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![FabryX10 FabryX10](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
FabryX10
Fatal Absolution General Tso's Alliance
114
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Posted - 2014.07.17 09:33:00 -
[181] - Quote
@CCP Rattati: O_o Caldari assault 1 low at STD and ADV??? Ok... You must respec my dropsuit tree... |
![JRleo jr JRleo jr](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
JRleo jr
Xer Cloud Consortium
57
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Posted - 2014.07.17 09:34:00 -
[182] - Quote
FabryX10 wrote:@CCP Rattati: O_o Caldari assault 1 low at STD and ADV??? Ok... You must respec my dropsuit tree... Or buff shield regs again, by 15%
Max level brony.
My special magic is trolling.
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![FabryX10 FabryX10](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
FabryX10
Fatal Absolution General Tso's Alliance
114
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Posted - 2014.07.17 09:47:00 -
[183] - Quote
JRleo jr wrote:FabryX10 wrote:@CCP Rattati: O_o Caldari assault 1 low at STD and ADV??? Ok... You must respec my dropsuit tree... Or buff shield regs again, by 15% Or this... https://forums.dust514.com/default.aspx?g=posts&m=2247376#post2247376 |
![Nocturnal Soul Nocturnal Soul](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Nocturnal Soul
Immortal Retribution
3626
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Posted - 2014.07.17 09:47:00 -
[184] - Quote
Go for it but I'm pretty sure your going to spend delta picking up the falling pieces.
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
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![Tesfa Alem Tesfa Alem](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
162
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Posted - 2014.07.17 10:04:00 -
[185] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions.
Only after you tell us the new base stat changes and skill changes for the assaults can anyone say whether or not the assault suit changes are functional. Because all of the math from the players explaining why something works or doesnt is honestly a waste of time.
Yes its good that the basic Gal and caldari logis are no longer bigger slower, weaker, larger scout suits.
Its also very bad that when you ask for community feedback you ignore the communties feedback and insist on removing the amarr logi sidearm.
Redline for Thee, but no Redline for Me.
CPM1 Candidate
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![voidfaction voidfaction](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
voidfaction
Void of Faction
333
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Posted - 2014.07.17 10:08:00 -
[186] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions. since you don't design around cal using low slots can you redesign the 2 cal scout bonuses to not favor using low slot mods. they are not of much use being only 1 can be enhanced with a std or adv suit and with your delta efficacy bonuses will probably be designed to require the cal to use 3 mods to get a bonus.
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![Monkey MAC Monkey MAC](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Monkey MAC
Rough Riders..
3070
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Posted - 2014.07.17 10:42:00 -
[187] - Quote
voidfaction wrote:Monkey MAC wrote:voidfaction wrote:Cal scout has 1 low slot at std and adv cal scout has 2 bonuses that require low slot to maiximize even at proto having only 2 slots to maximzime 2 bonuses is useless std and adv is even more useless with only 1 slot. really on the right direction if you wanting to make the cal scout more worthless than the present amarr scout
So when do those skilled into cal scout get respecs. you replaced its role and gave it to amarr. then give it crap bonuses that both require low slots now wanting to make it even more useless changing the slots so they only get 2 low at proto. I dont think you can **** that suit anymore than you already plan to do. so only option is respec out of the crap you are making it into. Aren't prescision enhancers in High slots? Why do you feel the need to extend your BASE (As in without mods) 36m scan radius further? Surely you want to make up for you short fall (Prescision) over improving you positive to above useful/faif levels? I guess you didnt get the memo cal scout is losing the precision bonus and getting profile and range bonus.
No I know, that's what I'm saying. You already get decent scan range, 36.45m and your profile is still going to better than any medium suit not jacked up on 4 dampeners.
Rattai has said that ALL scouts suits will be capable of passively avoiding all but 1 scanner, which will require the use of cloak to remain undetected.
So the question is why do you want to boost these already good stats by wasting your slot on them? The only EWAR module that wil make you even marginally better is Prescision Enhancer, in the High slot that will if you sacrifice enough tank, allow you to see more inside your passive scan radius.
