Krom Ganesh wrote:I'm trying to understand more about the tactical lore of EVE and would like some help.
From what I've understood so far
Races:
Minmatar - Speed and projectile weaponry
Gallente - Armor repairing/tanking and Plasma Hybrid weaponry
Amarr - Laser weaponry (what else do Amarrs excel in?)
Caldari - Shield tanking and Rail weaponry
Suits:
Minmatar Scout is intended to be a melee fighter
Gallente Scout is intended to be a CQC stealth fighter
No info on Caldari or Amarr scouts
Logis covered
hereAssaults are intended to be general fighters (not sure how each race's approach to assault differs)
Sentinels are intended to be point defense (not sure how each race's approach to sentinels differ)
Not sure what role Commandos are supposed to fill.
Please correct me if I'm wrong on any of these
Thx for link.
My bare bones opinion for IMPLIED roles for assaults:
Amarr are fire support. Take advantage of bonus to laser/scram rifle to wreak havok on enemy shields from behind the line and enables HMG users to farm kills as opponents rush or retreat. Ideally, focuses on blunting enemy's advances at the center and far flanks as line movers and harassers will be shield-heavy and focused on mobility.
Caldari are line movers. Their speed enables them to pull off flanks and mix it up at closer range. Assault shield bonus combined with inate shield tanking allows these guys to survive independent of direct logistics support and allows logistics to focus on HVY support. Operate between the lines and around the edges.
Gallente are line holders. They can take advantage of the support that logis can provide armor-tanked suits to survive at the front. Watch the flanks of HVYs and slaughter light enemies who get too close.
Minmatar. Versatile hit-and run and harassment. Can provide anchor for a scout recon squads and works side by side with minmatar logi to protect said logi in said squads. Meant to get behind the enemy with a few other fast movers and slaughter CQC dual-wielding sidearms, or can provide effective mid-range support (rifle) or area denial (Mass driver if it worked) to cover recon squad's advances and retreats.
... in my mind, these roles and the logi roles previously discussed scale much better in larger team units that allow for specialized squads so if we ever see 32v32 on PS4 you'll see increased coordination and specialization. An example is the increased use of Heavy support and scout classes in various PC doctrines.
Everybody does WTF they want in pubs because coordination is limited to one squad, and current instant battle mechanics favor run-and-gun line movers. PC mechanics involve coordination between multiple squads, but doctrines are limited to supporting ONE objective-based skirmish game mode which limits the variability in tactics and counters (though there is definitely more variety than in pubs).