BL4CKST4R
WarRavens League of Infamy
430
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Posted - 2013.07.06 14:55:00 -
[1] - Quote
Currently the dropsuits in our game our imbalanced, scouts and heavies are to weak and do not do their proposed roles, and Logistics and Assaults seem to have mixed feelings on their roles. I believe that the suits need to be completely reworked to homogenize suits within the same tier, slightly diversify them by role, and majorly diversify them by tier.
The current tiers are Light, Medium, and Heavy. The Light dropsuit is supposed to be a tactical, and speedy suit with low survivability, the Medium suit it the everyman suit where it can do a little bit of everything but not better than anybody, the heavy suit is supposed to instill fear in the hearts of men with very high survivability and damage output.
Light dropsuits
The Light dropsuit is extremely weak, and does not follow its ingame description of stealth and infiltration. Also its speed bonus does not compensate for its low survivability.
The Light dropsuit needs more CPU/PG, 2 equipment slots, and 3/3 slots. This would increase their survivability and make them more tactical. For example a Light dropsuit with 2 equipment slots would be really good at setting a sniper's nest, or infiltrating a enemy or neutral objective and establishing uplinks. The 3/3 slots adds survivability, or the ability to be a glass cannon, and the CPU/PG allows them to add better modules to go with the increase in slots.
Medium dropsuit
There isn't really anything bad about the medium dropsuits, except a misconception of Logistic suits and Assault suits. These misconceptions are spawned from an assumption that higher CPU/PG makes a better slayer, and thus puts Logistic suits in a situation of criticism, where people assume that they are better slayers than Assault suits.
The medium dropsuits should get the same slot layout, base stats, and CPU/PG in between vanilla Assault and Logistics. The slot layout should be like so: 5/3 at proto for Caldari, 4/4 at proto for Minmatar, 3/5 at proto for Gallente, and 3/4 at proto for Amarr. After doing so applying proper bonuses would diversify them and giving each an edge above the other in one role. For the assault suits remove the 5% shield recharge and add a 1-2% light weapon damage per level, and give them 2 equipment slots. Then for the Logistics give them a role bonus of 5% equipment CPU/PG reductions and give them 3-4 equipment slots. What this does is make the Assault suit have a small logistic role, but mainly focus on dishing out a lot of damage with a free adv/complex damage modifier, while also having the ability to fit the same modules as the logistics suit. For the Logistic suit it minimizes their focus on damage dealing and focus more on supporting since their damage is technically 10% lower, but it doesn't remove the option of them killing just makes them not as good.
Heavy dropsuits
The heavy suit is just not heavy enough, it can easily be gunned down by a lone medium suit. The heavy suit does require the support from a Logistic to really shine but even then it can easily be destroyed because of its low HP compared to other suits, and its low tracking speed.
The heavy dropsuits need damage reductions, specially against explosives. A 30% damage reduction against all incoming damage would mean that it would take two people to effectively kill a heavy, and a heavy backed by a Logistic a force to be reckoned with. The fact that heavy dropsuits focus on armor usage means after their shields are down they can be one-two shotted by any explosive weapon. Also it should get 3/4 slots at proto level so it can actually make use of heavy damage modifiers, and be a true armor tank.
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