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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6194
|
Posted - 2013.09.26 01:24:00 -
[1] - Quote
The current bonuses do not appropriately or clearly emphasize the roles of the dropsuits. Some do not make sense, some are just silly; Assault shield bonus is useless for the armor-based Gallente assault, Minmatar scout melee+bonus is still lower than a medium frame melee even when maxed out, Min scout bonus to another race's knives, the sentinel bonus is useless for heavy weapons without feedback damage and even then its only useful if you're careless enough to overheat.
Below I will describe below what I think the bonuses should be like.
Relevant changes required first: The Uprising 10% damage buff to all weapons needs to be removed. Those who want to keep the 10% extra damage should spec into assault. Relevant to my proposed assault general bonus.
WP rewards for armor repair from injectors and repair tools should be proportional to armor HP repaired. Right now you make more WP from reviving someone with a crappy injector, and then repairing their armor with a crappy armor repairer to get more WP; making WP rewards for armor revived/repaired would fix this. Relevant to Gal logi bonus.
[MEDIUM SPECIALIZATIONS]
Assault bonus: 2% light weapon damage per level. Assaults are about offense, so damage should be emphasized. Amarr bonus: 5% heat buildup reduction per level for laser weaponry. I love this bonus, no need for changing.
Caldari bonus: 5% shield recharge rate per level. Very useful for a shield-based suit.
Gallente bonus: 10% armor repairer efficacy rate per level.
Minmatar bonus: 5% increase in melee damage per level. This bonus has been taken from the Min scout since even when maxed out, a scout's melee damage is crap compared to a medium frame. The previous hacking speed bonus was ok, but it would work better on a faster suit with more speed and stamina; logis' speeds and/or staminas are inferior compared to the medium frames.
Logistics bonus: 5% reduction of PG/CPU of equipment per level. Am bonus: 1 armor repair HP/s per level. As a combat logi (has a sidearm), it makes sense to have a bonus to its own survival in addition to the support-centric general logi equipment bonus. I thought about a drop uplink bonus for Amarr logi, but Am logi is the lowest medium frames; not the best suit for setting uplinks.
Cal bonus: 10% more nanite cluster for deployed nanohives per level. Nahohives are Caldari (names like Ishukone, and blue color), so makes sense.
Gal bonus: 10% nanite injector efficacy per level.
Min bonus: 5% repair tool range per level + 5% repair tool repair rate per level. Repair tool is Minmatar (names like Core, and brown color)
________________________________________________________________________________________________
[LIGHT SPECIALIZATIONS]
Scout bonus: 5% profile dampening per level. No need to change that. Am (SoonGäó) bonus: 1+ maximum spawns per unit for drop uplink. Drop uplinks are Amarr (names like Imperial, and golden color), and scouts have the speed needed to make the best use of the uplinks.
Cal (SoonGäó) bonus: 5% regular and depleted shield recharge delay reduction per level. Good for a shield-based suit.
Gal bonus: 5% range increase per level of both passive scan and active scanner. Active scanners are scouty, and active scanners are Gallente (names like CreoDron, and green).
Min bonus: 5% hacking speed bonus per level. The hacking speed bonus makes more sense on a scout because of speed and stealth. It does not make sense for the Min to have a bonus to Caldari knives; even the bonus will get changed to be for the upcoming Minmatar melee weapon (SoonGäó), it would still be odd that it would be the only melee weapon with a suit bonus to augment it.
*There should probably be a new specialization for ninja knifers where each raceGÇÖs suit has a PG/CPU fitting bonus to the melee weapons of that race, and a general bonus to sidearm damage. Perhaps 2 (or 3) sidearm slots, and no light weapon. This is because I know a lot of ninja knifers will be hurt by the changes to the Min scout I propose* ________________________________________________________________________________________________
[HEAVY SPECIALIZATIONS]
Sentinel bonus: 5% reduction of heavy weapon PG/CPU costs per level. The previous bonus to feedback damage reduction would only be useful for the upcoming heavy Amarr weapon, and would be useless to a player who is good enough to avoid overheating (basically punishing skill). Am bonus: 5% more armor plate efficacy per level.
Cal (SoonGäó) bonus: 5% more shield extender efficacy per level.
Gal (SoonGäó) bonus: 10% armor repairer efficacy rate per level.
Min (SoonGäó) bonus: 5% more heavy weapon reload speed per level
*Alternatively, the sentinel bonuses can be based on their race's heavy weapon instead*
Commando bonus: 5% reduction of PG/CPU costs of light weapons per level. Am bonus: 5% reload speed of laser light weapons per level. Perfect for laser rifle and scrambler rifle combo. The previous bonus was good for tanking, but commandos aren't meant for tanking,
Cal (SoonGäó) bonus: 5% reload speed of railgun-hybrid and missile light weapons per level. Perfect for any combo of the following 2 weapons: swarm launcher, sniper rifle, and rail rifle (SoonGäó).
Gal (SoonGäó) bonus: 5% reload speed of plasma-hybrid weapons per level. Perfect for any combo of the following 2 weapons: shotgun, assault rifle rifle, and plasma cannon.
Min (SoonGäó) bonus: 5% reload speed of explosive and projectile light weapons per level. Perfect for combat rifle (SoonGäó) and mass driver combo.
These are my proposed changes. Feel free to share your thoughts in the comments. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6194
|
Posted - 2013.09.26 01:24:00 -
[2] - Quote
Reserved, just in case. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6196
|
Posted - 2013.09.26 03:09:00 -
[3] - Quote
Also reserved, and totally not just a bump. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:21:00 -
[4] - Quote
Melchiah ARANeAE wrote:My only minor gripe is the Gal logi bonus. Should they get a bonus to Caldari tech? I understand that Gallente ideology puts a greater importance on human life and so they're more inclined use them, but we're not great fans of using Caldari tech.
(Btw, I don't have an answer. Just putting the question out there. :P) Ran out of Gallente equipment, there is the active scanner, but I would rather have it on the scout. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:49:00 -
[5] - Quote
Garth Mandra wrote:Small correction for you.
The min assault is currently sidearm clip size not hacking as you've claimed. I'd also advice sticking with the theme and keeping all the assaults with a tanking racial bonus. CCP can make another specialisation for the melee one. I am suggesting the the Min assault gets changed to a melee bonus.
Oops, put it in the wrong section, the thing about the current bonus was meant for the Min logi section. Fixed now. I want Min assault to have melee bonus, Min logi to have repair tool bonus, and Min scout to have hack bonus.
EDIT: Trying to think of a better uplink bonus now. Opened to suggestions. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 04:05:00 -
[6] - Quote
Anyone know the signature profile of a drop uplink? I'm thinking of having the Amarr scout bonus be about decrease uplink sig profile to keep them hidden.
EDIT: Could also just make it spawn time reduction. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6201
|
Posted - 2013.09.26 04:16:00 -
[7] - Quote
Changed Amarr scout bonus to sig profile reduction to hide uplinks.
I have no problem with the current time-to-kill, so I see no problems with assaults keeping it. Lowering it to 1% per level though since I understand many do not feel the same way. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6204
|
Posted - 2013.09.26 05:20:00 -
[8] - Quote
Added inject speed bonus to Gal logi bonus also. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6217
|
Posted - 2013.09.26 06:07:00 -
[9] - Quote
Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? I disagree with you completely. The Amarr make laser weaponry, so it only make sense that they would make their offensive suit (assault) to best utilize their weaponry. Your logi should not be able to use an LR or SCR just as well as an Amarr assault, logis aren't meant for offense, while assaults are. Why should you be able to use it just as well as an assault? The DPS still has to build up gradually with the LR, so its not just a simple DPS increase, its only on the condition that you survive the gun fight long enough to build to that higher DPS. An Amarr assault with an LR and some other suit with an LR will initially have the same DPS. That makes it fair IMO. As for the SCR, the sustained DPS is functionally the same as a bigger magazine; which is what the Minmatar assault has as a bonus for sidearms.
Consider this, some assault suits' current bonoses gives them extra HP (Caldari shield extender bonus), why is that more balanced? Also the Gallente's hybrid weapon fitting bonus could allow someone to save just the right amount of PG/CPU to fit a complex damage mod that they otherwise would be unable to fit, an indirectly can make one have much higher DPS (and without having to buildup to it like the LR). Why are those more balanced?
I play as Amarr logi, and currently the bonuses is like having a built-in complex armor repairer, plus you get the armor repairer bonus, plus you get 2 more equipment slots, plus you get 1 more low slot (great for achieving high HP with an armor mod, or getting more speed with a kin catalyzer). |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:18:00 -
[10] - Quote
Zero Harpuia wrote:A few things.
Good overall, but I need to point out that Uplinks should never, EVER be cloaked from the map. If you want to try and convince me otherwise, please try, you have a wonderful way with words.
The Hacking bonus on the Minmatar Logi makes sense because Logi's are group support. Therefore, the guys they support fight while the Logi hacks. Not saying a Ninjahacker suit doesn't make sense, but there is the sound logic behind the Minmatar Logi bonus... although I would rather have a rep tool bonus...
Finally, Minmatar bonus to MELEE? Howaboutno? I can think of better things, even if a few of them are relying on Soon features. 10% faster projectile charge swapping speed, to swap from EMP rounds to Titanium Sabot, or other combos, in their native guns. Somewhat similar to the Amarr bonus. The current sidearm bonus, but maybe slightly larger and only for Minmatar sidearms like the SMG. Maybe a speed bonus? Not fond of it as we already have scouts, but it is very Minmatar...
I also noticed that AV has effectively been shunted over to the Heavy class suits, which I approve of. Commando gets bonuses for the light AV and Heavy IS the Heavy AV. Assaults have the small damage buff, but the Commando will have the real edge giving them a definitive set of roles. Also, Sentinel looks pretty skimpy, but they aren't really giving you much to work with there so it's understandable. Could give the MinHeav a similar Charge Swap bonus as I outlined for MinAssa though.
