121] - Quote
Fox Gaden wrote:If the Amarr Heavy Bonus is 2% dropsuit shield and armour increase per level, what will the other racial Heavy Bonuses be?
Minmatar: Speed? Gallente: Damage? Caldari: Range?
I'd probably give them something along the lines of: Gallente Heavy Dropsuit- 3% armor plate health bonus increase per level Caldari Heavy Dropsuit- 3% shield extender increase per level Minmatar Heavy Dropsuit- 5% increase to heavy weapon RoF per level |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1000
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Posted - 2013.05.18 08:53:00 -
[122] - Quote
Logi Bro wrote:Fox Gaden wrote:If the Amarr Heavy Bonus is 2% dropsuit shield and armour increase per level, what will the other racial Heavy Bonuses be?
Minmatar: Speed? Gallente: Damage? Caldari: Range? I'd probably give them something along the lines of: Gallente Heavy Dropsuit- 3% armor plate health bonus increase per level Caldari Heavy Dropsuit- 3% shield extender increase per level Minmatar Heavy Dropsuit- 5% increase to heavy weapon RoF per level I'd probably give the Gallente a +3% armor repair module efficiency per level and maybe a -2% movement penalty reduction when equipping armor. Gallente are supposed to be geared for fast armor regen and Minmatar heavy should probably be the fastest...unless there's a heavy rocket launcher in which case forget everything I just said. |
Charlotte O'Dell
Molon Labe. League of Infamy
369
|
Posted - 2013.05.30 06:23:00 -
[123] - Quote
So, pretty much, this is an awesome idea. take note, ccp. |
xSir Campsalotx
Isuuaya Tactical Caldari State
3
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Posted - 2013.05.30 06:59:00 -
[124] - Quote
+1 Like the idea for the heavies and assaults especially. |
Doyle Reese
OSG Planetary Operations Covert Intervention
60
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Posted - 2013.05.30 07:07:00 -
[125] - Quote
Scouts could use a reduction to the Armor Penalty too!! |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
63
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Posted - 2013.05.30 07:09:00 -
[126] - Quote
Doyle Reese wrote:Scouts could use a reduction to the Armor Penalty too!! Ferroscale plates should resolve that issue... |
Doyle Reese
OSG Planetary Operations Covert Intervention
60
|
Posted - 2013.05.30 07:11:00 -
[127] - Quote
Cosgar's Alt wrote:Doyle Reese wrote:Scouts could use a reduction to the Armor Penalty too!! Ferroscale plates should resolve that issue...
aren't Ferroscale Plates for vehicles only? That's what it seemed judging from the way CCP worded it during "Advancing the Core" |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
80
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Posted - 2013.05.30 07:32:00 -
[128] - Quote
im ok just to sit and wait for ccp to deal with this as they see fit and not force ideas on them
these are GOOD ideas just are they balanced ?
statically ? (also i would swap the damage bonus for the Armour and shield bonus on the heavy) the heavy's roll is not damage
But the heavy could benefit from stuff like heavy weapon reload speed over damage (they are not a dps roll and that would eliminate all other forms of av from being viable compared to proto forge heavy)
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Harkon Vysarii
Dead Six Initiative Lokun Listamenn
344
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Posted - 2013.05.30 07:46:00 -
[129] - Quote
Why did this thread never get a Dev look in. It is one of the few on this forum that seemed to be constructive as well as well thought out.... |
Imp Smash
On The Brink CRONOS.
111
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Posted - 2013.05.30 10:14:00 -
[130] - Quote
I like the idea of this thread. I like how people are offering constructive ideas and not complaining at eachother. You have earned a like and more OP.
I'd like to add - for logis - Caldari are the shield group. How about the Caldari logi bonus be a bonus to shield repair guns. Shield transportation I believe it is called even if it isn't in game yet.
From there the Gallente could get the armor repair bonus. Although honestly it makes sense to me if the Amarr retain it is they (all their suits) survive off of having higher base buffer hp. If you moved the armor repair to Gallente I'd recommend reload for Amarr logis. Amarr logis are supposed to be a bit more combat-like as they sacrifice equipment for more guns. |
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
97
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Posted - 2013.06.17 20:08:00 -
[131] - Quote
Minmatar Scout - In addition to current melee bonus: +2% Sprint Speed per level |
Logi Bro
Greatness Achieved Through Training EoN.