It's called balance, you have something you are good at for free, but in order to get around your short falls you must sacrifice your main tank.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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![Brokerib Brokerib](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Brokerib
Lone Wolves Club
1785
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.07.17 10:50:00 -
[188] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions. Min assault looks good, accepting decent buffs over the current base stats.
o7
Knowledge is power
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![Monkey MAC Monkey MAC](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Monkey MAC
Rough Riders..
3070
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Posted - 2014.07.17 10:56:00 -
[189] - Quote
bogeyman m wrote:CCP Rattati wrote:Hi all, We want to have this formal discussion and get your input. We believe that the community has wanted to have some say on this issue for some time, and now that I am studying this data in detail, some things brush me the wrong way (or my OCD). Dropsuit Slot LayoutFirst table is Current, next table is proposed, and third tracks the difference in slots between the two. We don't need to do any changes to these layouts right now. However, with PG/CPU increases for the Assault class on the horizon, more based on a PG/CPU allotment per slot type, it would be the right timing to swap a high with a low in strategic places, or add missing slots. The new premise is a single matrix of racial high/low arrangements and then tactical choices of the other slots (EQ, SA, W, G). The proposed matrix is also intended to be more thematically in line with EVE Online racial slots. Amarr highest number of low slots Caldari highest number of high slots Gallente equal number of highs and lows, preferring lows Minmatar equal number of highs and lows, preferring highs Moving forward with few changes without changing the whole layout of every dropsuit is certainly on the table as well. The logi sidearm f.ex. There are other "anomalies" that I would love to discuss, such as STD and ADV logi racial differences. Of course if you see some errors, please let us know. Have at it and keep it civil and constructive! Shouldn't the Caldari and the Gallente have opposite slot configuration? And shouldn't the Amarr and Minmatar be opposites also?
No, it's more about giving each suit the slots to get it's preferred playstyle. Amarr - Armour Buffer Tank - Highest # of lows for greatest number of plates Caldari - Shield Buffer Tank - Highest # of Highs for greatest number of Extenders Gallante - Armour Rep Tank - Balanced # of Slots for Reppers and Damage Mods Minmatar - Shield Rep Tank - Balanced # of Slots for Energizers and Regulators
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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![RKKR RKKR](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
RKKR
The Southern Legion Final Resolution.
979
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Posted - 2014.07.17 11:04:00 -
[190] - Quote
Take a look at the equipment slots of logis and of the scout suits...
I'm not gonna bother anymore.
TIP: It's not a good idea to imply you have OCD issues to start of a formal civil constructive discussion. |
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![IAmDuncanIdaho II IAmDuncanIdaho II](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
IAmDuncanIdaho II
R 0 N 1 N
578
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Posted - 2014.07.17 11:16:00 -
[191] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png)
Disagree. If you need to steer the discussion, do so. You can't bin nine pages of feedback (sure some of it's chaff you have to sort through) just like that and just say "say yes if you agree" and leave it at that.
Why would the guys who have put effort in here to try and feedback how something is good or bad continue to do so now?
What is it you are asking us to do in your OP?
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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![CCP Rattati CCP Rattati](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CCP Rattati
C C P C C P Alliance
4430
![](/images/icon_dev.gif)
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Posted - 2014.07.17 11:23:00 -
[192] - Quote
IAmDuncanIdaho II wrote:CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Disagree. If you need to steer the discussion, do so. You can't bin nine pages of feedback (sure some of it's chaff you have to sort through) just like that and just say "say yes if you agree" and leave it at that. Why would the guys who have put effort in here to try and feedback how something is good or bad continue to do so now? What is it you are asking us to do in your OP?
I said list the things you agree with, then I can see if there is a consensus on a few of the changes that we could implement.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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![Killer's Coys Killer's Coys](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Killer's Coys
Prima Gallicus
38
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Posted - 2014.07.17 11:37:00 -
[193] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions.
