Pages: 1 2 3 4 5 6 7 8 9 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
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. |
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
46
|
Posted - 2013.09.26 03:19:00 -
[4] - Quote
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) |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:21:00 -
[5] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2427
|
Posted - 2013.09.26 03:23:00 -
[6] - Quote
I'd be inclined to say the assault damage bonus should probably be closer to 1% per level. If we can agree that the current time-to-kill (with the 10% post-uprising bonus applied) is too short, then these suit changes would keep all PRO-assault players (regardless of suit) killing people too quickly, and they'd be their own separate class vs. other players.
10% is the difference between STD and PRO in damage. It's a huge damage buff that in this scenario would effectively be a nerf to all non-assault players. Sure, it might discourage the assault-logi phenomenon, but if everything else dies in seconds then it would become an assault-focused games (much as many people have fallen back on cheap fits with ARs in this build).
I'd also say that aside from melee-glitchers, you don't see much melee. It's a very specialized bonus in comparison to the others. With the Amarr Scout, I don't know that additional spawns on a link is frequently a problem/need. It seems you're more likely to have a link destroyed than run out of spawns unless you've put it on a roof (and you don't need a scout for that). |
Cosgar
ParagonX
5458
|
Posted - 2013.09.26 03:28:00 -
[7] - Quote
Leave the Minmatar logi racial as is. It fits with the logi/scout hybrid role the suit fills. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 03:28:00 -
[8] - Quote
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. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 03:30:00 -
[9] - Quote
The logi racial bonuses also seem a little weak to me. Perhaps give them a second bonus of some sort? The amarr scouts bonus is lame too. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
309
|
Posted - 2013.09.26 03:35:00 -
[10] - Quote
For the scout suits: The Minmatar scout bonus is very fitting (more so than min logi)
The Cal scout bonus I'm not so enthused with. That bonus seems for fitting for a suit that is expected to be in direct combat... which a scout shouldn't really. The Cal scout bonus that I like the best and find to be the most fitting is a 5% reduction in scan precision per level along with the promise that E-War equipment effectiveness will be determined by the suit's scan precision.
The Amarr Scout's bonus seems... kinda pointless. The expected life span of a scout tends to be pretty low. Combine that with fairly easy access to supply depots and the extra spawns aren't really that useful. However, I'm not sure what bonus would be appropriate for the Amarr scout.
As for the other suits, I don't play as them and don't have enough info to give credible input into them. |
|
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 03:49:00 -
[11] - 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. |
Wombat in combat
TeamPlayers EoN.
83
|
Posted - 2013.09.26 04:04:00 -
[12] - Quote
I just recently made a post about the injector/repair problem, see point 7 and agree with you fully. I'm however fairly certain it doesn't matter what repair tool you use, I could be wrong though. I recall it used to be the way you described it (i.e. more rewarding to use vehicle repair tools on infantry because you'd get more ticks) but doing some testing a while back I found that at least when using the Core Focused repair tool the 25WP ticks come in faster. In my proposed fix I suggested that the extra 20-50% (compared to the militia/std 30%) armor repaired by better injectors should award equally many war points as if you repaired it with a repair tool.
But on to your other proposed changes. I've got used to the extra 10% and don't think it should be removed, killing took weirdly long before.
Medium assault. I agree with the 2% light weapon damage bonus per skill level, but I can't comment on the other assault changes as it's not my area of expertise.
Medium logi. The 5% reduction of PG/CPU to equipment makes allot of sense to all the logistics suits. It's in fact why I picked Gallente Logistics when Uprising came and I haven't regretted it, it's a fitting beast. As a logistics player I can't however say I agree with the rest of the logi bonuses. IMO the Amarr bonus should be repair tool related (the +5% to range and rate sounds good though). 10% more clusters per level might be a bit high number, I'd prefer if it were 5% more clusters and/or 5% increased rate of resupply. The Gallente bonus is the most weird and crappy one. Does 10% nanite injector efficacy per level mean when you use a 30% injector at level 5 it repairs 80%? And a 50% one 100%? What if you use the 80% one? I'd much rather pay the CPU/PG price of carrying the prototype injector and get some other relevant bonus. As a Gallente logistics the equipment I use the most are nanohives and a scanner so I'd prefer a bonus to one of them.
Light. Not my area of expertise but I agree with that the hacking bonus is better suited on a Minmatar scout suit rather than the logistics suit. I don't think though that the scouts should be getting bonuses to equipments, not unless they'd receive at least more equipment slots at prototype level. I think more suit passive abilities would be better ... suited.
Overall though good write and suggestions. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6198
|
Posted - 2013.09.26 04:05:00 -
[13] - 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 -
[14] - 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. |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 04:21:00 -
[15] - Quote
I don't mind the 10% damage. It's basically a free damage mod. Just like current logis get a free complex rep. Seems fine to me. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2431
|
Posted - 2013.09.26 04:24:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote: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.
If you could get enough of a bonus to keep uplinks of scanners, that would be pretty impressive.
I'm a little curious how they'd get all the equipment stats to stay persistent if an Amarr Scout say, dropped links, died, then was in another suit the rest of the match. Similar question on nanohive benefits, if you throw out a bunch from the supply depot in your suit that gives bonuses - do they remain "bonus-ed" hives after you've swapped to an assault for the rest of the game?
They've apparently had issues getting the sort of granular suit bonuses they want, and it seems like some bonuses on existing things supposedly don't work (bug threads about these things occasionally). Perhaps this is a sad way to look at it, but with some bonuses I'd be concerned about my ability to be sure it's actually working as intended with the length of the fixing-cycle in this game vs. the time investment required for a lot of the gear. If something doesn't work, you may be out a month's worth of SP with no even vague estimate of when the fix might come.
For example, with drop-uplinks and spawn time, actually timing spawns to see if you've getting the bonus after you've died, or if it still works if the Amarr Scout user has died, etc. That would have some issues nailing it down vs. default spawn time/how long you sat bleeding out/server lag/etc. Compared to signature profile though, that's at least sort of straightforward to test. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2431
|
Posted - 2013.09.26 04:33:00 -
[17] - Quote
Garth Mandra wrote:I don't mind the 10% damage. It's basically a free damage mod. Just like current logis get a free complex rep. Seems fine to me.
Armor reps never keep pace with damage though, it's additive as well, without any stacking issues. A complex damage mod is relatively hard to fit, and also has stacking penalties. A suit damage bonus has no stacking penalties with damage mods or proficiency.
So, a 10% bonus (single complex mod) is the difference between a STD AR and a Duvolle AR. Normally, adding another damage mod won't give you 10% more, it'll give you 8%, and less after that. Since this bonus would exist exterior to damage mods/stacking or proficiency, it's effectively like give every Standard AR user with a PRO assault (even when wearing a STD suit) a free Duvolle damage-wise. No stacking penalties, no other issues.
Comparatively, a 5% bonus is like giving everyone a "free Gek". Or an enhanced damage mod with no stacking penalties - that's still a very strong bonus compared to many of the other bonuses proposed that don't have a direct impact on your killing/surviving.
This makes the damage bonus relatively "stronger" than many other bonuses. It's different for things like a hacking bonus, because people tend not to use slots for them in the first place, and they have no stacking penalty (you get the full bonus for every hacking module you bother to slot). |
The-Errorist
Mannar Focused Warfare Gallente Federation
232
|
Posted - 2013.09.26 04:38:00 -
[18] - Quote
Wombat in combat wrote:I just recently made a post about the injector/repair problem, see point 7 and agree with you fully. I'm however fairly certain it doesn't matter what repair tool you use, I could be wrong though. I recall it used to be the way you described it (i.e. more rewarding to use vehicle repair tools on infantry because you'd get more ticks) but doing some testing a while back I found that at least when using the Core Focused repair tool the 25WP ticks come in faster. In my proposed fix I suggested that the extra 20-50% (compared to the militia/std 30%) armor repaired by better injectors should award equally many war points as if you repaired it with a repair tool.
Thats not how percent bonuses work in this game; it's not an additive bonus, but a multiplicative bonus. A militila/standard 30% injecter with the 50% from the Lv5 Gal Logi bonus will work this way: 30+ù(1+(0.1+ù5)) = 45 Advanced 60% injecter with the 50% from the Lv5 Gal Logi bonus: 60+ù(1+(0.1+ù5)) = 90 Proto 80% injecter with the 50% from the Lv5 Gal Logi bonus: 60+ù(1+(0.1+ù5)) = 120
Also KAGEHOSHI The difference between the std and adv is big, while the difference between the adv and proto is small. A 5% bonus would make more sense and also let the pro injecter revive at 100% armor. |
The-Errorist
Mannar Focused Warfare Gallente Federation
232
|
Posted - 2013.09.26 04:44:00 -
[19] - Quote
Ok, I see you changed it to 5%. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6204
|
Posted - 2013.09.26 05:20:00 -
[20] - Quote
Added inject speed bonus to Gal logi bonus also. |
|
Awry Barux
Shining Flame Amarr Empire
139
|
Posted - 2013.09.26 05:33:00 -
[21] - Quote
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? |
Garth Mandra
The Southern Legion The Umbra Combine
124
|
Posted - 2013.09.26 05:54:00 -
[22] - 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 say keep the bonus as it is for now but add a module that does the same thing. ie. a heat sink that reduces heat build up of weapons by x%. |
Awry Barux
Shining Flame Amarr Empire
140
|
Posted - 2013.09.26 05:59:00 -
[23] - Quote
Garth Mandra 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 say keep the bonus as it is for now but add a module that does the same thing. ie. a heat sink that reduces heat build up of weapons by x%.
That's totally not an acceptable fix. While I would love to see heat sinks added as modules, it wouldn't alleviate the problem- an Amarr Assault would still have the highest heat mitigation, which would still provide direct DPS benefits from the suit bonus.
There's also still the reverse argument: Why should a suit have bonuses that apply to only 2 weapons? That seems unduly restrictive. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6217
|
Posted - 2013.09.26 06:07:00 -
[24] - 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). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1027
|
Posted - 2013.09.26 06:10:00 -
[25] - 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. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:18:00 -
[26] - 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. |
Garth Mandra
The Southern Legion The Umbra Combine
125
|
Posted - 2013.09.26 06:19:00 -
[27] - Quote
Zero Harpuia wrote: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.
