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boba's fetta
Operation Clone Shield
112
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Posted - 2013.11.05 15:53:00 -
[181] - Quote
i think that assaults should be nerfed out of the game for ruining the heavy and the scout with there qq. and now focusing on the logis. really really bored of the tears. nerf it cause im ****.
the entire point of having a fitting screen is so that you can make your suit fill the role you wish to play.
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Kallas Hallytyr
Skullbreakers
62
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Posted - 2013.11.05 16:15:00 -
[182] - Quote
Borne Velvalor wrote:
- All equipment slots must be used.
- Kills earn 30% less WP. Assists and Support WP is increased by 20%.
- 25% reduction in maximum ammo per clip for Light weapons. Excludes Plasma Cannons, Mass Drivers/Shotguns/etcetera would be rounded up.
- 1 less grenade, no contact grenades.
- The same shield delays as a Heavy.
- Logistics bonus of 3% reduction in equipment fitting cost.
- Filling equipment slots is not exactly difficult, and others have pointed out that this doesn't really stop AssLogi's from running the way they try.
- Earning more/less WP is a bad idea. It allows spamming of equipment for WP gain (which people already complain about!) and doesn't really make sense: Logistics are frontline combatants, they're some field hospital orderly/munitions dump labourer, they're there in the thick of things but focused on keeping their team supplied. They're not pack mules there for everyone else to do everything else, they're just as important for pushing enemies off of an objective/holding off an attack.
Why should a Logi get less points for killing someone hacking/counter-hacking an objective than an Assault? It's just as important regardless of who does it.
- Reduction in ammo makes little sense: I have lots of stuff, therefore I can't fit as many bullets in my gun! The lack of sidearm (aside from the more hybrid Amarrian suit) is already what you're suggesting. Logistics are less focused on killing, which is why in a protracted firefight they already have less ammunition because they only have a single weapon.
- Less grenades? Meh, I could see that happening. I don't think that really impacts anyone, but it could help. The biggest issue with grenades is the ability to sit on a hive and spam, which is not tied to your maximum, just the rate at which you regain them.
- Shield Delay: I don't really see the reasoning behind this. Is it because Logistics are worse at using shields? Is there an issue with Logi shield recharge?
- Fitting change I could see. The Role bonus' in general are pretty messed up and could do with some alteration.
Borne Velvalor wrote:Forcing everyone to run full equipment reduces players trying to use it exclusively as an Assault suit. Lowering kill WP and raising assist WP puts less of a focus on killing as simply helping others kill, in general.
Keyword bolded. Forcing people to do stuff a specific way in an MMO-type/sandbox world is generally a bad idea. Look at EVE: CCP has a general idea of how they think things will be used and then players turn around and use it for some crazy, hare-brained scheme that is cool and completely unintended.
Certainly, focus should be placed on specific styles, but it should be done in the way that EVE does/DUST is beginning to look at: promote a specific way through certain buffs when adopting that style. The EVE ship-based bonus' are the perfect example. If we really want to talk about fixing the suits, we should be looking at having that level of change.
Suits themselves should have bonus' based upon what CCP intends that suit to do. For example (not necessarily what should be, just an example of how things would work, in my mind):
Gallente Logistics: 5% reduction in CPU/PG costs of equipment per level of the Logistics skill 1HP/Second Armour Repair Rate per level of the Logistics skill
Amarr Logistics: 5% reduction in CPU/PG costs of equipment per level of the Logistics skill 2% increased efficacy of Armour Plating modules per level of the Logistics skill
Gallente Assault: 1% damage increase to hybrid light weapons per level of the Assault skill 1HP/Second Armour Repair Rate per level of the Assault skill
Caldari Sentinel: 2% Shield damage resistance per level of the Sentinel skill 5% efficacy of Shield Extender modules per level of the Sentinel skill
(Again, these are simply examples.)
Making it more like EVE would, in my opinion, be a much better method of balancing suits, and it is an elegant method which I think CCP should be taking advantage of.
Borne Velvalor wrote:Raising support WP obviously encourages supporting the team with the equipment. Lower Light weapon ammunition and grenades means Logistics players can take out an enemy or two, but cannot assault endlessly without having to reload and resupply. For instance, an Assault suit with AR would have 60/3 ammo and the Logistics would have 45/2. The shield delays force the Logistics to avoid engaging in combat excessively.
