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Zero Harpuia
Turalyon 514 Turalyon Alliance
1027
|
Posted - 2013.09.26 06:10:00 -
[1] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1028
|
Posted - 2013.09.26 06:36:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Changed Minmatar assault to 5% magazine size per level bonus for projectiles; SMG and combat rifle (SoonGäó). Inspired a bit by the Amarr assault.
YAY, I halped! Just make sure it doesn't screw up the Combat Rifle's bursts like the Burst Scrambler Pistol and that sounds pretty good. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1028
|
Posted - 2013.09.26 06:37:00 -
[3] - Quote
medomai grey wrote:I came for the honeyed lamb... 4<(^.^)>-E
It's bait for Wolfman, don't eat all of it :c |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1031
|
Posted - 2013.09.26 06:40:00 -
[4] - Quote
Awry Barux wrote: 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.
...is that not the point of a role bonus? To give them a specific role using their native tech? In EVE, almost any combat ship has a 10% to their racial turret damage or fire interval. If you are using a Railgun on a Hurricane, you aren't doing it wrong, but are doing it badly. Same thing here. Put a Laser on the Amarr, and it functions better. Works for me. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1031
|
Posted - 2013.09.26 06:46:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote: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 percedent 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 advantages 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 .
Amarr is fahn, love the Laser since the day it came out. I have to say though, firing it into a wall to 'heat it up' is a dreadful waste. It's like telling a Heavy to fire his HMG into a wall to get it to spool up before firing at someone. Sure you do more damage once it hits, but you wasted a ton of ammo and the enemy can already hear you firing.
As for the Assault Bonuses, they should give bonuses to Assaults direct combat ability. These bonuses incrase the DPM of the Amarr and Minny, NOT the DPS. there is a distinct difference. The DPS is the damage per any one second. Increase that, and you decrease TTK, which can easily break the game. These skills increase DPM, the sustained damage done in a long fight against multiple hostiles. This makes them better frontline fighters than the Logistics, which has to reload more or cool down for a spell. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 06:53:00 -
[6] - Quote
Sarducar Kahn wrote:I dislike all of the direct bonus to X equipment/weapon it corals people down a path. I personally love the scrambler but hate Amman frames to the point where I pay for mlt gallente ones instead of using my free Ammar ones. And a 25% fitting cost reduction for Logi equipment is massive 15/10% would be more acceptable.
It isn't corralling, it is functional design. The Minmatar suit would obviously be designed for better use with Projectile weapons, and skilling into Minmatar gives you the knowledge to use those features. take a gander at EVElopedia, check the ship bonuses. You would define them all as 'corralling,' correct? |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 06:56:00 -
[7] - Quote
Awry Barux wrote:Zero Harpuia wrote:Awry Barux wrote: 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.
...is that not the point of a role bonus? To give them a specific role using their native tech? In EVE, almost any combat ship has a 10% to their racial turret damage or fire interval. If you are using a Railgun on a Hurricane, you aren't doing it wrong, but are doing it badly. Same thing here. Put a Laser on the Amarr, and it functions better. Works for me. I suppose I wouldn't mind it if other races got similarly restrictive-but-powerful specialization bonuses. That would be a fun mechanics shift. It just seems odd to me that only the Amarr have this going on right now in Dust, and I think it's damaging to game balance for them to be the only ones with it. For example, I use scrambler rifles extensively on a Minmatar suit, and they're certainly not underpowered- I can get off plenty of shots before overheating (about 1.2k damage worth, in about 2 seconds using uncharged shots. It can be overheated in <1 second easily if you start with a charge shot). I just shudder to think how much better it would be on an Amarr Assault. Since I can overheat a scrambler rifle in less than a second, decreasing heat generation actually is precisely a DPS increase, especially since I don't have perfect accuracy.
It allows you to get out more shots, but it's only important in a situation where overheating or having to pause for heat venting would get you killed. If that fellow vents your skull before you hit 50% heat, having an Amarr suit wouldn't have helped you. If that fellow was taken unawares, but he had a buddy, the Amarr suit may let you have enough heatsink to kill them both. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 07:32:00 -
[8] - Quote
Awry Barux wrote:Zero Harpuia wrote:Awry Barux wrote:Zero Harpuia wrote:Awry Barux wrote: 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.
...is that not the point of a role bonus? To give them a specific role using their native tech? In EVE, almost any combat ship has a 10% to their racial turret damage or fire interval. If you are using a Railgun on a Hurricane, you aren't doing it wrong, but are doing it badly. Same thing here. Put a Laser on the Amarr, and it functions better. Works for me. I suppose I wouldn't mind it if other races got similarly restrictive-but-powerful specialization bonuses. That would be a fun mechanics shift. It just seems odd to me that only the Amarr have this going on right now in Dust, and I think it's damaging to game balance for them to be the only ones with it. For example, I use scrambler rifles extensively on a Minmatar suit, and they're certainly not underpowered- I can get off plenty of shots before overheating (about 1.2k damage worth, in about 2 seconds using uncharged shots. It can be overheated in <1 second easily if you start with a charge shot). I just shudder to think how much better it would be on an Amarr Assault. Since I can overheat a scrambler rifle in less than a second, decreasing heat generation actually is precisely a DPS increase, especially since I don't have perfect accuracy. It allows you to get out more shots, but it's only important in a situation where overheating or having to pause for heat venting would get you killed. If that fellow vents your skull before you hit 50% heat, having an Amarr suit wouldn't have helped you. If that fellow was taken unawares, but he had a buddy, the Amarr suit may let you have enough heatsink to kill them both. In my experience playing a glass-cannon SCR, situations where overheating or having to pause for heat venting would get me killed is every situation. Consider the following scenario with a non-Amarr suit: I pop out, shoot a charged shot and immediately follow up with uncharged shots. Generally, I can get charge + 3 shots before a full overheat. The time from the first shot to the overheat is <.5 seconds, easily fast enough that even a Duvolle AR will not have killed me yet, even if they're just as quick as me. It's highly plausible that an armor-tanked GalLogi or a heavy will survive the entire initial burst, necessitating either a weapon switch, cover, or death. The Amarr Assault suit would allow me to squeeze off multiple extra shots in that first second or two, effectively increasing my single-target DPS over that critical 1 to 2 second window of opportunity.