I would like to see Drop Uplink variants.
So we have our current drop uplinks as is.
Then Covert Drop Uplinks which have poorer stats (spawn time, number of spawns) but much lower profile such that it require high level scanning to find them (I thinking the precision proto scanner or an eyeball).
I don't really like drop suit bonuses for drop uplinks. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6219
|
Posted - 2013.09.26 06:26:00 -
[28] - 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. |
Awry Barux
Shining Flame Amarr Empire
141
|
Posted - 2013.09.26 06:26:00 -
[29] - Quote
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. |
medomai grey
WarRavens League of Infamy
176
|
Posted - 2013.09.26 06:31:00 -
[30] - Quote
I came for the honeyed lamb... 4<(^.^)>-E |
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1028
|
Posted - 2013.09.26 06:36:00 -
[31] - 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 -
[32] - Quote
medomai grey wrote:I came for the honeyed lamb... 4<(^.^)>-E
It's bait for Wolfman, don't eat all of it :c |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6222
|
Posted - 2013.09.26 06:37:00 -
[33] - 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 . |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1031
|
Posted - 2013.09.26 06:40:00 -
[34] - 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 -
[35] - 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. |
Sarducar Kahn
xCosmic Voidx The Superpowers
109
|
Posted - 2013.09.26 06:50:00 -
[36] - Quote
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. |
Awry Barux
Shining Flame Amarr Empire
141
|
Posted - 2013.09.26 06:52:00 -
[37] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 06:53:00 -
[38] - 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? |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6223
|
Posted - 2013.09.26 06:54:00 -
[39] - Quote
Going to sleep now, will check on the thread and read comments after I wake up. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 06:56:00 -
[40] - 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. |
|
The-Errorist
Mannar Focused Warfare Gallente Federation
232
|
Posted - 2013.09.26 07:02:00 -
[41] - Quote
I really like this thread; it has great discussions and a well thought out OP. |
Awry Barux
Shining Flame Amarr Empire
141
|
Posted - 2013.09.26 07:07:00 -
[42] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 07:32:00 -
[43] - 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. |
Garth Mandra
The Southern Legion The Umbra Combine
125
|
Posted - 2013.09.26 07:33:00 -
[44] - Quote
I agree that the Amarr suit bonus is good. I just don't see it as a problem.
I am however rather biased as the LR has been my primary weapon since chromosome. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2436
|
Posted - 2013.09.26 11:55:00 -
[45] - Quote
I'd kinda like assault-bonuses to all be weapon-themed, but I can also see the value in espousing tank bonuses there. I wonder if it would be bad to have multiple bonuses per suit-spec.
That is, intead of ONE assault global bonus and ONE racial bonus, have a few bonuses attached to each racial spec.
e.g. -
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.
Gallente Bonus 1. 10% Armor Repairer Efficacy per Level 2. 1% Plasma Weapon Fire rate bonus per level, 5% Plasma Cannon Projectile speed increase per level.
Those are just examples, but freed from the idea of singular bonuses - you can give every race a bonus that's both useful for tanking and useful for weaponry/attacking. Having multiple bonuses instead of singular bonuses would also get around having a bonuses to equipment that are overly restrictive on logistics.
I don't see any reason why you couldn't craft exceptions/additional bonuses if you wanted to make sure the Amarr got a bonus to Scrambler pistols or the Mass Driver received a different bonus in lieu of magazine-size either (for example). The current single-bonus system is overly restrictive role-wise and in terms of imagination. We can do better!
Barring that, suit sub-specialties that give those sorts of bonuses would be a good idea. (i.e. at Caldari Assault 3, you unlock sub-skills beneath it on the tree like Caldari Weapon Mastery or Caldari Damage Mitigation). |
Severus Smith
Ikomari-Onu Enforcement Caldari State
364
|
Posted - 2013.09.26 12:59:00 -
[46] - Quote
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#post1283162
Here they are for Scouts: https://forums.dust514.com/default.aspx?g=posts&m=1285669#post1285669
A 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. |
Wombat in combat
TeamPlayers EoN.
84
|
Posted - 2013.09.26 13:39:00 -
[47] - Quote
It seems you quoted the wrong portion of my answer, fixed it. But yeah you are right about the multiplicative thing. However you are wrong about the advanced injector. It repairs 50% armor but not 60%. So for 10% per level the numbers will become: 45%, 75%, 120%. For 5% per level it'll become 38%, 63%, 100%. I guess this bonus would be acceptable with the proposed increased speed at injecting but for it to be worth it the WP award problem would have to be fixed, that is you should be awarded as much WP for reviving at 100% armor as reviving at 30% armor and repair the rest with a repair tool.
Generally though I' much more in favor of generalized bonuses, that is bonuses that don't force you to use certain types modules/equipments. At least the bonus should apply to more than one item, preferably 3 or more so your fittings are not as tied down.
The-Errorist wrote:Wombat in combat wrote:The Gallente bonus is the most weird and crappy one. Does 10% nanite injector efficacy per level mean when you use a 30% injector at level 5 it repairs 80%? And a 50% one 100%? What if you use the 80% one? Thats not how percent bonuses work in this game; it's not an additive bonus, but a multiplicative bonus. A militila/standard 30% injecter with the 50% from the Lv5 Gal Logi bonus will work this way: 30+ù(1+(0.1+ù5)) = 45 Advanced 60% injecter with the 50% from the Lv5 Gal Logi bonus: 60+ù(1+(0.1+ù5)) = 90 Proto 80% injecter with the 50% from the Lv5 Gal Logi bonus: 80+ù(1+(0.1+ù5)) = 120 ... A militila/standard 30% injecter with the 25% from the Lv5 Gal Logi: 30+ù(1+(0.05+ù5)) = 38 Advanced 60% injecter with the 25% from the Lv5 Gal Logi bonus: 60+ù(1+(0.05+ù5)) = 75 Proto 80% injecter with the 25% from the Lv5 Gal Logi bonus: 80+ù(1+(0.05+ù5)) = 100 |
General Erick
Onslaught Inc RISE of LEGION
136
|
Posted - 2013.09.26 14:39:00 -
[48] - Quote
I like what you did for the Fatbro suit. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6229
|
Posted - 2013.09.26 18:10:00 -
[49] - 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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1033
|
Posted - 2013.09.26 18:32:00 -
[50] - 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. |
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6235
|
Posted - 2013.09.26 21:54:00 -
[51] - 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 -
[52] - Quote
More feedback welcomed. |
Summ Dude
Militaires-Sans-Frontieres
34
|
Posted - 2013.09.27 11:16:00 -
[53] - Quote
+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 is seems pretty modest, and I think emphasizes the defensive role more. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1037
|
Posted - 2013.09.27 15:28:00 -
[54] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2340
|
Posted - 2013.09.27 15:57:00 -
[55] - Quote
I like this. LET IT BE SO! |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6251
|
Posted - 2013.09.27 16:17:00 -
[56] - 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 -
[57] - 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. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
251
|
Posted - 2013.09.27 19:05:00 -
[58] - Quote
Excellent work here. I agree with just about every single bonus in this layout. There is wayyy too much nonsense in the current setup.
+1 |
Cosgar
ParagonX
5515
|
Posted - 2013.09.27 19:14:00 -
[59] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6261
|
Posted - 2013.09.27 19:49:00 -
[60] - 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. |
|
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
28
|
Posted - 2013.09.27 19:55:00 -
[61] - Quote
Zeylon Rho wrote:I'd kinda like assault-bonuses to all be weapon-themed, but I can also see the value in espousing tank bonuses there. I wonder if it would be bad to have multiple bonuses per suit-spec.
That is, intead of ONE assault global bonus and ONE racial bonus, have a few bonuses attached to each racial spec.
e.g. -
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.
Gallente Bonus 1. 10% Armor Repairer Efficacy per Level 2. 1% Plasma Weapon Fire rate bonus per level, 5% Plasma Cannon Projectile speed increase per level.
Those are just examples, but freed from the idea of singular bonuses - you can give every race a bonus that's both useful for tanking and useful for weaponry/attacking. Having multiple bonuses instead of singular bonuses would also get around having a bonuses to equipment that are overly restrictive on logistics.
I don't see any reason why you couldn't craft exceptions/additional bonuses if you wanted to make sure the Amarr got a bonus to Scrambler pistols or the Mass Driver received a different bonus in lieu of magazine-size either (for example). The current single-bonus system is overly restrictive role-wise and in terms of imagination. We can do better!
Barring that, suit sub-specialties that give those sorts of bonuses would be a good idea. (i.e. at Caldari Assault 3, you unlock sub-skills beneath it on the tree like Caldari Weapon Mastery or Caldari Damage Mitigation).
I like these.
|
Summ Dude
Militaires-Sans-Frontieres
36
|
Posted - 2013.09.28 05:06:00 -
[62] - Quote
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.
This all seems pretty good. My only real concern is that 15% DR may be too high, but I suppose we'd need to see it in action to be sure. I'm also a little ok the fence about the bonus only applying against light weapons. But I suppose it does make sense with he suit'a in-game description, and it would add an interesting dynamic of needing a heavy to counter a heavy. So it might work alright.
As to your logistics bonuses, I think they're fine. Remember people, it's not like you'd only be able I use their race's equipment, you'd just be better at using that one than the others. I don't see how that's a problem. I mean, I wouldn't expect every assault suit to get a bonus to every gun. |
Seeth Mensch
Damage Core corp. The Superpowers
33
|
Posted - 2013.09.29 16:13:00 -
[63] - Quote
These are very many well thought out ideas.
I think CCP would do well to consider them. |
Meeko Fent
DUST University Ivy League
1037
|
Posted - 2013.09.29 16:30:00 -
[64] - Quote
Read the first paragraph.
Liked it, except the Gallente Assault bonus should be like a unrelated bonus, however appreciable bonus.
Like max ammo, or optimal range for blaster hybrids. Or damage mod efficency
Because relegating the ten percent bonus to a suit will make it the one assault suit to use.
