Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tharak Meuridiar
The Empyrean Agency
86
|
Posted - 2013.06.21 04:47:00 -
[1] - Quote
I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r. |
medomai grey
WarRavens League of Infamy
28
|
Posted - 2013.06.21 05:35:00 -
[2] - Quote
Assault suits are essentially a basic suits with indirect offensive bonuses and a bonus to shield recharge rate.
Logistic suits have less HP than basic suits and normally give up their sidearm slot for more high/low slots, PG, CPU, and equipment. They get bonuses for armor repair and "tanking".
Notice that the logistic suit gets no offensive bonus and has one less weapon to shoot things with? It is not that logistics are better at killing things than assaults but rather that logistics have the POTENTIAL to "tank" better than assaults.
A common misconception about the logistic suit is that is should ONLY provide support. You can fit your logistic suit however you damn well please. Want a sniper logistic? You can do it. Want an AV logistic? You can do that. Where this notion that logistic fits should be crap at killing things and only kiss our boo-boos is beyond my comprehension. |
Kitten Empress
Ametat Security Amarr Empire
744
|
Posted - 2013.06.21 05:56:00 -
[3] - Quote
If you run the numbers, logis are better thanks to their slot layout. No exceptions. None. More equipment is just icing on the cake. |
Tharak Meuridiar
The Empyrean Agency
86
|
Posted - 2013.06.21 06:00:00 -
[4] - Quote
I've seen someone post on how to make a proto Caldari logistics suit with more HP and HP regeneration than a proto heavy.
I'm sorry but given you can run an AR which is good at any range other than extreme longrange, that makes you too damn good at killing.
Meanwhile I actually played logi in beta but won't anymore because logi straight up suck at their intended purpose. Or rather, they aren't needed because everyone can heal themselves now. |
Zatara Rought
TeamPlayers EoN.
269
|
Posted - 2013.06.21 06:05:00 -
[5] - Quote
The fact that, in general, the shield recharge delays are lower on the logi suits compared to assault suits is mind boggling. The fact is, for a minor loss in movement speed (unless you're minmatar), and no sidearm, you get better shield recharge delays, much higher potential tank, more equip slots, more cpu/pg, and more useful racial logi bonus's. Especially with aiming being so ****** up atm, and the nerf uprising gave to movement speed, there's few good reasons to be assault. |
Tharak Meuridiar
The Empyrean Agency
86
|
Posted - 2013.06.21 06:09:00 -
[6] - Quote
I would also like everyone to note that what I'm proposing isn't even a nerf. It's just making each suit better at their intended roles. |
medomai grey
WarRavens League of Infamy
29
|
Posted - 2013.06.21 06:18:00 -
[7] - Quote
As an assault, I can't agree to the bonus you would give me because I would drop people that much quicker than I already do. I feel it would be unfair to the other players at the barrel end of my rifle.
Also please define these roles that CCP intended to chain us down with? And if you say that assault's role is to kill or "slayer", I will hurl kittens in your direction. And you wouldn't want me to do that right? Think of the poor kittens. |
Tharak Meuridiar
The Empyrean Agency
86
|
Posted - 2013.06.21 06:19:00 -
[8] - Quote
Zatara Rought wrote:The fact that, in general, the shield recharge delays are lower on the logi suits compared to assault suits is mind boggling. The fact is, for a minor loss in movement speed (unless you're minmatar), and no sidearm, you get better shield recharge delays, much higher potential tank, more equip slots, more cpu/pg, and more useful racial classi bonus's. Especially with aiming being so ****** up atm, and the nerf uprising gave to movement speed, there's few good reasons to be assault.
The main reason to go assault is swarm launchers and other weapons that leave you open without a sidearm. A logi with a SL is helpless vs. infantry. So are snipers, plasma cannons(lol), and laser rifles to a lesser degree.