When I said "I use armor plates" that was an example. Yes, on an Advanced caldari assault, I'll be able to fit just 1 regulator, and, if we haven't any armor (that's normal with a Caldari) we must have a good regulation, don't we ?
The raison I still play with armor plates and armor repair is that our shield isn't enought effective. We should have : - more shield regen (something like 40-50HP/s => do that with a racial bonus (10%regen / level)) ![P](https://forums.dust514.com/Images/Emoticons/ccp_p.png) - a better regulation (something like 3sec and 5 sec) - more speed (for all assaults) - more stamina + stamina regen
An other solution : => change the shield regen with the caldari scout one's 30hp/s for a scout, that's enought but for the caldari assault, must have more regen I think |
![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3810
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Posted - 2014.07.17 11:40:00 -
[194] - Quote
CCP Rattati wrote:IAmDuncanIdaho II wrote:CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Disagree. If you need to steer the discussion, do so. You can't bin nine pages of feedback (sure some of it's chaff you have to sort through) just like that and just say "say yes if you agree" and leave it at that. Why would the guys who have put effort in here to try and feedback how something is good or bad continue to do so now? What is it you are asking us to do in your OP? I said list the things you agree with, then I can see if there is a consensus on a few of the changes that we could implement.
That's actually a pretty solid idea, I knew what you meant but the language can easily be misconstrued.
The problem, as already pointed out, is that it is difficult to fully analyze the new slot layouts without some idea of what's going to happen to the PG/CPU. Personally, I'd also like the spreadsheet to be labeled a little better, it's easy to lose track of what you are looking at as currently formatted.
(The godfather of tactical logistics)
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![DeathwindRising DeathwindRising](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
DeathwindRising
ROGUE RELICS
462
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Posted - 2014.07.17 12:22:00 -
[195] - Quote
Killer's Coys wrote:CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions. When I said "I use armor plates" that was an example. Yes, on an Advanced caldari assault, I'll be able to fit just 1 regulator, and, if we haven't any armor (that's normal with a Caldari) we must have a good regulation, don't we ? The raison I still play with armor plates and armor repair is that our shield isn't enought effective. We should have : - more shield regen (something like 40-50HP/s => do that with a racial bonus (10%regen / level)) ![P](https://forums.dust514.com/Images/Emoticons/ccp_p.png) - a better regulation (something like 3sec and 5 sec) - more speed (for all assaults) - more stamina + stamina regen An other solution : => change the shield regen with the caldari scout one's 30hp/s for a scout, that's enought but for the caldari assault, must have more regen I think EDIT : for the Gallente logi (STA end ADV) that's perfect for me ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
i like the slot layout for cal assault but the modules were all balanced based on having 2 or 3 low slots.
lowering cal assault shield delay to 3 seconds gives a 1.84 delay with a complex regulator
a 40 hp/s recharge gives 115.31 shield hp/s when using 2 complex regulators
i feel its quite generous, but considering that shield tankers get zero support, i dont feel bad about it... at all
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![voidfaction voidfaction](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
voidfaction
Void of Faction
335
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Posted - 2014.07.17 12:46:00 -
[196] - Quote
Monkey MAC wrote:voidfaction wrote:Monkey MAC wrote:voidfaction wrote:Cal scout has 1 low slot at std and adv cal scout has 2 bonuses that require low slot to maiximize even at proto having only 2 slots to maximzime 2 bonuses is useless std and adv is even more useless with only 1 slot. really on the right direction if you wanting to make the cal scout more worthless than the present amarr scout
So when do those skilled into cal scout get respecs. you replaced its role and gave it to amarr. then give it crap bonuses that both require low slots now wanting to make it even more useless changing the slots so they only get 2 low at proto. I dont think you can **** that suit anymore than you already plan to do. so only option is respec out of the crap you are making it into. Aren't prescision enhancers in High slots? Why do you feel the need to extend your BASE (As in without mods) 36m scan radius further? Surely you want to make up for you short fall (Prescision) over improving you positive to above useful/faif levels? I guess you didnt get the memo cal scout is losing the precision bonus and getting profile and range bonus. No I know, that's what I'm saying. You already get decent