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Coleman Gray
GunFall Mobilization Covert Intervention
900
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Posted - 2013.11.03 22:02:00 -
[1] - Quote
Why not just limit the mods they get to match the assault variants of the respective races? |
Ansiiis The Trustworthy
United Empires Organisation
376
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Posted - 2013.11.03 22:10:00 -
[2] - Quote
Why not just give them cpu req redu tion on equipment instead of unlimited cpu/pg |
Cosgar
ParagonX
7075
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Posted - 2013.11.03 22:12:00 -
[3] - Quote
Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4574
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Posted - 2013.11.03 22:13:00 -
[4] - Quote
I think a better idea would be to give them 8 high slots, 8 low slots, 8 equipment slots, and three light weapon slots plus a heavy weapon slot. The CPU/PG should scale accordingly so they can fit all proto in everything.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Dachande Anasazi
Crux Special Tasks Group Gallente Federation
67
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Posted - 2013.11.03 22:14:00 -
[5] - Quote
Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault.
WELL SAID!! |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4574
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Posted - 2013.11.03 22:15:00 -
[6] - Quote
Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault.
I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Cosgar
ParagonX
7081
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Posted - 2013.11.03 22:21:00 -
[7] - Quote
Arkena Wyrnspire wrote:Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault. I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault. I agree GaLogi does overpower the assault a bit. The assault's racial looks good on paper, but there's only 3 weapons that work with it. If we had other hybrid type light weapons and sidearms (not sure if grenades would work with the bonus) the assault would be better since it could equip better weapons while getting a decent tank. Another option would be to buff its CPU/PG with a +2% plate efficacy per level bonus, making it similar to the Caldari assault.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Kallas Hallytyr
Skullbreakers
52
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Posted - 2013.11.03 22:24:00 -
[8] - Quote
Arkena Wyrnspire wrote:I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault.
What's the difference between CalLogi and CalAslt? The CalLogi doesn't get the Extender Efficacy any longer, but it does have 5 High and 4 Low: huh?!
The GalAslt is lacking compared to the GalLogi but that is more to do with how terrible the Role/Racial Role bonuses are: 5% Shield Recharge Rate should not be a generic Role Bonus, it should be a Caldari racial. The GalAslt should have something like Armour Repair Efficacy and the Logistics Role Bonus should be altered.
That is what makes the Logistics class appear to be better: it's because of stupidly distributed bonuses. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4575
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Posted - 2013.11.03 22:27:00 -
[9] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault. I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault. I agree GaLogi does overpower the assault a bit. The assault's racial looks good on paper, but there's only 3 weapons that work with it. If we had other hybrid type light weapons and sidearms (not sure if grenades would work with the bonus) the assault would be better since it could equip better weapons while getting a decent tank. Another option would be to buff its CPU/PG with a +2% plate efficacy per level bonus, making it similar to the Caldari assault.
Yeah. I'm not sure the issue is with the logistics so much as it is with the assault - the assault suffers from the lack of an armour repair bonus, having a shield bonus (wtf?) and its only proper bonus being rather... meh.
Having to fit two repairers to a Gallassault (which is necessary to have a decent regen rate) cripples the HP potential. If it had the inherent 5 HP/s that logistics suits had I'm sure it'd be better off.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Cosgar
ParagonX
7081
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Posted - 2013.11.03 22:28:00 -
[10] - Quote
Kallas Hallytyr wrote:Arkena Wyrnspire wrote:I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault. What's the difference between CalLogi and CalAslt? The CalLogi doesn't get the Extender Efficacy any longer, but it does have 5 High and 4 Low: huh?! The GalAslt is lacking compared to the GalLogi but that is more to do with how terrible the Role/Racial Role bonuses are: 5% Shield Recharge Rate should not be a generic Role Bonus, it should be a Caldari racial. The GalAslt should have something like Armour Repair Efficacy and the Logistics Role Bonus should be altered. That is what makes the Logistics class appear to be better: it's because of stupidly distributed bonuses. Most of this is because of a faulty "tagging" system CCP is using right now. I don't think suits should have a blanket bonus but instead different base stats and specific bonuses to fit with how the suit is built.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7085
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Posted - 2013.11.03 22:29:00 -
[11] - Quote
Arkena Wyrnspire wrote:Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault. I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault. I agree GaLogi does overpower the assault a bit. The assault's racial looks good on paper, but there's only 3 weapons that work with it. If we had other hybrid type light weapons and sidearms (not sure if grenades would work with the bonus) the assault would be better since it could equip better weapons while getting a decent tank. Another option would be to buff its CPU/PG with a +2% plate efficacy per level bonus, making it similar to the Caldari assault. Yeah. I'm not sure the issue is with the logistics so much as it is with the assault - the assault suffers from the lack of an armour repair bonus, having a shield bonus (wtf?) and its only proper bonus being rather... meh. Having to fit two repairers to a Gallassault (which is necessary to have a decent regen rate) cripples the HP potential. If it had the inherent 5 HP/s that logistics suits had I'm sure it'd be better off. Armor tanked suits should just have a built in repair rate in general.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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I-Shayz-I
I-----I
1222
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Posted - 2013.11.03 22:40:00 -
[12] - Quote
The idea behind logistics is that they can fit a multitude of different modules...say an armor repair, plate, sprint mod, and shield regulator.
The problem is not in the number of slots, but in the fact that it doesn't take very long to kill someone...so most people just stack plates and extenders to last longer on the battlefield, or damage mods to kill quicker. If it didn't take 0.2 seconds to kill with the automatic sniper rifle (aka the AR), then maybe more players would use different modules besides just a bunch of healh
If anything, there should be a restriction to the types of modules you can have...or a stronger stacking penalty.