it does allow you to do more damage before you retreat, but it doesn't hurt his ability to do damage either. You having the ability to stay out for another second also means you are still being shot at by him, and Amarr suit or no, the <.5 second time window still has the same amount of damage done on both sides. So not an increase in DPS, and also far from unfair. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 18:32:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote: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.
RoF isn't a good idea here. Just imagine how it would effect different weapons. The Assault variants would get all of it as extra DPS. A Scrambler Rifle or other Tactical variant would suffer unless modded controllers were used. A Breach variant would BECOME an Assault variant. A Burst variant would become a Tactical variant.
Furthermore, RoF bonuses are good in EVE, but don't translate well to DUST. If I'm shooting in EVE, every shot is directly from my coffers. Faster RoF allows for more DPS at the cost of... cost. EVE RoFs are also slow enough to easily cease fire the exact moment you want to, even with increased fire rates. Imagine the AR with a 25% faster RoF. This will lead to a ton of wasted shots on the operator, and much faster deaths on the part of the target. Also, with faster fire rates comes more severe recoil and dispersion, which is a drawback. SKILLS SHOULD NOT HAVE DRAWBACKS. PERIOD. You cannot toggle a skill on or off, it is stuck the moment you invest. FPS mechanics work differently from EVE ones. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1037
|
Posted - 2013.09.27 15:28:00 -
[10] - 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.
As I said above, RoF isn't a good idea. Also, we may want to be careful about altering range profiles, Everyone remembers the Sharpshooter debacle. As for Heavy, there is only one heavy and he has to represent both the Heavy Weapons and the High Defenses. Unless CCP adds a 'Heavy Assault' when they add the rest of the Sentinels, there have to be a few boosts to Heavy Weapons as well as Heavy defenses. Giving them a reload bonus overall and racial tanking individually is a fair compromise. |
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1042
|
Posted - 2013.09.30 02:06:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote: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.
I'm not so sure I like it either, but for a differing reason. It alters TTK, which as we have seen can very easily alter the flow of the entire game. Thinking on it, what are Blasters? High RoF, High DPS, decent reloads, low range. We can't alter RoF as I stated before, we all saw what happened when we altered range profiles with Sharpshooter, reloads are the realm of the Commando, and as of 1.4 we saw what a decreased TTK could do. Mayhaps a further fitting ease would be prudent, as the Gallente are kings of managing power and CPU on a suit, evidenced by the lack of a bulky back mounted structure. Another decent idea would be to cinch up the dispersion rate of Blaster weapons, if they ever get around to widening them up to the level they aught to be. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 05:41:00 -
[12] - Quote
Stile451 wrote:KAGEHOSHI Horned Wolf wrote: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. Currently PC is all about forge guns and mass drivers from high locations - far fewer Caldari logistics suits recently(since it's debuff). PG and CPU reduction to equipment is a bonus to equipment. An additional bonus to specific equipment isn't really a bonus(especially if that equipment goes unused). The logistics class doesn't need another bonus to equipment. The failure of injectors, hives, and repair tools can not be fixed by any kind of buff as the issues are in their core mechanics. As for balancing for PC, any bonus that works in PC will work in pubs while the inverse is not true.
The fitting reduction, unless they changed it after I chose my Dropsuit spec, is for Gallente Logi only yes? The bonus being moved to the entire Logi tree makes sense, even if I will miss my free armor reps. The further bonuses to specific equipment are meant to give each Logi a seperate specific role. Is your corp full of heavies and Gallente? Get a few Minmatar Logi to aid your armor reppers so they can afford to brick tank. Do your tactics rely on defending positions? Grab a CalLogi for the extended life hives. Also, I have to rely on the 'EVE does it too' argument here. Take a look at the Scythe here, every bonus is on the Shield Transporter. You COULD equip a remote armor repper to it... if you REALLY wanted to. Mildly brain-damaged, but it can be done.
Secondly, the hives, injectors, and reppers do not 'fail' unless you are milking WP. I don't begrudge you for doing so, but the WP rewards should not be counted as part of the 'effectiveness' of equipment. The GalLogi using the injectors makes sense, as Gal are fast and have decent armor, allowing them to rush out into a non-safe zone and perform triage. The Minny with the repper makes sense as well, as they are the fastest Logi at standard movement speed, so they can keep up with their patients while healing. For these tools in general, the Repair Tool allows for infinite, precision armor repair on the go, while the Injector provides the unequaled service of revival and loss prevention. I can stab people with it and not have it fail, so it works fine in its role. The Repair Tool isn't really underpowered either, it could use a small buff and a Shield version, but the real problem there is the Triage Hives being a tad OP. Even then, the Triage Hives are limited, and run out quickly if abused.