Like the bulk of it though. If you reply please like this post so I'll have a message, I'm going to bed naow.
Uplinks would not be undetectable, just harder to detect. A fully skilled up scout, or a good enough active scanner should still spot it. I don't think the melee bonus would be ideal, but certainly not bad considering how well it would fit with their speed. We don't how how ammo types and stuff would work in Dust, so I think its too early to suggest something like that. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:26:00 -
[11] - Quote
Changed Minmatar assault to 5% magazine size per level bonus for projectiles; SMG and combat rifle (SoonGäó). Inspired a bit by the Amarr assault. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6222
|
Posted - 2013.09.26 06:37:00 -
[12] - Quote
Awry Barux wrote:KAGEHOSHI Horned Wolf wrote:Awry Barux wrote:Reposted from a thread I just made, but it's relevant here: The Amarr Assault 5% heat reduction per level is out of line with other racial suit bonuses. It's the only dropsuit skill that provides a direct DPS increase (to the LR) and a sustained DPS increase (SCR). Therefore, using any other suit with those weapons, or other weapons with that suit, is effectively penalized. My Amarr Logi should be able to use the LR just as well as my assault comrades, instead of having to sacrifice a magical land of bonus damage in exchange for equipment slots. The LR either has to be slightly UP without the Amarr assault or slightly OP with it- there's no good way to balance a weapon whose damage is directly affected by choice of suit. I don't know what the Amarr assault bonus should be changed to, but the current state is bad. Thoughts? I disagree with you completely. The Amarr make laser weaponry, so it only make sense that they would make their offensive suit (assault) to best utilize their weaponry. Your logi should not be able to use an LR or SCR just as well as an Amarr assault, logis aren't meant for offense, while assaults are. Why should you be able to use it just as well as an assault? The DPS still has to build up gradually with the LR, so its not just a simple DPS increase, its only on the condition that you survive the gun fight long enough to build to that higher DPS. An Amarr assault with an LR and some other suit with an LR will initially have the same DPS. That makes it fair IMO. As for the SCR, the sustained DPS is functionally the same as a bigger magazine; which is what the Minmatar assault has as a bonus for sidearms. Consider this, some assault suits' current bonoses gives them extra HP (Caldari shield extender bonus), why is that more balanced? Also the Gallente's hybrid weapon fitting bonus could allow someone to save just the right amount of PG/CPU to fit a complex damage mod that they otherwise would be unable to fit, an indirectly can make one have much higher DPS (and without having to buildup to it like the LR). Why are those more balanced? I play as Amarr logi, and currently the bonuses is like having a built-in complex armor repairer, plus you get the armor repairer bonus, plus you get 2 more equipment slots, plus you get 1 more low slot (great for achieving high HP with an armor mod, or getting more speed with a kin catalyzer). First, the Amarr logi has a sidearm slot- it's meant to be the most combat-ready logi. All logis, especially the Amarr, are meant to have non-trivial offensive capabilities. Logis do support, but that's by no means their only job. I should be able to use the LR just as well as an Amarr Assault because this restriction does not apply to any other weapon. I was certainly not saying that the Amarr Logi is less powerful overall than the Amarr assault. All that's required to circumvent the initial build up time is a little LR preheating behind cover. Or, to put it a different way, the Amarr assault bonus makes a standard LR in their hands perform better than an ADV LR on any other suit. For the SCR, it actually is very different than a straight clip size increase. The SCR's burst DPS, both with charge shots and uncharged shots, vastly outstrips any other weapon, including the AR. The balancing factor is the heat generation. While reduced heat generation, like clip size, does simply mean that you can fire for longer at a time, the effect on the SCR is very different than the effect on a SMG/SCP/FP. Waiting for heat to reduce is not at all the same as reloading, as you can charge the SCR during that time, or sprint, or throw grenades. In comparison to the shield extender bonus or the Gal assault, the issue with the Amarr bonus is its extremely specific nature. Stronger shields or saving some PG/CPU is universally good and can be used in every situation, while heat reduction is either useless or incredibly good depending on your choice of weapon.
No one is saying logis are suppose to suck at offense, just like no one is saying assaults are suppose to be useless at support, but each specialization has a role they thrive in. So assaults are suppose to be better at offense, and logis are suppose to be better at defense, much like scouts are suppose to be better at steatlth, etc.
The fact that there is no percent for a weapon being significantly better with one suit does not mean its a bad idea. I don't see a problem with it, and I wish other assault suits did something like that (I would love a projectile magazine size bonus for the Minmatar assault).
The Amarr assault is a very powerful bonus, but the specific nature of it balances it out. Its great at one thing, but gets no avantages at another thing; that's how specialization works. The fact that the bonus is only good for 2 weapons is balance enough.
I'm just starting to skill into Amarr assault on my main (after getting level 4 on an alt for testing), don't ruin it for me . |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6223
|
Posted - 2013.09.26 06:54:00 -
[13] - Quote
Going to sleep now, will check on the thread and read comments after I wake up. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6229
|
Posted - 2013.09.26 18:10:00 -
[14] - Quote
Severus Smith wrote:I posted some thoughs on Tech 1 / Tech 2 bonuses a week or so ago. I put them with some Amarr suits to help illustrate the point. Assault and Logi: https://forums.dust514.com/default.aspx?g=posts&m=1283162#post1283162Here they are for Scouts: https://forums.dust514.com/default.aspx?g=posts&m=1285669#post1285669A few thoughts: A good Assault bonus could be 5% bonus to RoF per level. This is a DPS increase, but also makes it so that Assaults have to reload more often. I put this on my Tech 2 Assaults (in the above threads) to give them a specialized damage boost but keep them reliant on others to provide nanohives and such (my Tech 2 Assaults don't have equipment). Also, a shield recharge rate bonus over an extenders bonus for the Caldari is perfect. In EVE the Caldari often passive tank their shields, relying on recharge rate to keep them ahead of the damage (Drake). This would go well here in DUST. Finally, I hope that we get other suits with differing bonuses within the same "class". So two Caldari "Assault" suits; one that benefits CQC hybrid damage and provides and extender bonus (for brawling) and one that benefits range and provides a recharge bonus (for range). Again, just like ships in EVE. The Caldari have a bunch of Frigates, and they all have different bonuses that make them work better in some situations than others.
I very much like your deep specialization ideas, but this thread is just about the existing ones. I very much like the RoF bonus idea for assaults. Might change it in my thread after thinking about it some more. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6235
|
Posted - 2013.09.26 21:54:00 -
[15] - Quote
A ROF increase would not be very useful for something like a tAR, or SCR, or plasma cannon either. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6245
|
Posted - 2013.09.27 03:46:00 -
[16] - Quote
More feedback welcomed. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6251
|
Posted - 2013.09.27 16:17:00 -
[17] - Quote
Summ Dude wrote:+1. Overall I think you've got a good general set of ideas in place here. I do however have a few notes/suggestions: KAGEHOSHI Horned Wolf wrote: The Uprising 10% damage buff to all weapons needs to be removed. Those who want more damage should spec into assault. Relevant to my proposed assault general bonus.
I'm not really sure this is necessary. I actually think the average time-to-kill was right around where it should be before aim-assist came in and started screwing stuff up. KAGEHOSHI Horned Wolf wrote:Assault bonus: 1% light weapon damage per level. Assaults are about offense, so damage should be emphasized.
Amarr bonus: 5% heat buildup reduction per level for laser weaponry. I love this bonus, no need for changing.
Caldari bonus: 5% shield recharge rate per level. Very useful for a shield-based suit.
Gallente bonus: 10% armor repairer efficacy rate per level.
Minmatar bonus: 5% increase in magazine size per level for projectile weapons; SMG and Combat rifle (SoonGäó).
I found it just a little odd that two of these suits have weapon based bonuses, while the other two are more HP-regen based. It seemed like you wanted the suits to have a more streamlined coherent set of bonuses, specifically offensive bonuses for the assault suits. So why not just give them all bonuses to the signature weapon type of that race? Maybe something like: Caldari bonus: X% increase to range of railgun weapons.
Gallente bonus: X% increase to fire rate of all plasma weapons
KAGEHOSHI Horned Wolf wrote:Sentinel bonus: 5% reduction of heavy weapon PG/CPU costs per level. The previous bonus to feedback damage reduction would only be useful for the upcoming heavy Amarr weapon, and would be useless to a player who is good enough to avoid overheating (basically punishing skill). Similar to your point about assault suits, I feel that Sentinels should be about defense, and that should be reflected in the base suit bonus. I was thinking 1-2% damage resistance per level. This seems pretty modest, and I think emphasizes the defensive role more.
Good idea. I could make the resistance the bonus for sentinels
I don't really like giving the Gallente sentinel the same bonus as the Gallente assault, anyone has a better bonus idea to differentiate the heavy and assault?
Also, since Amarr both shield and armor tank in Dust (unlike EVE from what I understand), any ideas for a shield bonus to couple with an armor bonus that would not infringe on the Caldari sentinel's bonus? or should it just be left alone? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6256
|
Posted - 2013.09.27 18:12:00 -
[18] - Quote
Did some changes
Assault bonus: 5% light weapon PG/CPU reduction per lv. Assaults are about offense, weapons should be emphasized. Caldari bonus: 3% range increase of railgun weapons per lv; good for sniper, rail rifle (SoonGäó), & magsec SMG(SoonGäó). Gallente bonus: 1% damage per level of plasma weapons; AR, shotgun, plasma cannon. Minmatar bonus: 5% increase in magazine size per lv for projectile & explosive weapons; SMG, flaylock, MD, & Combat rifle (SoonGäó).