Otherwise, I like it. |
Summ Dude
Militaires-Sans-Frontieres
38
|
Posted - 2013.09.29 18:32:00 -
[65] - Quote
Meeko Fent wrote:Read the first paragraph.
Liked it, except the Gallente Assault bonus should be like a unrelated bonus, however appreciable bonus.
Like max ammo, or optimal range for blaster hybrids. Or damage mod efficency
Because relegating the ten percent bonus to a suit will make it the one assault suit to use.
Otherwise, I like it.
That's kind of a good point. I did like when the Assaults just got 1% per level to damage, that was cool. Maybe just give different bonuses for different weapons. Something like: X% reduction to dispersion for assault rifle and shotgun; X% increase to splash radius of plasma cannon. |
Meeko Fent
DUST University Ivy League
1037
|
Posted - 2013.09.29 18:47:00 -
[66] - Quote
Summ Dude wrote:Meeko Fent wrote:Read the first paragraph.
Liked it, except the Gallente Assault bonus should be like a unrelated bonus, however appreciable bonus.
Like max ammo, or optimal range for blaster hybrids. Or damage mod efficency
Because relegating the ten percent bonus to a suit will make it the one assault suit to use.
Otherwise, I like it. That's kind of a good point. I did like when the Assaults just got 1% per level to damage, that was cool. Maybe just give different bonuses for different weapons. Something like: X% reduction to dispersion for assault rifle and shotgun; X% increase to splash radius of plasma cannon. Exactly. |
Arc-08
Horizons' Edge Orion Empire
97
|
Posted - 2013.09.29 18:50:00 -
[67] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6302
|
Posted - 2013.09.29 20:05:00 -
[68] - 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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1042
|
Posted - 2013.09.30 02:06:00 -
[69] - 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. |
Summ Dude
Militaires-Sans-Frontieres
39
|
Posted - 2013.09.30 02:15:00 -
[70] - Quote
Zero Harpuia wrote: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.
I still vote for having the suit give different bonuses to different weapons. Specifically maybe dispersion for ARs. |
|
Stile451
Red Star. EoN.
250
|
Posted - 2013.10.01 06:21:00 -
[71] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6328
|
Posted - 2013.10.01 19:18:00 -
[72] - 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. |
Draco Cerberus
Hellstorm Inc League of Infamy
344
|
Posted - 2013.10.01 20:07:00 -
[73] - Quote
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. |
Stile451
Red Star. EoN.
253
|
Posted - 2013.10.01 20:38:00 -
[74] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6330
|
Posted - 2013.10.01 20:53:00 -
[75] - 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 -
[76] - 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. |
Summ Dude
Militaires-Sans-Frontieres
40
|
Posted - 2013.10.01 22:06:00 -
[77] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6333
|
Posted - 2013.10.01 22:15:00 -
[78] - 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.
|
Stile451
Red Star. EoN.
253
|
Posted - 2013.10.01 22:24:00 -
[79] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 05:41:00 -
[80] - 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. |
|
zibathy numbertwo
Nox Aeterna Security
186
|
Posted - 2013.10.04 05:58:00 -
[81] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 07:01:00 -
[82] - 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... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2637
|
Posted - 2013.10.04 11:09:00 -
[83] - Quote
Zero Harpuia wrote: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...
That's kinda why I'd like multiple role bonuses, since single ones often seem so restrictive role-wise. That said, I completely understand why KAGEHOSHI would work within the existing framework as far as having changes more likely. I do think that multiple role bonuses would be slightly more likely than additional sub-skills (which I also think is a good solution).
When it comes to "least-effort", adding to the skill tree seems so unlikely with how they've prioritized work. Multiple role bonuses seem somewhat less unlikely, and KAGEHOSHI's work within the framework of course is the most straight-forward way to edit as it's just swapping/altering existing content.
I dunno. The skills we have are still missing bonuses. I'm not sure how much I should I focus on game-changes that would seem more desirable on the whole vs. ones I think are more likely to happen. |
Stile451
Red Star. EoN.
257
|
Posted - 2013.10.04 14:56:00 -
[84] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.04 16:09:00 -
[85] - 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. |
Cosgar
ParagonX
5626
|
Posted - 2013.10.04 18:38:00 -
[86] - Quote
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. |
Stile451
Red Star. EoN.
261
|
Posted - 2013.10.04 19:27:00 -
[87] - Quote
I want a general bonus to the role based on the race. I don't want a bonus to a piece of equipment that it just so happens is made by that race. For example the Minmatar hacking bonus isn't the greatest for a logi, but at least it can be useful independent of your fitting.
Here is what I mean by the equipment not being useful in PC:
The first thing you need to know is that you die quickly and often.
Weapons do so much damage that repairing is not likely to happen and if it does it takes 2 players out of the match until repping is complete. If you are playing pocket logi then the heavy might survive for a few seconds longer when fighting multiple enemies(you are almost always fighting multiple enemies). A scanner is far more valuable to have in your hands than a repair tool is.
When an ally dies they are most likely in an area covered my multiple enemies, attempting to pick him up will result in your death(most likely before you can pick him up) and clearing the area beforehand is difficult if not impossible. Again, 2 clones out of the match. It's generally quicker to respawn than it is to revive and pick up your ally. Also of note is that a clone that dies from explosive damage can not be revived - a substantial amount of deaths are caused by explosive weaponry(forge guns, mass drivers, and grenades).
Nanohives offer slight utility in that you can resupply your grenades. Chances are you will be dead before you run out of ammo, and the fact that you can't get revived or healed means you usually won't need to replenish your ammo. |
Cosgar
ParagonX
5646
|
Posted - 2013.10.05 11:52:00 -
[88] - Quote
Stile451 wrote:The Minmatar would need to be changed to a higher percentage to prevent it from being a dead skill - at least 10% per level(25% of 2 is less than 3). Everything should round up.
|
Cosgar
ParagonX
5650
|
Posted - 2013.10.05 19:12:00 -
[89] - Quote
I'd still rather keep the hacking bonus though. I practically built my skirmish fittings around it and it's a non-combat skill for crying out loud... |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6419
|
Posted - 2013.10.05 19:57:00 -
[90] - 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. |
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1068
|
Posted - 2013.10.05 23:09:00 -
[91] - 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. |
Cosgar
ParagonX
5653
|
Posted - 2013.10.05 23:41:00 -
[92] - Quote
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. |
Cosgar
ParagonX
5653
|
Posted - 2013.10.06 00:02:00 -
[93] - Quote
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 |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6427
|
Posted - 2013.10.06 03:15:00 -
[94] - Quote
Someone suggested scan precision as a Caldari scout bonus, I kind of like that. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1070
|
Posted - 2013.10.06 20:23:00 -
[95] - 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. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1020
|
Posted - 2013.10.09 02:57:00 -
[96] - Quote
Weekly bump because this is important. ____________________
My list of most important threads: https://forums.dust514.com/default.aspx?g=posts&t=102975&find=unread
If you know of any topics you'd like to add please post them here |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2724
|
Posted - 2013.10.09 03:20:00 -
[97] - Quote
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 |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6493
|
Posted - 2013.10.09 03:26:00 -
[98] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2726
|
Posted - 2013.10.09 04:01:00 -
[99] - Quote
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 |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6493
|
Posted - 2013.10.09 04:27:00 -
[100] - 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 -
[101] - 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 |
Stile451
Red Star. EoN.
264
|
Posted - 2013.10.09 07:30:00 -
[102] - Quote
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). |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6502
|
Posted - 2013.10.09 07:45:00 -
[103] - 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. |
Stile451
Red Star. EoN.
265
|
Posted - 2013.10.09 08:30:00 -
[104] - Quote
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. |
Zat Earthshatter
Ghosts Of Ourselves
376
|
Posted - 2013.10.09 08:45:00 -
[105] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6505
|
Posted - 2013.10.09 08:59:00 -
[106] - 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. |
Broonfondle Majikthies
Bannana Boat Corp
306
|
Posted - 2013.10.09 09:59:00 -
[107] - Quote
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 |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6510
|
Posted - 2013.10.09 14:17:00 -
[108] - 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. |
Hagintora
Chatelain Rapid Response Gallente Federation
156
|
Posted - 2013.10.09 14:36:00 -
[109] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6510
|
Posted - 2013.10.09 14:56:00 -
[110] - 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. |
|
Hagintora
Chatelain Rapid Response Gallente Federation
156
|
Posted - 2013.10.09 15:10:00 -
[111] - Quote
KAGEHOSHI Horned Wolf wrote: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.
Also assaultts are about offense, so in my opinion they are supposed to dish out more damage. I proposed sentinels get a damage resistance bonus, so they would be able to take it.
Sorry, for some reason I had the Suit bonus at 10% instead of 5%. With that alteration it puts the DPS at 675. I apologize for my bad math.
While I agree with you about the mass 10% nerf to all weapons, you can't guarantee that's what CCP will do, so the 5% bonus still makes me a little uneasy. I understand what you're saying about Assaults, but the same effect could be had by reducing their CPU/PG reqs as well. Allowing them to fit better Mods could achieve the same effect without having to buff their damage.
But I will admit that just because I don't like it, doesn't mean that I'm right. Just offering my opinion on the matter. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6515
|
Posted - 2013.10.09 23:27:00 -
[112] - 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 |
Garth Mandra
The Southern Legion The Umbra Combine
152
|
Posted - 2013.10.09 23:40:00 -
[113] - Quote
KAGEHOSHI Horned Wolf wrote: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 EDIT: Also changed the Gallente bonus again.
I like these much better. Less specific than some of the previous iterations but still going with a theme. Nice work. |
Stile451
Red Star. EoN.