Finally, I won't pretend to know what goes on in PC. As of right now it is a competitive gaming zone, and therefore I feel it is a cancer. However, a bonus should be applied to the GAME, NOT to the competitive metagame. You don't see anyone in competitive TF2 use anything but a select few guns, no matter how many are made and added to the game. This is because the metagame decides which are the best of the best, and people only use them. If a developer designs with the metagame at the forefront, the game itself will wither as a result. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 07:01:00 -
[13] - Quote
zibathy numbertwo wrote:Armor tanking classes need base armor repair. Have skills that add 1 armor/s per level for Amarr and Gallente heavy/medium/light. I dont like my 500 armor taking a full 3 minutes to heal. 1 kill every 3 minutes amounts to 5 kills a game if I never died and always lost all my armor. Shields don't have to worry about that.
it is kindof the point of shields, but that said shields are abit too sturdy and armor abit too fragile when you take into account their native repair rates. Maybe a skill within the tree, Amarr Armor Repair and Gallente Armore Repair, etc, each raising at levels that make sense for their race. Maybe a few more 'core' skills like that are needed to help flesh the races, throw it all into role bonuses and things get abit murky on the stats page... |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 16:09:00 -
[14] - Quote
Stile451 wrote:Zero Harpuia wrote:The fitting reduction, unless they changed it after I chose my Dropsuit spec, is for Gallente Logi only yes? The bonus being moved to the entire Logi tree makes sense, even if I will miss my free armor reps. The further bonuses to specific equipment are meant to give each Logi a seperate specific role. Is your corp full of heavies and Gallente? Get a few Minmatar Logi to aid your armor reppers so they can afford to brick tank. Do your tactics rely on defending positions? Grab a CalLogi for the extended life hives. Also, I have to rely on the 'EVE does it too' argument here. Take a look at the Scythe here, every bonus is on the Shield Transporter. You COULD equip a remote armor repper to it... if you REALLY wanted to. Mildly brain-damaged, but it can be done. Secondly, the hives, injectors, and reppers do not 'fail' unless you are milking WP. I don't begrudge you for doing so, but the WP rewards should not be counted as part of the 'effectiveness' of equipment. The GalLogi using the injectors makes sense, as Gal are fast and have decent armor, allowing them to rush out into a non-safe zone and perform triage. The Minny with the repper makes sense as well, as they are the fastest Logi at standard movement speed, so they can keep up with their patients while healing. For these tools in general, the Repair Tool allows for infinite, precision armor repair on the go, while the Injector provides the unequaled service of revival and loss prevention. I can stab people with it and not have it fail, so it works fine in its role. The Repair Tool isn't really underpowered either, it could use a small buff and a Shield version, but the real problem there is the Triage Hives being a tad OP. Even then, the Triage Hives are limited, and run out quickly if abused. Finally, I won't pretend to know what goes on in PC. As of right now it is a competitive gaming zone, and therefore I feel it is a cancer. However, a bonus should be applied to the GAME, NOT to the competitive metagame. You don't see anyone in competitive TF2 use anything but a select few guns, no matter how many are made and added to the game. This is because the metagame decides which are the best of the best, and people only use them. If a developer designs with the metagame at the forefront, the game itself will wither as a result. I like the equipment fitting reduction skill(I like the HP/s more but it seems to be the most hated thing the logistics suits currently have so whatever). The problem with using the Scythe as an example is that it's designed specifically for one thing while the logistics suit is designed for many things. Hives, injectors, and repair tools work just fine in pubs. They fail utterly in PC except in extremely rare circumstances but resources used by them would be better used elsewhere at all other times. I'm not asking that the bonuses be focused on PC, what I want are bonuses that are useful in the entire game(both pubs and PC). That being said I believe that if a bonus is useful in PC it will be useful in pubs.
The Scythe is quite literally THE LOGISTICS SHIP. It is the Logi suit in deep space. The reason why the Scythe is designed specifically for one thing is that the role bonus framework in EVE works to its fullest extent, along with the Skill Bonus. In DUST, they wouldn't even HAVE the Logi suit if it weren't such an important part of the game, as they have admitted that there is a coding error preventing them from using their envisioned bonuses. Therefore, each Logi suit gets a bump to fitting to be able to equip a fitting and equipment, which is abused maliciously by the cynical player-base. Once they get this programming error resolved, it is very likely that these bonuses, or ones very similar to them, will come, and the Logis will get a nerf to fitting like the CalLogi did. Maybe even further. Just because my Minny Logi might have its bonus changed to Rep Tools doesn't mean I have to carry three or four rep tools though, I still do as well as any other suit using Hives and Injectors.
Think of it this way. The Logi is meant to be the equipment class, so each race gets bonuses to the equipment they made, like the assaults get bonuses to their race's weaponry. It makes sense from a lore and logic standpoint, and the suits are usually built around the idea of their races weapon, so it will make sense in gameplay.
Also, i think I understand this PC thing now, with which ones you are referencing. Correct me if I'm wrong, but in PC...
Rep Tools and Injectors are bad because they take a gun out of someones hand. Hives are bad because they restrict movement and get Fluxed, and are limited. Also, due to the inability to heal or revive, noone runs too low on ammo.
