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Eskel Bondfree
DUST University Ivy League
107
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Posted - 2013.06.16 21:37:00 -
[1] - Quote
The value of having a side arm should be increased, it would make running assault fits on a logi suit less attractive. More variety in the side arm category would be a start. I would also like to see every weapon having a distinct weakness that needs to be compensated for with the right side arm in order to have optimal combat effectiveness. |
Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.17 17:24:00 -
[2] - Quote
Draco Cerberus wrote: The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable
Actually, all logi suits have more module slots than their racial assault suit, except for the Amarr. Gallente and Minmatar have one extra slot, Caldari has two.
Draco Cerberus wrote: the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
How is that different from the Caldari assault or basic suit? All shield tanked suits are vulnerable to flux nades, it has nothing to do with the fact that Caldari logi suits seem imbalanced compared to Caldari assault or basic suits. |
Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.17 19:42:00 -
[3] - Quote
Draco Cerberus wrote:[quote=Eskel Bondfree][quote=Draco Cerberus] You are right, I forgot that the Caldari Assault CK.0 has 4 high, 3 Low, 1 Sidearm, 1 Light weapon, 1 grenade and one equipment slot. It is also faster and starts out with 210HP shield from base HP (no skills trained) and 120 HP armor (no skills trained). The Caldari Logistics CK.0 on the other hand has at the base level (no skills trained at all) 180 shield, 90 armor and a 5 hp lower shield recharge rate (20 hp/s) than the Assault CK.0 (25 hp/s). I still don't see any imbalance. With proper fitting I have seen the Assault CK.0 decimate troops on the field far quicker than the Logistics CK.0 just with their speed alone. Both are Meta level 7 suits. Do not start to compare a meta 1 or 3 suit with a meta level 7 because there is no comparison. You are also right about all shield tanked suits being vulnerable to Flux grenades, but you forget that we are talking specifically about a Logistics CK.0 suit so this is the counter for it and other shield tanked suits. The movement speed of the logistics suit is the most notable disadvantage to it as an assault player. Logistics CK.0 has a move of 4,7 and a sprint of 6.6, sprint duration of 11.5 s and a stamina of 115 with stamina recharge rate at 12.0/s. The Assault CK.0 has a move of 5m/s, sprint of 7m/s, sprint duration of 15.0s, stamina 150 and stamina recharge rate is 15.0/s. While a Logistics CK.0 has more tank slots (5 highs) it is vulnerable to fire longer (movement speeds and recharge rates. This means that when the shields are gone it is more vulnerable and also is not as quick to find cover. On a side note, maybe there would be less logis playing the assault role if some of you assaults would just step up and play assault instead of hiding. Some days I wonder why it seems like my squad is the only one pushing up on an objective. I look at the map and see a big blue group sitting on top of a building somewhere trying to protect an objective rather than take the next one. All the while my yellow healing butt is the one running around the packs of enemies that you assaults seem to have a hard time finding and shooting. Take up Cross's challenge and prove us wrong. I pointed out why your previous arguments don't hold, no need to go on a rant and throw me in some imaginary 'you assault players that sit on roof tops and hide' group of people. I'm a logi player myself, and when I'm not playing as a logi, I run an Amarr basic frame that is just as slow as a logi, and I do fine in it. Btw I was not talking about basic level drop suits, I was talking about the medium frame basic class of drop suits. I know the stats of logi and assault suits, and I've done my part in the discussion here, feel free to add to it if you have anything to say that hasn't been said already there. And maybe you don't realize it but even Cross Atu agreed that the Caldari logi is more powerful than it should be.
Reduced mobiliy and lack of a side arm for logis is fine, but it's not enough to truly differentiate them from assault and basic suits. And it's because having that side arm as an assault doesn't matter 90% of the time, the side arm slot is simply not valuable enough. This has to change, see post #23.
Quote:shield tanked suits being vulnerable to Flux grenades, but you forget that we are talking specifically about a Logistics CK.0 suit so this is the counter for it and other shield tanked suits. Yes, and that's exactly why it doesn't matter when comparing the caldari logi to the caldari assault. They need to be balanced in regard to each other, and imho they are not. |
Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.18 17:34:00 -
[4] - Quote
Draco Cerberus wrote:I don't think it was a rant but prove me wrong. I spend alot of time in matches where it seems like blue dot's are either afking or tired of pushing and give up. If you give the amarr Logi suit the added weapon why not give the caldari Logi the shield buffs. None of the bonuses are the same throughout the classes from one specialized suit to the next. This is where choices come into play, the choice to have low pg and cpu and high shields as a caldari logi is balanced when compared to the galente Logi who have high armor, pg and cpu bonuses.
