Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit.
Numbers and screenshots or it didn't happen
Seriously tho the old TAR was completely broken and any assessment to the contrary is simply an outright lack of testing/dismissal of evidence. Prior to the nerf the TAR was able to
kill LAVs at range, was able to do more damage than a Laser at optimal, was able to kill shotgunners in CQC
after the shotty fired off it's first blast... and the list goes on that way.
The simple and obvious saturation of the weapon speaks volumes on it's own, when a single weapon is more common on the field than many weapon
types it's a good bet that weapon is pushing beyond proper balance.
The Cal Logi
suit is not overpowered but the Cal Logi
racial skill pretty clearly
is.
I've been laying this option out in many threads for most of the build and have yet to see an example in response.
Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken
Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value.
The Logi line =/= the Cal Logi.
The Cal Logi suit =/= the Cal Logi suit + it's racial skill
The OP'ness of the Cal Logi suit + racial skill =/= the OP'ness of the pre nerf TAR which did not cost more ISK or SP than other weapons of the same Meta nor did it require specialization within fittings to excel or have a list of inferior stats within its block.
Being able to do too many things too well
at once/at the same cost is most certainly a balance issue and that's what the TAR did. That is a threshold that even the Cal Logi suit (with it's currently OP racial buff) cannot attain in equal measure, even less so is it something the entire dropsuit line is capable of.
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