'Assaulting endlessly' is kind of mitigated by the existence of Nanohives, and being able to carry many means that a Logistics would still be able to do so. And as above, a Logistics Merc is still a frontline combatant: they should be able to fight, albeit with slightly reduced efficiency, and shouldn't be bad in combat but should be worse than Assaults: which is the case currently. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
552
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Posted - 2013.11.05 16:19:00 -
[183] - Quote
Meh.
Logis were beastly before but it seems they became weaker...I barely see Proto Assaults anymore but I still prefer my Proto Assaults over Proto Logi(I'm not Proto yet but I commonly have discussions with logis about the suits) when it comes to FULL ON OFFENSE. I don't like the Gallente Logi right now :/, I heard the Caldari Logi is the top-dawg but even then, it just seems like a bunch of Damage-Stacking(lol).
Maybe they are okay where they are. Assaults are the main force of the field while the Logis try to cover the other areas. I'm still waiting on Scouts to get their other suits, and for them to become an even bigger threat than they are now. |
RydogV
Shadow Company HQ
575
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Posted - 2013.11.05 16:45:00 -
[184] - Quote
Jebus McKing wrote:I get the feeling all the people in here who are complaining about Logis with more HP than Assaults are exactly those who charge a Logi head on expecting the Logi to go down. They feel entitled to be able to kill him because in their perception he is a mere "support" class. The moment they then get their ass handed to them is the moment when they start complaining.
Assaults and Logistics should be and currently are on par when it comes to killing people if the player knows what the **** he is doing. If you expect to charge a Logi head on, guns blazing then you deserve to lose your clone. Use tactics, use your strenghs, use your speed and sidearm! Don't expect others to be weaker than you just because you are in an Assault suit.
Good point. I run a Minmatar Logi (21m SP) as my main char, but I also have an alt char. It is an Amarr Assault (9.5m SP).
I usually run a Gallente AR on my Logi because it is pretty versatile and with no sidearm I need a general purpose weapon. On the Amarr Assault I go with the Scrambler Rifle and a SMG combo. I have been trying to perfect the one-two punch of taking down enemy players' shields with the SCR and then quickly switching to the SMG to finish off their armor. It is very effective but it also generally means I am rarely caught in a situation where I have to reload either weapon in the middle of an engagement. In fact, I am significantly more effective engaging more than one target as an Assault than I have ever been as a Logi.
In the Assault vs 'Logi' Assault debate, I see a lot of players quick to dismiss the sidearm slot as a credible advantage to the slayer role. As someone who plays both Assault and Logi, I am firm in the belief that the advantage is real and should not be discounted. Many times after I have switched from Assault back to Logi, the lack of a sidearm becomes an acute reality on the battlefield.
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Cosgar
ParagonX
7322
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Posted - 2013.11.05 16:49:00 -
[185] - Quote
RydogV wrote:Jebus McKing wrote:I get the feeling all the people in here who are complaining about Logis with more HP than Assaults are exactly those who charge a Logi head on expecting the Logi to go down. They feel entitled to be able to kill him because in their perception he is a mere "support" class. The moment they then get their ass handed to them is the moment when they start complaining.
