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Cosgar
ParagonX
7873
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Posted - 2013.11.17 22:25:00 -
[121] - Quote
Mobius Kaethis wrote:Cat Merc wrote:Cosgar wrote:Cat Merc wrote: To save on CPU/PG? We don't have the spare CPU/PG, unlike you.
Then downgrade that Duvolle to a GEK and get a TT-3 or M209. Since they're good enough for logis to be limited to, it'd be worth giving up a proto weapon right? I'm already using a GEK? :X None of us is going to argue that the SMG is as good as the AR in every situation, and that is the point Cosgar. By limiting logistics suits to a light weapon we are restricting them to a weapon that excels at CQC but is lacking in aggressive long range combat ability. Assaults typically use a toxin (even on their proto suits) because of fitting issues even with maxed out electronics and engineering. Since assaults need to be able to engage enemies at all ranges they need a high power med range weapon (AR or SCR being the most common of these). The side arm is a back up for use in CQC combat only in the case of the Assault suit. Now a Logi with a proto SMG will be a beast to deal with in CQC but assaults would have a range advantage with their AR. This means that while the Logi will still be able to kill it will be limited to doing so in specific situations. Instead of running into combat at the front of the pack Logis would have to hang back a bit, support their squad, and cover the rear. All roles the SMG and other side arms are suited for. Assault suit bonus: CPU/PG fitting reduction to all weapons and weapon mods. Assaults get access to better firepower, logis keep their survivability at the cost of less firepower. Sidearms stop being underrated and everyone can STFU about suits so we can ***** about TTK until CCP fixes it. Done and done.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Mobius Kaethis
Molon Labe PC RISE of LEGION
950
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Posted - 2013.11.17 22:27:00 -
[122] - Quote
Cosgar wrote: Assault suit bonus: CPU/PG fitting reduction to all weapons and weapon mods. Assaults get access to better firepower, logis keep their survivability at the cost of less firepower. Sidearms stop being underrated and everyone can STFU about suits so we can ***** about TTK until CCP fixes it. Done and done.
Gallente Assaults already have a bonus like this for all light weapons and it doesn't make it so I can fit a decent side arm or a logi-like tank. I don't think this will solve the problem.
In the world of DUST/
The words are all in haiku/
Tweets are just too long
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Levithunder
Butt Hurt Try Hards
131
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Posted - 2013.11.17 22:32:00 -
[123] - Quote
They buffed repair tools logi's are fine again nuff said
(-í° -£-û -í°) Nerf Me If You Dare.
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Cosgar
ParagonX
7876
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Posted - 2013.11.17 22:32:00 -
[124] - Quote
Mobius Kaethis wrote:Cosgar wrote: Assault suit bonus: CPU/PG fitting reduction to all weapons and weapon mods. Assaults get access to better firepower, logis keep their survivability at the cost of less firepower. Sidearms stop being underrated and everyone can STFU about suits so we can ***** about TTK until CCP fixes it. Done and done.
Gallente Assaults already have a bonus like this for all light weapons and it doesn't make it so I can fit a decent side arm or a logi-like tank. I don't think this will solve the problem. And limiting the most SP and ISK intensive suit class to only 2 viable weapons with massive drawbacks in a FPS is? Logis are more than worth the SP investment. The other suits need to be as well before we touch logistics again. Also, core problems need to be addressed for better balancing. They jumped the gun on the flaylock nerf and now it's barely good at prototype. Let's not do this to an entire suit class we're going to need more than ever in FW next patch. Unless some of the assaults on here want to put down their militia nanohives and carry injectors.
Quote:Edit: How much of a bonus were you thinking? Too much and the Assault players would have proto in every slot (which would make us way OP) too little and it won't make any difference at all. Depends, how much do you think is needed? The idea is for assaults to get something to better reinforce their offensive role better, keep in mind this includes grenades too. Also, give Gallente assault -2% movement penalty per level or +2% plate efficacy per level to give it a better advantage over the logi.
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
988
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Posted - 2013.11.17 22:39:00 -
[125] - Quote
Yet another one of these discussions? Ok before I start I don't currently run logi, but once we get shield bubbles, drones and turrets I plan to become a logi combat engineer!
Now, lets be honest short of making the logi absolutely useless, it will always beat the assault because of its flexibility. Now if you take the light weapon off the logi who will want to play it in a supposed high action First Person SHOOTER.
That is the most important thing you should be capable of turning round and shooting people in the face for the hell of it. Yeah sure you could shoot someone withva sidearm, but your not gonna nearly have as much fun. People don't want to play a logi suit purely with the intention of being a pack mule!
And what about combat engineers, field mechanics, communications experts, demolitions specialists? What about all those logi suits who's primary goal isn't his equipment?
The pen is mightier than the sword
The gun is mightier than both
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Mobius Kaethis
Molon Labe PC RISE of LEGION
951
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Posted - 2013.11.17 22:39:00 -
[126] - Quote
Cosgar wrote:Mobius Kaethis wrote:Cosgar wrote: Assault suit bonus: CPU/PG fitting reduction to all weapons and weapon mods. Assaults get access to better firepower, logis keep their survivability at the cost of less firepower. Sidearms stop being underrated and everyone can STFU about suits so we can ***** about TTK until CCP fixes it. Done and done.