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1068
|
Posted - 2013.10.05 23:09:00 -
[15] - Quote
There is a problem most of you are willfully ignoring on the subject of Logis. They are not designed to be equipment mules, they just happen to be thrust into that role via bad foresight. If anything, Scouts are better suited to use Equipment. Logistics just make a good equipment mule due to their high number of slots and high fitting, similar to what makes them as good at killing as Assaults. These bonuses are meant to cinch up each suit's roles and to give each class of suits the roles they were envisioned to have.
Imagine that the game is TF2 for a moment. Logi is Medic, but can also equip Engineer's wrench and build stuff. Due to Medic's greater speed, HP, and regen, people will always choose Medic over Engie. There is also the fact that in this little universe, Engie does not exist, so they feel that choosing Medic to Engineer is normal.
That is the state of DUST. there is no Engineer role suit, so the Logistics suit is filling in for it. When they get around to fixing the role bonus problems, they will make the Logistics suits actually focus on Logistics, which is EVE slang for Healing. They will then make a new suit for the other Equipment, like the some of the Type-2 suits used to be.
Therefore, I feel that we should make a new class of suits in the OP. The Engineer class.
Minmatar will get bonuses to Remote Explosives due to their speed and lower, but not lowest, scan profile. This may cover all the explosives, like proximity. Amarr will get bonuses to the Drop Uplink, as they are the slower and tankier ones they will be the ones most familiar with advantageous terrain. Gallente would hopefully get drones. Sentry drones for point defense, small drones for personal mobile support, etc. Or, they can get the Active Scanner and Point Defense Drones while GalLogi gets bonuses to repair drones. Caldari, I'm honestly not too sure on. I'm not a major Caldari in any verse, but maybe... Webbifiers? interdiction bubbles? EWAR? Should another suit entirely be EWAR? Help me out here.
EDIT: Make shield repper. Give CalLogi bonus to Shield Repper. Give CalEngie bonus to Nanohives. Boom. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1070
|
Posted - 2013.10.06 20:23:00 -
[16] - Quote
Cosgar wrote:Zero Harpuia wrote:There is a problem most of you are willfully ignoring on the subject of Logis. They are not designed to be equipment mules, they just happen to be thrust into that role via bad foresight. If anything, Scouts are better suited to use Equipment. Logistics just make a good equipment mule due to their high number of slots and high fitting, similar to what makes them as good at killing as Assaults. These bonuses are meant to cinch up each suit's roles and to give each class of suits the roles they were envisioned to have.
Imagine that the game is TF2 for a moment. Logi is Medic, but can also equip Engineer's wrench and build stuff. Due to Medic's greater speed, HP, and regen, people will always choose Medic over Engie. There is also the fact that in this little universe, Engie does not exist, so they feel that choosing Medic to Engineer is normal.
That is the state of DUST. there is no Engineer role suit, so the Logistics suit is filling in for it. When they get around to fixing the role bonus problems, they will make the Logistics suits actually focus on Logistics, which is EVE slang for Healing. They will then make a new suit for the other Equipment, like the some of the Type-2 suits used to be.
Therefore, I feel that we should make a new class of suits in the OP. The Engineer class.
Minmatar will get bonuses to Remote Explosives due to their speed and lower, but not lowest, scan profile. This may cover all the explosives, like proximity. Amarr will get bonuses to the Drop Uplink, as they are the slower and tankier ones they will be the ones most familiar with advantageous terrain. Gallente would hopefully get drones. Sentry drones for point defense, small drones for personal mobile support, etc. Or, they can get the Active Scanner and Point Defense Drones while GalLogi gets bonuses to repair drones. Caldari, I'm honestly not too sure on. I'm not a major Caldari in any verse, but maybe... Webbifiers? interdiction bubbles? EWAR? Should another suit entirely be EWAR? Help me out here.
EDIT: Make shield repper. Give CalLogi bonus to Shield Repper. Give CalEngie bonus to Nanohives. Boom. From a TF perspective: Scout = Scout and Spy Heavy = Pyro, Heavy, and Soldier Logi = Engineer, Demoman, and Medic Assault = Soldier
Actually, Assault is Demoman and Soldier, maybe Pyro too. Depends on what exactly you;d want Commando for once they make the suit abit more viable.
Also, I stand by the idea that Logi aren't Equipment mules, and that general bonuses are bad for Logis. Should we make the Assaukt bonuses just '5% bonus to damage' because some CalAss wants to use Laser Rifles? Or because a AmarrAss wants to use SMGs as a primary? You CAN make anything, as they state repeatedly, but everyone agrees that some things are better off never being created.
Also, anyone else find it funny that the best shortening for Assault is Ass? I didn't meant to insult Assaults, but it just made me chuckle so I kept it. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.13 21:11:00 -
[17] - Quote
The-Errorist wrote:TheD1CK wrote:Minmatar Assault needs sorting, 5% to sidearm clip size isn't in anyway useful to me If you read carefully, you would see that the Minmatar Assault bonus affects Light AND sidearm weapons. KAGEHOSHI Horned Wolf wrote:
- Minmatar bonus: 5% increase in magazine size per lv for projectile & Minmatar explosive weapons; SMG, flaylock, MD, & Combat rifle (SoonGäó).