Assaults and Logistics should be and currently are on par when it comes to killing people if the player knows what the **** he is doing. If you expect to charge a Logi head on, guns blazing then you deserve to lose your clone. Use tactics, use your strenghs, use your speed and sidearm! Don't expect others to be weaker than you just because you are in an Assault suit. Good point. I run a Minmatar Logi (21m SP) as my main char, but I also have an alt char. It is an Amarr Assault (9.5m SP). I usually run a Gallente AR on my Logi because it is pretty versatile and with no sidearm I need a general purpose weapon. On the Amarr Assault I go with the Scrambler Rifle and a SMG combo. I have been trying to perfect the one-two punch of taking down enemy players' shields with the SCR and then quickly switching to the SMG to finish off their armor. It is very effective but it also generally means I am rarely caught in a situation where I have to reload either weapon in the middle of an engagement. In fact, I am significantly more effective engaging more than one target as an Assault than I have ever been as a Logi. In the Assault vs 'Logi' Assault debate, I see a lot of players quick to dismiss the sidearm slot as a credible advantage to the slayer role. As someone who plays both Assault and Logi, I am firm in the belief that the advantage is real and should not be discounted. Many times after I have switched from Assault back to Logi, the lack of a sidearm becomes an acute reality on the battlefield. I have both Minmatar logi and assault at proto. That extra speed, sidearm, and shield recharge rate is insanely noticeable when you switch between the two. Hell, with an Ishukone SMG that has 100 rounds in the clip, your light weapon becomes your sidearm.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Heimdallr69
Imperfect Bastards
1167
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Posted - 2013.11.05 17:22:00 -
[186] - Quote
All I'm saying is we everyone other than logis well idk how heavies are with equipment but we need to have 2 again the biggest thing I hear is that's a logis job...well isn't the assaults job to be on the frontline in all the combat yet have less highs and lows than logis? Call me dumb all you want but one or the other is changing...I'm not saying nerf the logi cuz that's not what I want I want 2 equipment slots...if you don't like that then make our highs and lows the same as logis if you still don't lile it then change kur assault bonus cuz it sucks ass |
Tek Hound
Death In Xcess Corporation
115
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Posted - 2013.11.05 18:26:00 -
[187] - Quote
Nothing |
Borne Velvalor
Endless Hatred
912
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Posted - 2013.11.06 06:44:00 -
[188] - Quote
Kallas Hallytyr wrote: - Filling equipment slots is not exactly difficult, and others have pointed out that this doesn't really stop AssLogi's from running the way they try. If they fit four standard equipment on a proto suit, sure. Maybe make equipment take up a minimum amount of CPU/PG if it's not taking up enough?
- Earning more/less WP is a bad idea. It allows spamming of equipment for WP gain (which people already complain about!) and doesn't really make sense: Logistics are frontline combatants, they're some field hospital orderly/munitions dump labourer, they're there in the thick of things but focused on keeping their team supplied. They're not pack mules there for everyone else to do everything else, they're just as important for pushing enemies off of an objective/holding off an attack. Which makes no sense. Why should a Logistics player be as important as an Assault player for killing? Why not just run Logistics 24/7?
- Why should a Logi get less points for killing someone hacking/counter-hacking an objective than an Assault? It's just as important regardless of who does it. True enough. Then again, a team spawn is a team spawn, regardless of whether or not there's a defend order on the guy that placed the uplink, right? Yet, they get more WP. I don't think healing someone a couple hundred points is worth a kill, either, but that exists to promote healing.
- Reduction in ammo makes little sense: I have lots of stuff, therefore I can't fit as many bullets in my gun! The lack of sidearm (aside from the more hybrid Amarrian suit) is already what you're suggesting. Logistics are less focused on killing, which is why in a protracted firefight they already have less ammunition because they only have a single weapon. As an Amarr Logistics, I often forget this. However, the importance of the sidearm lies a lot in what weapon you use. If you run a Laser, yeah, it's going to sting. An Assault Rifle? Not a lot. Less ammo per clip means more reloading, which lowers overall DPS while still leaving burst potential to take out a few guys at a time. - Less grenades? Meh, I could see that happening. I don't think that really impacts anyone, but it could help. The biggest issue with grenades is the ability to sit on a hive and spam, which is not tied to your maximum, just the rate at which you regain them.