267
|
Posted - 2013.10.10 01:53:00 -
[114] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6517
|
Posted - 2013.10.10 02:13:00 -
[115] - 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 |
The-Errorist
Mannar Focused Warfare Gallente Federation
274
|
Posted - 2013.10.10 03:26:00 -
[116] - Quote
I like the new proposed assault and logi changes. Especially for the logis since it doesn't make you feel restricted to use one kind equipment. |
Sam Toucan
The Vanguardians
2
|
Posted - 2013.10.10 03:48:00 -
[117] - Quote
I have a different viewpoint on the commando suits. Perhaps they could add a percent movement speed on commando suits to compensate for there considerably low health. Not to make them as fast as medium suits, but at least make them faster than the lugging tanks that other heavies are, because commando suits cannot be health tanked enough to compensate for there excruciatingly slow speed. |
Stile451
Red Star. EoN.
267
|
Posted - 2013.10.10 03:52:00 -
[118] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6523
|
Posted - 2013.10.10 04:16:00 -
[119] - 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). |
Garth Mandra
The Southern Legion The Umbra Combine
152
|
Posted - 2013.10.10 04:17:00 -
[120] - Quote
Sam Toucan wrote:I have a different viewpoint on the commando suits. Perhaps they could add a percent movement speed on commando suits to compensate for there considerably low health. Not to make them as fast as medium suits, but at least make them faster than the lugging tanks that other heavies are, because commando suits cannot be health tanked enough to compensate for there excruciatingly slow speed.
In my opinion bonuses on specialised suits shouldn't mitigate the weaknesses of that specialisation. They should enhance the strengths of the specialisation.
So the strength of the commando suit is supposed to be its versatility with two light weapons so the bonus should in some way make having those two light weapons better. I have no idea what though. |
|
Cosgar
ParagonX
5766
|
Posted - 2013.10.10 04:24:00 -
[121] - Quote
Commando should've been a light frame... |
hackerzilla
Defenders of the Helghast Dream
324
|
Posted - 2013.10.10 04:30:00 -
[122] - Quote
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. |
Garth Mandra
The Southern Legion The Umbra Combine
152
|
Posted - 2013.10.10 04:31:00 -
[123] - Quote
Cosgar wrote:Commando should've been a light frame...
Too late for that.
Wait for an Assassin light frame.
Two light weapons, stealth, speed and bugger all tank. Perhaps a damage bonus and no equipment?
In that vein an Insurgent light frame. No side arm but more equipment slots. |
Cosgar
ParagonX
5766
|
Posted - 2013.10.10 04:33:00 -
[124] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6524
|
Posted - 2013.10.10 04:40:00 -
[125] - 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? |
Cosgar
ParagonX
5766
|
Posted - 2013.10.10 04:53:00 -
[126] - Quote
KAGEHOSHI Horned Wolf wrote: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? Biotics works. I've always seen the Minmatar scout as the true combat scout. Maybe a fitting reduction bonus. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6528
|
Posted - 2013.10.10 08:28:00 -
[127] - Quote
Changed Min logi bonus Changed Min scout bonus Changed Gal scout bonus Changed Cal scout bonus |
Garth Mandra
The Southern Legion The Umbra Combine
154
|
Posted - 2013.10.10 09:25:00 -
[128] - Quote
So why restrict the Assault damage bonus to light weapons? Why not light and sidearm? |
deepfried salad gilliam
Sanguine Knights
30
|
Posted - 2013.10.10 09:38:00 -
[129] - Quote
Assault bonus should apply to sidearms too. |
Jack McReady
DUST University Ivy League
655
|
Posted - 2013.10.10 09:39:00 -
[130] - Quote
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... |
|
deepfried salad gilliam
Sanguine Knights
30
|
Posted - 2013.10.10 09:48:00 -
[131] - Quote
Change the galllente assault to,+10% to their weapons while everyone elses has 5 especially with ar as prevalent as it is |
Jack McReady
DUST University Ivy League
655
|
Posted - 2013.10.10 09:59:00 -
[132] - Quote
deepfried salad gilliam wrote:Change the galllente assault to,+10% to their weapons while everyone elses has 5 especially with ar as prevalent as it is obvious troll is obvious |
Cosgar
ParagonX
5767
|
Posted - 2013.10.10 10:20:00 -
[133] - Quote
KAGEHOSHI Horned Wolf wrote:Hacking bonus is still too scouty for a logi IMO. .......... |
TheD1CK
Dead Man's Game
35
|
Posted - 2013.10.10 10:58:00 -
[134] - Quote
Minmatar Assault needs sorting, 5% to sidearm clip size isn't in anyway useful to me |
Stile451
Red Star. EoN.
267
|
Posted - 2013.10.10 15:12:00 -
[135] - Quote
The current extra carried for deployable equipment isn't that great(would be awesome for the compact nanohive though). If it were for number deployed it would be OP(I could drop 29 proto uplinks on one suit - and currently equipment spam is causing lag so it's not such a good idea right now).
The equipment speed bonus was good for the Minmatar logi. The only equipment without any benefit would be the REs and PEs(could reduce the cooldown on these as well if needed but I don't think it is).
Also a suggestion - use your reserved posts to preserve old proposals as it may help people think of a new one or say that they like it.
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. Active Scanner? Yes - cooldown is reduced Drop Uplinks? Yes - spawn time is reduced Nanite Injectors? Yes - speed is increased Nanohives? Yes - pulses more often Proximity Explosives? No Remote Explosives? No Repair Tool? Yes - repairs quicker(ie at proto level the repair tool would do the same amount of healing in 0.75 seconds where it would normally take 1 second) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6532
|
Posted - 2013.10.10 19:22:00 -
[136] - 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. |
The-Errorist
Mannar Focused Warfare Gallente Federation
280
|
Posted - 2013.10.10 21:42:00 -
[137] - Quote
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).
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.13 21:11:00 -
[138] - 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. |
Denn Maell
PIanet Express
1
|
Posted - 2013.10.13 21:40:00 -
[139] - Quote
I don't think there's anything wrong with the Min Scout bonus...but the fact that there is no lunge-to the opponent (in an assassination style knife kill had me miss a sniper I was sneaking up on. :) If there was some kind of lock on for the primary attack of the Nova Knives (charge up) attack it would be a different story, I think.
Aren't Minmitar supposed to be great speedsters with lots of guns? I would think that a Min scout's ideal bonus would be to sprint speed? |
The-Errorist
Mannar Focused Warfare Gallente Federation
290
|
Posted - 2013.10.13 21:46:00 -
[140] - Quote
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. |
|
Cosgar
ParagonX
5970
|
Posted - 2013.10.13 22:05:00 -
[141] - Quote
Is it just me or is this topic just another nerf logi campaign? |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
5
|
Posted - 2013.10.13 22:22:00 -
[142] - Quote
[quote=KAGEHOSHI Horned Wolf]
Cal (SoonGäó) bonus: 5% efficacy to profile dampeners, precision enhancers, & range amplifiers per lv.
Cal (SoonGäó) bonus: 5% shield recharge rate per lv.
Cal (SoonGäó) bonus: 5% reload speed of railgun and missile light weapons per lv. Perfect for any combo of 2 of the following weapons: swarm launcher, sniper rifle, & rail rifle (SoonGäó).
Not to sound bias but, are you serious??? When will these fits come???? Please say soon. Sooner than soon. Being Caldari I use Amarrian logi's because their just better. I use Amarrian heavies because there is no other choice for me. Not to get off track but please, I hope that you know when these fits are coming. When everyone gets all their own fits, this game will become totally different = A Whole Nother Level !!!!!! |
Summ Dude
Militaires-Sans-Frontieres
49
|
Posted - 2013.10.13 22:57:00 -
[143] - Quote
Cosgar wrote:Is it just me or is this topic just another nerf logi campaign?
It's just you. It's an effort to give the logistics suits actual logi bonuses. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6555
|
Posted - 2013.10.13 22:59:00 -
[144] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2936
|
Posted - 2013.10.13 23:15:00 -
[145] - Quote
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. |
Stile451
Red Star. EoN.
269
|
Posted - 2013.10.14 01:12:00 -
[146] - Quote
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.. |
Cosgar
ParagonX
5973
|
Posted - 2013.10.14 01:15:00 -
[147] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6556
|
Posted - 2013.10.14 01:29:00 -
[148] - 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. |
Cosgar
ParagonX
5973
|
Posted - 2013.10.14 01:36:00 -
[149] - Quote
KAGEHOSHI Horned Wolf wrote: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. 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. And again, you're just one person saying the hacking bonus isn't "logi enough." We're going to have to agree to disagree on this. If I do lose my bonus that I invested my time and SP playing this game into, expect for me to change my opinion on respecs. I'm just glad this is up to CCP. (Player input be damned sometimes) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6557
|
Posted - 2013.10.14 01:39:00 -
[150] - 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? |
|
Stile451
Red Star. EoN.
269
|
Posted - 2013.10.14 02:35:00 -
[151] - Quote
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). |
Lillica Deathdealer
Mango and Friends
436
|
Posted - 2013.10.14 02:58:00 -
[152] - Quote
You get all of the feels. +1 for knowing which bonuses are in the game AND worthwhile. I approve all. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6559
|
Posted - 2013.10.14 03:14:00 -
[153] - 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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 03:31:00 -
[154] - 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. |
Mr Sprinklez
Royal Uhlans Amarr Empire
2
|
Posted - 2013.10.14 04:02:00 -
[155] - Quote
I'm glad that you decided to speak up on this topic, seeing as how nobody else has.
Yep.....there have totally been no threads on this topic ever before or anything like that. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 07:20:00 -
[156] - 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. |
Mr Sprinklez
Royal Uhlans Amarr Empire
2
|
Posted - 2013.10.14 13:33:00 -
[157] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6563
|
Posted - 2013.10.14 14:47:00 -
[158] - 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.. |
DJINN Jecture
Hellstorm Inc League of Infamy
52
|
Posted - 2013.10.14 14:50:00 -
[159] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6563
|
Posted - 2013.10.14 14:56:00 -
[160] - 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." |
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.14 17:36:00 -
[161] - 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. |
Mr Sprinklez
Royal Uhlans Amarr Empire
2
|
Posted - 2013.10.14 20:51:00 -
[162] - Quote
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. |
Summ Dude
Militaires-Sans-Frontieres
49
|
Posted - 2013.10.14 23:00:00 -
[163] - Quote
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? |
DJINN Jecture
Hellstorm Inc League of Infamy
53
|
Posted - 2013.10.15 00:15:00 -
[164] - Quote
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? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6573
|
Posted - 2013.10.15 00:58:00 -
[165] - 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". |
Garth Mandra
The Southern Legion The Umbra Combine
162
|
Posted - 2013.10.15 01:03:00 -
[166] - Quote
I agree with Kagehoshi on this one.