There's a problem with that. SMG, that works. But that's IT. 5% of the Flaylock's 3 is nothing. 5% of Mass Driver's 6 is nothing. 5% won't work with the Combat Rifle as it's a Burst Rifle. The bonus isn't bad, but it needs work because applying it so braodly makes it only good for one or two weapons, and perfunctory box-checking for the remainder. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 03:31:00 -
[18] - Quote
The-Errorist wrote:Zero Harpuia wrote:The-Errorist wrote:TheD1CK wrote:Minmatar Assault needs sorting, 5% to sidearm clip size isn't in anyway useful to me If you read carefully, you would see that the Minmatar Assault bonus affects Light AND sidearm weapons. KAGEHOSHI Horned Wolf wrote:
- Minmatar bonus: 5% increase in magazine size per lv for projectile & Minmatar explosive weapons; SMG, flaylock, MD, & Combat rifle (SoonGäó).
There's a problem with that. SMG, that works. But that's IT. 5% of the Flaylock's 3 is nothing. 5% of Mass Driver's 6 is nothing. 5% won't work with the Combat Rifle as it's a Burst Rifle. The bonus isn't bad, but it needs work because applying it so braodly makes it only good for one or two weapons, and perfunctory box-checking for the remainder. Its PER LEVEL! 25% increase for the flaylock gives you 1 extra round. 25% of the Mass driver's 6 gives you 1 more rounds, for the assault Mass Driver that would be 2 more; and for the combat rifle, it'll extend the time you can keep firing since you'll have a bigger magazine size.
Bit that's still stupid. CCP just finished changing the Swarm Launcher, Forge Gun, and a few other small-ammopool weapons to get a single shot per level instead of one per three. Furthermore, the Burst Scrambler Pistol users have been in a tizzy thanks to the Scrambler Pistol Operations skill leaving them on an odd number when they V it out. We need to prevent such stupid shortsightedness in the future, not replicate it and fix it later. The bonus needs to be changed. If you lump all these weapons together, then the wording for a decent bonus will be at least three lines. Something like 'Add one round to the MD and FP clip per level, add 5% SMG clipsize per level, add one full burst to CR per level' And I word the last one like that because the Burst isn't determined yet, rumor says three, five, or seven. I'd prefer three myself, but that probably wouldn't do much damage...
In short. Stop defending this to defend it. Kagehoshi definitely doesn't want that, and neither do any of us viewing it. We are here to debate the plausibility and viability of role bonuses. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 07:20:00 -
[19] - Quote
Says the alt.
Also, that setup is laughable from my Logistics point of view. It would force anyone who wants to play Logistics to be Caldari, as they are the only ones with an equipment bonus. The Minmatar Assault also has the same problem as this thread's, namely that small clip and burstfire weapons would be screwed over in favor of automatic bullethoses. Furthermore, all the bonuses are generic as hell. MinAss gets bonuses to all Light and Sidearm weapons, for example. That only serves to highlight the ones he decides to keep blindingly narrow, like the Minmatar Scout with ONLY Nova Knives.
Also, he doesn't seem to have any kind of theme running, not even by races or by suit classes. He says each is in its 'role' but its sad that Logi Bro doesn't understand that Logi's are healers...
Anyway, my biggest complaint is that I would be forced to play as a Caldari id I wanted to use ANY of the healing equipment. In EVE, a Scythe is one of THE Logistics ships. It is made for the sole purpose of shield transporting, but other races have equivalents that match their play-style. This would be akin to making the Amarr Logistics ship the only one with armor repper bonuses, and giving the Gallentean Logisticsbonuses to setting space mines. This is why we need an engineer suit, because so many people conflate the equipment slots as the Logistics being an equipment mule. Its like people that think that a Rohk mines better than a Hulk because it has more laser hardpoints. They are dead wrong, but its easy enough to see why they thought that. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 17:36:00 -
[20] - Quote
Mr Sprinklez wrote:Zero Harpuia wrote:Says the alt. Also, that setup is laughable from my Logistics point of view. It would force anyone who wants to play Logistics to be Caldari, as they are the only ones with an equipment bonus. The Minmatar Assault also has the same problem as this thread's, namely that small clip and burstfire weapons would be screwed over in favor of automatic bullethoses. Furthermore, all the bonuses are generic as hell. MinAss gets bonuses to all Light and Sidearm weapons, for example. That only serves to highlight the ones he decides to keep blindingly narrow, like the Minmatar Scout with ONLY Nova Knives. Also, he doesn't seem to have any kind of theme running, not even by races or by suit classes. He says each is in its 'role' but its sad that Logi Bro doesn't understand that Logi's are healers... Anyway, my biggest complaint is that I would be forced to play as a Caldari id I wanted to use ANY of the healing equipment. In EVE, a Scythe is one of THE Logistics ships. It is made for the sole purpose of shield transporting, but other races have equivalents that match their play-style. This would be akin to making the Amarr Logistics ship the only one with armor repper bonuses, and giving the Gallentean Logisticsbonuses to setting space mines. This is why we need an engineer suit, because so many people conflate the equipment slots as the Logistics being an equipment mule. Its like people that think that a Rohk mines better than a Hulk because it has more laser hardpoints. They are dead wrong, but its easy enough to see why they thought that. Quote:Furthermore, all the bonuses are generic as hell. lol, most of the bonuses on THIS thread are word for word copied of the thread I linked. That was just ONE example of a thread by the way, there have like 50 different threads that any of you could have gone to to discuss this topic, but you added just one more to the mass. Don't try to make a big argument about logistics with me btw, because you are wrong that logis are healers, they simply have a lot of equipment, that doesn't mean that their function has to be streamlined to one specific function.