Grenade resupply rate is a separate issue that also needs to be addressed, but you're right. - Shield Delay: I don't really see the reasoning behind this. Is it because Logistics are worse at using shields? Is there an issue with Logi shield recharge? No, my point was that it would make them less able to fight enemy after enemy after enemy. However, this doesn't really affect armor tankers and thus is a pretty poor idea, I admit. - Fitting change I could see. The Role bonus' in general are pretty messed up and could do with some alteration. The role bonuses are the easiest and first thing to fix. They suck at the moment.Borne Velvalor wrote:Forcing - Keyword bolded. Forcing people to do stuff a specific way in an MMO-type/sandbox world is generally a bad idea. Look at EVE: CCP has a general idea of how they think things will be used and then players turn around and use it for some crazy, hare-brained scheme that is cool and completely unintended. Using a Logistics suit with one equipment slot exactly like an Assault suit is not a new, crazy way to use it. It just makes Assault suits more redundant.- Certainly, focus should be placed on specific styles, but it should be done in the way that EVE does/DUST is beginning to look at: promote a specific way through certain buffs when adopting that style. The EVE ship-based bonus' are the perfect example. If we really want to talk about fixing the suits, we should be looking at having that level of change. Suits themselves should have bonus' based upon what CCP intends that suit to do. For example (not necessarily what should be, just an example of how things would work, in my mind): -snipped to fit under character limit- (Again, these are simply examples.) Making it more like EVE would, in my opinion, be a much better method of balancing suits, and it is an elegant method which I think CCP should be taking advantage of. Good ideas. However, whether you buff some suits bonuses or nerf others', some suits will be worse at certain things than others. Just by having difference suits you "limit" players.- 'Assaulting endlessly' is kind of mitigated by the existence of Nanohives, and being able to carry many means that a Logistics would still be able to do so. And as above, a Logistics Merc is still a frontline combatant: they should be able to fight, albeit with slightly reduced efficiency, and shouldn't be bad in combat but should be worse than Assaults: which is the case currently. They are better in some ways, worse in others, dependent on race. Amarr Logistics without a Laser or Scrambler is a bit slower, in exchange for free armor repair and equipment slots. I don't know about you, but carrying a Compact Nanohive, Flux Scanner and Remote Explosives with 5 HP/S free armor repair negates that little bit of speed for me. A plate replaces the health. If you didn't like the speed, a Catalyzer can replace that instead.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Racro 01 Arifistan
501st Knights of Leanbox
64
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Posted - 2013.11.06 06:56:00 -
[189] - Quote
remove high slots form gallente/amarr to prevent weapon mod stacking. and sligtly reduced cpu and pwr grid but get a 10% reduction to equipment per level and 5% bonus to rep tool ammount per level.
remove lows from caldari and minmattar to prevent insane EHP where you empty an AR clip into them and they dont die. leave thier pwr grid/cpu untouched so they can fit shield extenders and have enopugh left for thier equipment. again a 10% fitting reduction and 5% bonus to repair ammount per level. |
Ryme Intrinseca
Seraphim Auxiliaries
186
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Posted - 2013.11.06 13:11:00 -
[190] - Quote
Cosgar wrote:RydogV wrote:Jebus McKing wrote:I get the feeling all the people in here who are complaining about Logis with more HP than Assaults are exactly those who charge a Logi head on expecting the Logi to go down. They feel entitled to be able to kill him because in their perception he is a mere "support" class. The moment they then get their ass handed to them is the moment when they start complaining.
Assaults and Logistics should be and currently are on par when it comes to killing people if the player knows what the **** he is doing. If you expect to charge a Logi head on, guns blazing then you deserve to lose your clone. Use tactics, use your strenghs, use your speed and sidearm! Don't expect others to be weaker than you just because you are in an Assault suit. Good point. I run a Minmatar Logi (21m SP) as my main char, but I also have an alt char. It is an Amarr Assault (9.5m SP). I usually run a Gallente AR on my Logi because it is pretty versatile and with no sidearm I need a general purpose weapon. On the Amarr Assault I go with the Scrambler Rifle and a SMG combo. I have been trying to perfect the one-two punch of taking down enemy players' shields with the SCR and then quickly switching to the SMG to finish off their armor. It is very effective but it also generally means I am rarely caught in a situation where I have to reload either weapon in the middle of an engagement. In fact, I am significantly more effective engaging more than one target as an Assault than I have ever been as a Logi. In the Assault vs 'Logi' Assault debate, I see a lot of players quick to dismiss the sidearm slot as a credible advantage to the slayer role. As someone who plays both Assault and Logi, I am firm in the belief that the advantage is real and should not be discounted. Many times after I have switched from Assault back to Logi, the lack of a sidearm becomes an acute reality on the battlefield. I have both Minmatar logi and assault at proto. That extra speed, sidearm, and shield recharge rate is insanely noticeable when you switch between the two. Hell, with an Ishukone SMG that has 100 rounds in the clip, your light weapon becomes your sidearm. I'm trying to decide whether to spec into Min logi or assault. Which of the two would you recommend? I agree that the speed and sidearm makes a big difference, on the other hand I know I will struggle with fitting an assault as I plan to run the A-45 scanner 24-7 (I have dropsuit electronics 5, engineering 3). The role I have in mind is really between assault and logi, but I want more speed than the hybrid amarr logi provides. |
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Cpt Merdock
The Exemplars Top Men.