I think the current logi line up should be about equipment. Eventually there should be another set of medium suits that focus on ewar. Perhaps some of these should get hacking bonuses.
The hacking bonus seems to fit better on the scout at the moment rather than the logi.
Incidentally I trained min Logi 5 especially for the hacking bonus. |
The-Errorist
Mannar Focused Warfare Gallente Federation
291
|
Posted - 2013.10.15 01:11:00 -
[167] - Quote
Garth Mandra wrote:I agree with Kagehoshi on this one.
I think the current logi line up should be about equipment. Eventually there should be another set of medium suits that focus on ewar. Perhaps some of these should get hacking bonuses.
The hacking bonus seems to fit better on the scout at the moment rather than the logi.
Incidentally I trained min Logi 5 especially for the hacking bonus. I would prefer E-war stuff to be on a light frames like scouts instead of medium frames. Scouts are already about E-war. |
Garth Mandra
The Southern Legion The Umbra Combine
162
|
Posted - 2013.10.15 01:40:00 -
[168] - Quote
The-Errorist wrote:Garth Mandra wrote:I agree with Kagehoshi on this one.
I think the current logi line up should be about equipment. Eventually there should be another set of medium suits that focus on ewar. Perhaps some of these should get hacking bonuses.
The hacking bonus seems to fit better on the scout at the moment rather than the logi.
Incidentally I trained min Logi 5 especially for the hacking bonus. I would prefer E-war stuff to be on a light frames like scouts instead of medium frames. Scouts are already about E-war.
Why not both? With different emphasis with each.
It all depends on the rest of the ewar we get though. Currently we just have scanning and hacking. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3073
|
Posted - 2013.10.15 03:27:00 -
[169] - Quote
Garth Mandra wrote:The-Errorist wrote:Garth Mandra wrote:I agree with Kagehoshi on this one.
I think the current logi line up should be about equipment. Eventually there should be another set of medium suits that focus on ewar. Perhaps some of these should get hacking bonuses.
The hacking bonus seems to fit better on the scout at the moment rather than the logi.
Incidentally I trained min Logi 5 especially for the hacking bonus. I would prefer E-war stuff to be on a light frames like scouts instead of medium frames. Scouts are already about E-war. Why not both? With different emphasis with each. It all depends on the rest of the ewar we get though. Currently we just have scanning and hacking. I think scouts should do scanning and disruption style EWAR, while mediums should do hacking and controlling style EWAR |
The-Errorist
Mannar Focused Warfare Gallente Federation
291
|
Posted - 2013.10.15 03:39:00 -
[170] - Quote
I think the Minmatar logi bonus you're proposing is a too much. With it, a proto min logi with nanohives or uplinks can have 18 active at the same time.
If the Min bonus was %40 maximum equipment units deployable per level instead of 50%, the max uplinks and nanohives would drop to 12, a number thats not as OP as 18 for max possible active uplinks or nanohives. |
|
Stile451
Red Star. EoN.
270
|
Posted - 2013.10.15 05:59:00 -
[171] - Quote
KAGEHOSHI Horned Wolf wrote:Stile451 wrote: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. Those percentages are far too high(remember percentages are in addition to the base amount).
10-20% per level for deployed and 20-30% carried would prevent it from becoming too terrifying(at 20% one proto suit could have 18 active uplinks, at 10% only 14 could be active rounding up). There would be dead levels if handled by percentage.
CCP can do skills at +1 per level(scrambler pistols get +1 magazine size per level), but I'm not sure about alternating increases(if not it could be added in with the coding changes to equipment that are coming SOONGäó). |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6579
|
Posted - 2013.10.15 06:18:00 -
[172] - 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. |
DJINN Jecture
Hellstorm Inc League of Infamy
54
|
Posted - 2013.10.15 13:16:00 -
[173] - Quote
KAGEHOSHI Horned Wolf wrote: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". 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. |
DJINN Jecture
Hellstorm Inc League of Infamy
54
|
Posted - 2013.10.15 13:43:00 -
[174] - Quote
As for lumping everything that isn't shooting as "support", which clearly every other action is. We fight until clones are gone or the MCC is. If you can speed up MCC destruction then maybe you don't need to clone the enemy out. Supply ammo and armor is support, so is shooting people. As for Drop uplinks winning matches, yes they can turn the tide but need to have people running in who can push the enemy back rather than lemming up. A drop uplink by itself without that pusher is useless. Your bonuses changing on all suits is sure to cause a lot of requests for respec after the fact. I don't feel your grasp on the subject matter is sufficient to warrant going over all suits racial bonus and spec bonuses with a change on everything.
I have yet to claim the logi as under powered, although I understand how you may get that feeling. I see the capability of a logi to deploy a massive amount of equipment already as it's greatest strength. I don't feel it needs a buff in that aspect and with the higher sig radius, the hacking bonus keeps it balanced for gameplay unlike what a hacking bonus on a scout suit would do.
Yes the whole team on both sides can see an objective being hacked, but that doesn't mean they can see the hacker or catch them after the hack, which balances a lengthy process of counter hacking an objective. The Logi having that bonus is ideal for countering a hack and can save a team many clones simply by holding on to an objective. They supply the defenders, rep the defenders and provide a quick spawn for defenders.
I would hate to have a scout hanging around defending an objective, they are much more useful running around stealthily and killing your uplinks or nanohives and hacking your objective while you are trying to take the one I am protecting. Ideally I would say that it would benefit a scout to have the hack bonus but feel it would be too much on a scout. The hacking bonus of a logi is not at all a non-support bonus. It is the one aspect of the suit that allows it to step up and take the front lines because it is the best at it. Yes, it is a support bonus, and allows the rest of the team to go on killing while the minmatar logi is taking the points. Turning their back to the crowd of reds so that they don't have to. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3921
|
Posted - 2013.10.15 21:42:00 -
[175] - 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.
I don't think KAGEHOSHI is suggesting this bonus because he's jealous of it. Does the current bonus really fit the Logistics role? The support role, the healer? It makes far more sense to have such a bonus on a scout, for example.
All of the logistics suits have 'low' shield regeneration. The Minmatar logi is not alone in this, and actually the shield regeneration is distinctly average, being the same as unspecialised medium frames. It's just that the assault suits have a bonus to their shield regen.
A prototype logistics suit certainly does not cost three times as much as an equivalent tier assault suit. Four proto equipment items will set you back approximately 80k, depending on what they are. That's about the cost of a proto weapon, less than the cost of a protosuit. The average proto assault suit tends to cost 130-200k. If a logi suit costed three times as much, it would cost 390-600k. Show me the logi suit which costs anywhere near that - mine, using proto equipment, costs 170k.
I'm not quite sure what you mean by the next part. Do you mean to say that equipment is a secondary function of the logi, and less important than hacking? This comes down to role definition. What is the role of a logistics suit? I'm quite certain that it should be equipment support, rather than hacking. Hacking is a much more scout-like role.
Fair enough if you specifically skilled into the suit for the hacking bonus, but honestly that just makes me think you're trying to defend your stuff from being changed. If hacking is the primary function that you want, that's fine, but that doesn't mean it should be shoehorned onto a suit which doesn't really fit the role. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6586
|
Posted - 2013.10.15 21:47:00 -
[176] - 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. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3922
|
Posted - 2013.10.15 22:13:00 -
[177] - Quote
DJINN Jecture wrote:As for lumping everything that isn't shooting as "support", which clearly every other action is. We fight until clones are gone or the MCC is. If you can speed up MCC destruction then maybe you don't need to clone the enemy out. Supply ammo and armor is support, so is shooting people. As for Drop uplinks winning matches, yes they can turn the tide but need to have people running in who can push the enemy back rather than lemming up. A drop uplink by itself without that pusher is useless. Your bonuses changing on all suits is sure to cause a lot of requests for respec after the fact. I don't feel your grasp on the subject matter is sufficient to warrant going over all suits racial bonus and spec bonuses with a change on everything.
I agree, something that isn't directly shooting/fighting but still aiding the battle is support. Shooting people isn't necessarily support as such, but is that really so relevant to what you're trying to argue here? This is more about equipment/hacking. Naturally equipment, correctly used, will give an advantage to the team utilising it. That's the point.
I would question your assertion that KAGEHOSHI doesn't have a 'sufficient grasp on the subject matter' - this thread wasn't done by him alone, it was the product of him going out and asking a number of people what they thought about each suit.
There is always whining for a respec after any balancing change in this game. Always. I notice that this has gone from defending the Minmatar logi's bonus to defending all the current bonuses. In that case, do you really think they make sense? Shield bonuses on the Gallente assault, for example, are stupid things to have.
Quote: I have yet to claim the logi as under powered, although I understand how you may get that feeling. I see the capability of a logi to deploy a massive amount of equipment already as it's greatest strength. I don't feel it needs a buff in that aspect and with the higher sig radius, the hacking bonus keeps it balanced for gameplay unlike what a hacking bonus on a scout suit would do.
The logistics class in general tends to have the ability to deploy plenty of equipment - the idea behind the bonus here, I assume, is to define the role of the Minmatar logi better when using equipment.
The next part of your post really baffles me. Are you genuinely suggesting that a hacking bonus on a scout would be overpowered?
Quote: Yes the whole team on both sides can see an objective being hacked, but that doesn't mean they can see the hacker or catch them after the hack, which balances a lengthy process of counter hacking an objective. The Logi having that bonus is ideal for countering a hack and can save a team many clones simply by holding on to an objective. They supply the defenders, rep the defenders and provide a quick spawn for defenders.
If they can see the objective being hacked, they know where the hacker is. You have to be on the letter/console to hack it, so obviously anyone hacking the objective is going to be there.