scan range, 36.45m and your profile is still going to better than any medium suit not jacked up on 4 dampeners. Rattai has said that ALL scouts suits will be capable of passively avoiding all but 1 scanner, which will require the use of cloak to remain undetected. So the question is why do you want to boost these already good stats by wasting your slot on them? The only EWAR module that wil make you even marginally better is Prescision Enhancer, in the High slot that will if you sacrifice enough tank, allow you to see more inside your passive scan radius. It's called balance, you have something you are good at for free, but in order to get around your short falls you must sacrifice your main tank. i guess your not getting it. i can get better or very close to equal with another scout suit. so the cal for the most part has no purpose/role. if i wanted the dampening of a medium i would skill a medium class suit. I dont want to hp tank a scout because we done have the problem scouts make better assaults. but cal has no role that makes it worth not hp tanking or choosing a different scout suit. the changing the slot layout even makes it worse as i have said less than proto is worthless. and only a fool would put 4 precision on the cal scout now that it dont have a bonus to it. if i want the a range scout i go amarr or gal if i want the precision scout I now go amarr If i want the dampened scout i go gal if i want a useless scout i go cal compare std vs std, adv vs adv, and proto vs proto and tell me what the cal defining role is at all 3 tiers. it is clear the min scout is NK, hacking amarr is stamina gal is dampening cal is? range no amarr and gal are better until proto and even then its not that much better. dampening no min, amarr and gal is better or equal at all tiers. precision no beat by equipment and amarr scout at proto. shield tanking that is it the only real defining role for the cal scout that it can truly do better than the other scouts at all 3 tiers. |
![Aero Yassavi Aero Yassavi](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8811
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Posted - 2014.07.17 13:04:00 -
[197] - Quote
As someone who primarily uses Amarr dropsuits, I am really happy with these proposed changes to give those suits the most low slots. I can, however, see why some Gallente dropsuit players would be a little upset since for the longest time during the beginning of Uprising Gallente suits used to be the most armor oriented with most lows.
Given that Gallente suit players still want to be primarily armor tankers, having high slots doesn't appeal so much because the only choices are 1) Shield mods, which is dual tanking which they don't necessarily want 2) Damage mods, which seem underwhelming but are getting a buff 3) Precision mods, which aren't very useful for mediums/heavies 4) Melee mods, which are not very attractive at all
What's going to end up happening more than likely is all Gallente suits will be using nothing but damage mods in highs as players will see it as the only viable option. Either that or they will dual tank. Maybe moving a module type to high slots to give high slots more versatility may be a good thing after all? Or, if possible, create new modules for high slots?
Amarr are the good guys
Their way of the Commando seems right and noble
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![JRleo jr JRleo jr](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 13:07:00 -
[198] - Quote
Aero Yassavi wrote:As someone who primarily uses Amarr dropsuits, I am really happy with these proposed changes to give those suits the most low slots. I can, however, see why some Gallente dropsuit players would be a little upset since for the longest time during the beginning of Uprising Gallente suits used to be the most armor oriented with most lows.
Given that Gallente suit players still want to be primarily armor tankers, having high slots doesn't appeal so much because the only choices are 1) Shield mods, which is dual tanking which they don't necessarily want 2) Damage mods, which seem underwhelming but are getting a buff 3) Precision mods, which aren't very useful for mediums/heavies 4) Melee mods, which are not very attractive at all
What's going to end up happening more than likely is all Gallente suits will be using nothing but damage mods in highs as players will see it as the only viable option. Either that or they will dual tank. Maybe moving a module type to high slots to give high slots more versatility may be a good thing after all? Or, if possible, create new modules for high slots? A shield extender and an energier in the highs?
Max level brony.
My special magic is trolling.
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![Fox Gaden Fox Gaden](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Fox Gaden
Immortal Guides
3890
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Posted - 2014.07.17 13:40:00 -
[199] - Quote
CCP Rattati wrote:I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. I like these changes overall, but I wanted to address this one point.