1603
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Posted - 2013.07.07 23:47:00 -
[132] - Quote
bumped for Uprising 1.2 |
Logi Bro
Greatness Achieved Through Training EoN.
1677
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Posted - 2013.07.09 04:06:00 -
[133] - Quote
General Discussing is being really slow right now, so.....bump. |
ZDub 303
TeamPlayers EoN.
706
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Posted - 2013.07.09 04:11:00 -
[134] - Quote
I didn't read all seven pages... but please don't kill logis by removing the EHP bonus... esp if assault gets 10% damage.
All logis should have an EHP bonus.
Logi Bonus: 5% CPU/PG reduction per level Caldari: 5% Shield extenders Gallente: 5% armor plating amarr: 3%/3% shield/armor minmatar: 2%/2% shield/armor
Something like the above here would make much more sense.. logis are slow and inherently weaker... give them the option to go all out hp, since we will be sacrificing 10% damage + combat oriented bonuses anyways.
If we need to, we can just straight put passive regen on certain logi suits.
Like 2HP/s - Caldari, 3HP/s - Minmatar 4HP/s - Amarr 5HP/s - Gallente
Scout Dropsuit Bonus would make much more sense if it was something like 3% EWAR and Biotics module efficacy or 5% of one or the other. Profile dampening is meh... if they need it.. just give them a lower base profile. |
Logi Bro
Greatness Achieved Through Training EoN.
1677
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Posted - 2013.07.09 04:18:00 -
[135] - Quote
ZDub 303 wrote:I didn't read all seven pages... but please don't kill logis by removing the EHP bonus... esp if assault gets 10% damage.
All logis should have an EHP bonus.
Logi Bonus: 5% CPU/PG reduction per level Caldari: 5% Shield extenders Gallente: 5% armor plating amarr: 3%/3% shield/armor minmatar: 2%/2% shield/armor
Something like the above here would make much more sense.. logis are slow and inherently weaker... give them the option to go all out hp, since we will be sacrificing 10% damage + combat oriented bonuses anyways.
....What...?
Well, allow me to start by saying I am not removing EHP bonuses from logi's because logi's don't have any EHP bonuses to begin with, with the exception of the Caldari logi, which has long been decided to be OP.
Secondly, logi's are not sacrificing 10% damage, assault suits would be gaining 10% damage, and logi's would remain the same.
Third, I have had this discussion with another person before, and I have based these bonuses on the primary role of the suits, and while survival is important on the logistics dropsuit, it is not the primary role, support is, so the logistics suits are all gaining support bonuses, with the exception of the Amarr, which is a wildcard, so it gets a wildcard bonus. |
ZDub 303
TeamPlayers EoN.
707
|
Posted - 2013.07.09 05:16:00 -
[136] - Quote
all im gonna say is... if they give cal logis that worthless nanohive bonus, then they better offer a respec.
Cal Logi is not OP... use it in PC and you'll find it barely holds it own.
If anything the other logi classes are UP.
Or if you insist we recieve worthless equipment bonuses, then we need at least equal base hp to assault suits.
Otherwise logis are just free WPs to assaults.
and I mean sacrifice 10% damage by going logi instead of assault. Opportunity cost.. etc etc. |
Logi Bro
Greatness Achieved Through Training EoN.
1678
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Posted - 2013.07.09 05:30:00 -
[137] - Quote
ZDub 303 wrote:all im gonna say is... if they give cal logis that worthless nanohive bonus, then they better offer a respec.
Cal Logi is not OP... use it in PC and you'll find it barely holds it own.
If anything the other logi classes are UP.
Or if you insist we recieve worthless equipment bonuses, then we need at least equal base hp to assault suits.
Otherwise logis are just free WPs to assaults.
All I will reply is this: If people don't want the Caldari Logi anymore because a single percentage changed, then the only reason they chose that class was because of that specific percentage. Caldari Logi isn't OP, you're right, but it DOES have too much utility. (Look at me, been playing too much SMITE and now I am talking in MOBA terms) By utility I mean usage, the amount of different things it can do, and it is not supposed to be able to replace assaults effectively, support team-mates effectively, and replace heavies effectively all at once, it is just too much utility.