Logistics mean healers. What we have here is a lack of a role for utilitarian equipment users, so they have meshed it with Logistics for the time being. The Logistics role will eventually focus on the White Mage 'skillset' in an MMO, of that I have unwavering faith. It is you who doesn't understand what a Logistics class is meant to do, and I shall have an Amarr RPer recite a prayer for you, for you know not what you do. |
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.16 21:57:00 -
[21] - Quote
Summ Dude wrote:Mr Sprinklez wrote:Bringing up D&D doesn't qualify you as an expert on logistics. There are no defined roles in this game, smart guy, the only reason we have the great in-depth suit customization is so we can do what we want how we want. I can equip an AR and stack damage mods on a logi suit, and there is nothing wrong with that, because there are no defined roles. Like I already said, the only clearly defined aspect of the logistics class is the abundance of equipment slots. That does not in any way set it specifically as a healer.
But I am getting the feeling that I am talking to a brick wall. D&D? Try again chief. But wait, did you just seriously try to say that Dust isn't meant to have defined roles? Have you payed attention to anything CCP has said like, ever? Edit: In case you don't believe me, here's some relevant snippets from this dev blogCCP wrote:These changes are intended to alleviate some of the current issues with the Logistics suits, but theyGÇÖre still not getting us where we want to be with the suits. A technical issue is currently preventing us from authoring suit bonuses that alter equipment functionality. When this is solved weGÇÖll be giving Logistics suits the bonuses they need to make their role truly shine. Bonuses to the range and effectiveness of repair tools; to nanohive capacity and resupply rate and the like. These are the sorts of things that will make logistics players the invaluable squad support they ought to be. CCP wrote:As mentioned above, these skill changes are largely to discourage assault-focused players from using the Logistics suit as their frontline choice. The new Logistics skill bonus isnGÇÖt ideally suited to the Logistics role and is a short-term alteration until proper equipment bonuses come online. Once they do weGÇÖll outline the full skill changes in another blog.
Thank you Dude, exactly that.
Also, in response to Mr. Sprinklez, have you ever looked at a Logistics cruiser in EVE? They don't even have slots for guns. We Logi are lucky to have a Light slot. Furthermore, just because you CAN equip something doesn't mean your suit should be buit around it, nor does it mean that you are equipping in an intelligent way. For example, the opening background panel shows an Amarr Heavy suit with a Caldari Shotgun, a setup which any player could tell you would get you killed instantly. Just because you CAN, does not mean you SHOULD, and building the suit bonuses around such generic bonuses as Logibro and yourself purport is feeding the can side, as opposed to smarter building. I CAN put a Swarm launcher on a Caldari Logi, but without a sidearm he's useless in anything but an AV role, and he doesn't even do that well. I SHOULD put it on an Assault for the sidearm, or Commando as a secondary Light weapon. I CAN put a Laser Rifle on a Caldari Assault suit, but I SHOULD put it on the Amarr Assault if I plan to make it my main weapon. I can go all day, but the point is that you should go surf EVElopedia for a few minutes and check out how precise role bonuses are, and how they rarely effect more than the racial turret group and tank. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.17 17:18:00 -
[22] - Quote
True Adamance wrote:Stile451 wrote:Zero Harpuia wrote:Logistics mean healers. What we have here is a lack of a role for utilitarian equipment users, so they have meshed it with Logistics for the time being. The Logistics role will eventually focus on the White Mage 'skillset' in an MMO, of that I have unwavering faith. It is you who doesn't understand what a Logistics class is meant to do, and I shall have an Amarr RPer recite a prayer for you, for you know not what you do. Logistics, while including health care, is more concerned with moving troops, supplies, and equipment. http://en.wikipedia.org/wiki/Military_logistics Which prayer would you care for me to recite?
To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role.
For Father Adamance, I'm not familiar with your scriptures so cherry pick a good one. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.18 18:06:00 -
[23] - Quote
Stile451 wrote:Zero Harpuia wrote:To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role. I don't play Eve but from what I've read logistics ships also offer energy transfer and targeting buffs. I didn't see any general use Eve equivalent to the rest of the Dust equipment but I believe that is because Eve is more complicated in that the roles of the equipment in Dust cannot be fulfilled by a piece of equipment in Eve.
Those are other 'Logistics' functions, but they aren't the main ones. There tend to be other ships built just for these, just as there are ships built just for Shield Transporters/Remote Armor Repairers. Energy Transfer is used to keep capacitor intensive ships cap-stable and targeting links are meant to increase the rotation speed of turrets to allow them to betterd hit smaller/faster targets. Unless they are adding capacitors with the vehicle restructuring, we have no capacitor equivalent in DUST, and even then it would probably be an LLAV or LDS thing. As for targeting links, the only thing I could think of as an analog would just screw with everyone's sensitivity, and that would be a griefing tool, not a Logistics one. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.20 23:12:00 -
[24] - Quote
Stile451 wrote:Zero Harpuia wrote:Stile451 wrote:Zero Harpuia wrote:To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role. I don't play Eve but from what I've read logistics ships also offer energy transfer and targeting buffs. I didn't see any general use Eve equivalent to the rest of the Dust equipment but I believe that is because Eve is more complicated in that the roles of the equipment in Dust cannot be fulfilled by a piece of equipment in Eve. Those are other 'Logistics' functions, but they aren't the main ones. There tend to be other ships built just for these, just as there are ships built just for Shield Transporters/Remote Armor Repairers. Energy Transfer is used to keep capacitor intensive ships cap-stable and targeting links are meant to increase the rotation speed of turrets to allow them to betterd hit smaller/faster targets. Unless they are adding capacitors with the vehicle restructuring, we have no capacitor equivalent in DUST, and even then it would probably be an LLAV or LDS thing. As for targeting links, the only thing I could think of as an analog would just screw with everyone's sensitivity, and that would be a griefing tool, not a Logistics one. It's not just rotation speed but range buffs as well. Just because they are secondary bonuses doesn't mean they aren't logistics skills. It's a bit of a stretch but energy transfer could be considered similar to nanohives(in that they both replenish a resource) and targeting buffs could be considered similar to the active scanner(both aid in target acquisition).
