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SuperKing BigNuts
Contract Hunters
82
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Posted - 2013.06.01 23:47:00 -
[1] - Quote
Oswald Rehnquist wrote:Essentially, more so than nerfing Assaults and Logis, Heavies And Scouts just need an extra role and you'd see much better balance.
[trimmed quote]
Scouts need a second equipment slot and more scout equipment and then scouts would honestly be fine. They would function like negative logis by hindering the enemy by reveals, disruption, and sneak attacks compared to logis ammo, heals, and assaulting.
Heavies would benefit from active shield or armor hardeners that give a 50% boost to starting armor or shields, meaning that module stacking suits wouldn't be able to steel the thunder from heavies considering it would assist base stats. This could serve as the "close that gap" or the "Oh ****" button for heavies who do need it. It would also allow snipers and surprise attackers their fair share against the heavy since they have to activate this ability.
if you gave scouts a second equipment slot, you would completely obsolete the amarr logi below proto. and even at proto, itd still be a tossup, because after what? 2.7m sp? you arent used to or proficient with that side arm, and probably not going to be able to fit a decent upgrade of a fit with that 3rd equip ontop of side arm...
the mention of 'EHP' made me chuckle on the first page... EHP on dropsuits... where theres no damage reduction aside from weapon strength/weaknesses... the numbers you were giving are not EHP but raw hp... though they do need to give heavies some sort of tank-ability... be it buffs to hp per level, or modules that are high req for heavies, to give them an edge above buffer tanked assault/logi
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SuperKing BigNuts
Contract Hunters
82
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Posted - 2013.06.02 00:02:00 -
[2] - Quote
Oswald Rehnquist wrote:SuperKing BigNuts wrote:Oswald Rehnquist wrote:Essentially, more so than nerfing Assaults and Logis, Heavies And Scouts just need an extra role and you'd see much better balance.
[trimmed quote]
Scouts need a second equipment slot and more scout equipment and then scouts would honestly be fine. They would function like negative logis by hindering the enemy by reveals, disruption, and sneak attacks compared to logis ammo, heals, and assaulting.
Heavies would benefit from active shield or armor hardeners that give a 50% boost to starting armor or shields, meaning that module stacking suits wouldn't be able to steel the thunder from heavies considering it would assist base stats. This could serve as the "close that gap" or the "Oh ****" button for heavies who do need it. It would also allow snipers and surprise attackers their fair share against the heavy since they have to activate this ability. if you gave scouts a second equipment slot, you would completely obsolete the amarr logi below proto. and even at proto, itd still be a tossup, because after what? 2.7m sp? you arent used to or proficient with that side arm, and probably not going to be able to fit a decent upgrade of a fit with that 3rd equip ontop of side arm... the mention of 'EHP' made me chuckle on the first page... EHP on dropsuits... where theres no damage reduction aside from weapon strength/weaknesses... the numbers you were giving are not EHP but raw hp, unless they were mathed against a specific weapons effectiveness... though they do need to give heavies some sort of tank-ability... be it buffs to hp per level, or modules that are high req for heavies, to give them an edge above buffer tanked assault/logi Far from it, Scouts suffer heavily from low cpu/pg than any other suit, with two equipment slots, they would have to chose between a sidearm and two equipment items or one equipment and one light weapon. Couple this with their low hp, they certainly can't "run with the pack" risking getting caught in the open to utilize logistical equipment meaning other equipment items (cloak, scanning, EWAR) would be the most effective yields for scout suits, again serving as a minor negative logis.
i know a few folks who speced logi just for the second equip slot to run remote explosives+nanos, they might have gone scout, but they wanted the buffer of cald logi, having a second option for bonus equip slots would diversify things, but people have already dedicated to negative-logi builds.
but having said this, i thought the entire point of the amarr logistics was to be 'combat support' rather than actual logistics(healing). but amarr logi only really flush out at proto level when they get that side arm(AV becomes considerably less painful with a side arm)
i do feel the other roles could use some TLC and be brought up to be more on par with the mainstream assault/logi suits... |
SuperKing BigNuts
Contract Hunters
90
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Posted - 2013.06.02 11:31:00 -
[3] - Quote
Novawolf McDustingham The514th wrote:A conscious effort was made to make this game as grey and lifeless as possible in the name of "player choice" because the gaming industry is run by a committee of marketing tards with the collective creativity of cold oatmeal and uninspired salesmen that only know how to ctrl+v existing business models.
And that's why the Logi is OP...
here i was expecting the punch line to be about scout and heavy not being viable options over the 'jack of all trades' assault or the slightly impaired(no sidearm OH NOES!) cousin, logistics.
i know a couple of assaults who had intended to migrate to logistics with their respecs because they dont run a sidearm anyways in preference of a improved mid and lowslot fittings. they realize they wont need all 3 of the equip slots, but only planned to be able to fit both nano and a needle, or nano and an explosive. they end up making less compromise being able to fit a second or third piece of equipment than losing the sidearm they didnt use or even fit anyways. the gain of passive armor rep is handy, since its effectively +1 lowslot at proto for zero PG/CPU. they get all the benefits of their previous play style(light weapon + similar slot loadouts) combined with the bonus of extra equipment(dont have to pick and choose with what support equip they bring), for the trade off of MINOR stat reductions(i think caldaris shield loss is covered by the bonus highslot it gets and we gotta wait on heavy suits or drop in free jeeps if were in a hurry). all this because they wanted better equipment versatility since NO OTHER SUIT has more than a single equip slot... |
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