The reason they are the way they are is fairly evident if you play Eve. Caldari have shields, Galente have armor and Minmitar can tank either way while Amarr generally tank armor. The suits line up with their respective races and don't seem unfair in any way to me. The thread is about the need for a nerf which at this point in time I have yet to see any evidence that the Caldari Logi CK.0 is unbalanced. Not because I haven't looked for it but because I have used it and seen the possibilities but also the negative in the suit and in my opinion it is not overpowered, far from it and although I don't think it needs a buff I feel it is not what many people make it out to be. If the Caldari Assault CK.0 were buffed slightly I don't believe it would hurt much either but I believe that if one were to use both suits with maxed out shield skills and a complex buffer tank you would probably find they were very close to an even match with the Assault suit able to gun down the logi suit 9 out of 10 times solely because of the need to reload and the lower armor the Logi suit has. This is also not a rant.
As for my previous dissertion about blue dots not pushing up on objectives, well if you had been in the pub matches I was in last night you would probably agree with me.
Thank you for providing the link discussing the attributes yet you forget one thing, 120 armor base vs 90 armor base, the amount of Hp left when a flux grenade is added to the mix. That is the suit's weakness and yes it does balance the suit. 3 rounds from a militia assault rifle will kill that suit when fluxed. You can load on all the shield extenders you want and one flux nade will still remove all of them sir. Sorry for calling your answer a rant, I perceived it as kind of hostile, I guess I just got you the wrong way.
But anyway, I stand by my point, giving up mobility and a sidearm does not matter enough to make basic and assault suits really relevant outside of ambush matches. And I'd rather see assault and basic suits or weapon balance touched than the logi suits nerfed in general. Especially basic suits need to be looked at because they are completely redundant at the moment.
As for assaults gunning down logis 9 out of 10 times, I can't agree. The logi has an extra 125 HP in shields, and it can make up for the missing 38 armor HP (after skills) easily by fitting a basic armor plate in its extra low slot, using the extra CPU/PG the suit has (with the new armor plates probably even without loosing speed). But there's no way to decide this so it's a mood point.
Quote:Until such a time as non-AR LW options are once again robust and equal the actual value of the sidearm slot will be overshadowed by the dominant "one size fits all" adaptability of the AR. I sure hope you're right, but I'm not convinced we'll have that anytime soon. My biggest hope is that the removal of a hard limit for weapon ranges will change the situation for the better. And let's see how the other racial pistols and the magsec smg will play out. |
Eskel Bondfree
DUST University Ivy League
107
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Posted - 2013.06.19 19:18:00 -
[5] - Quote
Draco Cerberus wrote:Eskel Bondfree wrote: Reduced mobiliy and lack of a side arm for logis is fine, but it's not enough to truly differentiate them from assault and basic suits. And it's because having that side arm as an assault doesn't matter 90% of the time, the side arm slot is simply not valuable enough.
To me that sidearm and mobility is enough. I have played every role at least once and know how valuable that sidearm is when pushing into a red pack. You simply do not have any time to reload. As an assault you don't have the support role and it is necessary to keep the bullets flying so that logis can do their jobs. As a heavy the reload time on an HMG is long and can get you killed if you don't have a sidearm. As a scout an SMG is very worthwhile for close quarters action because its hard to aim a sniper rifle when your enemy is right beside you. That said I am a logi and have my squad to support me while I reload, and rep and resupply and place charges and hack objectives and check the map for the other teams uplinks so that i can use my fluxes to destroy them. A logi is a jack of all trades but a master of none. Period. No doubt the sidearm is invaluable for scouts and heavies. When I was talking about basic suits I meant the medium frame basic suits, I should have clarified that. If a medium basic/assault suit runs a fully automatic light weapon (and almost everyone does, except for sniper and AV fits), the sidearm is good mainly for one thing: as a backup when you've emptied your main weapon's magazin in the middle of a fire fight. I think being in this situation means very often that someone was not backed up by their squad, or was charging into a fight with multiple enemies ending up outnumbered. In other words, the need to swap to your sidearm probably means you did a wrong decision anyway, and it would be more clever to not make this mistake in the first place. Having that sidearm is certainly useful, but imho it's far from being a necessety for any competent assault player that is backed up by competent squad mates. And reload times for automatic weapons are actually pretty short and can even be shortened further through SP investment.
Quote:What you are forgetting is the prevalence of Flux grenades in pub and PC matches alike. With no shields the caldari logi is about as helpless as a little girl in a pedo's bedroom. At a base of 90 armor HP 118 maxed armor the suit has the ability to withstand exactly 3.5 bullets from a Militia AR. Which are easy to deliver at 750 RPM. But like I said, the logi can fit more than those extra 38 HP in armor without losing anything. Also, hitting someone with a flux outside of confined spaces and/or at medium range is not easy, there's a good chance your flux will miss its target. |
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