Nanohives are more along the line of ammo restoration, which doesn't quite have a role in EVE, but is necessary in Shooters. Other shooters tend to give ammo restoration to Engineer roles over Medic roles, however. Furthermore, capacitors regenerate overtime as opposed to ammo, so the only equivalent is the cooldown timer on vehicle modules, but this would carry the risk of having a single 'energy transfer' LLAV in a safe area while a few HAVs cycle to and from it for active tanking bonuses, or just keep it hidden behind them and have infinitely shielded tanks fire indiscriminately on the battlefield. Even if they add Turret Ammo to vehicles, this would still afford those vehicles a no-risk attack plan with occasional ammo break. The Energy Transfer mechanic simply doesn't mesh well with cover, as in EVE a player's shot is determined purely by mathematics, nomatter what other ships, asteroids, planets, suns, etc are in the way.
I also purposely left out range buffs because we cannot have range buffs in DUST. The last time we had range buffs, the DEVs unanimously decided to remove them because they broke the game seven ways to Jita. We shall never revisit those dark times. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.21 22:36:00 -
[25] - Quote
Stile451 wrote:I was remarking solely on dropsuits(that's what this thread is about after all but I would love to see a capacitor based power management system for vehicles). I was comparing Eve functions to Dust functions(as you said not the same but they do affect similar attributes or in the case of nanohives restores or prolongs your ability to fight).
Whether they match or not isn't really relevant, what is relevant is that in Eve logistics ships aren't solely about healing - that may be their primary use but it's not their only intended use. I presume that this is how it is with logistics suits in Dust(or maybe they're using the real definition of logistics in Dust).
Yes, but just like in DUST there are only so many slots for you to equip. In EVE if I tried to run a full suite of everything logi I could possibly fit on my Scythe, then the thing would drain its capacitor within moments. DUST does not have the capacitor constraint, but it does have more limited slots. That, plus the great number of equipment, makes my case for an Engineer class Dropsuit. I'd much prefer that the Logistics class dropsuit fit the role of EVE logistics, which would allow a separation of Healer class and Equipment Mule class. As it stands, the shear slot count on Logi suits makes my preferred class a subject of ridicule and disdain, not entirely unearned. With the large number of slots in general and Equipment slots in particular, Logis tend to be used just as much as Rambo lone-wolfers than actual Logis. This is mostly because they cannot give the Logis the Role Bonuses they want, so they make do with giving them enough slots to get the job done. These slots get misappropriated easily however, as the CalLogi incident proved handily. Ergo, we get back to the main subject of the thread.
Logistics suits should have Healing bonuses, and have their Equipment Mule traits split into a separate Engineer suit with Equipment focused role bonuses.
Also, that isn't their only use in EVE, sure, but it is their main intended use. DUST doesn't have any ancillary Logistics duties, nor does it even have the full suite of Logistics tools yet. We can revive, an FPS necessity for fast-paced shooters, and we can repair Armor, but there is no infantry-mounted Shield Repper yet. Logis are simply being misused due to their slot layout. Furthermore, the other functions aren't truly Logistics, they're are Ewar, or Anti-Ewar if you're being snippy. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 05:10:00 -
[26] - Quote
dustwaffle wrote:Actually, just to pipe in regarding Logistics in EVE vs RL vs Dust.
Logistic SHIPS -> Ships with bonuses to remote repairing other ships/structures/drones, including through the use of modules and drones. These ships also have bonuses when projecting secondary effects such as capacitor transfer, tracking buff etc.
Logistics networks/roles etc -> Infrastructure and or pilots involved in performing duties with the dictionary definition of the word 'logistics'. A good logistics network/infrastructure includes Jump capable ships (carriers/supercarriers/jump freighters), as well as immobile stuff.
Logistics can equally be applied to both meanings and are often used, much to the confusion as seen in the previous posts. However, technically CCP defined logistics in EVE to refer to the logistic SHIPS.
Another point is: Zero, you're mistaken. ALL logistics ships in EVE, either tech 1 or tech 2, have slots for guns and/or missiles. It's just not a good idea to fit them in most cases since the remote repairers/shield transfers go in the same high slots as weapons, and you also don't get bonuses to weapons. However, I seriously doubt this will work in Dust, as no one wants to run around the battlefield performing pure repping duty and not have a gun in a FPS. This is also due to the reason that there is a hard limit on how many people can be on each side, whereas there aren't any artificial limits like this in EVE.