You obviously play the Cal logi and have never played any other race's logistics class, because if you did you would realize a tank bonus is unnecessary to survive, all other logi's have the exact bonuses that I recommended in my OP, because they were fine as they were, being support bonuses. The Cal logi wont suddenly become fodder without its shield extender bonus, every other logi has survived perfectly fine without it, so the Cal can too.
To your edits: The assault suit gets a bonus to killing. If you want to be best at killing, be an assault, since the logistics suit does not exist for the sole purpose of killing. Since the assault exists for the sole purpose of killing, it should excel at it more than other classes. It's a role bonus, so to speak.
And....I meant it as it was written, the Sentinel suits should get a 2% bonus to their base shields and base armor, not to modules that increase them. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
62
|
Posted - 2013.07.09 06:19:00 -
[138] - Quote
Scout: 5% scan profile reduction per level (Ewar and Cloaking should also be tied to Scan profile)
Now for the rest of them, CCP has officially announced that Scouts are severely declining in uprising and I think much of it could be closed up through racials (though we still need a second equipment slot)
Minmatar: 5% Explosion Radius and Rate of Fire Gallante:10% Scanner Range (passive and active) so same Caldari: 10% EWAR Strength per Level Amarr: 15% to Light Armor Plate HP (ferroscale and Reactive)
CQC Scouts Minmatar: Glass Cannon (which fulfills the scout assault bridge it was meant to be) Gallante: Flanker (sets up and prepares for ambushes, also catches enemy ambushes)
Slower/Range Scouts Caldari: Negative Logi (functions as the enemy team divider) Amarr: Harasser (not fast or strong enough to engage other suits but healthy enough to take a hit and retreat into cover) |
Doc Noah
Algintal Core Gallente Federation
201
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Posted - 2013.07.09 07:01:00 -
[139] - Quote
Overall very nice suggestions. |
XANDER KAG
Red STar. EoN.
135
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Posted - 2013.07.09 07:18:00 -
[140] - Quote
This reads very well, I hope a dev takes a look because this all seems well thought out. Thank you for using logic on the forums rather than ranting. |
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Laurent Cazaderon
What The French CRONOS.
1758
|
Posted - 2013.07.09 07:59:00 -
[141] - Quote
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 :
Logistics Logistics 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.
Heavy Sentinel 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
Assault Assault 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.
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
will leave scout judge that part.
So mostly, those bonuses fits what i'd suggest myself. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
415
|
Posted - 2013.07.09 08:03:00 -
[142] - Quote
Laurent Cazaderon wrote: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. Please take them to CCP good sir and I will revere you as a God....well sort of you see being Amarrian by nature means that that would be heresy....and Im not Sani Sabik...
But you get my meaning .... Do it CPM Cazaderon and all of Dust shall thank you for it....except for the cal logi douche bags..... |
hackerzilla
Defenders of the Helghast Dream
42
|
Posted - 2013.07.09 08:18:00 -
[143] - Quote
I understand people think that Logi Cladari is OP but 10% nanite ussuage per level sucks like seriously thats nerfing it to hell |
ZDub 303
TeamPlayers EoN.
725
|
Posted - 2013.07.09 16:59:00 -
[144] - Quote
hackerzilla wrote:I understand people think that Logi Cladari is OP but 10% nanite ussuage per level sucks like seriously thats nerfing it to hell
At least someone understands.
Do you have proto nanohives logi bro? You must... at which point you would have to understand there is never a need for a nanohive bonus, its pretty much worthless.
Some people want to support their team while still actually having the ability to be on the front line. Cal logi is perfect for what it does.
It doesn't replace a real heavy in the least. It gets roflstomped by real assaults already. It has just enough utility to actually be viable in PC.
If anything, the other logi classes are kind of a joke atm.
Like I said.. if you wanna take away the logi survivabiltiy bonus, then offer a respec. Taking away 9 weeks of SP because you felt like absolutely destroying a specific playstyle is downright insulting.
I ran min logi with my first respec and I hated it... the suit was a complete POS. Cal logi has just enough hp bonus to compensate for its poor movement and lower base hp.
