I'm posting this here because I saw there are people who think about overall game balance and I would love some feedback from them.
Disclaimer: english isn't my native language and there probably will be spelling errors so please bear with me.
Since equipment and bonuses are about to change I would like to start a discussion about how we (as the Logi community) would like to see change our tools and skills.
Nanite InjectorsI always found the choises offered to be too few, you can have your STD, ADV, PRO or LP variant each restoring a different amount of armor.
I would like to have more options and I would like that skilling into a particular piece of equipment would grant me better performances even on the low end ones, just like it's done with weapons; this would mean that Injectors would now have their own skill.
I would like to see three different variants of Needles, let's call them "Normal", "Armor" and "Shield" (I'm not one of the Lore Guys, to them the task to find names that fit).
NORMAL these would be like the actual Injectors, 30% armor restored for STD, 50% for ADV, 80% for PRO and 100% for LP; the only difference would be a 5s boost to armor regen: +2 hp/sec for STD, +3 hp/sec for ADV, +5 hp/sec for PRO and +7 hp/sec for LP.
ARMOR these would have 30% armor restored for STD, 40% for ADV, 60% for PRO and 80% for LP and they would give a 5s buff on Armor Resistance: 30% resistance on STD, 40% on ADV, 50% on PRO and 60% for LP.
On the fitting cost, while the cost on CPU would be slightly higer than the "Normal" variant the PG cost would be heavy.
SHIELD these upon revive would also restore some shields and kick-start Shield Regeneration while boosting the Shield Recharge Rate for 5s, since the added benefits these should be hard to fit, so heavy cost on CPU and moderately high cost on PG.
For the STD variant 30% Armor Restored, 50 HP of Shields restored, 25% bonus to Shield Recharge Rate.
For the ADV variant 50% Armor Restored, 100 HP of Shields restored, 50% bonus to Shield Recharge Rate.
For the PRO variant 60% Armor Restored, 150 HP of Shields restored, 75% bonus to Shield Recharge Rate.
For the LP variant 80% Armor Restored, 200 HP of Shields restored, 100% bonus to Shield Recharge Rate.
Nanite Injector Skill:
+1s of effect per levelRepair ToolsRepair Tools offer many choises, the only thing I would like to be introduced is a "Shield" variant (I'm no expert but I know that in EVE there are Armor-Logis and Shield-Logis so you know: "One universe, one war", CCP I know you're reading gimme ma Shield Repper!
).
Regarding the skill bonus I can't mess with range and repair rate because there should be the Minmatar Logi (<3) bonus to take care of that; I was thinking "The Logi repairs the others but who repairs the logi?" so I had the idea of a self-repair bonus on the Repair Tool.
This could be impemented in three possible ways: passive, active, semi-active.
PASSIVE: really simple, hold the Repair Tool and get the bonus. (I see this being abused of, players with a more "aggressive" playstyle, Assaults and Slayer-Logis, could have their personal Logi in their Equipment slot)
ACTIVE: again really simple, press R1 to repair teammates, press L1 to repair yourself. (Again I see this getting abused of, even if this could be balanced by some sort of cooldown bar)
Semi-ACTIVE: you would gain the self-repair bonus only while actively repairing an ally (this is what I like the most, if you're doing your job and helping your squad you get the bonus, if you are a lone wolf no bonus for you)
Repair Tool Skill:
anywhere between +2 and +5 hp/sec to self-repair per levelDrop UplinksSince the proposed changes to these I would like to see two new variants.
HARDENED: Hardened Drop Uplinks have more HP than the normal Uplinks (something like 5 times more) and a slightly slower spawn time. They cost less CPU but more PG than the normal Uplinks.
COVERT OPS: Covert Ops Uplinks have a lower scan profile (they should be almost impossible to scan) and a faster spawn time then the normal variant, however they have a lower spawn count, are squad-locked and there can only be one active per-player.
Since Drop Uplinks will become a vital piece of equipment I thought about 2 possible skills:
1)
-5% to Drop Uplink Scan Profile per level this would make them harder to detect for the enemy team
2)
+5% to Drop Uplink Scan Radius and Scan Precision per level this would give a player an idea about the surroundings of his spawn point of choice, nobody likes to: die, wait 15 seconds, spawn, die, wait another 15 seconds
Active ScannersI like the changes they are making, I'm guilty of 360-scan-spamming and it was ridiculous.
Active Scanner Skills:
1)
5% cooldown time reduction on active scanners per level (with this the Creodron Proximity would be "spammable")
2)
20% to active scanner scan angle per level (so that most scanners will have a 120-¦ scan angle)
...I'm still thinking about Nanohives and Remote Explosives