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Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 01:44:00 -
[1] - Quote
Forward Slayer -Logistics -Assault
Support -Logistics
Flankers -Logistics -Assault -Scout -Heavy
Currently, non combat roles are limited to logis due to their equipment slots being high enough to support real sp attainment during a match. Also combined this with the fact that most of the equipment is logistics oriented.
Scouts (sidewinders) and heavies (point defense) are limited to flanking roles due to suit constraints, heavies don't have the range/speed/hp combo to push and scouts lack the slots and survivability to separate themselves from speed tanking logis and assaults.
I also think this explains the dynamics of suit popularity as well.
Anyways, what are your thoughts on this and the balance between suit popularity? Do you think an introduction of alternative roles would assist the less popular suits and if so what should they be?
A personal fear of mine but do you think that the fact that since scouts and heavies are more marginalized and are a minority that they could potentially never really be develop in the game due to time and effort spent on a ever shrinking population? I also believe this is why the devs introduced all the assault and logistic suits first and are more interested in introducing all the assault rifles before anything else.
Anyways, all thoughts are appreciated and thank you for your time. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3333
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Posted - 2013.05.30 01:47:00 -
[2] - Quote
I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/ |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
55
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Posted - 2013.05.30 01:48:00 -
[3] - Quote
Scouts fit into non-combat when they run distraction or take point in a formation. |
Big miku
Internal Error. Negative-Feedback
209
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Posted - 2013.05.30 01:49:00 -
[4] - Quote
DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/
The only problem is the Cali Logi shield Bonus. Fix that and things are fine. |
Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 01:54:00 -
[5] - Quote
Cosgar's Alt wrote:Scouts fit into non-combat when they run distraction or take point in a formation.
I kind of define roles based on progression in the game, if what you are doing does not earn you sp, your character does not advance in the game. |
KOBLAKA1
Opus Arcana Orion Empire
8
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Posted - 2013.05.30 01:56:00 -
[6] - Quote
DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/
This. +1 |
Jin Robot
Foxhound Corporation General Tso's Alliance
686
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Posted - 2013.05.30 01:57:00 -
[7] - Quote
Only having a sidearm would focus logistics more on... logistics. Logis can out assault assaults. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3334
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Posted - 2013.05.30 01:59:00 -
[8] - Quote
Big miku wrote:DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/ The only problem is the Cali Logi shield Bonus. Fix that and things are fine.
Logistics suits do everything, and for what...no side arm?
Lmao |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
56
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Posted - 2013.05.30 02:00:00 -
[9] - Quote
Oswald Rehnquist wrote:Cosgar's Alt wrote:Scouts fit into non-combat when they run distraction or take point in a formation. I kind of define roles based on progression in the game, if what you are doing does not earn you sp, your character does not advance in the game. Ever seen a scout using code breakers? I could generate 1000+ WP on my own, just running distraction in a skirmish. |
Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 02:06:00 -
[10] - Quote
Cosgar's Alt wrote:Oswald Rehnquist wrote:Cosgar's Alt wrote:Scouts fit into non-combat when they run distraction or take point in a formation. I kind of define roles based on progression in the game, if what you are doing does not earn you sp, your character does not advance in the game. Ever seen a scout using code breakers? I could generate 1000+ WP on my own, just running distraction in a skirmish.
I am a dedicated scout, so I do know my ins and outs, hence my bias with focusing on the "less popular suits". In skirmish that is the general function I serve, but that is still better served by logistics which one gets a hacking bonus and more slots to increase speed and hp, combined with more equipment like active scanners and drop uplinks which help with positioning around enemy forces and getting closer to objectives after death. |
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Abron Garr
Amarr Templars Amarr Empire
317
|
Posted - 2013.05.30 02:11:00 -
[11] - Quote
DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/
It's even worse when you compare Dust's logistics with EVE's logistics. I can't remember the last time I was worried about a Basilisk or Guardian. |
Big miku
Internal Error. Negative-Feedback
210
|
Posted - 2013.05.30 02:18:00 -
[12] - Quote
Jin Robot wrote:Only having a sidearm would focus logistics more on... logistics. Logis can out assault assaults.