However the 70%+ of the games population that use ARs and scram rifles (What I refer to as the AR toting masses) have no good reason to go assault over logi. |
Colonel Killar
DUST CORE DARKSTAR ARMY
17
|
Posted - 2013.06.21 06:21:00 -
[9] - Quote
Tharak Meuridiar wrote:I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r. I'd say a reduction of PG and CPU from equipment would be a good Idea too
|
Ydubbs81 RND
Ahrendee Mercenaries Omega Commission
1456
|
Posted - 2013.06.21 06:32:00 -
[10] - Quote
Logis have all of the good racial bonuses as well as the ridiculous amount of slots. Logis get hacking bonuses (which should be on souts), armor rep bonuses, more hp on shield extenders.....
|
|
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
201
|
Posted - 2013.06.21 06:44:00 -
[11] - Quote
And yet again, people don't give any ***** for Amarr logis..... |
Tharak Meuridiar
The Empyrean Agency
86
|
Posted - 2013.06.21 06:45:00 -
[12] - Quote
medomai grey wrote:As an assault, I can't agree to the bonus you would give me because I would drop people that much quicker than I already do. I feel it would be unfair to the other players at the barrel end of my rifle.
Also please define these roles that CCP intended to chain us down with? And if you say that assault's role is to kill or "slayer", I will hurl kittens in your direction. And you wouldn't want me to do that right? Think of the poor kittens.
Scout = Objective ninjaers and ambushers. Assault = Front line fighters. Meant to be well rounded in speed vs. health vs. damage. Logi = Primarily support, capable of fighting back but disadvantaged in 1 vs. 1s. Heavy = Sacrifices speed for massive damage and HP.
Logistics is meant to be slightly easier to play for people who aren't teenage twitch monkeys as they revolve more around strategy and... logistics. Which is why I played them in beta. Standard Minmatar logi with a MD, armor rep, revive, and nanohive.
Right now they aren't very needed for that purpose but damn are the twitch monkeys loving them as a much beefier and slightly slower version of assault.
It's time to put the twitch monkeys back in assault suits where they belong and give logis back to people who play logistics.
|
medomai grey
WarRavens League of Infamy
29
|
Posted - 2013.06.21 06:48:00 -
[13] - Quote
Tharak Meuridiar wrote:
The main reason to go assault is swarm launchers and other weapons that leave you open without a sidearm. A logi with a SL is helpless vs. infantry. So are snipers, plasma cannons(lol), and laser rifles to a lesser degree.
However the 70%+ of the games population that use ARs and scram rifles (What I refer to as the AR toting masses) have no good reason to go assault over logi.
If the primary reason for using an assault suit is the side arm, why not use the basic suit instead? The basic suit is less SP intensive than the other 2 medium frame variants. Because I see many assault fits, I have to disagree that there is no good reason to pick the assault variant over the logistic variant. Personally for me, it was the Amarr assault's heat reduction bonus that made me choose it over the logistic suit.
+1 for sparing the kittens |
Cass Barr
Red Star. EoN.
334
|
Posted - 2013.06.21 06:58:00 -
[14] - Quote
A 20% damage bonus is both ridiculously overpowered and an indirect nerf to every suit in the game as it would drastically reduce survival times for everyone. |
Tharak Meuridiar
The Empyrean Agency
87
|
Posted - 2013.06.21 06:59:00 -
[15] - Quote
medomai grey wrote:Tharak Meuridiar wrote:
The main reason to go assault is swarm launchers and other weapons that leave you open without a sidearm. A logi with a SL is helpless vs. infantry. So are snipers, plasma cannons(lol), and laser rifles to a lesser degree.
However the 70%+ of the games population that use ARs and scram rifles (What I refer to as the AR toting masses) have no good reason to go assault over logi.
If the primary reason for using an assault suit is the side arm, why not use the basic suit instead? The basic suit is less SP intensive than the other 2 medium frame variants. Because I see many assault fits, I have to disagree that there is no good reason to pick the assault variant over the logistic variant. Personally for me, it was the Amarr assault's heat reduction bonus that made me choose it over the logistic suit. +1 for sparing the kittens
Heat reduction is a good bonus but I kind of hate Amarr suits in general because they come with less combine high/low slots than any other race.