96
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Posted - 2013.11.08 17:41:00 -
[191] - Quote
Fizzer94 wrote:Cpt Merdock wrote:Cosgar wrote:Neither, I'm tired of seeing this game nerfed to the standards of assaults with rifles. Take your stand fellow logibros! Don't give these casual bastards an inch! Amen to this...I as a fellow Assault Rifle user would honestly think the game would be more fun right now if we just took Assault Rifles out lol. This is Dust514 not battlefield. We are suppose to be in freaking space. You dont see assault rifles in Halo do you? Uhhh. As much as I agree with you, there are Assault Rifles in Halo.
in my defence I played halo 3 for all of 2 hours on split screen. I was just trying to make a point. :) |
XANDER KAG
Red Star. EoN.
468
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Posted - 2013.11.08 17:46:00 -
[192] - Quote
Why couldn't you just give them the same (maybe slightly higher), pg/cpu as assaults, the same slots, but then make equipment costs negligible. Like with the Gallente logi.
Who says you can't kill in style?
Fear the tribes.
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Kilrex n'Drazi
NECROM0NGERS
0
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Posted - 2013.11.10 15:55:00 -
[193] - Quote
Why not have equipment mounted using something akin to rig calibration in Eve? Easily prevents people from using logis as frontline suits.
Move the equipment from using CPU/grid to "suit calibration". Add a new skill to increase the available "suit calibration".
---
I would also like to see a stacking penalty for similar equipment (e.g. uplinks) on one suit. One of the biggest causes of lag seems to be when someone is dropping 8 spawn uplinks into the same area of a map. Or nanohives. |
Fire of Prometheus
DUST University Ivy League
1551
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Posted - 2013.11.10 16:02:00 -
[194] - Quote
No nerf, buff assaults first
Ps. Your whole sidearm only thing screws over my logi ak0
"It is the mark of an educated mind to entertain a thought without accepting it."
-Aristotle
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RKKR
The Southern Legion The Umbra Combine
436
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Posted - 2013.11.10 16:03:00 -
[195] - Quote
I'll play along:
I want more stamina so I can support my whole team spread across an area and dodge out of a stream of bullets without getting stuck on a small elevation that a 6-month-old baby could crawl over.
I want an active suit-mod that heals me and teammates that are close enough to me while greatly reducing my damage-output. I want other cool mods like this that are support related.
I want people to be around a logi, because if they are not they'll drop like flies. Teamwork motherfuckers!
...
Oooh wait we were talking nerfs, not game redesign that could make this game better. |
CharCharOdell
1501
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Posted - 2013.11.10 17:10:00 -
[196] - Quote
DeadlyAztec11 wrote:Only Sidearm,
I already use an SMG and flux grenades. AKA my pattented "Flux and spray" method. If you are a real Logi, You won't find yourself in open combat anyways.
only if the assaults dont get equipment slots. Then you'll NEED a logi....oh, but wait, there won't be any. Good luck fighitng over that supply depot which ill blow up with my tank to avenge my logi bros.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Bethhy
Ancient Exiles
299
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Posted - 2013.11.10 17:26:00 -
[197] - Quote
I want Logi's to be Logi's... Right now the bonuses across all the suit's don't contribute to a team effort, more of a solo playstyle.
Logi's - Have suit bonus's based more around tanking, Then given an abundance of slot's and fitting ability... they will naturally be the suit which you could do anything with. So it has to specialized through it's bonuses.
- They need reduced CPU and PG to mainly facilitate only fitting tank and weapon modules.
- The bonuses need to be around Equipment fitting requirements... Making them almost costless to fit Logi based equipment onto the suit... Kinda like EVE, -99% fitting requirements even...
-They also need a bonus to Efficacy of equipment.... making them the true choice to run uplinks/nanohives/repairs
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