Then'd you be butthurt when players like "All Dinner Can" psychically assaults your nether regions with a Proto SMG. |
Big miku
Internal Error. Negative-Feedback
211
|
Posted - 2013.05.30 02:20:00 -
[13] - Quote
DUST Fiend wrote:Logistics suits do everything, and for what...no side arm?
Every suit can do every roll when you get down to it. I do believe the Assault Suits don't have enticing enough skills (2% reload speed per level), but the logi suits with the exception of the Cali Logi are fine as they are.
There would be zero issue if people specced into one level of Grenadier and started using Flux nades more. |
Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 02:25:00 -
[14] - Quote
Big miku wrote:Jin Robot wrote:Only having a sidearm would focus logistics more on... logistics. Logis can out assault assaults. Then'd you be butthurt when players like "All Dinner Can" psychically assaults your nether regions with a Proto SMG.
I understand that there is some sort of assault v logi debate going on, but I am more interested the heavy/scout v assault/logi aspect of this. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
56
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Posted - 2013.05.30 02:27:00 -
[15] - Quote
Are we seriously going to have this nerf logi debate again? Didn't we just go through this **** two weeks ago? Did you forget my goddamned campaign to buff the other suits?! Am I wasting my time?!
ARGGGHH!!!!! |
Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 02:31:00 -
[16] - Quote
Big miku wrote:DUST Fiend wrote:Logistics suits do everything, and for what...no side arm? Every suit can do every roll when you get down to it. I do believe the Assault Suits don't have enticing enough skills (2% reload speed per level), but the logi suits with the exception of the Cali Logi are fine as they are. There would be zero issue if people specced into one level of Grenadier and started using Flux nades more.
That's kind of like when teachers tell their class that they are all geniuses, it may be inspiring but it is far from the truth. While as a scout I may be able to bum rush an opponent every blue moon with the advantage of shock on awe (did that scout really forward me?), but as a dominate strategy it would yield negative returns. While roles is dust are not defined by complete advantages they are in fact defined by comparative advantage in the long term. |
BL4CKST4R
WarRavens
71
|
Posted - 2013.05.30 02:34:00 -
[17] - Quote
DUST Fiend wrote:Big miku wrote:DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/ The only problem is the Cali Logi shield Bonus. Fix that and things are fine. Logistics suits do everything, and for what...no side arm? Lmao
Not really... This is a copy of something I posted in another thread. Aside from the Caldari, a assault suit can stack damage modifiers and still have the same defense as a logistics, and still be faster the only advantage a Logi has is equipment and that doesn't even benefit us.
If a Gallente invested all of his slots into Complex armor they would have the highest EHP, but because of the penalties most dont stack over 2, and we rely on shields to make up the rest.
After messing with a fitting tool this is the max EHP the Caldari Logi/Assault and the Gallente Logi/Assault can get with 2 enhanced armor plates and complex shield extenders on all high slots.
CaLogi 977 EHP Caldari Assault 890 EHP
GaLogi 743 EHP Gallente Assault 818 EHP
A overall nerf to the Logis will really hurt the Gallente, Minmatar and Amarr, while making the CaLogi more comparable to a normal Assault suit. A nerf should only be for the Caldari Logi. And As you can see the Gallente Assault is superior to the Gallente Logistics when it comes to total EHP, because of that they can actually sacrifice a High slot for a Complex Light MOD, to get 746 EHP + a 10% Damage boost, so they are still better at being an Assault and they have enough CPU/PG to get a tool, grenade, and side arm. |
Oswald Rehnquist
Abandoned Privilege
19
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Posted - 2013.05.30 02:39:00 -
[18] - Quote
Cosgar's Alt wrote:Are we seriously going to have this nerf logi debate again? Didn't we just go through this **** two weeks ago? Did you forget my goddamned campaign to buff the other suits?! Am I wasting my time?!
ARGGGHH!!!!!
1) That was your assault logi debate, which I group the two suits together because they are both thriving groups and there are more than 2 suits in the game which have gotten less attention, I honestly couldn't care less which of the two are the best slayers. I am not looking to nerf logis.
2) Your comment directed at me was a subtle defense of the current viability and diversity of scouts with their own unique role
3) You ignored my counter points on the logi advantage over scouts on skirmish hacking
4) If you have suggestions for scouts or heavies, I'd love to hear them, which was kind of the point of the thread. I'm even hoping for unique and rewarding non combat roles for scouts more so than making scouts deadly. I'm not an expert at what the heavies need but more sponge abilities would serve it well I think.