Thank you for that last bit, it's been forever since I've flown my Scythe so I had completely forgotten about the turret hardpoints. That being said, it's just like DUST in that respect, in that you can out guns on a Logistics Ship, but no sane individual would. Not to say that Logistics Suits shouldn't have weapons, even the TF2 Medic has a Melee and a Syringe Gun/Crossbow, but I'd like to see the Logistics suits combine with the repper equipment to create truly devastating forces. In EVE and in TF2 (the source game and the game in source, natch) the Logistics/Medic class is able to 'get away with' being full on medical support, giving the healed party extra survivability and making them function with the strength of two men, more if their synergy is good. If I see a Heavy in TF2 and it has no Medic, I can easily kill it. If I see a Heavy pushing with a Medic, I know we need to outnumber them three-to-two, or at least that we need to target the Medic first. In EVE as well, it is common practice to raze the Logistics ships quickly, either first or second depending on Ewar status. In DUST, I could hardly care less about which guys are in 'Logi' gear due to most of them just being Johnny Rambo Assault in bumblebee tights, and the healing amount they do is for post-fight booboo kissing, not in-fight active repair. In TF2, a Medic can spend an entire game with his Medigun of choice trained on people's asses fight in and fight out and be useful at all times (this could be attributed to the overheal mechanic as much as the active healing, but active healing adds at least 4 seconds to the patients survivability). In DUST I rarely feel like my Armor Repair tool is worth the Ving out I gave it due to the lack of Logistics focus of the suit, the lack of a Shield counterpart, the prevalence of Caldari suits, and the fact that the Core is the only one with a decent in-battle repair rate.
Sorry if I ramble, it's late, but I'd love to see the Logistics class work the way the Logistics Ships do, and the way the TF2 Medic proved that they CAN do in an FPS game. The fact that no suits even get a bonus to Logi equipment besides TECHNICALLY the Gallente Logistics due to its blanket equipment bonus just irks me to no end. I used the Minmatar Logistics Suit way back in Mordu's, when it was a x16 skill, and have seen it receive the shaft ever since. If I can be the voice that lets logistics BE logistics thanks to suit bonuses, I can clonedied a happy lump of biomass.
Also, the naming conventions matter Mr. Stile. They are one of the major linking factors between DUST and EVE and give us reasonable expectations of what we are getting into when we choose a specialization. If I chose Heavy but he ended up being the fast, agile, low-HP guy, I'd be damn irritated at the crappy naming, wouldn't you? |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 18:43:00 -
[27] - Quote
Stile451 wrote:Zero Harpuia wrote:Also, the naming conventions matter Mr. Stile. They are one of the major linking factors between DUST and EVE and give us reasonable expectations of what we are getting into when we choose a specialization. If I chose Heavy but he ended up being the fast, agile, low-HP guy, I'd be damn irritated at the crappy naming, wouldn't you? Conversely, if I wanted to drop equipment and generally help my team in a supporting role with no interest in healing but got stuck as a medic I certainly wouldn't be happy. Dust names are generally accurate an in line with the standards set out in the FPS world, but not in the case of logistics if it were to be turned into a medic type class. If this were to happen Dust would require a tutorial that explains the different classes general usage, strengths and weaknesses at the very least.
A tutorial would be fine, but I do not understand your point. If you want to be the Engineer, you would choose the Engineer suit. Also, Logistics means healer in New Eden, as we have already discussed to clonedeath and CRU, so you should already know that Logistics is Medic. If I went into some other game and didn't bother to learn its naming conventions before settling into a role, I'd probably be in a role I don't like. That makes sense. It's be like playing Final Fantasy and going 'Oh, I'll be a White Mage because they cast spells!' and then being irritated that they only know Cure. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 19:07:00 -
[28] - Quote
CLONE117 wrote:i dont see why the assault shield bonus for galente is useless.
they might go into shields. and get some use out of it.
Gallente are armor tankers, and have as little shield as Caldari have armor. The skill is percentage based, so they get very little from it, while Cadari get far more. It's just bad design to pander to one race out of the entire class instead of giving them a class boost at class level. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1096
|
Posted - 2013.10.23 23:54:00 -
[29] - Quote
Stile451 wrote:Zero Harpuia wrote:A tutorial would be fine, but I do not understand your point. If you want to be the Engineer, you would choose the Engineer suit. Also, Logistics means healer in New Eden, as we have already discussed to clonedeath and CRU, so you should already know that Logistics is Medic. If I went into some other game and didn't bother to learn its naming conventions before settling into a role, I'd probably be in a role I don't like. That makes sense. It's be like playing Final Fantasy and going 'Oh, I'll be a White Mage because they cast spells!' and then being irritated that they only know Cure. The only point I am trying to make, which you have noted, is that players will have certain expectations of what a class will be based on it's name and their previous gaming experience. It's fine to follow traditional game lore but an explanation is required for those who aren't fully conversant in that lore(myself for example - even after watching several hours worth of Eve gameplay I didn't even know there was a logistics class of vessels). Everything would be fine as long as there was a tutorial. We do not need to discuss this topic any further.
Agreed. Also, I can understand why you wouldn't find any. They fire the big glowing beams so they can be easily visually ascertained on a who-heals-what basis, but they have so little presence and get so little praise that noone talks about them. They are the backbone of many a fleet, but as they have no direct means of making money and are only of use in PvP or large-scale PvE they go completely unthanked. |
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