It has always been my feeling that an Armor Repair module was essential on any suit unless it had built in passive armor repair. Reactive plate can be substituted of course.
I propose that every suit should get 1 HP/sec passive armor repair, so that Armor Repair modules are no longer a mandatory fitting. This would allow suits with only one low slot to equip something useful rather than only being able to choose between an Armor Repair or a Reactive Plate.
Yes, Caldari are Shield Tankers, not armor tankers, but that is the point. If they get hit by a flux grenade they will need that armor buffer to survive long enough to get to cover. They don't rely on armor in every engagement, but they need a trickle regen so that small armor buffer is there when they need it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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![voidfaction voidfaction](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
voidfaction
Void of Faction
335
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Posted - 2014.07.17 14:02:00 -
[200] - Quote
Fox Gaden wrote:CCP Rattati wrote:I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. I like these changes overall, but I wanted to address this one point. It has always been my feeling that an Armor Repair module was essential on any suit unless it had built in passive armor repair. Reactive plate can be substituted of course. I propose that every suit should get 1 HP/sec passive armor repair, so that Armor Repair modules are no longer a mandatory fitting. This would allow suits with only one low slot to equip something useful rather than only being able to choose between an Armor Repair or a Reactive Plate. Yes, Caldari are Shield Tankers, not armor tankers, but that is the point. If they get hit by a flux grenade they will need that armor buffer to survive long enough to get to cover. They don't rely on armor in every engagement, but they need a trickle regen so that small armor buffer is there when they need it. Great idea armor based suits don't have to equip a shield recharger as that is built in even though they are armor based suits.
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![Snake Sellors Snake Sellors](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Snake Sellors
Hellstorm Inc League of Infamy
201
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Posted - 2014.07.17 14:07:00 -
[201] - Quote
not to seem greedy but how about another high slot for calsent? or just a buff to complex shield extenders?
I mention a 5th slot because we already get melted by the gallente and now the amarr too. we are fast approaching the point of having a "worst" heavy suit the balance should be that they are different to each other not better or worse than |
![Booby Tuesdays Booby Tuesdays](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Booby Tuesdays
Ahrendee Mercenaries
662
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Posted - 2014.07.17 14:18:00 -
[202] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? I vehemently oppose reducing the Minmatar Logi equipment slots to 2 at Standard. There is absolutely no reason to do so. If you proceed with this, then all Standard Scout suits should only have 1 equipment slot until ADV and Proto. Seriously, the one suit that has always been balanced, and you are thinking of nerfing it just to "standardize" the Logis?
*Edit Looks like things are back to normal for the Logis at STD level. Hooray!
Melee Weapon of Choice: Nokia-3310 Prof. V
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![Killer's Coys Killer's Coys](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Killer's Coys
Prima Gallicus
38
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.07.17 14:41:00 -
[203] - Quote
Fox Gaden wrote:CCP Rattati wrote:I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. I like these changes overall, but I wanted to address this one point. It has always been my feeling that an Armor Repair module was essential on any suit unless it had built in passive armor repair. Reactive plate can be substituted of course. I propose that every suit should get 1 HP/sec passive armor repair, so that Armor Repair modules are no longer a mandatory fitting. This would allow suits with only one low slot to equip something useful rather than only being able to choose between an Armor Repair or a Reactive Plate. Yes, Caldari are Shield Tankers, not armor tankers, but that is the point. If they get hit by a flux grenade they will need that armor buffer to survive long enough to get to cover. They don't rely on armor in every engagement, but they need a trickle regen so that small armor buffer is there when they need it.
I totaly agree with you |
![DeathwindRising DeathwindRising](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
DeathwindRising
ROGUE RELICS
464
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Posted - 2014.07.17 15:00:00 -
[204] - Quote
CCP Rattati, you need to idk rethink your design or philosophy on dropsuits.