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iceyburnz
Crux Special Tasks Group Gallente Federation
513
|
Posted - 2013.05.30 02:40:00 -
[19] - Quote
DUST Fiend wrote:I look at logistics suits and lose all faith in CCPs ability to create balanced suit dynamics :/
This is because people whined about logi suits being too easy to kill.
CCP seem to change ingame values with all the finesse of a drunk butcher, killing turkeys, with a chainsaw. |
xSir Campsalotx
Isuuaya Tactical Caldari State
3
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Posted - 2013.05.30 08:25:00 -
[20] - Quote
What if all suits had same total slots (highs and lows) Hear me out So that yes a logi could still use speed mods but the scout could too and with its base suit stats it would be the faster. Logis wouldn't be assualts cause they couldnt for a lack of a better word assualt as well as actual assualts with the reduced base HP, slower speed, and less shield recharge rate. (Right now the extra slots more than compensate) Heavies would always have more HP because even if the logi stacked everything into HP it wouldn't do a good of a job because a heavy could match them and have more HP because of base HP. Giving 1 suit almost twice as many high/low slots (logi=9, heavy=5) leads to unbalance.
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xSir Campsalotx
Isuuaya Tactical Caldari State
10
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Posted - 2013.05.30 08:32:00 -
[21] - Quote
Big miku wrote:DUST Fiend wrote:Logistics suits do everything, and for what...no side arm? Every suit can do every roll when you get down to it. I do believe the Assault Suits don't have enticing enough skills (2% reload speed per level), but the logi suits with the exception of the Cali Logi are fine as they are. There would be zero issue if people specced into one level of Grenadier and started using Flux nades more.
I would have to disagree to an extent yes they can but not as good, heavy with all speed mods not as good as scout in terms of mobility. Scouts with all Shield ext and plates are still not as good heavies (in terms of tanking) but logis can have more than 1000HP and move decently fast. They can also pile on speed and stamina boosters with extra equipment effectively being able to scout better than a scout. I love logis they are a great class but they shouldn't do a better job of scouting than a scout. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
21
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Posted - 2013.06.01 23:23:00 -
[22] - Quote
Essentially, more so than nerfing Assaults and Logis, Heavies And Scouts just need an extra role and you'd see much better balance.
Forward Slayer -Logistics -Assault -Heavy
Support -Logistics -Scout
Flankers -Logistics -Assault -Scout -Heavy
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. |
SuperKing BigNuts
Contract Hunters
82
|
Posted - 2013.06.01 23:47:00 -
[23] - 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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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
21
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Posted - 2013.06.01 23:53:00 -
[24] - Quote
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. |
DS 10
G I A N T EoN.
382
|
Posted - 2013.06.01 23:56:00 -
[25] - Quote
You should add Heavy Forge Gun to support. I don't know how many installations/vehicles I've taken out since I made the switch. |
SuperKing BigNuts
Contract Hunters
82
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Posted - 2013.06.02 00:02:00 -
[26] - 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... |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
21
|
Posted - 2013.06.02 00:05:00 -
[27] - Quote
DS 10 wrote:You should add Heavy Forge Gun to support. I don't know how many installations/vehicles I've taken out since I made the switch.
I probably should have defined support more, I go buffs or debuffs
Also installations and vehicles are not something that a heavy can take in a face off, most forge gunners pop out in the open and fire a shot and then go to cover again (or they go up on a hill and fire away some distance), which is flanking as it is not a direct push or charge and it is not a buff or debuff, so if I were to attempt to defend my classification, I would still place forge gunner as a flanking unit. |
Lance 2ballzStrong
SyNergy Gaming EoN.
2058
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Posted - 2013.06.02 00:07:00 -
[28] - Quote
wait... there's other classes than Caldari Logi?
GTFO |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
23
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Posted - 2013.06.02 00:13:00 -
[29] - Quote
SuperKing BigNuts wrote: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...