If these are the kind of bonuses they want to put in the game, then please let me respec into assault. |
Logi Bro
Greatness Achieved Through Training EoN.
1693
|
Posted - 2013.07.09 17:40:00 -
[145] - Quote
Alright, I will take the suggested ideas and remake the list. |
Gorra Snell
BetaMax. CRONOS.
28
|
Posted - 2013.07.09 17:51:00 -
[146] - Quote
Excellent work. They should have Logi Bro (along with the this threads' participants) design all the unreleased suit bonuses |
Vermaak Doe
SVER True Blood Public Disorder.
987
|
Posted - 2013.07.09 17:54:00 -
[147] - Quote
ZDub 303 wrote:hackerzilla wrote:I understand people think that Logi Cladari is OP but 10% nanite ussuage per level sucks like seriously thats nerfing it to hell At least someone understands. Do you have proto nanohives logi bro? You must... at which point you would have to understand there is never a need for a nanohive bonus, its pretty much worthless. Some people want to support their team while still actually having the ability to be on the front line. Cal logi is perfect for what it does. It doesn't replace a real heavy in the least. It gets roflstomped by real assaults already. It has just enough utility to actually be viable in PC. If anything, the other logi classes are kind of a joke atm. Like I said.. if you wanna take away the logi survivabiltiy bonus, then offer a respec. Taking away 9 weeks of SP because you felt like absolutely destroying a specific playstyle is downright insulting. I ran min logi with my first respec and I hated it... the suit was a complete POS. Cal logi has just enough hp bonus to compensate for its poor movement and lower base hp. If these are the kind of bonuses they want to put in the game, then please let me respec into assault.
Plenty of weapons have been altered without a respec, there shouldn't be a difference for an overpowered suit. |
semperfi1999
Internal Error. League of Infamy
623
|
Posted - 2013.07.09 18:09:00 -
[148] - Quote
Not sure why you guys are trying to adjust the bonuses all around and still keep the minmatar assault with the worst bonus in the game.
TBH to stay true to the minmatar assault specialty it should have a 5% bonus to stamina/stamina recovery per lvl. That would be a bonus that the suit could actually use. A bonus to mag size for sidearms is perhaps one of the most worthless bonuses in the game. |
ZDub 303
TeamPlayers EoN.
754
|
Posted - 2013.07.09 18:12:00 -
[149] - Quote
Vermaak Doe wrote:ZDub 303 wrote:hackerzilla wrote:I understand people think that Logi Cladari is OP but 10% nanite ussuage per level sucks like seriously thats nerfing it to hell At least someone understands. Do you have proto nanohives logi bro? You must... at which point you would have to understand there is never a need for a nanohive bonus, its pretty much worthless. Some people want to support their team while still actually having the ability to be on the front line. Cal logi is perfect for what it does. It doesn't replace a real heavy in the least. It gets roflstomped by real assaults already. It has just enough utility to actually be viable in PC. If anything, the other logi classes are kind of a joke atm. Like I said.. if you wanna take away the logi survivabiltiy bonus, then offer a respec. Taking away 9 weeks of SP because you felt like absolutely destroying a specific playstyle is downright insulting. I ran min logi with my first respec and I hated it... the suit was a complete POS. Cal logi has just enough hp bonus to compensate for its poor movement and lower base hp. If these are the kind of bonuses they want to put in the game, then please let me respec into assault. Plenty of weapons have been altered without a respec, there shouldn't be a difference for an overpowered suit.
the suit isnt overpowered at all, other logi classes just need comparable bonuses. otherwise its just nerfing the whole logi line into the ground. |
Logi Bro
Greatness Achieved Through Training EoN.
1697
|
Posted - 2013.07.09 18:12:00 -
[150] - Quote
semperfi1999 wrote:Not sure why you guys are trying to adjust the bonuses all around and still keep the minmatar assault with the worst bonus in the game.
TBH to stay true to the minmatar assault specialty it should have a 5% bonus to stamina/stamina recovery per lvl. That would be a bonus that the suit could actually use. A bonus to mag size for sidearms is perhaps one of the most worthless bonuses in the game.
I actually did change the Minmatar bonus, it is currently 5% sidearm clip size, so I changed it to 5% increase to any handheld weapon clip size. |
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