A super hacker being able to defend the objective on their own is very much entering swiss army knife territory, where something is covering too many roles. The logistics role is more for direct repair/resupply/respawn support - not combat, RRR, -and- hacking. It's already a problem that the logistics class tends to be too versatile, the hacking bonus here completely overshadows a scout's role as hacker.
Quote: I would hate to have a scout hanging around defending an objective, they are much more useful running around stealthily and killing your uplinks or nanohives and hacking your objective while you are trying to take the one I am protecting. Ideally I would say that it would benefit a scout to have the hack bonus but feel it would be too much on a scout. The hacking bonus of a logi is not at all a non-support bonus. It is the one aspect of the suit that allows it to step up and take the front lines because it is the best at it. Yes, it is a support bonus, and allows the rest of the team to go on killing while the minmatar logi is taking the points. Turning their back to the crowd of reds so that they don't have to.
What does a scout actually do? Taking out nanohives is hardly a job, especially when restricted to hives that nobody is actually using because apparently they can't fight. You even mentioned that part of their job is hacking. Why not have the hacking bonus on a scout then? It's their primary role.
The idea that a hacking bonus on a scout would make it overpowered is, frankly, ludicrous. It doesn't change the amount of time it takes for an objective to change hands, all it would do is help the scout hack and get away quickly, which, as you pointed out earlier, is balanced by the fact that the objective takes time to change hands and needs to be defended. If, as you say, a scout is unable to or shouldn't defend an objective, then what's the problem with them having a hack bonus?
The hacking bonus on the logi isn't a non-support bonus, but support covers a very broad spectrum of roles. In this case, it overshadows the role of the scout as a ninja hacker, as well as having strong equipment options, and being tougher, and not being much slower. An active scanner will pick up the vast majority of scouts as well anyway. In short, the logistics is a superior option to the scout. The scout should not be the inferior option in a hacking scenario, and the logistics shouldn't be so versatile. Thus, the reasonable conclusion is that the hacking bonus would be better off on a scout. |
DJINN Jecture
Hellstorm Inc League of Infamy
57
|
Posted - 2013.10.15 23:29:00 -
[178] - Quote
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. |
DJINN Jecture
Hellstorm Inc League of Infamy
57
|
Posted - 2013.10.15 23:38:00 -
[179] - Quote
BTW I do realize that he is asking other people's opinion, in fact those "other" people during CB also said it was unbalanced to have it on the scout, now it's not right on the logi, better to remove the bonus from all suits altogether than give it to the scouts. If they can sneak into an objective to hack it how exactly do you think you will stop them when you can't find them while stacking complex dampeners? |
Cosgar
ParagonX
6075
|
Posted - 2013.10.15 23:54:00 -
[180] - Quote
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... |
|
DJINN Jecture
Hellstorm Inc League of Infamy
62
|
Posted - 2013.10.15 23:55:00 -
[181] - Quote
KAGEHOSHI Horned Wolf wrote: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. DJINN Jecture wrote:As for lumping everything that isn't shooting as "support", which clearly every other action is. We fight until clones are gone or the MCC is. If you can speed up MCC destruction then maybe you don't need to clone the enemy out. Supply ammo and armor is support, so is shooting people. As for Drop uplinks winning matches, yes they can turn the tide but need to have people running in who can push the enemy back rather than lemming up. A drop uplink by itself without that pusher is useless. Your bonuses changing on all suits is sure to cause a lot of requests for respec after the fact. I don't feel your grasp on the subject matter is sufficient to warrant going over all suits racial bonus and spec bonuses with a change on everything.
I have yet to claim the logi as under powered, although I understand how you may get that feeling. I see the capability of a logi to deploy a massive amount of equipment already as it's greatest strength. I don't feel it needs a buff in that aspect and with the higher sig radius, the hacking bonus keeps it balanced for gameplay unlike what a hacking bonus on a scout suit would do.
Yes the whole team on both sides can see an objective being hacked, but that doesn't mean they can see the hacker or catch them after the hack, which balances a lengthy process of counter hacking an objective. The Logi having that bonus is ideal for countering a hack and can save a team many clones simply by holding on to an objective. They supply the defenders, rep the defenders and provide a quick spawn for defenders.
I would hate to have a scout hanging around defending an objective, they are much more useful running around stealthily and killing your uplinks or nanohives and hacking your objective while you are trying to take the one I am protecting. Ideally I would say that it would benefit a scout to have the hack bonus but feel it would be too much on a scout. The hacking bonus of a logi is not at all a non-support bonus. It is the one aspect of the suit that allows it to step up and take the front lines because it is the best at it. Yes, it is a support bonus, and allows the rest of the team to go on killing while the minmatar logi is taking the points. Turning their back to the crowd of reds so that they don't have to. /me sighs Gaining control of the null cannon IS the objective in Skirmish and Domination, so hacking the null cannons is an attempt at fulfilling the main objective, not just supporting. All other actions are secondary, thus support. Just like clone depletion IS the objective in Ambush, so killing is an attempt to fulfill the main objective, and not just support. All other actions (including hacking) is secondary in Ambush, and thus support. I don't see how it would be too much for scouts, fits them perfectly since they have the ability to get to objectives faster and stealthier than other suits.
You are certainly entitled to your opinion, frankly it was those opinions of beta players that got it moved from the scout suit in the first place sir. This is what you have missed, and as for lying? No never, I am talking about protoing the entire suit from the high slots, gun, grenade, to the equipment and low slots, it is quite possible I assure you.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6587
|
Posted - 2013.10.16 00:06:00 -
[182] - 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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3339
|
Posted - 2013.10.16 00:12:00 -
[183] - Quote
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. Think he's deflecting the argument away from the Logistics to the aspect that the Systems Hacking skill is mutually available to every play-type in the game without addressing the Minmatar Logistic's inherent bonus toward hacking through it's suit skill.
Suffice to say, given the slot layouts, there's not much that's going to out-hack a Minmatar Logistics and still retain any semblance of survivability or firepower. |
Cosgar
ParagonX
6076
|
Posted - 2013.10.16 00:15:00 -
[184] - Quote
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. |
DJINN Jecture
Hellstorm Inc League of Infamy
62
|
Posted - 2013.10.16 00:24:00 -
[185] - Quote
A quick check with Dust Fitting Tool Version 3.4.1 says that a Minmatar Mk.0 with all Proto equipment, modules and weapons will run approximately 270k isk (only 30k isk short of the 300k I originally mentioned as a ballpark figure). Admittedly the PG and CPU are tight for this fit and would probably be easier to do with the current Gallente logi bonus but it is possible, check it out if you want at Community Spotlight: Dust Fitting Tool. |
Patrick57
GunFall Mobilization Covert Intervention
771
|
Posted - 2013.10.16 00:28:00 -
[186] - Quote
I agree with all EXCEPT the Cal Logi bonus. Please tell me how exactly that would affect Drop Uplinks? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:38:00 -
[187] - 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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:40:00 -
[188] - 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. |
Patrick57
GunFall Mobilization Covert Intervention
771
|
Posted - 2013.10.16 00:41:00 -
[189] - Quote
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? |
Cosgar
ParagonX
6078
|
Posted - 2013.10.16 00:49:00 -
[190] - Quote
KAGEHOSHI Horned Wolf wrote: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. 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. |
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 00:49:00 -
[191] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2765
|
Posted - 2013.10.16 01:06:00 -
[192] - Quote
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
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6589
|
Posted - 2013.10.16 01:07:00 -
[193] - 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. |
DJINN Jecture
Hellstorm Inc League of Infamy
62
|
Posted - 2013.10.16 01:11:00 -
[194] - Quote
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. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6590
|
Posted - 2013.10.16 01:12:00 -
[195] - 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. |
Cosgar
ParagonX
6083
|
Posted - 2013.10.16 01:16:00 -
[196] - Quote
KAGEHOSHI Horned Wolf wrote: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. I know you're not a butthurt assault, I never said you were. Hell, I've even seen you in other topics defending just about every niche class in this game. I like your ideas, but I'm disagreeing with this one, not because it's about logis, but because you're trying to fix something that isn't broken on the one racial suit CCP actually did manage to get right. There's a lot of placeholder skills, weapons, and mechanics right now anyway to tell what they're going to with bonuses. It's probably better to agree to disagree for now. Just take some consideration in what should stay over what needs to be changed. For example, your new bonuses is a giant nerf to Amarr logi, which after a threadnaut managed to get buffed. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6590
|
Posted - 2013.10.16 01:23:00 -
[197] - 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 -
[198] - 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. |
The-Errorist
Mannar Focused Warfare Gallente Federation
298
|
Posted - 2013.10.16 01:35:00 -
[199] - 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 That would actually give us a reason to raise the racial medium frame skill besides to get the specialized version, which would be amazing. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2769
|
Posted - 2013.10.16 03:50:00 -
[200] - Quote
EVE-side, the ship skills just have levels (not unlike the current Medium Frame Suits), and then on the ship themselves it lists the bonuses per level. I think using the suit skill rank as a modifier determining completely separate bonuses on the suits themselves has some strengths design-wise because it opens up the option to have special variants of suits with slight different bonus sets.
The EVE archetype effectively does this with "Specialized" ships, while changing slots slightly and granting a role-bonus at the same time (typically per level, like we'd do with assault).
If we had the suit skills separated from the suits themselves and used as a modifier/multiplier with no inherent associated skill in the same way it would free them/us up to alter suits, retire old ones, introduce new ones, etc. all with different skill bonuses dependent on those ranks assigned to the physical suit itself. Suit builds CCP retired would slowly get destroyed in battles until that particular set of skill bonuses is rare for that race/role.
The initial offering could be vanilla to keep the burden of change lighter on them in terms of stats, and by that I mean the medium frame bonus would just be carried over exactly on the other medium suits.
So, initially you might have Caldari Med: 4% Shield Extender Efficacy lvl, 3% Rail/Swarm Tech reload per lvl. Assault Role: 1% light dmg per level Logistics Role: 5% equipment fitting per level
However, instead of these being descriptions on the skills, a Caldari assault suit would actually say in its description: 4% Shield Extender Efficacy and 3% Rail/Swarm Tech reload per rank of Caldari Medium Frame Dropsuits
1% Light Weapon damage per rank of Caldari Assault Dropsuits
With bonus information shifted to the suits, they could later introduce suit changes. People talk about suit changes all the time of course. These could be changes to what a regular suit of that type is (Assault suits gain a grenade slot, lose an equipment slot, etc.) to further differentiate them from Medium frames, or they could be adding variants. These are "physical" changes to the suits that people talk about all the time.