Eve online doesnt make ships and then see what roles can be made out of them by players. the ships are made with clear roles and playstyles in mind. from slot layouts to bonuses, everything is geared towards fulfilling that purpose.
its it much easier to balance these suits if they were designed to run a series of specific fits rather than allowing total freedom with them.
for example amarr and gallente slot layout couldve both been 3/4 but a bonus to plate efficacy for amarr and reps efficacy for gallente means that amarr will ALWAYS be the better brick tanker while gallente would always be the better rep tanker.
people can always build fits that deviate from this but the basic balance is set in place. same goes for weapons.
its easier to balance certain weapons knowing that they will used more likely on certain suits. this allows you balance the suit and the weapon in a way that compliments each other while the overall combo is designed for fighting say, minmatar.
when CCP makes ships, they dont design a slot layout and then give us bonuses after the fact. they do the whole thing at once.
Eve online is about freedom of choice, not total freedom. we are encouraged to use certain playstyles or fits but the choice to do so is ultimately left to us.
Dust would be easier on all of us if it followed that view. build the suits and weapons with an overall purpose or design in mind. but allow us to deviate if we choose to. balance according to the design and purpose.
you can't balance total freedom like this. |
![JRleo jr JRleo jr](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 15:11:00 -
[205] - Quote
Snake Sellors wrote:not to seem greedy but how about another high slot for calsent? or just a buff to complex shield extenders?
I mention a 5th slot because we already get melted by the gallente and now the amarr too. we are fast approaching the point of having a "worst" heavy suit the balance should be that they are different to each other not better or worse than Increase base speed of min and cal sents and heavy frames, then it's finel
Max level brony.
My special magic is trolling.
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![Mobius Kaethis Mobius Kaethis](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Kaethis
Molon Labe. General Tso's Alliance
1518
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Posted - 2014.07.17 15:25:00 -
[206] - Quote
I like the idea but I see a potential issue.
The changes you are making to the Cal Scout taking away a low at advanced in exchange for one more high slot. This change will make the advanced Cal Scout very hard to use. Not only would it be unable to dampen but it would have few options outside of dampeners for that low slot. Kin Cats are not a viable alternative to dampeners since TTK is so low.
Fun > Realism
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![Jaysyn Larrisen Jaysyn Larrisen](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.07.17 15:36:00 -
[207] - Quote
@ CCP Rattati...
Frame of Reference: I run primarily Cal Logi in support role and not slayer builds so that's the lens I'm viewing this from. Also, without a better idea of CPU/PG changes you may make to the suits its more challenging to give you slot count & layout feedback. Any changes to bonuses on the suits or roles also factor in so its hard gauge things in a holistic way.
1) Dropping the low slot for an equipment slot. On the surface this is somewhat logical, however it is very common to have to run CPU mods to fit your modules and equipment on Cal Logi suits already. If you pull the low slot you will definitely need to bump up the fitting resources (CPU and to a lesser extent PG) because the 4th equipment slot will create an even bigger deficit on the overstretched CPU. This would inadvertently gimp the Cal Logi pretty severely compared to other Logi suits.
2) Changes to utility modules (such as code breakers) by moving them from low to high slots is attractive to some kinds of scouts but would also create secondary issues for other suits. I routinely run a code breaker on my suit and that would directly impact how slots need to be managed...not a bad thing mind you but really only moves the fitting problem from one set of suits to another.
3) This is a bit radical but here me out... What if you increased all suits equipment slots and treated them somewhat like the "mid-slots" that are in EVE ships? Basically move code breakers, biotics, and Damage Mods to "equipment slots" and focus the highs and lows on Tank and EWAR? With the armor vs shield piece you will continually run into balance issues when a choice module favors the layout of one race over another.
example...if you buff damage mods and leave them as high slots this will always favor the amor tanker races slot layouts. The problem doesn't get solved by moving to low slots. Make it a piece of equipment you help eliminate some issues. I would also put a very serious stacking penalty on damage mods to mitigate abuse and you could also make sure that the logi equipment bonus doesn't work for it just like you were going to do for cloaks.