I run Caldari assault for three reasons:
1. I have a BPO 2. They cost less ISK 3. Some bonus > no bonus
Primarily it's because I'm far more stingy with ISK than SP. |
Tharak Meuridiar
The Empyrean Agency
87
|
Posted - 2013.06.21 07:04:00 -
[16] - Quote
Cass Barr wrote:A 20% damage bonus is both ridiculously overpowered and an indirect nerf to every suit in the game as it would drastically reduce survival times for everyone.
It's not like I pulled that number straight out of my butt. I've extensively tested it and concluded it's very balanced.
In no ways could you drop it down to 15 or even 10%. In no way is the general idea more important than the number.
/sarcasm |
Cass Barr
Red Star. EoN.
335
|
Posted - 2013.06.21 07:05:00 -
[17] - Quote
Tharak Meuridiar wrote:medomai grey wrote:Tharak Meuridiar wrote:
The main reason to go assault is swarm launchers and other weapons that leave you open without a sidearm. A logi with a SL is helpless vs. infantry. So are snipers, plasma cannons(lol), and laser rifles to a lesser degree.
However the 70%+ of the games population that use ARs and scram rifles (What I refer to as the AR toting masses) have no good reason to go assault over logi.
If the primary reason for using an assault suit is the side arm, why not use the basic suit instead? The basic suit is less SP intensive than the other 2 medium frame variants. Because I see many assault fits, I have to disagree that there is no good reason to pick the assault variant over the logistic variant. Personally for me, it was the Amarr assault's heat reduction bonus that made me choose it over the logistic suit. +1 for sparing the kittens Heat reduction is a good bonus but I kind of hate Amarr suits in general because they come with less combine high/low slots than any other race. I run Caldari assault for three reasons: 1. I have a BPO 2. They cost less ISK 3. Some bonus > no bonus Primarily it's because I'm far more stingy with ISK than SP.
So, penny-wise and pound-foolish. |
Tharak Meuridiar
The Empyrean Agency
87
|
Posted - 2013.06.21 07:14:00 -
[18] - Quote
Cass Barr wrote:So, penny-wise and pound-foolish.
Not quite. I use infantry builds to generate ISK for vehicle builds. So I'm using my SP to maximize the effectiveness of infantry builds that range from 0-10,000 ISK. Anything higher and I'm cutting into my profits too heavily if I lose suits.
I'm not planning to run protos until fighters and mechs are released. |
Xender17
Intrepidus XI Omega Commission
180
|
Posted - 2013.06.21 07:16:00 -
[19] - Quote
Kitten Empress wrote:If you run the numbers, logis are better thanks to their slot layout. No exceptions. None. More equipment is just icing on the cake. Will that sure isn't going anywhere... equipment is what they need to support. What would make the logi focus on support is if they could only use sidearms. Which would make them the suckiest class ever. They would then need to buff WP for support. But that would also give an advantage to the other classes with equipment slots. They could give logis dual wield sidearms. But that would cause more problems.
In my opinion the only way to make the logi more supportive would to lower its stats so its forced to stay with the team. |
Laurent Cazaderon
What The French CRONOS.
1622
|
Posted - 2013.06.21 07:26:00 -
[20] - Quote
Tharak Meuridiar wrote:I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r.
I pretty much agree on the general idea even though the bonuses you suggest are problematic.
Assault bonus for light weapon damage sounds way too good. Would probably unbalance many things. I'd go with a 2% damage tops. Which in the end gives a free complex damager. That would compensate nicely for the fact most assault suits have way too few PG\CPU to fit properly even in proto (look at cald and gall assaut, especially gallente.)
Regarding logi, your suggestion has an issue imo. Fact is that armor repairer exist for the sole reason that solo repping armor is very slow. That's why you usually should depend on friendly logis to rep you. Many agree that solo armor repping is way too weak and i'd tend to agree with that. But still, it should never reach shield's regen efficiency. And thus, shield shouldnt be able to get an outside support infantry wise.
I'd go with something much simpler : reduction of all equipment cost in PG\CPU. Then, every racial bonus should focus on a specific type of equipment to make it even better. Simply removing any survival bonus to logis would already a great balance. Problem being that the suit that will most suffer from this will be, as always, armor oriented suits.