The more interesting shift would be to slightly alter role bonuses on the suits.
So: Caldari Med: 4% Shield Extender Efficacy and 3% Rail/Swarm Tech reload speed per rank in Caldari Medium Frame Dropsuits.
That could still be the listed bonus on the Medium Frame Suit. However, the specialized suits could change like so: Caldari Logistics: 5% range of equipment and 3% Rail/Swarm tech reload per rank of Caldari Medium Frame Dropsuits
5% Bonus to Equipment fitting per rank of Caldari Logistics Dropsuits
Caldari Assault: 4% Shield Extender Efficacy and 2% Rail Weapon Fire rate increase per rank of Caldari Medium Frame Dropsuits
1% Light Weapon damage per rank of Caldari Assault Dropsuits
In this way, your skill rank in prereqs is valuable (nigh-priceless really) at all steps, and the skill bonuses change to reflect the suit you're using. You can make these sorts of changes to skills independently of changes to actual suit stats. If the suit turns out to be OP, take it off the market and it goes away in time.
This kind of system would work better if they're moving some bonuses to basic frames-skill I think, because it gets around mandating bonuses that are overly narrow in scope of player action and restrict flexibility. Hard passive bonuses assigned to the skill instead of the suit that are inherited up the tree would have some issues in comparison.
The current "light" suits are sort of trapped in a somewhat poorly defined role as they look to establish EWAR and what other aspects they think scouts should excel at. If a "Pilot" suit is another variant in the class, having something like the current profile bonuses wouldn't make sense to be global from the basic frame. On the other hand, if the Pilot has a custom set of bonuses that are just configured to "... per rank in the Gallente Light Frames Skill, and X per rank in Gallente Pilot Skill", that's less of a concern.
So, the operative part of the question here is if Remnant meant they were moving bonuses to the actual basic suits (which is what he said, and would be like EVE), or to the basic SKILL (which would be more similar to the current system, but have a less pointless frame skill).
|
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3933
|
Posted - 2013.10.16 06:17:00 -
[201] - Quote
Zeylon Rho wrote: Caldari Med: 4% Shield Extender Efficacy lvl, 3% Rail/Swarm Tech reload per lvl. Assault Role: 1% light dmg per level Logistics Role: 5% equipment fitting per level
However, instead of these being descriptions on the skills, a Caldari assault suit would actually say in its description: 4% Shield Extender Efficacy and 3% Rail/Swarm Tech reload per rank of Caldari Medium Frame Dropsuits
1% Light Weapon damage per rank of Caldari Assault Dropsuits
So: Caldari Med: 4% Shield Extender Efficacy and 3% Rail/Swarm Tech reload speed per rank in Caldari Medium Frame Dropsuits.
That could still be the listed bonus on the Medium Frame Suit. However, the specialized suits could change like so: Caldari Logistics: 5% range of equipment and 3% Rail/Swarm tech reload per rank of Caldari Medium Frame Dropsuits
5% Bonus to Equipment fitting per rank of Caldari Logistics Dropsuits
Caldari Assault: 4% Shield Extender Efficacy and 2% Rail Weapon Fire rate increase per rank of Caldari Medium Frame Dropsuits
1% Light Weapon damage per rank of Caldari Assault Dropsuits
Hm. These bonuses seem remarkably effective - 20% efficacy to shield extenders and 10% to fire rate as well as 5% to damage is a far more effective set of bonuses than anything we have at the moment. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2774
|
Posted - 2013.10.16 06:57:00 -
[202] - Quote
Well, I can't claim to have been particularly balance-minded when I generated those. I was thinking mostly of having bonuses that thematically matched the races. In the case of general bonuses, with a paired bonus it seems sensible to have one bonus reflect their weaponry and the other a bonus to their style of tanking.
In my original view, this would've been represented by something like: Caldari: Shield Extender/Rail Reload (mostly because they formerly had reload, and hybrid is too broad) Gallente: Armor Repair/Plasma-fire-rate Minmatar: Shield/Armor fitting bonus/Magazine-size on Projectile weapons (the idea with the former is representing the idea of Minmatar being adapatable, throwing things together, etc.) Amarr: Plate hp/Laser heat build
That said, balancing the game against additional bonuses is necessary, and I'd predicate any sort of change on getting other things fixed. I already made a thread about TTK being too short in my opinion, so I'm presupposing things like the 10% uprising damage bonus being rolled back, getting weapon damage values in order, etc. I'd still like to see shield/armor changed somewhat as well as many other things.
Dual bonuses and a separate role bonus within that structure gets around problems with a singular modifier being overly narrow with respect to defining a character as well. A logistics role suit that has its singular bonus invested towards "Droplinks" is proposing a small avenue of performance upgrade for a character.
The idea was less about the specific numbers of the skills (on which I was spitballing), and more-so on designing the way the game handled bonuses with respect to our roles differently. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.16 21:57:00 -
[203] - 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. |
Stile451
Red Star. EoN.
270
|
Posted - 2013.10.16 22:45:00 -
[204] - Quote
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 |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6604
|
Posted - 2013.10.16 22:55:00 -
[205] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3189
|
Posted - 2013.10.16 22:58:00 -
[206] - Quote
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? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6605
|
Posted - 2013.10.16 23:13:00 -
[207] - Quote
Actually used a reserved post |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
|
Posted - 2013.10.17 17:18:00 -
[208] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3268
|
Posted - 2013.10.17 18:45:00 -
[209] - Quote
Zero Harpuia wrote: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.
"For whosoever shall lay his life down for his Lord He shall be taken into the arms of God And forever consecrated will he be But whosoever shall turn from the light And run in fear The Lord shall abandon him And forever forsaken will he be"
|
Stile451
Red Star. EoN.
272
|
Posted - 2013.10.18 04:04:00 -
[210] - Quote
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. |
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.18 18:06:00 -
[211] - 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. |
Olomo Daygon
ZionTCD
6
|
Posted - 2013.10.18 18:23:00 -
[212] - Quote
bump |
Stile451
Red Star. EoN.
273
|
Posted - 2013.10.20 03:07:00 -
[213] - Quote
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). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.20 23:12:00 -
[214] - 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. |
Stile451
Red Star. EoN.
274
|
Posted - 2013.10.21 03:46:00 -
[215] - Quote
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). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.21 22:36:00 -
[216] - 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. |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.22 06:23:00 -
[217] - Quote
If we ever get more equipment(likely not going to happen for a very long time) it would be easier to make a medic class and tweak the current logistics class(names don't really matter so call it what you will). |
Fizzer94
L.O.T.I.S. Public Disorder.
532
|
Posted - 2013.10.22 06:52:00 -
[218] - Quote
This looks awesome. You seem to have the bonuses and percentages worked out quite well at this point. |
PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
83
|
Posted - 2013.10.22 08:56:00 -
[219] - Quote
i only have to say this.
Amar use energy weapons - Beam lasers, Pulse leaser. (Laser rifle, Scrambler rifle)
Minmatar use projectile weapons - Auto cannons, Artillery cannons. (Combat rifle, dont know name)
Caldari use plasma weapons - Blasters, Railguns. (Assault rifle, Rail rifle)
Gallante use plasma weapons - Blasters, Railguns. (Assault rifle, Rail rifle)
ALL races have a low-mid range weapon and ALL races have a mid-long range weapon.
Missiles, rockets, bombs, drones, smart bombs, explosives/mines, etc. are used by ALL races, but there are a few of them that 1 race use more then others, like Caldary is best at missiles and Gallante is best at drones etc. |
dustwaffle
The Southern Legion The Umbra Combine
605
|
Posted - 2013.10.22 09:25:00 -
[220] - Quote
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. |
|
hgghyujh
expert intervention Caldari State
131
|
Posted - 2013.10.22 09:55:00 -
[221] - Quote
there is so much wrong with the current suit implementation, and any real fix is hung up on the fact that they cant put bonuses on the suit and have to put them on the skills.................
but yea this would help in the interm but really they would still have to increase the required level to unlock T2 suits to level 5, which should happen anyways. bah FIX THE DAMN BONUS APPLYING TO SUITS AND GIVE ME SOME TEIRICIDE CCP!!! |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
798
|
Posted - 2013.10.22 10:50:00 -
[222] - Quote
I would like to have 2 equipment slots on medium frame proto level. |
Slag Emberforge
Immortal Retribution
56
|
Posted - 2013.10.22 15:16:00 -
[223] - Quote
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? |
Cody Sietz
Bullet Cluster Legacy Rising
1229
|
Posted - 2013.10.22 16:52:00 -
[224] - Quote
I don't wanna see more uplinks all over the field.
Also I like my Gallente Fitting bonus. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6634
|
Posted - 2013.10.22 20:39:00 -
[225] - 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 -
[226] - 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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 05:10:00 -
[227] - 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? |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.23 16:39:00 -
[228] - Quote
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. |
Slag Emberforge
Immortal Retribution
64
|
Posted - 2013.10.23 17:17:00 -
[229] - Quote
KAGEHOSHI Horned Wolf wrote: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.
While I agree CPU/PG reduction makes it easy mode to basically equip anything, it does not correct the focal issue of the commando-- they keep the negatives of the heavy suit only they take low slots, high slots, 33% shield and armor, and grenades to downgrade a heavy slot and upgrade a sidearm.
Fitting IS AN issue, but it is not THE issue that makes/breaks the suit.
Perhaps a different variation for Caldari is needed, but I think Gallente fits nicely, just because a commando can use a hive that does not mean they should have to. Gallente's extra ammunition would make it an easier sell for putting injectors or uplinks on instead of hives. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
438
|
Posted - 2013.10.23 17:48:00 -
[230] - Quote
Two questions
The min logi bonus "30% increase in maximum equipment units carried + 30 maximum equipment units deployable per level." Does this mean a min logi equipped with a nanohive would have more clusters than other suits or that they would have more full nanohives?