Sentinel bonus: 3% resistance to light weapons per lv; this is to emphasize the defensive nature of sentinels. Am bonus: 2% per lv armor plate + shield extender bonus. Amarr are about HP, and dual tank in Dust (unlike in EVE). Cal bonus: 5% shield recharge rate per lv. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6261
|
Posted - 2013.09.27 19:49:00 -
[19] - Quote
Cosgar wrote:KAGEHOSHI Horned Wolf wrote:Did some changes
Assault bonus: 5% light weapon PG/CPU reduction per lv. Assaults are about offense, weapons should be emphasized. Caldari bonus: 3% range increase of railgun weapons per lv; good for sniper, rail rifle (SoonGäó), & magsec SMG(SoonGäó). Gallente bonus: 1% damage per level of plasma weapons; AR, shotgun, plasma cannon. Minmatar bonus: 5% increase in magazine size per lv for projectile & explosive weapons; SMG, flaylock, MD, & Combat rifle (SoonGäó).
Sentinel bonus: 3% resistance to light weapons per lv; this is to emphasize the defensive nature of sentinels. Am bonus: 2% per lv armor plate + shield extender bonus. Amarr are about HP, and dual tank in Dust (unlike in EVE). Cal bonus: 5% shield recharge rate per lv. I'd probably change the shield recharge rate bonus to shield recharger efficacy and give the bonus to the Minmatar. Minmatar heavy will probably the the squishiest but have a crazy shield regen. Caldari heavy should have the highest shield buffer with a 5% extender bonus. Again, you should probably try to better generalize logi bonuses for a variety of equipment. The bonuses you have listed would be more fitting for more specialized logistic suit roles in the future. Can you give me your suggestions for the logi bonuses? I'm open to suggestions. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6302
|
Posted - 2013.09.29 20:05:00 -
[20] - Quote
Arc-08 wrote:That's a horrible bonus for gallente, and i don't mean cause it's op i mean cause it's under powered, a measly 1 %, no i think that gallente needs to get something like an armor repair bonus, or a resistance against other plasma weapons/weapons that damage armor. Maxed out is 5% damage bonus. Think it should be 2% instead (and 10% maxed out)? Assaults should get bonuses to offense and weapons, not HP things like resistances and repair.
I would like built in repair rates for certain suits, but that's a different issue. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6328
|
Posted - 2013.10.01 19:18:00 -
[21] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:Logistics bonus: 5% reduction of PG/CPU of equipment per lv.
Am bonus: 1 armor repair HP/s per lv. As a combat logi (has a sidearm), it makes sense to have a bonus to its own survival in addition to the support-centric general logi equipment bonus. I thought about a drop uplink bonus for Amarr logi, but Am logi is the slowest medium frames; not the best suit for setting uplinks.
Cal bonus: 10% more nanite cluster for deployed nanohives per lv. Nahohives are Caldari (names like Ishukone, & blue), so makes sense.
Gal bonus: 5% nanite injector efficacy + 10% inject speed per lv.
Min bonus: 5% repair tool range per lv + 5% repair tool repair rate per lv. Repair tool is Minmatar (names like Core, & brown). The previous hacking speed bonus was ok, but it would work better on a faster suit with more speed and stamina; logis' speeds &/or staminas are inferior compared to the medium frame
The logistics class bonus is good but the racial bonuses(other than the Amarr bonus) leave something to be desired. Here are some ideas: Caldari: 1 hp/s shield recharge rate per second per level(always running, recharges even when under fire). Gallente: 2% bonus to armor and armor repair module efficacy per level. Minmatar: 1% bonus to stamina, stamina recovery, movement, and sprint speed per level. With the exception of the Amarr logi which is meant to be sort of an assault logi, logis are meant for support; their bonuses should reflect that. HP/regen bonuses belong on sentinels since they are the ones who are truly about HP. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6330
|
Posted - 2013.10.01 20:53:00 -
[22] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:With the exception of the Amarr logi which is meant to be sort of an assault logi, logis are meant for support; their bonuses should reflect that. HP/regen bonuses belong on sentinels since they are the ones who are truly about HP. Survivability as a logistics player is key to being able to do their job. Bonuses to their racial survivability source make sense. Amarr are dual tanked. Caldari are shield tanked. Gallente are armor tanked. Minmatar are speed tanked. What you have suggested other than amarr would be more fitting as proficiency skills. Besides that the skills are only useful in pub matches. In a PC match: - Nobody lives long enough to need more ammo(and chances are that if a hive is dropped it will be destroyed before it uses it's standard amount of clusters - especially now that WP will be gained for destroying equipment). - Nobody uses injectors as it's usually a suicide mission. - Very few players use repair tools(even more so now when you can't see friendly health). Equipment/module/weapon specific bonuses are bad because not everyone uses those items plus their dubious value in end game matches. The racial bonuses you have suggested would equal a double nerf to logistics players(removing armor repair and giving players a useless racial skill). General bonuses over specific bonuses are what should be looked at. Things that are useful regardless of your fitting. Maybe for Caldari the shield becomes hardened vs anti shield weaponry by 1% per level, something similar for Gallente, the Minmatar mobility suggestion I posted earlier. How things currently work in PC is a bunch of Cal logis running around with duvolles. Logi survivabiliy make them preferable to assaults for assaulting. The extra 1 module slot compared to assaults (or extra 2 mod slots in the case of the Cal logi) is enough to give the logis higher survivability; use it to fit an extra repairer, armor plate, or shield extender. Not every battle is PC, in fact the overwhelming majority of players who play Dust has never played PC, so its ridiculous to have everything designed for PC. The fact that certain equipment is not used in PC perhaps means that those equipments need buffs, it doesn't mean that a specialization designed to carry more equipment should not get a bonus to equipment. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6330
|
Posted - 2013.10.01 21:05:00 -
[23] - Quote
Draco Cerberus wrote:I hate to ask, but what is a repair tool? Let the flaming begin...Nanohives FTW. BTW there is no good reason to use a repair tool unless you want one member of a squad without a weapon in their hands when I come to shoot them.
I like the hacking bonus, go mess with someone else's racial variant. Wrong. Repair tool is great for being able to repair on the move anywhere. You can repair a heavy from cover while he does the shooting. The merc with the repair tool can easily switch to his weapon when he needs to anyway. Nanohives are very limiting since they each run out, and can't be picked up to redeploy. Once you deploy your nanohives at some places, those are the only places you can repair people.
I'm sure I can find at least one person who likes their bonus for each bonus, no matter how silly or illogical it is for their particular role, but doesn't mean that the bonus shouldn't be changed. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6333
|
Posted - 2013.10.01 22:15:00 -
[24] - Quote
Summ Dude wrote:I was thinking about the logi suits and while I do like your suggested bonuses Kage, I actually think they might be better off with some reps. Just because if they're always healing/supporting everyone else, there's no one to be healing them. Since they can't shoot themselves with their rep tool (yet), it kinda makes sense to give them some passive armor reps. So how about just giving the dropsuits themselves an armor repair rate of 1HP/s or something like that, just like the Minmatar assault suit. Of course, this would also mean thinking of a new passive bonus for the Amarr logi, unless you just wanna keep it and let the reps stack. I actually think all armor based suits should have some small inherent armor reps (like the Minmatar mediums currenty do). If implemented, this idea would deal with the issue: https://forums.dust514.com/default.aspx?g=posts&t=101569&find=unread
The-Errorist wrote:Currently all dropsuits have a base armor repair rate of 0.0 (except minmatar non-logistics). Dropsuits that are better suited to armor tanking could have a base higher armor repair rate.
This is an example of what it could be like: Light Frames Caldari: 0 Minmatar: 0 Amarr: 1 Galente: 2
Medium Frames Logistics base skill should not give a base repair rate for this to work. Caldari: 0 Minmatar: 1 Armarr: 2 Gallente: 3
Heavy Frames Caldary: 1 Minmatar: 2 Amarr: 3 Galente: 4
This is needed because for armor tanking, one needs to put armor repairs to be viable and 1 repper is usaully is not enough, and using multiple reppers greatly reduces tanking capabilities. By comparison, shield tankers can end up with similar amounts of HP, and still have a much higher regeneration rate. So, the more armor-based a suit is, the more it needs inherent repair rates.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6419
|
Posted - 2013.10.05 19:57:00 -
[25] - Quote
Cosgar wrote:Zero Harpuia wrote:That about right? Sounds like these bonuses would fix that somewhat, giving the assault suits the power to be the weapons guys, and the Logis the repair aptitude to be allowed to drop their gun once in a while. Actually, what it does is kills versatility in a role designed for diversity. I did some thinking on the logistics bonuses and like I mentioned earlier in the topic, the need to be more generalized while being equipment oriented instead of tied down to a single piece of equipment that you're not always going to carry given the circumstances you need to adapt to in a single battle. Also, we're going to get more equipment at some point and for a class meant to use equipment, shouldn't their bonuses affect as much of it as possible? Gallente: +5% to equipment range per level. Instead of being tied to one thing, you get a bonus that can affect the effective range of nanohives, reppers, the active scanner, the blast radius for REs/Mines and can fit with other equipment we might get later like target painters, bubble shields, webifiers... etc. Amarr: +5% to armor repair module efficacy per level. Honestly, there's really nothing wrong with the Amarr bonus. It fits with the suit as an assault/logi hybrid and since it affects armor repair on a suit that only gets 4 low slots at prototype it's not overpowering. The only change I would make is to extend that bonus to reactive plates as well to add more flexability to the suit's armor tanking options. Caldari: -5% to equipment cooldown per level. Similar to the Gallete, this would affect a broader range of equipment instead of one thing, but just like the Gallente, focus on reusable equipment. This would apply to the active scanner, but later down the road any and all equipment that would have a cooldown like anything EWAR related. Before I go into the Minmatar bonus, I still don't see what the issue is for a suit bonus that only works in 2/3 of the game's available modes. I'd rather keep the hacking bonus since it's what everyone wants logistics to be- non combat oriented. But if the bonus has to go, I'd suggest something like this. Minmatar: +5% to deployed equipment carried per level. At max level this would affect how many nanohives, uplinks, and later on bubble shields, proximity scanners, decoys, or any other deployed equipment that would come into the game. I'm open to ideas as long as they fit with the logi's focus on equipment. I do like where you're going with this, but there are some issues with what you propose. The cooldown reduction bonus would be only useful until other equipment with cooldown comes, and we don't even know if EWAR stuff will be deployable or cooldown based. I don't want a bonus based on the assumption of how a future piece of equipment might work. 5% (25% max) units carried bonus would be useless to many deployable equipment, since 25% of the maximum carried for many is still less than one. Though I suppose anything 0.5 or higher can be rounded up to to 1. The Amarr logi bonus I'm fine with your idea or my idea. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6427
|
Posted - 2013.10.06 03:15:00 -
[26] - Quote
Someone suggested scan precision as a Caldari scout bonus, I kind of like that. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6493
|
Posted - 2013.10.09 03:26:00 -
[27] - Quote
True Adamance wrote:Did you consider a bonus to Assault Damage with light weapons?