List of Most Important Threads
I make logistics videos! (Insert future link here)
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Dachande Anasazi
Crux Special Tasks Group Gallente Federation
71
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Posted - 2013.11.03 22:46:00 -
[13] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:Sorry, but you're a bit late- like months late. CaLogi was the only suit that had a clear advantage over every suit in the game, short of equipping heavy weapons. With its insanely high CPU/PG, +5% shield extender efficacy racial bonus, shield armor imbalance, and the TAC AR fiasco, the CaLogi was the one suit that ruled them all. It's been since nerfed re-balanced, and the lingering logi hate come from players that are misinformed or have some per-concieved notion that logistics should be limited to tethering a repper to a heavy or a squad's personal pack mule. Either ideals are completely incorrect as the logistics suit is just a medium suit that has different strengths and weaknesses compared to an assault. I agree with this except in the case of the Gallente logistics. Minmatar logistics is fine - it has different strengths and weaknesses to the assault. Amarr logistics and assaults are different. Caldari logistics and assaults a little more similar, but they are different enough. Gallente logistics flat-out outperforms the Gallente assault. I agree GaLogi does overpower the assault a bit. The assault's racial looks good on paper, but there's only 3 weapons that work with it. If we had other hybrid type light weapons and sidearms (not sure if grenades would work with the bonus) the assault would be better since it could equip better weapons while getting a decent tank. Another option would be to buff its CPU/PG with a +2% plate efficacy per level bonus, making it similar to the Caldari assault.
I am speccing into Gal assault now..after using gallogi..I'll say that the assault needs to be buffed rather than the logi being nerfed...THe only reason it outperforms is because of all armor plates..ut you run slow and hence you cant get into cqc so SMG is out...u have no secondary..so if you use AR or MD u have less ammo and really screwed if you dont kill people. SCR also over heats but that is a problem everywhere.
I say buff the assault. |
Cosgar
ParagonX
7087
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Posted - 2013.11.03 22:47:00 -
[14] - Quote
I-Shayz-I wrote:The idea behind logistics is that they can fit a multitude of different modules...say an armor repair, plate, sprint mod, and shield regulator.
The problem is not in the number of slots, but in the fact that it doesn't take very long to kill someone...so most people just stack plates and extenders to last longer on the battlefield, or damage mods to kill quicker. If it didn't take 0.2 seconds to kill with the automatic sniper rifle (aka the AR), then maybe more players would use different modules besides just a bunch of healh
If anything, there should be a restriction to the types of modules you can have...or a stronger stacking penalty. I think it's a TTK thing above all else. The hit detection fixes, aim-assist, and all the little hot fixes CCP did between 1.0-1.3 need to be rolled back and everything can be re-evaluated from there. This "fix a problem to another problem that was to fix this problem..." stacking isn't the way to do things. Remember when everyone wanted to nerf the MD after 1.2? A lot of seasoned massholes (me included) said wait until aiming and hit detection to get fixed in 1.4 before any sweeping changes. Look at how relevant the MD is now compared to then. Same thing.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Monkey MAC
killer taxi company General Tso's Alliance
906
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Posted - 2013.11.03 22:50:00 -
[15] - Quote
Why not get rid of the assault? Problem solved!
The pen is mightier than the sword
The gun is mightier than both
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Booker DaFooker
Ancient Exiles
151
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Posted - 2013.11.03 22:59:00 -
[16] - Quote
I-Shayz-I wrote:The idea behind logistics is that they can fit a multitude of different modules...say an armor repair, plate, sprint mod, and shield regulator.
The problem is not in the number of slots, but in the fact that it doesn't take very long to kill someone...so most people just stack plates and extenders to last longer on the battlefield, or damage mods to kill quicker. If it didn't take 0.2 seconds to kill with the automatic sniper rifle (aka the AR), then maybe more players would use different modules besides just a bunch of healh
If anything, there should be a restriction to the types of modules you can have...or a stronger stacking penalty.
Would love to see dps slashed across the board. Can you imagine how different gameplay would be if it took at least twice the damage you deal now to kill someone. It gets more tactical and it encourages teamwork imho. And like you said, people could experiment more with fits other than having to stack plates
Bullshit Baffles Brains
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Cosgar
ParagonX
7091
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Posted - 2013.11.03 23:04:00 -
[17] - Quote
Booker DaFooker wrote:I-Shayz-I wrote:The idea behind logistics is that they can fit a multitude of different modules...say an armor repair, plate, sprint mod, and shield regulator.
The problem is not in the number of slots, but in the fact that it doesn't take very long to kill someone...so most people just stack plates and extenders to last longer on the battlefield, or damage mods to kill quicker. If it didn't take 0.2 seconds to kill with the automatic sniper rifle (aka the AR), then maybe more players would use different modules besides just a bunch of healh
If anything, there should be a restriction to the types of modules you can have...or a stronger stacking penalty. Would love to see dps slashed across the board. Can you imagine how different gameplay would be if it took at least twice the damage you deal now to kill someone. It gets more tactical and it encourages teamwork imho. And like you said, people could experiment more with fits other than having to stack plates That's what this game should be. People used to modern military FPS have this ideal that short TTK = more tactical, but that's not necessarily true. Dust needs to be different and go back to the roots that made it a "thinking man's FPS." There's actually a topic about the TTK problem. (Please direct all +1's to Zeylon Rho)
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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KEROSIINI-TERO
The Rainbow Effect
794
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Posted - 2013.11.03 23:29:00 -
[18] - Quote
Ansiiis The Trustworthy wrote:Why not just give them cpu req redu tion on equipment instead of unlimited cpu/pg
Ohhh yes this. This is a fix.
Meaning, suit PG+CPU output comparable to assaults, but a real big reduction on equipment PG+CPU costs. |
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