And the new ninja knifer spec. Would this be another T2 suit like the scout or would it be a T3 suit building off the scout? Can't really have the ninja part of the ninja knifer if they don't get the scout profile bonus.
As for the name of the spec, how about Spec Ops if the suit is a T2 or Covert Ops if the suit is a T3. |
|
TechMechMeds
Swamp Marines Kleenex Inc.
855
|
Posted - 2013.10.23 18:14:00 -
[231] - Quote
shaman oga wrote:I would like to have 2 equipment slots on medium frame proto level.
No because logis would be pointless, we would be back to chrome where a squad of assaults can carry everything between them, there'd be no need for Logis.
Trust me when I say a hell of a lot of Logis were going to change to assault in uprising due to that issue. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 18:43:00 -
[232] - 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. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
432
|
Posted - 2013.10.23 18:47:00 -
[233] - Quote
i dont see why the assault shield bonus for galente is useless.
they might go into shields. and get some use out of it. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 19:07:00 -
[234] - 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. |
Godin Thekiller
Hellstorm Inc League of Infamy
1267
|
Posted - 2013.10.23 22:10:00 -
[235] - Quote
I like that someone other than me is trying to make the skills better instead of complaining about them. SInce you said to change on you ideas, I will. (don't worry, it's just a little. These are good.). Heads up though, I will be adding some more skills to the ones you put on, because just one skill is imo not enough for a T II suit.
First, I agree with those changes that must be made.
For the Assaults, I think they could stick to the same or similar type of skills they get now, and have those as a secondary bonus. I don't see why we can't have those.
Logi bonus should be reduction to non-EWAR equipment, as Logi's are meant to support, not attack.EWAR is combat, just non lethal. Therefore, it shouldn't be given to Logi's, but instead towards Scouts. Will get to that in a bit. Agreed on the rest of the racial logi bonuses. Also, I think the Amarr bonus should be max carried (and maybe deployed as well) equipment. LAstly, I would second the notion of adding bonuses towards racial equipment as a secondary skill.
For Scouts, The The main and Gallente's skill needs switching, and The profile dampeners bonus needs to be removed from the Caldari skill, and then each race needs to get a secondary bonus from their preferred EWAR.
As for that new spec, not sure. That seems like something the Matari would do.
Sentinel's bonuses are perfect, but because of my changes to yours, I think they should get additional skills as well (to be fair) of their racially peferred tank, Gallente would do Armor, Caldari shield, WInmatar would do not shield, but speed, and Amarr would do a mix of armor and shield. And because of that, Amarr's would keep as is for feedback damage.
Commando's are perfect, but they would need something more suited to those weapons. Like Caldari could get a higher optimal or max range, Winmatar could get a higher ROF, Gallente could get more damage, and Amarr could get a lower heat build up. these would be still for the same weapons that you listed in the main skills.
That's what I would change. Sorry if you didn't like them. Do as you please |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.23 22:12:00 -
[236] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1096
|
Posted - 2013.10.23 23:54:00 -
[237] - 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. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
436
|
Posted - 2013.10.24 07:07:00 -
[238] - Quote
I can get behind this idea, though I would like a respec (i know everyone hates that term) when the bonuses are changed. CCP said it would never happen, but I'll still hold out for a respec at the 2.0 level. |
Argo Filch
Cannonfodder PMC
60
|
Posted - 2013.10.24 21:30:00 -
[239] - Quote
@OP Yeah. I've been wanting similar changes for the suit bonuses for a while now. I just hope something in that regard will get implemented someday. I don't really hold my breath though for it to be soonTM. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.24 23:34:00 -
[240] - Quote
i like the idea. |
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7056
|
Posted - 2013.11.10 09:24:00 -
[241] - 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+
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3050
|
Posted - 2013.11.14 07:18:00 -
[242] - Quote
KAGEHOSHI Horned Wolf wrote:I would really really like to see all assaults with bonuses that enhance their races' weapons.
Not seeing that happening in 1.7...
Join my cult.
|
Spectral Clone
Dust2Dust. Top Men.
487
|
Posted - 2013.11.14 09:35:00 -
[243] - Quote
I would really like to see the assault class being revamped from being a basic frame with bonuses to something else, for example: faster movement than basic, faster regen than basic, more EHP than basic frame, implicit DPS increase, 2 eq slots....
Give us assaults something unique that makes us the best slayers, and you will se logis doing logi job, since slayer will spec into assault again.
Also, make the basic frame skill matter. Give it a skill bonus that has an effect on logi/assault just like in EVE.
Why no blue post in this thread?
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
|
Krom Ganesh
Holdfast Syndicate Amarr Empire
695
|
Posted - 2013.11.15 17:48:00 -
[244] - Quote
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.
!
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7089
|
Posted - 2013.11.15 17:55:00 -
[245] - 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+
|
Laurent Cazaderon
What The French
2165
|
Posted - 2013.11.18 15:02:00 -
[246] - Quote
KAGEHOSHI Horned Wolf wrote:all of it.
I'm too lazy to dig through my old posts but this is pretty much everything i'd wish for. And aside from small variations, exactly the type of example i gave to CCP remnant when we discussed this a while back (too long back actually...)
As for the suggestion to have racial bonus tied to basic frame, i couldnt agree more !! Again, this is something i brought to CCP many times. It would make bonuses benefit newer players as they use basic frames first and ALSO, make skilling the last two levels of basic frame skill usefull. and not a total SP sink for newbies as it is now.
So yeah, i would LIKE that thread a thousand times if i could ! And i wont miss on sharing it with CCP every day till i die. mark my word.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3062
|
Posted - 2013.11.19 13:18:00 -
[247] - Quote
Quote:As for the suggestion to have racial bonus tied to basic frame, i couldnt agree more !! Again, this is something i brought to CCP many times. It would make bonuses benefit newer players as they use basic frames first and ALSO, make skilling the last two levels of basic frame skill usefull. and not a total SP sink for newbies as it is now.
Good to see that sort of support. It seems pretty common sense, and despite Dust not being intended to be a "clone" of EVE - the basic->role skill setup there is actually a clever bit of design too I think.
Join my cult.
|
Dexter307
The Unholy Legion Of DarkStar
623
|
Posted - 2013.11.20 16:33:00 -
[248] - Quote
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
Worst Thread of the Week
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7129
|
Posted - 2013.11.20 16:42:00 -
[249] - 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+
|
TechMechMeds
Swamp Marines Kleenex Inc.
1464
|
Posted - 2013.11.20 17:06:00 -
[250] - Quote
Get rid of caldari optimal, I don't think I need to explain how fotm that would be.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
|
|
TechMechMeds
Swamp Marines Kleenex Inc.
1464
|
Posted - 2013.11.20 17:12:00 -
[251] - 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.
This.
The rail optimal increase is a very bad idea.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7129
|
Posted - 2013.11.20 17:33:00 -
[252] - 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+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7177
|
Posted - 2013.11.21 18:41:00 -
[253] - Quote
Don't nerf logis, just fix bonuses
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
|
Garth Mandra
The Southern Legion The Umbra Combine
229
|
Posted - 2013.11.25 05:29:00 -
[254] - Quote
First time I've read the OP in a while. I've got a couple of comments:
The Gal Logi bonus to drop uplinks is a bit lame. Max spawns doesn't come up very often. A decrease in spawn time would be more useful.
I worry a bit about the Min Logi bonus too. It produces some large numbers.
The Sentinel bonus of resistance to light weapons, I prefer more HP. It gives the same affect in a single battle but requires additional teamwork to make it sustainable. It's also more obvious to opponents as to what is happening (ie. how do I know how much resistance this red heavy has?*). Also you've listed resistance to 'light' weapons. What about sidearms/heavy weapons/small turrets/large turrets?
The commando bonuses are a bit bland too. I don't have a better suggestion but something more interesting would be nice.
*Incidentally I'd also like to see graduation on the HP bars. Say separate the infantry HP bars into 100HP bars in the same space. Something like what League of Legends does: http://www.newsoflegends.com/wp-content/uploads/2013/02/hpbars.png |
Alena Ventrallis
Osmon Surveillance Caldari State
165
|
Posted - 2013.11.25 07:38:00 -
[255] - Quote
I would flip around the Amarr and Gallente heavy bonuses. Gallente are about having raw armor, while Amarr are about being able to rep armor. This would keep the suits in line with their assault/logi cousins |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3085
|
Posted - 2013.12.04 20:41:00 -
[256] - Quote
Alena Ventrallis wrote:I would flip around the Amarr and Gallente heavy bonuses. Gallente are about having raw armor, while Amarr are about being able to rep armor. This would keep the suits in line with their assault/logi cousins
I think that's backwards from the EVE model, though they could do it either way I guess. Amarr suits seem to feature higher base hp in general as opposed to Armor/Shield focus, and the logi definitely has a self-repair focus currently... I have a feeling that a lot of the logi bonuses will change though. They stated in a Feedback that they want to get rid of slayer-logis as a paradigm. It's hard to say what changes that will bring (and the Amarr will likely feel it least since their logi is explicitly a combat-logi), but I think a lot of those bonuses on logis will shift.
Join my cult.
|
The-Errorist
Closed For Business For All Mankind
400
|
Posted - 2013.12.20 04:55:00 -
[257] - Quote
Its been too long since the game was out of beta to not have this. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3119
|
Posted - 2014.01.09 21:18:00 -
[258] - Quote
Given the present... kerfluffle, this post seems relevant.
Join my cult.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7936
|
Posted - 2014.01.09 21:21:00 -
[259] - 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+
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3119
|
Posted - 2014.01.09 21:38:00 -
[260] - Quote
KAGEHOSHI Horned Wolf wrote: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.
They actually got pretty close to your suggestions in many spots (the logi fitting bonus, Sentinels reworked as resist-focused, Commandos all getting reload bonuses), but you were more careful about handing out damage, had broader logi bonuses, and didn't know they'd toss the cloak into the mix (which scouts are having issues with...).
Join my cult.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 :: [one page] |