I know it sounds pretty silly but I always thought of the assault suit like the wasp while the logi was the bee.
Wasps by common stero type and thin and lithe, they dart about with a painful sting, which they can use again and again and again.
Bee's/ Bumble Bees are the slower, more clumsy, by more formidable in stature, sting once, but fulfil a supporting role in the hive.
I just imagined the Assault would have high DPS, but low EHP and require logi support to stay alive, coupling that with their relative speed over the other suits, while Logis would be higher EHP, but low a DPS, harder to kill but more resilient in a fight I originally had assault bonus be a a 2% damage bonus per level, but eventually changed it and gave damage bonus to Gallente instead since their weapons are about DPS, and made it 5% total since many thought 10% was too much. I suppose the damage bonus could be the general bonus, and Gallente could keep the current PG/CPU bonus but make it specifically for plasma weapons. I had a skype conversation with some other posters, and they preferred something more... interesting then the PG/CPU thing for Gallente assault.
I might change it again. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6493
|
Posted - 2013.10.09 04:27:00 -
[28] - Quote
Cosgar wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:Zero Harpuia wrote:That about right? Sounds like these bonuses would fix that somewhat, giving the assault suits the power to be the weapons guys, and the Logis the repair aptitude to be allowed to drop their gun once in a while. Actually, what it does is kills versatility in a role designed for diversity. I did some thinking on the logistics bonuses and like I mentioned earlier in the topic, the need to be more generalized while being equipment oriented instead of tied down to a single piece of equipment that you're not always going to carry given the circumstances you need to adapt to in a single battle. Also, we're going to get more equipment at some point and for a class meant to use equipment, shouldn't their bonuses affect as much of it as possible? Gallente: +5% to equipment range per level. Instead of being tied to one thing, you get a bonus that can affect the effective range of nanohives, reppers, the active scanner, the blast radius for REs/Mines and can fit with other equipment we might get later like target painters, bubble shields, webifiers... etc. Amarr: +5% to armor repair module efficacy per level. Honestly, there's really nothing wrong with the Amarr bonus. It fits with the suit as an assault/logi hybrid and since it affects armor repair on a suit that only gets 4 low slots at prototype it's not overpowering. The only change I would make is to extend that bonus to reactive plates as well to add more flexability to the suit's armor tanking options. Caldari: -5% to equipment cooldown per level. Similar to the Gallete, this would affect a broader range of equipment instead of one thing, but just like the Gallente, focus on reusable equipment. This would apply to the active scanner, but later down the road any and all equipment that would have a cooldown like anything EWAR related. Before I go into the Minmatar bonus, I still don't see what the issue is for a suit bonus that only works in 2/3 of the game's available modes. I'd rather keep the hacking bonus since it's what everyone wants logistics to be- non combat oriented. But if the bonus has to go, I'd suggest something like this. Minmatar: +5% to deployed equipment carried per level. At max level this would affect how many nanohives, uplinks, and later on bubble shields, proximity scanners, decoys, or any other deployed equipment that would come into the game. I'm open to ideas as long as they fit with the logi's focus on equipment. I do like where you're going with this, but there are some issues with what you propose. The cooldown reduction bonus would be only useful for active scanner until other equipment with cooldown comes, and we don't even know if EWAR stuff will be deployable or cooldown based. I don't want a bonus based on the assumption of how a future piece of equipment might work. 5% (25% max) units carried bonus would be useless to many deployable equipment, since 25% of the maximum carried for many is still less than one. Though I suppose anything 0.5 or higher can be rounded up to to 1. EDIT: Nevermind, I see you said elsewhere that it should round up. The Amarr logi bonus I'm fine with your idea or my idea. EDIT: Regarding the current Minmatar logi bonus, its not so much that its an issue, its just that it doesn't really fit with the logi's emphasis on equipment, and it would work MUCH better on the Minmatar scout. The current scout's melee damage even with maxed out melee bonus is still weak compared to a medium frame's melee, and a bonus to another race's knives doesn't make sense; even if its changed to a bonus for the Minmatar knives when they come out, it will still be weird that only one race's suit gets a bonus to their knives. The fastest scout having the hacking speed bonus would make the most sense to me. If these changes come, there would have to be an SP refund, so you could rethink your role and specializations if you need to. Those ideas weren't etched in stone, just something to show you the kind of flexibility the bonuses need. Bonuses to specific pieces of equipment is the ultimate dud a lot of logistics players are dreading. For example, I'm a Minmatar logi and I rarely use my repper and focus more on triage hives. A repair tool bonus would be as useful for me as a screen door on a submarine. Also, I was thinking ahead on the different types of equipment we may eventually be getting in hopes that when the bonuses do change we'll have more gear to show for it as well. The hacking bonus actually is pretty in line with the logi suit when you think about it. All the Minmatar suits are built for guerrilla hit and run tactics. Assaults make great flankers, scouts (used to) make great alpha damage assassins, and the logi is an excellent infiltrator and trapper. The heavy will most likely wind up having the lowest EHP, but the highest shield recharge rate, lowest delay and most mobility.
I'm about to change the proposal, I need ideas. I can't use the max units carried for deployables thing since even if I round up, It will still be useless at early levels. The range Idea is great (Repair tool range, active scanner range, active scanner range, nanohive supply radius). I'm also thinking of an efficacy bonus (effects repair rate of repair tool, nanohive resupply rate, active scanner precision, RE/PM, RE max spawns) I need a third idea.
OPENED TO SUGGESTIONS |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6500
|
Posted - 2013.10.09 04:30:00 -
[29] - Quote
True Adamance wrote:KAGEHOSHI Horned Wolf wrote:True Adamance wrote:Did you consider a bonus to Assault Damage with light weapons?
I know it sounds pretty silly but I always thought of the assault suit like the wasp while the logi was the bee.
Wasps by common stero type and thin and lithe, they dart about with a painful sting, which they can use again and again and again.
Bee's/ Bumble Bees are the slower, more clumsy, by more formidable in stature, sting once, but fulfil a supporting role in the hive.
I just imagined the Assault would have high DPS, but low EHP and require logi support to stay alive, coupling that with their relative speed over the other suits, while Logis would be higher EHP, but low a DPS, harder to kill but more resilient in a fight I originally had assault bonus be a a 2% damage bonus per level, but eventually changed it and gave damage bonus to Gallente instead since their weapons are about DPS, and made it 5% total since many thought 10% was too much. I suppose the damage bonus could be the general bonus, and Gallente could keep the current PG/CPU bonus but make it specifically for plasma weapons. I had a skype conversation with some other posters, and they preferred something more... interesting then the PG/CPU thing for Gallente assault. I might change it again. I do not feel that is right given the state of the AR which ignores the rules of Blaster tech
Changed it again |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6502
|
Posted - 2013.10.09 07:45:00 -
[30] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:I'm about to change the proposal, I need ideas. I can't use the max units carried for deployables thing since even if I round up, It will still be useless at early levels. The range Idea is great (Repair tool range, active scanner range, active scanner range, nanohive supply radius). I'm also thinking of an efficacy bonus (effects repair rate of repair tool, nanohive resupply rate, active scanner precision, RE/PM, RE max spawns) I need a third idea.
OPENED TO SUGGESTIONS I like these suggestions as they are useful without being specific while being focused on equipment. For a third idea what about an equipment cool down reduction. It would be very useful for active scanners(maybe too useful) but would also affect uplinks(I have no idea why they have a cool down) and explosives(there will likely be future equipment with cool downs as well). Cosgar suggested a cooldown thing as well, but the scanner is the only thing that has cooldown, and I don't want to suggest a bonus like that if I don't know for sure if and when other equipment will cooldown will come. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6505
|
Posted - 2013.10.09 08:59:00 -
[31] - Quote
Zat Earthshatter wrote:This is a very good suggestion in my opinion The skill bonuses I've seen while I was playing seem to be very haphazard, with the same specialization promoting completely random playstyles depending on race.