4) Again...slot layouts go hand in hand with suit stats and role/racial bonuses so hopefully we'll see all this tied together soon and we can continue to give positive feedback to you.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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![Kaughst Kaughst](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Kaughst
Nyain San General Tso's Alliance
529
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Posted - 2014.07.17 15:40:00 -
[208] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions.
The way I always felt was give Gal as many lows as possible and the least amount of highs as possible, with Cal vice versa leaving the amarr and minmatar to make it up with more flexibility in slots of course. And than at a later point you can can just make it up with bonuses like ROF/REP/shield recharge ect between the suits. Iono...I just want to fit a bunch of armor and reps on my Gallente assault and literally not have to worry about putting anything in my highs, I feel ashamed putting shield stuff in there because I hate managing them....I like managing my armor.
"The road to hell is paved with good intentions."
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![Guiltless D667 Guiltless D667](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Guiltless D667
51
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.07.17 17:01:00 -
[209] - Quote
CCP Rattati wrote:OK this is literally going nowhere. ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions. for cal scouts it's not about the armor, it's about using your range amps or damps to make the most out of the bonuses that was given to them,nothing more.
A Strange Game.
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![Monkey MAC Monkey MAC](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Monkey MAC
Rough Riders..
3072
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Posted - 2014.07.17 17:01:00 -
[210] - Quote
voidfaction wrote:Monkey MAC wrote:voidfaction wrote:Monkey MAC wrote:voidfaction wrote:Cal scout has 1 low slot at std and adv cal scout has 2 bonuses that require low slot to maiximize even at proto having only 2 slots to maximzime 2 bonuses is useless std and adv is even more useless with only 1 slot. really on the right direction if you wanting to make the cal scout more worthless than the present amarr scout
So when do those skilled into cal scout get respecs. you replaced its role and gave it to amarr. then give it crap bonuses that both require low slots now wanting to make it even more useless changing the slots so they only get 2 low at proto. I dont think you can **** that suit anymore than you already plan to do. so only option is respec out of the crap you are making it into. Aren't prescision enhancers in High slots? Why do you feel the need to extend your BASE (As in without mods) 36m scan radius further? Surely you want to make up for you short fall (Prescision) over improving you positive to above useful/faif levels? I guess you didnt get the memo cal scout is losing the precision bonus and getting profile and range bonus. No I know, that's what I'm saying. You already get decent scan range, 36.45m and your profile is still going to better than any medium suit not jacked up on 4 dampeners. Rattai has said that ALL scouts suits will be capable of passively avoiding all but 1 scanner, which will require the use of cloak to remain undetected. So the question is why do you want to boost these already good stats by wasting your slot on them? The only EWAR module that wil make you even marginally better is Prescision Enhancer, in the High slot that will if you sacrifice enough tank, allow you to see more inside your passive scan radius. It's called balance, you have something you are good at for free, but in order to get around your short falls you must sacrifice your main tank. i guess your not getting it. i can get better or very close to equal with another scout suit. so the cal for the most part has no purpose/role. if i wanted the dampening of a medium i would skill a medium class suit. I dont want to hp tank a scout because we done have the problem scouts make better assaults. but cal has no role that makes it worth not hp tanking or choosing a different scout suit. the changing the slot layout even makes it worse as i have said less than proto is worthless. and only a fool would put 4 precision on the cal scout now that it dont have a bonus to it. if i want the a range scout i go amarr or gal if i want the precision scout I now go amarr If i want the dampened scout i go gal if i want a useless scout i go cal compare std vs std, adv vs adv, and proto vs proto and tell me what the cal defining role is at all 3 tiers. it is clear the min scout is NK, hacking amarr is stamina gal is dampening cal is? range no amarr and gal are better until proto and even then its not that much better. dampening no min, amarr and gal is better or equal at all tiers. precision no beat by equipment and amarr scout at proto. shield tanking that is it the only real defining role for the cal scout that it can truly do better than the other scouts at all 3 tiers.
No the Caldari outperform them. If they want to outrange the caldari they have to give up their main tank. You do not.
Likewise you can out prescision amarr before proto, but doing so requires you to give up your tank.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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