|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Freya Tegley
Algintal Core Gallente Federation
2
|
Posted - 2013.06.30 10:38:00 -
[1] - Quote
I don't know about "balance", but this makes sense. Can't see ONE module slot at STD breaking the game either. That's still only half the slots of a militia Heavy. |
Freya Tegley
Algintal Core Gallente Federation
3
|
Posted - 2013.07.03 06:52:00 -
[2] - Quote
A heavy slot seems like the opposite of what they were going for with the suit. I mean, if it had a Heavy slot, why would you run a Sentinel? For the grenade slot? You'd be faster, with more stamina, better shield recharge, with more high slots, and a friggin LIGHT weapon in your offhand.
They're trying to balance the idea of two light weapons. A heavy weapon just makes the suit ridiculous and Sentinels pointless.
On the subject of the OP, I do think a slot at STD would be good. Not sure if that shield/armor passive is very good on a 3-slot tops suit anyway, but it's better being able to actually use the passive I guess. That is, while I support adding a slot at STD, any passive relying on slots seems doomed to suck with this suit. |
Freya Tegley
Algintal Core Gallente Federation
4
|
Posted - 2013.07.03 10:52:00 -
[3] - Quote
I have played the commando. I found it interesting. The weapon swapping is so much faster now, it's faster to switch to a second AR instead of reloading the first.
Really, I have concerns with balancing the Amarr in general. The general theme is "make them slower and give them fewer slots... but in exchange give them more base hp". They wind up outclassed in most areas because the difference in hp is easily overcome with a single module slot usually, and then you just have a character that's slower...
The only reason the Amarr heavy makes it at all is that there are no other options. Given the general theme here, it seems like every other heavy will be better if only because the module slots they're likely to have will give them many more options. The Amarr will wind up the slowest with the fewest options.
A faster Commando with more modules? I can already tell you I'd prefer the other racial variants here. Would it be enough to consider the hit to speed "enough" when balancing Amarr hp vs. other races, and just give them different but not as lacking module layouts?
Anyhow, I think it's silly to give a class a module-focused passive they can't use till rank 3, and that gives them no benefit regardless of skill level if they choose to run standard suits. |
|
|
|