I also noticed, however, that a large portion of your ideas were based on as-yet-unannounced gear items, specifically melee weapons. I have an idea, but I wish to remain on-topic, so I'll probably post a new thread with the suggestion. All racial melee weapons have been announced and shown in Fanfest 2013, they're all a bunch of knives (ooh, how creative ). Here: http://i.imgur.com/uoQpwnJ.jpg
None of my suggestions are based on anything unannounced. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6510
|
Posted - 2013.10.09 14:17:00 -
[32] - Quote
Broonfondle Majikthies wrote:I believe I heard somewhere that they were going to add perks/skills to using race weapons with characters (nothing drastic like a damage boost for instance, just reflecting their combined origin / familiarity - less kick?) And I think the Min scouts + logi's would be upset with the skill changes - doesn't reflect the lore. Scouts are close combat experts Incidental the lore is also why Commando's can punch like a a runaway freight train and break a light frame in one swing
Like I already said, even with the maxed out skill bonus, the the Minmatar scout's bonus still sucks compared to a medium frame. It is a dumb bonus. Scouts are not just CQC experts, and they're also experts at spotting, sneaking and sneaking to avoid combat. Their speed, scanning, and stealth makes them perfect for avoiding combat and getting to the objectives, therefore nothing about the lore contradicts that.
Nothing about the lore justifies a hacking bonus for the Minmatar logi either. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6510
|
Posted - 2013.10.09 14:56:00 -
[33] - Quote
Hagintora wrote:I think I'd be more comfortable with Assaults getting a 5% reduction to CPU/PG of all Light Weapons and Sidearms. It would allow them to fit higher tier weapons while still giving room for better Slot fittings.
The idea of Duvolle Assault Rifle with 15% proficiency bonus, and a 10% Suit bonus, combined with Damage Mods really doesn't appeal to me.
Unless my math is completely wrong, (a possibility I fully admit to) with 2 Complex Damage Mods it would be doing 56.57 damage wit ha 707.12 DPS. 37.4 base for the Duvolle, plus 15% for Prof Skill (43.01), plus 10% for the Suit bonus (47.31) plus 10% for the first Damage Mod (52.04) plus 8.7%(?) for the second Damage Mod equals 56.57 damage per shot, times 12.5 rounds per second ROF makes it 707.12 DPS.
I think this bonus could push the damage output of one Class above what any other class can take, or dish out in return. Damage mods have stacking penalties; each successive one reduces in effectiveness. I would like the 10% damage buffs to all weapons that Uprising brought reduced. If the assault bonus is only 5%, then it would be 5% less powerful then guns currently are right now. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6515
|
Posted - 2013.10.09 23:27:00 -
[34] - Quote
Stile451 wrote:Maybe change the skill to speed increase for equipment. Hives would pulse faster(same amount of clusters with the same amount of ammo replenished but simply faster), uplinks would spawn quicker, scan rate would be quicker but time showing would remain the same. There is an overlap with the repair tool and the efficacy option(efficacy repairs more, but this one repairs more often - should equal out to be the same amount repaired over the same time period). Perhaps this could be used in conjunction with cool downs but it may not be necessary.
It's basically overclocking your equipment.
Alright, NEW logi bonus proposal
Cal bonus: 5% range of equipment per level; repair tool range, active scanner range, RE/PM blast radius, nanohive supply radius.
Gal bonus: 5% efficacy of equipment; repair rate of repair tool, nanohive resupply rate, active scanner precision, RE/PM damage, drop uplink max spawns, and injector armor revived.
Min bonus: 5% equipment speed; faster active scanner cooldown, faster nanohive pulses, faster drop uplink spawns, and increase in repair rate, faster injector animation.
pew pew |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6517
|
Posted - 2013.10.10 02:13:00 -
[35] - Quote
Stile451 wrote:Agreed. Good work. Logis are in great condition.
I do have a few suggestions though:
Gallente Assault may become too powerful with the extra damage percentage. Considering that many of the weapons are slow to reload and have high DPS or alpha damage maybe a reduction to reload time would be an option.
Conversely the commando reload speed isn't as useful as I presume the player will switch to their other weapon when one is depleted. The damage increase for racial light weapons may fit better for commandos as they are light weapon specialists.
Gallente assault would only have 5% more damage than other assaults. Other assaults get things like bigger magazines, less heat buildup (higher damage potential for laser rifle), and more range (remember how big an advantage sharpshooter was in Chromosome?).
I don't like damage for commandos, seems to assault-y |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6523
|
Posted - 2013.10.10 04:16:00 -
[36] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:Gallente assault would only have 5% more damage than other assaults. Other assaults get things like bigger magazines, less heat buildup (higher damage potential for laser rifle), and more range (remember how big an advantage sharpshooter was in Chromosome?).
I don't like damage for commandos, seems to assault-y I'm actually thinking about how powerful the AR is now that hit detection has been improved. We are going to end up with a predominant amount of players going Gallente assault simply because the AR gets a bonus to damage(it will be like the Caldari logi suit all over again). Reload speed doesn't seem to fit with the commando. I'm not sure what would be a useful skill for it though. Even if everyone did prefer the assault that has 5% more damage than the others, wouldn't mean it would actually be the better bonus. I personally would just go Amarr assault to make the scrambler rifle even more beastly. The Gallente suits don't have many high slots, so I believe its already balanced by the inability to use many damage mods. The Gallente suits are also crap for fitting high tier stuff (even when using hybrid weapons to take advantage of their fitting bonus) compared to Caldari suits (ask Cat merc). |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6524
|
Posted - 2013.10.10 04:40:00 -
[37] - Quote
Cosgar wrote:hackerzilla wrote:I agree w/ all except min logi's bonus is kinda ****** because most equipment don't get a bonus for this. Also the ammar scout's bonus kinda seems too niche and not versatile enough. I'd say keep the hacking bonus anyway. Probably the best non-combat bonus in the game and it's been a staple of the Minmatar suit since its inception. Only difference is it got buffed and became a listed bonus in uprising. If the Min logi kept the hacking bonus, what would the Min scout get? The current Min scout bonus sucks for practical and lore reasons I already explained. Maybe biotic module efficacy? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6528
|
Posted - 2013.10.10 08:28:00 -
[38] - Quote
Changed Min logi bonus Changed Min scout bonus Changed Gal scout bonus Changed Cal scout bonus |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6532
|
Posted - 2013.10.10 19:22:00 -
[39] - Quote
Jack McReady wrote:I would not give any damage bonus in this game. you already die very fast and a damage bonus which do not suffer from stacking penalty is not the right way imho... I stated it was on the condition that the 10% damage buff that came to all weapons in Uprising gets removed. AR in the hands of a lv5 specced Gallente assault would only be as strong as it currently is right now. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6555
|
Posted - 2013.10.13 22:59:00 -
[40] - Quote
Cosgar wrote:Is it just me or is this topic just another nerf logi campaign? Not everything is about logis. I covered 5 specializations. Maybe you're just too defensive to see how silly and completely arbitrary the current bonuses are. Bonuses should emphasize the role of the suit. If you want a logi to have a bonus best suited for something else, then perhaps you should be playing as that something else instead. I listened to your complaints, and made bonuses more generalized instead of being for 1 specific equipment. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6556
|
Posted - 2013.10.14 01:29:00 -
[41] - Quote
Cosgar wrote:True Adamance wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:Is it just me or is this topic just another nerf logi campaign? Not everything is about logis. I covered 5 specializations. Maybe you're just too defensive to see how silly and completely arbitrary the current bonuses are. Bonuses should emphasize the role of the suit. If you want a logi to have a bonus best suited for something else, then perhaps you should be playing as that something else instead. I listened to your complaints, and made bonuses more generalized instead of being for 1 specific equipment. Indeed. Logistics ships in EVE have massive bonuses to Logistics role modules 1000% to 2000% bonuses to effectiveness of Shield Transporters, Armour Reppers, etc. Logis should be high EHP, low damage, variable frames. They should not have the capacity to run Assault better than Assault can. How come everyone that says a logi is a better assault never backs that up with anything mathematical? How come nobody ever realized it was one suit (Caldari) that was this uber assault people talked about? How come a hacking bonus is somehow not logi enough? I specced into Minmatar logi over the Gallente for the versatility in slot layout and the hacking bonus. Find me someone that says the hacking bonus killed them, and maybe I'll change my mind, but in the meantime, you're just attacking something people invested SP into. Make sure you think about that before shifting bonuses around. Hacking bonus is not logi enough because it has nothing to do with equipment; which is the whole point of logis (carry equipment to support, or to whatever). That's pretty simple. Hacking speed belongs on a fast stealthy suit that can better take advantage of it. I don't really think logis are better for assaulting except the Cal logi (more high slots for more damage mods), but I don't think the logi bonuses really fit either. If these changes happen, there will most definitely be a SP refund, so you will get a chance to pick a different suit if you need to. You won't be stuck with a suit you don't want. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6557
|
Posted - 2013.10.14 01:39:00 -
[42] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:Is it just me or is this topic just another nerf logi campaign? Not everything is about logis. I covered 5 specializations. Maybe you're just too defensive to see how silly and completely arbitrary the current bonuses are. Bonuses should emphasize the role of the suit. If you want a logi to have a bonus best suited for something else, then perhaps you should be playing as that something else instead. I listened to your complaints, and made bonuses more generalized instead of being for 1 specific equipment. Why did you feel the need to change the equipment speed bonus for the Minmatar logi to a relatively useless carried equipment bonus? There's no point in carrying 7 of something if I can only deploy 2 at a time. I felt the equipment speed thing was kind of useless compared to the others. The new proposed bonus allows you to have more equipment left over if you find a better spot; personally I hate using up both nanohives or my only compact nanohive, and finding a much better spot a minute later (also applies to uplinks). Also its pretty great for explosives. I could edit the proposal to also increase maximum amount of deployables that can be active also, what do you think? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6559
|
Posted - 2013.10.14 03:14:00 -
[43] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote:Stile451 wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:Is it just me or is this topic just another nerf logi campaign? Not everything is about logis. I covered 5 specializations. Maybe you're just too defensive to see how silly and completely arbitrary the current bonuses are. Bonuses should emphasize the role of the suit. If you want a logi to have a bonus best suited for something else, then perhaps you should be playing as that something else instead. I listened to your complaints, and made bonuses more generalized instead of being for 1 specific equipment. Why did you feel the need to change the equipment speed bonus for the Minmatar logi to a relatively useless carried equipment bonus? There's no point in carrying 7 of something if I can only deploy 2 at a time. I felt the equipment speed thing was kind of useless compared to the others. The new proposed bonus allows you to have more equipment left over if you find a better spot; personally I hate using up both nanohives or my only compact nanohive, and finding a much better spot a minute later (also applies to uplinks). Also its pretty great for explosives. I could edit the proposal to also increase maximum amount of deployables that can be active also, what do you think? You're underestimating how useful faster equipment would be. As for increasing the number of active equipment I don't think it should be done(at least not per level - as much as I'd like to build a giant Alfred E. Neuman out of uplinks it would be too much). That and too much deployed equipment lags the game(although we can hopefully ignore that as it will likely get fixed). How about this? Level 1: +1 Carried Level 2: +1 Deployed Level 3: +1 Carried Level 4: +1 Deployed Level 5: +1 Carried You would end up with 3 extra carried and 2 extra deployable. This would keep it useful without it being too powerful. I would accept that or faster equipment(they would be equally useful to me). That being said extra equipment would be more useful to more players. While I would miss the hacking speed I would find either of the above more useful more of the tume(I would be spending the exorbitant amount of SP to get Codebreaking up to level 5). I like this idea a lot, though I'm not sure it could realistically be implemented. I don't know if CCP can make skills work that way. Could just make it a percentage; 50% max carried + 50 max deployed per level. When maxed out it would 250% more carried and deployed, is is 3x more if it rounds up. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6563
|
Posted - 2013.10.14 14:47:00 -
[44] - Quote
Mr Sprinklez wrote: Blah blah bleeeeehhhhh I'm just a hater, and my breath smells like old fungus socks. I don't respect KAGEHOSHI's obvious supreme higher intellect.