In the end, balancing logis and assaults isnt the point. Imo, it would be time to give a very deep thinking about roles in general. Re-establish who does what and to what extent one can do someone else's job ? Heavies could use some balance, scouts as well. Focusing on logis and assaults without taking the rest of the suit into account would be lame.
First level being tweaking bonuses. |
|
Cass Barr
Red Star. EoN.
336
|
Posted - 2013.06.21 07:30:00 -
[21] - Quote
Tharak Meuridiar wrote:Cass Barr wrote:So, penny-wise and pound-foolish. Not quite. I use infantry builds to generate ISK for vehicle builds. So I'm using my SP to maximize the effectiveness of infantry builds that range from 0-10,000 ISK. Anything higher and I'm cutting into my profits too heavily if I lose suits. I'm not planning to run protos until fighters and mechs are released.
Ah ok, that makes more sense.
The sidearm distinction would matter more if CCP would un**** LR's, as they're one of the best counters to AR's, yet they pretty much require a good sidearm.
While I think a 10% damage bonus would be reasonable, I'd much prefer that CCP abandon having matching bonuses, and instead adopt more unique bonuses for both suit bonuses. It would add more flavor and differences between the suits. And make the current ones less craptastic, which is a big part of the issue.
The only two bonuses I initially found interesting and desirable were the Cal Logi's (of course), and the Amarr Assault's. The rest were just meh. I later recognized the value of the Gallente Logi's. |
Zatara Rought
TeamPlayers EoN.
270
|
Posted - 2013.06.21 09:10:00 -
[22] - Quote
Tharak Meuridiar wrote:Zatara Rought wrote:The fact that, in general, the shield recharge delays are lower on the logi suits compared to assault suits is mind boggling. The fact is, for a minor loss in movement speed (unless you're minmatar), and no sidearm, you get better shield recharge delays, much higher potential tank, more equip slots, more cpu/pg, and more useful racial classi bonus's. Especially with aiming being so ****** up atm, and the nerf uprising gave to movement speed, there's few good reasons to be assault. The main reason to go assault is swarm launchers and other weapons that leave you open without a sidearm. A logi with a SL is helpless vs. infantry. So are snipers, plasma cannons(lol), and laser rifles to a lesser degree. However the 70%+ of the games population that use ARs and scram rifles (What I refer to as the AR toting masses) have no good reason to go assault over logi.
Nah, I just use my gallente logi for everything. Nades and re's are just fine and the fact that I can make my gallente logi have 9.6 run speed and still maintain similar levels of ehp to an assault and an armor rep rate of five while doing it facilitating me to get in and out and switch the fitting once done...plus for what your suggesting a scout would do the job as well, and scouts could perform this same option because they are quick to the action and you can keep them faster for cheaper. |
Zatara Rought
TeamPlayers EoN.
270
|
Posted - 2013.06.21 09:14:00 -
[23] - Quote
Cass Barr wrote:Tharak Meuridiar wrote:Cass Barr wrote:So, penny-wise and pound-foolish. Not quite. I use infantry builds to generate ISK for vehicle builds. So I'm using my SP to maximize the effectiveness of infantry builds that range from 0-10,000 ISK. Anything higher and I'm cutting into my profits too heavily if I lose suits. I'm not planning to run protos until fighters and mechs are released. Ah ok, that makes more sense. The sidearm distinction would matter more if CCP would un**** LR's, as they're one of the best counters to AR's, yet they pretty much require a good sidearm. While I think a 10% damage bonus would be reasonable, I'd much prefer that CCP abandon having matching bonuses, and instead adopt more unique bonuses for both suit bonuses. It would add more flavor and differences between the suits. And make the current ones less craptastic, which is a big part of the issue. The only two bonuses I initially found interesting and desirable were the Cal Logi's (of course), and the Amarr Assault's. The rest were just meh. I later recognized the value of the Gallente Logi's.
SMH bro, 25% Hacking speed is way OP. |
Shion Typhon
Intara Direct Action Caldari State
78
|
Posted - 2013.06.21 11:33:00 -
[24] - Quote
Kitten Empress wrote:If you run the numbers, logis are better thanks to their slot layout. No exceptions. None. More equipment is just icing on the cake.