I actually agree with you on this one, Amarr logis really should get that sidearm at lower levels, but the Amarr is the Logi/Assault hybrid as the Scout Minmatar is the Scout/Assault hybrid. But general Logis function like kick ass medics (which is good), to keep the party up and running you need to be up on the front lines, which means you still need to kick ass. Scouts on the other hand are loners or small groups, 3 bullets their dead meaning you can't have people next to you giving your position away. Scouts can back stab (shoot?) people at the moment, what I suggest is a little break into more equipment roles that would serve this flanking gameplay as compared to the logis wolf packs. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1065
|
Posted - 2013.06.02 00:22:00 -
[30] - Quote
Oswald Rehnquist wrote:Forward Slayer -Logistics -Assault
Support -Logistics
Flankers -Logistics -Assault -Scout -Heavy
Currently, non combat roles are limited to logis due to their equipment slots being high enough to support real sp attainment during a match. Also combined this with the fact that most of the equipment is logistics oriented.
Scouts (sidewinders) and heavies (point defense) are limited to flanking roles due to suit constraints, heavies don't have the range/speed/hp combo to push and scouts lack the slots and survivability to separate themselves from speed tanking logis and assaults.
I also think this explains the dynamics of suit popularity as well.
Anyways, what are your thoughts on this and the balance between suit popularity? Do you think an introduction of alternative roles would assist the less popular suits and if so what should they be?
A personal fear of mine but do you think that the fact that since scouts and heavies are more marginalized and are a minority that they could potentially never really be develop in the game due to time and effort spent on a ever shrinking population? I also believe this is why the devs introduced all the assault and logistic suits first and are more interested in introducing all the assault rifles before anything else.
Anyways, all thoughts are appreciated and thank you for your time.
First thoughts are that you must not play in a Logi suit much. "Speed" and "Logi" hardly ever belong in the same sentence unless juxtaposed with something like "lack of". Also Logi are not in the "forward slayer" category. I've yet to see a "slayer" logi build that doesn't depend on the AR (and almost exclusively the TAR in a Cal Logi suit at that). I'm sure there are players who can make that work but when talking suit values that's not part of the equation. As far as WP earnings from support actions are concerned those are down across the boards and even dedicated support Logi are having to resort more 'slayer' activities just to remain in the same ballpark as the last build. The list is too long to repeat here but the TL;DR is earnings potential from all equipment types is lower now than in Chrome (with the arguable exception of the RE and noting that the Scanner is both new and has no WP earnings yet).
Heavies can be front line as easily as assault within the right context. Granted these contexts are more limited than the assault however a well specc'ed heavy can hold his own in CQC against more than one assault (the current use of TAR not withstanding but that issue isn't a suit based thing). All of which presumes HMG heavy as opposed to the use of other weapons, role will alter based on weapon employed. Leaving all the light weapon possibilities aside (I've still seen heavy snipers, heavy shotgunners and heavy AR guys doing work in various matches) the heavy possesses access to the Forge which in addition to it's AV abilities (such as 1-2 shotting dropships and LAVs, as well as eating up non-proto HAVs) is currently a more effective area denial weapon than the MD. The heavy suit will likely become more popular with the introduction of the "commando" heavy which packs 2 light weapon slots and not heavy slot.
Scouts are limited to flaking and scouting it's true but an active scanner, a set of nova knives or a well placed shotgun blast is still quite effective. And the main assets of the scout are speed and scanning/damp. So various forms of flaking are really their intended niche (sniper scouts notwithstanding). There's also the coming cloak which if things hold to EVE style the scouts will get a bonus to fitting giving them more options (and possibly explaining some of the delay in deploying the other racial scout suits). The scouts are also going to be highly effective at both deploying and countering eWar, another aspect of the mechanics which is confirmed as coming but still not integrated into the game.
Assaults are the ever popular "go to" suit, they are the AR of the dropsuit line... however in Uprising they took a bit of a hit as their racial suit buffs weren't well received in general and (the on board rep of the minny aside) they didn't really offer any non-shield tanking options making them take one on the chin to some extent with the introduction of the new weapons. To some extent the familiarity of the assault suit, combined with it's name and "jack of all trades" base suit values will likely keep it in prominence. And while I fully support the development and viability of other diverse roles it's important to bear in mind that part of this popularity is based on what the players feel at home with due to prior FPS time and is not actually a comment on balance.
Cheers, Cross
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