I'm one baaaaad mother-thukker, you don't want to mess with, boy.. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6563
|
Posted - 2013.10.14 14:56:00 -
[45] - Quote
DJINN Jecture wrote:KAGEHOSHI Horned Wolf wrote:
Min bonus: 50% increase in maximum equipment units carried + 50 maximum equipment units deployable per level. When maxed out it would 250% more carried and deployed, is is 3x more (should round up).
This is better than your originally proposed change but I think you are avoiding the real reason for your reluctance to have a hacking buff on the Minmatar Logi suit. I don't think the suit needs any change unless it is to add the buff you propose to the suit. Taking away the current hacking bonus is not an answer but adding additional bonuses for a Logi suit would help offset the sheer cost to deploy with Proto gear (Proto Everything). Currently an all proto logi suit (RT, Injector, hives, links, weapon, armor/shields, scanner, damage mods/codebreakers) costs close to 300,000 isk. For someone to be running all the good stuff and buffing their team with all this good equipment they should given a reward for using this stuff that helps both the team and themselves. The hacking bonus combined with the 50% increase to max equip carried and deployed would do just that. It doesn't make them a killer but rather than being forced to resupply when hives or links are depleted they could continue to be a roaming supply center for a good deal longer and would still be helpful when hacking installations like they always have been. NOT avoiding, already addressed it. I'll copy/paste "Hacking bonus is not logi enough because it has nothing to do with equipment; which is the whole point of logis (carry equipment to support, or to whatever). That's pretty simple. Hacking speed belongs on a fast stealthy suit that can better take advantage of it." |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6573
|
Posted - 2013.10.15 00:58:00 -
[46] - Quote
DJINN Jecture wrote:KAGEHOSHI Horned Wolf wrote:DJINN Jecture wrote:KAGEHOSHI Horned Wolf wrote:
Min bonus: 50% increase in maximum equipment units carried + 50 maximum equipment units deployable per level. When maxed out it would 250% more carried and deployed, is is 3x more (should round up).
This is better than your originally proposed change but I think you are avoiding the real reason for your reluctance to have a hacking buff on the Minmatar Logi suit. I don't think the suit needs any change unless it is to add the buff you propose to the suit. Taking away the current hacking bonus is not an answer but adding additional bonuses for a Logi suit would help offset the sheer cost to deploy with Proto gear (Proto Everything). Currently an all proto logi suit (RT, Injector, hives, links, weapon, armor/shields, scanner, damage mods/codebreakers) costs close to 300,000 isk. For someone to be running all the good stuff and buffing their team with all this good equipment they should given a reward for using this stuff that helps both the team and themselves. The hacking bonus combined with the 50% increase to max equip carried and deployed would do just that. It doesn't make them a killer but rather than being forced to resupply when hives or links are depleted they could continue to be a roaming supply center for a good deal longer and would still be helpful when hacking installations like they always have been. NOT avoiding, already addressed it. I'll copy/paste "Hacking bonus is not logi enough because it has nothing to do with equipment; which is the whole point of logis (carry equipment to support, or to whatever). That's pretty simple. Hacking speed belongs on a fast stealthy suit that can better take advantage of it." You sir are wrong, and still avoiding the issue. A scout would get there quick, hack quick and run circles around the map constantly jacking points while the logi bro acts like a medic or waterboy, with no real usefulness aside from equipment deployment. I would argue that all logis should have the hacking bonus. The logi suit is a larger sig and easier to find making it rather balanced for someone with a hacking bonus. As for not logi enough, I support my team by hacking points, deploying equipment and shooting people. How is this not a support role? I addressed the issue, you asked why I'm reluctant to let the Minmatar logi keep the hacking bonus, and I told you already; it doesn't fit with the logi's role, which is equipment carrying; equipment can be used either for support, or for offensive reasons. Just because you don't like my answer doesn't mean I didn't address the issue.
Even when you're playing as a scout, running speed means nothing if you're shot in the back before your hack can be completed. Remember that the entire enemy team can see an objective is being hacked.
You have some strong biases I see. The logi already has a lot of great things going for it: it gets an extra module slot compared to its assault counterpart (2 module slots in the case of the Caldari logi) allowing for significantly greater HP potential then assaults, has better scanning abilities making it easy for it to spot other medium frames while those medium frames are unable to spot it, Great PG/CPU which is very useful for fitting pototype weapons, you can make lots of war points making you a precision strike generator for your squad, and the ability to carry multiple equipment is a HUGE advantage despite your attempts to make it look like some cursed crappy job like being a "waterboy". You may not want to play support, but with a logi suit you don't really have to; you can play solo and set remote explosives to get a bunch of kills, know the enemy's location with active scanner, and resupply your REs with a nanohive to make more kaboom.
Its hard to take you seriously when you pretend like logis are some weak underpowered suit that need a buff. Saying the logi has "no real usefulness aside from equipment deployment" completely ignores how useful equipment can be to a battle, for example: so many battles have been decided by who has the most drop uplinks. Saying the logi "with no real usefulness aside from equipment deployment" is like saying "assaults have no real usefulness aside from running around and killing things", or that "scouts no real usefulness aside from being fast and stealthy", or "heavies have no real usefulness aside from having lots of HP and getting heavy weapons"; that's the entire point of these suits. Maybe you chose the wrong specialization if you don't want to be defined by carrying equipment.
I also don't see how hacking an objective is support; its the main action which the battle is centered around, a support action is on that helps fulfill that main goal, not an act that itself fulfills the main goal. You can't just lump everything that doesn't involve shooting someone as "support". |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6579
|
Posted - 2013.10.15 06:18:00 -
[47] - Quote
Uplink thing is a scary scenario, changed it to 30%. Maxed out it would be 2x deployables, and 2x max carried. Going to sleep now. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6586
|
Posted - 2013.10.15 21:47:00 -
[48] - Quote
DJINN Jecture wrote: I still think you are pushing for this because you don't have a hacking bonus on your suit and are upset about it. I also see this as not fixing any of the issues with a non-bonus bonus. Yes deploying more equipment is great, but this doesn't address the low shield regen rate of the minmatar logi suit or the fact that the cost to deploy in a proto suit is more than 3x the cost of the equivalent meta assault suit due to the increased amount of equipment carried. Yes I carry equipment, if I could carry more I would, but that doesn't mean I feel that the bonus currently on the suit is wrong or not in line with a logi suit bonus. I specifically skilled minmatar for that particular bonus and still have several ranks in hacking because it is still not fast enough for me. Survival of a logi is more important at this point, the hack bonus is the way to go.
Oh I see, so you don't like the idea so you're assuming its part of some personal jealous vendetta? Seriously? LOL. I am a logi, and if I wanted a hacking bonus that bad, then I would have just speced into the Minnmatar one, or proposed that every logi has it. That's called a ad hominem, a its logical fallacy (means you're always wrong if you do it), attacking the person instead of the argument; even if what you said is true, it doesn't invalidate my point. Once again, stop acting like the logi is some weak crappy suit with no advantages, you have more module slot so use it. The Min logi has 1 more low slot than the assault, allowing you to fit a shield regulator, or an armor plate, or something else. I would recommend an armor plate since it would easily surpass the HP of an assault. If hacking isn't fast enough for you, use a codebreaker. Also, every thoght not every damn equipment you deploy needs to be proto? Also you're just flat out lying, fitting all equipmnt slots with proto equipment is only like 80K max, and the cost of the suit is reduces in other places because the PG/CPU costs mean you have cut PG/CPU in other places. CCP gives out respecs when there are major skill changes, I will bet you all my ISK that you will get a respec if all this happens. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6587
|
Posted - 2013.10.16 00:06:00 -
[49] - Quote
Cosgar wrote:It's funny how this is seen as a scout ability and yet scouts can have the same ability too through systems hacking. Go figure... Wait, so system hacking is now exclusively a scout skill? Seriously dude. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:38:00 -
[50] - Quote
Cosgar wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:It's funny how this is seen as a scout ability and yet scouts can have the same ability too through systems hacking. Go figure... Wait, so system hacking is now exclusively a scout skill? Seriously dude. No, nothing in this game was meant to have exclusivity. What happened to all the joy in theory crafting to find that extra special, or even unorthodox fitting? The past few months, it's been all about "Assaults are supposed to be slayers, heavies should be doing this, logis are supposed to be pack mules with a repper as their primary weapon...blah, blah, blah." All this forum butthurt is sucking the fun and creativity out of this goddamned game. People should be allowed to make whatever fit they want and play how they want- it's what makes this game different. Saying something should only be exclusive to x, or y shouldn't be doing this is turning this into another cookie cutter FPS. But if you want to argue specifics, the hacking bonus shouldn't even be Minmatar anyway since they're the worst race when it comes to EWAR. "It's funny how this is seen as Minmatar logi ability and yet logis can have the same ability too through systems hacking. Go figure..." Could you magine how silly it would be if said that?
