J Falcs
Bojo's School of the Trades
33
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Posted - 2013.05.13 17:59:00 -
[1] - Quote
#92Posted: 2013.05.13 17:38 | Report | Edited by: J Falcs If I had to choose how my logi would function, it would be as follows:
1. Equipment Bonus I think each logi suit should have a plus to an individual type of equipment (similar to how EVE e-war ships specialize in something specific).
Of course, there is some equipment that is more universally used than others (nanohives and nanite injectors come to mind), but this is where I hope CCP lowers SP requirements a tad so that the idea of speccing into a second logi suit is not unheard of or insane. So, as of right now, we have 4 equipments (I will not consider prox and RE for this although if I had to assign one to it, considering Minnie's revolutionary history, I would give it to them). So, Gallente plus to active scanner range or effectiveness, Caldari plus to nanohive nanites (not +10%, but +5%), Amarr plus to repair tool, Minmatar plus to nanite range (allowing a minnie logi to rez someone from a bit further out)
2. Flat Bonus I think the bonus to all logi suits should be -5% fitting requirements to all equipment. Conversely, slightly raise the fitting requirements on the equipment. This would also allow some assault or scout suits to carry more than one equipment (if CCP decides they want assaults with two equip slots), but to do so would hamper fitting in some way.]
3. Logi Buffer Tank This will probably drive people nuts, but I'll suggest it anyway. No logi suit should have any type of damage increase or direct combat effectiveness boosted, i.e., range, damage, cooldown, etc. Also (here we go), no logi suit should have any type of additional tanking ability, i.e., no active tanking bonus, no passive bonus, etc. Instead, logi should have a buff of base EHP. Caldari should have the most shields, Amarr should have the most overall and somewhat equal on shields and armor, Gallente should have the most armor, and Minmatar should have the least EHP but incresaed speed/strafe goes with the "speed tanking" principle.
I want the focus of the suit to be the equipment. Allow modules to be what they are, a way of customizing each logi suit, but at the same time, making NOT using equipment a waste of logi suit effectiveness.
4. Repair Bonus Removal No suit should have an innate armor repair bonus (hence my suggestion to remove them). Armor repairers (local or third-party) should be the only means of armor repair. A well-coordinated squad will not waste a low slot on 1 or 2 HP slow gain. Rather, they will have a repping logi with them to take care of topping off for further engagements.
5. Personal Thoughts and Expectations These are my personal thoughts on my logi suit choice. I chose Minmatar because I like the idea of fast hacking and a little extra speed. But, I regret my decision. First, my speed is not so great that it allows me to move around all that efficiently, and second, more often than not, I'm too busy rezzing healing then to be the hacker once we overtake a point. I find myself using the suit more for logi then point blitzing.
With my suggested changes, I would still be somewhat combat capable, but not as much as the assault or heavy which should have a direct combat bonus in my opinion.
Since I am no expert on assault, scout, or heavy, I'll let others choose this. But I do know what I want and expect from a logi, and I have not received that in Uprising. I want to be better with equipment than those around me. I will say, I always envisioned logi to have the second most EHP off the base suit stats (behind heavy of course) and the assault suits to be the active tankers (although why a gallente and amarr assault suits have a bonus to shield recharge is beyond me). |