^ This
5 high slots for a Caldar protoi Logi is just flat out ridiculous. |
BL4CKST4R
WarRavens League of Infamy
310
|
Posted - 2013.06.21 11:47:00 -
[25] - Quote
Tharak Meuridiar wrote:I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r.
Lol there is no problem with Logistics except the Caldari logi. If you want more damage remove a shield and add a damage modifier, if you did you would notice your HP would be slightly higher than a logi, with more damage, and higher speed. Also 4% damage per level are you drunk buddy? The highest any racial damage bonus should go is 2% per level, the best way to make repairers useful is to make them heal both shields and armor, and then give all logistics CPU/PG reductions to equipment. |
BL4CKST4R
WarRavens League of Infamy
310
|
Posted - 2013.06.21 12:02:00 -
[26] - Quote
Kitten Empress wrote:If you run the numbers, logis are better thanks to their slot layout. No exceptions. None. More equipment is just icing on the cake.
If you run the numbers on a Caldari logistic, I have done it for all of the logistic suits and the only way for them to slightly have higher EHP would be by maxing low slots with plates, and they have to be complex. Of course this comes with crippling speed losses and CPU/PG constraints. So no matter how hard. Logistic tries it will never have higher EHP or speed, and a lower ability to stack damage modifiers because of the low base HP. |
BL4CKST4R
WarRavens League of Infamy
310
|
Posted - 2013.06.21 12:31:00 -
[27] - Quote
IF you really want a strict separation between Logistics and Assaults then here is the best course of action without OPing one and UPing the other.
Assaults:
1%/2% damage increase per level (stacking penalties apply with damage modifiers) Reduce EHP by 90 (Puts Assault base EHP at 15 EHP lower than a vanilla Logistic suit) Give all assault suits 1 extra High slot.
Logistics:
5% CPU/PG reduction per level Increase EHP by 60 (Puts Logistics at the vanilla Assault suit base EHP) Remove the Caldari logistic bonus and 1 high slot to give 1 equipment slot. Keep Logistics slot configuration as is.
Now you have Logistics built defensively, and Assaults offensively. At level 5 the assault will deal 5% to 10% more damage, and to compensate for their EHP reduction they could either choose to stick a shield module on a High, or keep their lower EHP and run with another damage modifier.
The Logistics will be built more defensively, but with lower base speed. They could put in a damage modifier but this would lower their EHP to assault level and basically make them slow assaults due to the low speeds of the Logistics suit, and an assault suit will always do higher damage for the same EHP and higher speed.
What I see people suggesting is to make Logistics super weak, and extremely defensive based without buffing their HP, speed, or anything that account to their survival, because without logis nobody will revive or heal you. Basically you guys want to build assault suits like fast heavies with damage modifiers, and Logistics like slow scouts with terrible defensive and offensive capabilities. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
602
|
Posted - 2013.06.21 13:15:00 -
[28] - Quote
they should have simply made modules that were exclusive to each suit with ways to blur the edges between roles.
Unfortunately, what we have now is crap rolling down hill and congealing in a pool called the Logistics suit.
The simplest fix is to up the strafing on assaults and scouts then maybe lower it even further on logistics.
That way, even the best tanked logi will be eaten alive unless he's playing nurse like a good little logibro. |
Shion Typhon
Intara Direct Action Caldari State
78
|
Posted - 2013.06.21 13:32:00 -
[29] - Quote
BL4CKST4R wrote: Assaults:
1%/2% damage increase per level (stacking penalties apply with damage modifiers) Reduce EHP by 90 (Puts Assault base EHP at 15 EHP lower than a vanilla Logistic suit) Give all assault suits 1 extra High slot.
Logistics:
5% CPU/PG reduction per level Increase EHP by 60 (Puts Logistics at the vanilla Assault suit base EHP) Remove the Caldari logistic bonus and 1 high slot to give 1 equipment slot. Keep Logistics slot configuration as is.
Wait what?!? You want to decrease Assault toughness and increase Logi toughness to balance them? Your suggested changes would make Logis even more ridiculous compared to Assaults. |
XeroTheBigBoss
TeamPlayers EoN.