Your post about system hacking had nothing to do with any of this stuff you're saying now about unorthodox fittings. NOWHERE did I say logis should only ever be used to support others, in fact I made it a point to say this:
KAGEHOSHI Horned Wolf wrote:You may not want to play support, but with a logi suit you don't really have to; you can play solo and set remote explosives to get a bunch of kills, know the enemy's location with active scanner, and resupply your REs with a nanohive to make more kaboom.
Migrating the Min logi bonus to the Min scout IN NO WAY makes yo unable to make the creative fittings you want; that's what modules are for. The bonus is there to enforce the role, but the fitting freedom allows you to go beyond that role. The whole point of specializing is to be better at a specific thing. Please don't bring other forum drama into this. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:40:00 -
[51] - Quote
Patrick57 wrote:I agree with all EXCEPT the Cal Logi bonus. Please tell me how exactly that would affect Drop Uplinks? It wouldn't, but doesn't have to work on all equipment to be useful in my opinion. I really wish I could make all the bonuses unique and work for all equipment, but that's easier said than done. I'm open to any suggestions you have as long as it fits the intended role of using equipment. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:49:00 -
[52] - Quote
DJINN Jecture wrote:It seems I hit a nerve, perhaps it was the "logical fallacy" you claim I made but I was simply asking the question. The current min-logi bonus was originally in response to a previously scout bonus (closed beta I think) that made the scout an almost invisible hacker and it was declared unbalanced and moved to the minmatar logi to still have at least one suit with the bonus. It does fit and you are arguing that I am off attacking someone. KW is free to state his opinion and I have stated mine. I'm am sorry if it came off like I was trolling but consider how many SP a person requires to fit every suit and play every role. If he has the experience to say yes I have played every role and look here's my SP to prove it or look at all these vids I have of me in every suit using them, then I would say he has the experience required, but IMO he does not. Nor is he a CPM or CCP employee who most likely would be able to play every role and experiment with every module of every suit. I have not been discussing assault suits which I have never used or plan on using. I haven't talked about a lack of tank or PG or CPU and I do believe it possible to fill every slot with proto if you have the right skills, just because you can't doesn't mean I can't.
Thank you for your time, glad someone read my post. "I still think you are pushing for this because you don't have a hacking bonus on your suit and are upset about it" that is what you said to me, it doesn't seem like a question at all, this is an accusation. You are claiming my opinions are just a product of jealousy. Explain to me on what planet stating that you believe I'm pushing for this because I'm upset about it a question.
I have about a dozen alts to experiment and try different suits and weapons, I may not have played on literally every suit, but I do have a good idea of the purpose of each suit. The bonus should reflect the purpose. It doesn't take being an expert at every single racial specialization to know that a logi is about carrying equipment. You can use that equipment however you want, even selfishly, you can choose not to fit more than one equipment and use your suit to make badass slayer fit, and THAT'S FINE, but the role bonus should be based on equipment.
I was in the closed beta, but I still think it belongs on a scout. Scouts are much weaker then thy are now because of hit detection fixes, and the prevalence of active scanners (high tier ones will find scouts). Also the WP for counterhacking that came in 1.5 will incentivize the team who get their stuff hack to stop it instead of just letting it complete. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 01:07:00 -
[53] - Quote
Cosgar wrote:KAGEHOSHI Horned Wolf wrote:Cosgar wrote:
No, nothing in this game was meant to have exclusivity. What happened to all the joy in theory crafting to find that extra special, or even unorthodox fitting? The past few months, it's been all about "Assaults are supposed to be slayers, heavies should be doing this, logis are supposed to be pack mules with a repper as their primary weapon...blah, blah, blah." All this forum butthurt is sucking the fun and creativity out of this goddamned game. People should be allowed to make whatever fit they want and play how they want- it's what makes this game different. Saying something should only be exclusive to x, or y shouldn't be doing this is turning this into another cookie cutter FPS.
But if you want to argue specifics, the hacking bonus shouldn't even be Minmatar anyway since they're the worst race when it comes to EWAR.
"It's funny how this is seen as Minmatar logi ability and yet logis can have the same ability too through systems hacking. Go figure..." Could you magine how silly it would be if said that? Your post about system hacking had nothing to do with any of this stuff you're saying now about unorthodox fittings. NOWHERE did I say logis should only ever be used to support others, in fact I made it a point to say this: KAGEHOSHI Horned Wolf wrote:You may not want to play support, but with a logi suit you don't really have to; you can play solo and set remote explosives to get a bunch of kills, know the enemy's location with active scanner, and resupply your REs with a nanohive to make more kaboom.
Migrating the Min logi bonus to the Min scout IN NO WAY makes yo unable to make the creative fittings you want; that's what modules are for. The bonus is there to enforce the role, but the fitting freedom allows you to go beyond that role. The whole point of specializing is to be better at a specific thing. Please don't bring other forum drama into this. FORUM DRAMA STARTED THIS!If people weren't blaming a yellow suit with no sidearm and worse base stats killing them when they have two weapons to use, do you think you'd be making this topic? You think if CCP listened to our feedback on how crazy the CaLogi's bonus was before Uprising even came out, we'd be having this discussion? Everything is relative to the point that you can't discuss one thing without the other. Tell you what, I'm going to empty my equipment slots and brick out my Minmatar logi with all proto gear and weapons and see how much hate mail I can collect from people telling me how I should play my toon.
Actually yes, I would still have made this thread. This not about the logi no matter how much you try to make it about them. The skill bonuses are arbitrary without having roles in mind, and they don't make any sense. The Caldari assault has a bonus that belongs on a heavy suit, the Minmatar scout has a bonus to another race's knives and even with the bonus to melee damage it still is weak compared to a medium frame's melee, the sentinel bonus is useless for current heavy weapons without feedback damage & only useful if you're careless enough to overheat. Its a damn mess.
Do you want me to take a picture of my prototype logi to know i'm not some butthurt assault? Seriously, not rhetorical. Here is a post in which I defend logis from a radical nerfist. I think logis are not OP at all, I thought they were like 5 months ago actually because of the extra module slot, but the base HP, less shield recharge, less speed, less stamina balances it out in my opinion. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6590
|
Posted - 2013.10.16 01:12:00 -
[54] - Quote
Patrick57 wrote:KAGEHOSHI Horned Wolf wrote:Patrick57 wrote:I agree with all EXCEPT the Cal Logi bonus. Please tell me how exactly that would affect Drop Uplinks? It wouldn't, but doesn't have to work on all equipment to be useful in my opinion. I really wish I could make all the bonuses unique and work for all equipment, but that's easier said than don. I'm open to any suggestions you have as long as it fits the intended role of using equipment. Hmmm....maybe it could have a more broad skill explanation and decrease the spawn time? Sorry I can't really think of one besides speed based bonus, I suggested that before, but seems kind of crappy; only the repair tool (repair rate), nanohives (faster pulses), and uplinks (spawn time) would rally benefit, the active scanner would get decrease in cooldown but that's kind of useless since its already pretty fast, same for the injector animation. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6590
|
Posted - 2013.10.16 01:23:00 -
[55] - Quote
DJINN Jecture wrote:KAGEHOSHI Horned Wolf wrote:DJINN Jecture wrote:It seems I hit a nerve, perhaps it was the "logical fallacy" you claim I made but I was simply asking the question. The current min-logi bonus was originally in response to a previously scout bonus (closed beta I think) that made the scout an almost invisible hacker and it was declared unbalanced and moved to the minmatar logi to still have at least one suit with the bonus. It does fit and you are arguing that I am off attacking someone. KW is free to state his opinion and I have stated mine. I'm am sorry if it came off like I was trolling but consider how many SP a person requires to fit every suit and play every role. If he has the experience to say yes I have played every role and look here's my SP to prove it or look at all these vids I have of me in every suit using them, then I would say he has the experience required, but IMO he does not. Nor is he a CPM or CCP employee who most likely would be able to play every role and experiment with every module of every suit. I have not been discussing assault suits which I have never used or plan on using. I haven't talked about a lack of tank or PG or CPU and I do believe it possible to fill every slot with proto if you have the right skills, just because you can't doesn't mean I can't.
Thank you for your time, glad someone read my post. "I still think you are pushing for this because you don't have a hacking bonus on your suit and are upset about it" that is what you said to me, it doesn't seem like a question at all, this is an accusation. You are claiming my opinions are just a product of jealousy. Explain to me on what planet stating that you believe I'm pushing for this because I'm upset about it a question. I have about a dozen alts to experiment and try different suits and weapons, I may not have played on literally every suit, but I do have a good idea of the purpose of each suit. The bonus should reflect the purpose. It doesn't take being an expert at every single racial specialization to know that a logi is about carrying equipment. You can use that equipment however you want, even selfishly, you can choose not to fit more than one equipment and use your suit to make badass slayer fit, and THAT'S FINE, but the role bonus should be based on equipment. I was in the closed beta, but I still think it belongs on a scout. Scouts are much weaker then thy are now because of hit detection fixes, and the prevalence of active scanners (high tier ones will find scouts). Also the WP for counterhacking that came in 1.5 will incentivize the team who get their stuff hack to stop it instead of just letting it complete. Just because you have an idea doesn't mean you understand their roles or the diversity of good fits that can be made. With my particular suit I normally have all my fitting slots filled in all manner of different roles that you seem to think a Logi should not fill. Get a grip. Don't be mad because I think you are off your rocker, look at what I have told you as an opinion and check things out for yourself, btw Cosgar has a good point about the many different roles that can be filled by any suit, stop trying to pigeon hole me into something that I do or don't do. Go play your desired role of a suit and see if I have a beef about it, hell use my most hated piece of equipment on everyone on your team, the repair tool. I won't tell you that's not what a scout or assault or logi or commando is supposed to do.
Like I already said, I don't think the sort of fits you can make should be restricted, the kind of fits you should be able to make should be able to go beyond your role. Bonus should enforce role, but you're perfectly allowed to make a suit that goes beyond that role and be good at something else.
I'm not mad, but its really surprising how you can sit there and pretend an accusation is a question. A question would be "are you pushing for this because you don't have a hacking bonus on your suit and are upset about it?" Still irrelavnt, because even if its true, its still doesn't mean my idea itself has fault.
But I'm off my rocker, so I'm just typing craaaaazy talk |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6590
|
Posted - 2013.10.16 01:30:00 -
[56] - Quote
Zeylon Rho wrote:So, I recently made a trial EVE account. I found it interesting that they do the a double bonus for ship type, and then give a separate role bonus when you specialize later. It reminded me of CCP Remnant's post on suit bonuses back in May where he said they had various changes slated included moving bonuses over to basic suits. That was never expanded on at the time, and hasn't really come up since (you always get the impression the changes are coming soon). Earlier, I suggested that they should use dual bonuses to make the bonuses more interesting: Quote:Assault bonus: 1% damage
Minmatar bonuses 1. Shield/armor module 2% fitting reduction per level 2. 5% Magazine size increase per level for Minmatar weapons: (Combat Rifle, Precision Rifle, Mass Driver, Flaylock, SMG)
Caldari Bonus 1. 5% Shield Extender Efficacy Per Level 2. 3% Caldari Weapon Reload speed: (Sniper Rifle, Swarm Launcher, Rail Rifle, Rail pistol)
Amarr Bonus 1. 4% Armor Plate Efficacy Per Level 2. 5% Heat build-up reduction per level for laser weapons, Scrambler pistol fire-rate increase of 1% per level. ..or whatever Looking at it again, that's actually really similar to how it works in EVE apparently. An Amarr IceCream-Truck skill gets at least two bonuses, like 5% to freezing & 2% to neon signage per level, then a separate role bonus is applied to a variant of that same item (Popsicle Truck) and it still gets a bonus from the Icecream-Truck skill, but it gets the +3% Popsicle storage bonus for the role. Since Remnant was talking about moving bonuses over to basic suits, maybe he was talking about doing an EVE copy there? In that scenario we'd have something like: Amarr Medium Dropsuits: 5% Armor Plate Efficacy Per Level and 5% Heat build-up reduction per level for laser weapons, Scrambler pistol fire-rate increase of 1% per level Amarr Assault Dropsuits: 1% damage per level Amarr Logistics Dropsuits: etc. Or, to rework using KAGEHOSHI's examples: Amarr Medium Dropsuits: 5% heat buildup reduction per lv for laser weaponry, 1 armor repair HP/s per lv Amarr Assault Dropsuit: 1% damage per level of light weapons Amarr Logistics Dropsuit: 5% reduction of PG/CPU of equipment per lv So at max rank of all those skills: Am. Assault: 25% heat reduction, 5 hp/s armor, and 5% to light dmg Am. Logistics: 25% heat reduction, 5 hp/s armor, and 25% to equip fitting Am. Medium frame: 25% heat reduction, 5 hp/s armor or a KAGEHOSHI Min-set: Min. Assault: 25% projectile and explosive weapon bonus, 150% more equipment/supply carried, and 5% to light dmg Min. Logistics: 25% projectile and explosive weapon bonus, 150% more equipment/supply carried, and 25% to equip fitting Min. Medium frame: 25% projectile and explosive weapon bonus, 150% more equipment/supply carried Of course, I don't think he wrote them with them being used this way in mind. In either case, it creates a very similar situation to EVE (which actually has a similar "get to rank 3, and move along if you want" approach to the ships too). Though it's worth mention that EVE will alter the two bonuses you get for having ranks in the "basic" skill on the special variants. I didn't bother doing that, though CCP could certainly do it that way too: e.g.: Amarr Assault Suit: 1. 5% bonus to heat buildup and 1hp/s armor repair PER rank in Amarr Medium Frames 2. 1% light wep damage PER rank in Amarr Assault Suits The bonus given per rank of Medium frames could vary depending on the suit (that would be more EVE accurate, though not strictly speaking necessary). In that scenario, you'd possibly get different pair of bonuses for "Medium frames" on the Basic, Assault, and Logistics suits. You would want to continue leveling the medium suit skill to get all the bonuses for it in the other suit, otherwise your logi/assault specs would only partially benefit from the racial bonus to the suit type (it becomes a much more "core" skill that's must-have, and the role bonus skill becomes more diminishing return-like). However the player more interested in advancing into a role quickly could do so. It also solves the problem of having a suit skill (the "basic" frames) that don't have any passives or do anything. It's a different way of conceiving of the skills, and you effectively have to think of two bonuses that are racially appropriate. Or, you could also say it's just copying EVE's system to a degree (not-so-new). Anyhow, I think that's what Remnant was suggesting at the time, if them moving towards that sort of scheme changes what you'd want the bonuses to be: Quote:Yeah, we're going to be bringing the race bonus down onto the basic suits. It's one of a few adjustments to the dropsuit progression we'll be outlining in the next few days. Some adjustments we'll be making very shortly, but others will be a fair bit later. - CCP Remnant
I would LOOOOOOOOOOOOOVE that. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6604
|
Posted - 2013.10.16 22:55:00 -
[57] - Quote
Every time I get a notification that someone comments I'm worried I'll be dragged into a 20 post argument where I must take 10 minutes to fully address each post in the comment before even more comments are launched at me... scary stuff. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6605
|
Posted - 2013.10.16 23:13:00 -
[58] - Quote
Actually used a reserved post |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6634
|
Posted - 2013.10.22 20:39:00 -
[59] - Quote
Cody Sietz wrote:I don't wanna see more uplinks all over the field.
Also I like my Gallente Fitting bonus. Ideally I would like a limit on how many uplinks can be deployed around the same area. Will add it to the OP. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6634
|
Posted - 2013.10.22 21:01:00 -
[60] - Quote
Slag Emberforge wrote:Commando needs some love, the bonus for weapon reloads based on racial type is kind of lame. Currently it offers all light weapons allowing for diversity and utility (which in reality is the entire point) by splitting up this bonus to racial weapons and the same bonus for every race is kind of bland.
Caldari: bonus to shield regeneration rate 5% / level Gallante: bonus to ammunition reserves 5% per level Minmatar: bonus to clip size 4% per level / bonus to weapon swapping speed? All light weapons would take 25% less PG/CPU (when maxed out). That is big. HP related bonuses like shield recharge do not fit the commando's role as a versatile dual light weapon specialization, such bonuses belong a sentinel. Ammunition reserves fit, but seems kind of pointless since commandos can carry nanohives. Clip size seems nice and it fits, but since it applies to all weapons, it would just upstage my proposed Minmatar assault bonus. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7056
|
Posted - 2013.11.10 09:24:00 -
[61] - Quote
I would really really like to see all assaults with bonuses that enhance their races' weapons.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7089
|
Posted - 2013.11.15 17:55:00 -
[62] - Quote
Krom Ganesh wrote:Kagehoshi, for the Caldari Assault bonus, instead of actually increasing the range of rail weaponry, how about they get a bonus that reduces damage fall off? Increasing actual range carries the risk of pushing weapons out of their intended zone (in this case the Magsec is probably at the most risk). Decreasing the damage fall off would feel like a range increase without actually increasing the weapons max range. Actually a great idea. Could be done by expanding the optimal and effective range without increasing the absolute range.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7129
|
Posted - 2013.11.20 16:42:00 -
[63] - Quote
Dexter307 wrote:I think the amarr sentinel bonus should be a 3% bonus to armor plates instead of 2% to plates and shield extenders, as the bonus to extenders would only give you 7 more shield since there's only one high slot Good point actually
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7129
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Posted - 2013.11.20 17:33:00 -
[64] - Quote
TechMechMeds wrote:Krom Ganesh wrote:Kagehoshi, for the Caldari Assault bonus, instead of actually increasing the range of rail weaponry, how about they get a bonus that reduces damage fall off? Increasing actual range carries the risk of pushing weapons out of their intended zone (in this case the Magsec is probably at the most risk). Decreasing the damage fall off would feel like a range increase without actually increasing the weapons max range. This. The rail optimal increase is a very bad idea. Changed to effective range only, which has the effect of reducing damage dropoff. Damage gradually drops off throughout effective until it reaches past effective, and approaches absolute range.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7177
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Posted - 2013.11.21 18:41:00 -
[65] - Quote
Don't nerf logis, just fix bonuses
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7936
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Posted - 2014.01.09 21:21:00 -
[66] - Quote
Zeylon Rho wrote:Given the present... kerfluffle, this post seems relevant. Yeah, I HAAAAAATE the assault bonuses they're considering (the Amarr heat buildup bonus should not be removed). I'm fine with all the other bonuses, though I hope the base precision of the active scanners are nerfed to make up for the Gallente bonus they're considering.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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