534
|
Posted - 2013.06.21 13:36:00 -
[30] - Quote
Tharak Meuridiar wrote:I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r.
Logistics suits are working as intended. /thread |
|
Chunky Munkey
Amarr Templars Amarr Empire
569
|
Posted - 2013.06.21 14:05:00 -
[31] - Quote
Tharak Meuridiar wrote:I see three separate issues with logi vs. assault:
1. Logi is too good at killing which is assault's role. 2. The general logi / assault bonuses favor certain races too much. Assault bonus isn't good for armor tanks, logi isn't good for shield tanks (Unless they dual tank like most Caldari.) 3. Logi's intended role has lost a lot of usefulness. Most builds regenerate armor fairly efficiently on their own now. The days of beta where you were constantly running around repping people's armor damage that they couldn't regenerate themselves are gone. I run reps in a lot of my builds and barely use them because they are rarely needed.
I have 1 solution that solves ALL THREE problems quickly and simply:
Assault bonus: Light weapons do 4% more damage per level Logistics bonus: Armor repairers heal shields for 20% of their armor repair amount per level
Problem 1 Solved: Logi's trade their armor repair bonus for one that is useless if you are playing a logi like an assault. Assault on the other hand become much more deadly at their intended role.
Problem 2 Solved: All good assault fits use a light weapon. Snipers, AV, the AR toting masses, shotguns, you name it. All logi will find it useful to rep shields and armor at the same time.
Problem 3 Solved: Logi's can now effectively be active healers. When they run into a firefight they can recharge people's shields or run behind heavies allowing them to shrug off large amounts of damage. They can even run behind HAVs no matter which type of damage they tank. A logi can now effectively be a full time healer like a Team Fortress 2 medic minus the ub+½r.
You're assuming all logis are healers. Mine hasn't used a rep tool in maybe a month. The general logi bonus IMO should be the Gallente-specific one, and the Assault: the Caldari reload bonus, but for all light weapons.
|
GVGMODE
GVGMODE.
11
|
Posted - 2013.06.21 14:17:00 -
[32] - Quote
Core GodModeFlaylock > Anything
The more I play with a logi the more I miss having a sidearm, you can literally wipe anybody shooting at their feet, the movement speed from assault is prime to dodge both are good specially with the broken aim system. The only thing I dislike is the Cpu and PG from Assault suit , it needs to be buffed. |
Seed Dren
Ill Omens EoN.
21
|
Posted - 2013.06.21 14:24:00 -
[33] - Quote
How about if you could pick your racial bonus? It would require balancing skill points again but I see better potential of ppl doing their intended roles. But also if your suggesting that assault gets a damage bonus then so should heavies and scout to be fair to everyone. (I'm Assault btw). |
BL4CKST4R
WarRavens League of Infamy
310
|
Posted - 2013.06.21 14:24:00 -
[34] - Quote
Shion Typhon wrote:BL4CKST4R wrote: Assaults:
1%/2% damage increase per level (stacking penalties apply with damage modifiers) Reduce EHP by 90 (Puts Assault base EHP at 15 EHP lower than a vanilla Logistic suit) Give all assault suits 1 extra High slot.
Logistics:
5% CPU/PG reduction per level Increase EHP by 60 (Puts Logistics at the vanilla Assault suit base EHP) Remove the Caldari logistic bonus and 1 high slot to give 1 equipment slot. Keep Logistics slot configuration as is.
Wait what?!? You want to decrease Assault toughness and increase Logi toughness to balance them? Your suggested changes would make Logis even more ridiculous compared to Assaults.
Well if you actually applied what I said you would notice that the difference in HP would be small, no more than 100 EHP. The assaults are getting a free ADV/Complex damage modifier and they are also 6% faster, AND I said to give them an extra High slot so you get the option to negate the HP difference.
|
XeroTheBigBoss
TeamPlayers EoN.
535
|
Posted - 2013.06.21 14:26:00 -
[35] - Quote
How about Logi bonus is 25% more healing with rep gun?
Oh wait hows that work if we aren't spec into it? It's fine as is today. |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
|
Posted - 2013.06.22 04:25:00 -
[36] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
|
|
|
Pages: 1 2 :: [one page] |