Gallente Assaults already have a bonus like this for all light weapons and it doesn't make it so I can fit a decent side arm or a logi-like tank. I don't think this will solve the problem. And limiting the most SP and ISK intensive suit class to only 2 viable weapons with massive drawbacks in a FPS is? Logis are more than worth the SP investment. The other suits need to be as well before we touch logistics again. Also, core problems need to be addressed for better balancing. They jumped the gun on the flaylock nerf and now it's barely good at prototype. Let's not do this to an entire suit class we're going to need more than ever in FW next patch. Unless some of the assaults on here want to put down their militia nanohives and carry injectors.
I'm not entirely disagreeing with you on these points. The SMG and the Scrambler Pistol would be the only two real options at this point, we have a while to go before we get the other side arms I fear, and this would be rather limiting for the logi players.
What I'm looking for isn't a nerf for logistics players. I want all the classes to be balanced. If that means increasing the usability of all the classes, great. If it means decreasing the power of one, that is fine too.
The only reason we are having this discussion is to go into depth about one possible way to add more balance to all the classes by addressing one class. There are certainly other ways this balance could be obtained and I don't think any of us who is in favor of this change to Logi's would be opposed to discussing any of those other balancing methods.
Start a thread Cosgar. Lets talk about class balance as a whole since clearly you feel like we are attacking you with our conversation being directed at how to rebalance via the logistics class.
Fun > Realism
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Mobius Kaethis
Molon Labe PC RISE of LEGION
951
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Posted - 2013.11.17 22:41:00 -
[127] - Quote
Monkey MAC wrote: And what about combat engineers, field mechanics, communications experts, demolitions specialists? What about all those logi suits who's primary goal isn't his equipment?
All of the roles you just mentioned would be equipment focused roles in DUST.
Fun > Realism
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Cosgar
ParagonX
7877
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Posted - 2013.11.17 22:43:00 -
[128] - Quote
Mobius Kaethis wrote:Cosgar wrote:Mobius Kaethis wrote:Cosgar wrote: Assault suit bonus: CPU/PG fitting reduction to all weapons and weapon mods. Assaults get access to better firepower, logis keep their survivability at the cost of less firepower. Sidearms stop being underrated and everyone can STFU about suits so we can ***** about TTK until CCP fixes it. Done and done.
Gallente Assaults already have a bonus like this for all light weapons and it doesn't make it so I can fit a decent side arm or a logi-like tank. I don't think this will solve the problem. And limiting the most SP and ISK intensive suit class to only 2 viable weapons with massive drawbacks in a FPS is? Logis are more than worth the SP investment. The other suits need to be as well before we touch logistics again. Also, core problems need to be addressed for better balancing. They jumped the gun on the flaylock nerf and now it's barely good at prototype. Let's not do this to an entire suit class we're going to need more than ever in FW next patch. Unless some of the assaults on here want to put down their militia nanohives and carry injectors. I'm not entirely disagreeing with you. On these points. The SMG and the Scrambler Pistol would be the only two real options at this point., we have a while to go before we get the other side arms I fear, and this would be rather limiting for the logi players. What I'm looking for isn't a nerf for logistics players. I want all the classes to be balanced. If that means increasing the usability of all the classes, great. If it means decreasing the power of one, that is fine too. The only reason we are having this discussion is to go into depth about one possible way to add more balance to all the classes by addressing one class. There are certainly other ways this balance could be obtained and I don't think any of us who is in favor of this change to Logi's would be opposed to discussing any of those other balancing methods. Start a thread Cosgar. Lets talk about class balance as a whole since clearly you feel like we are attacking you with our conversation being directed at how to rebalance via the logistics class. What's the point of starting another thread? It's just going to turn into another 10+ page nerf logi thread just like every one before it. Besides, I'd rather talk about core mechanics that are stopping people from wanting to play.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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RydogV
Shadow Company HQ
610
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Posted - 2013.11.17 22:46:00 -
[129] - Quote
Hi my name is RydogV and I am a "True Logi' through and through. I have played Logistics (primarily triage-based) since Closed Beta. I can count the number of times I entered the Burnzone without all my equipment slots filled on one hand.
A 'sidearm only' restriction is probably THE WORST effort at a compromise that has yet been forwarded to stop everyone from feeling sad because the so called 'Assault' Logi's that apparently ruining the game. A premise I do not completely subscribe to.
The only 'solution' to the 'problem' is to make the Assault Class more appealing as a frontline combat option. You do this by making the suits better via changes in Bonuses and such. Here is an example of such an idea. It is neither ideal or inflexible. It was just a jumping off point to move the discussion into a more plausible light. Read it or don't. All I know is that if, as a Logistics player, I am forced to use a friggin' sidearm only, I will simply switch to another class.
RydogV wrote:Putting the Assault back into Assault DropsuitsAs most of you know, there is always this ongoing debate about how Assault dropsuits are not as effective at frontline combat when compared to Logistics dropsuits fitted for a slayer role. While I think the gap is not as significant as it is made out to be on the Dust forums, I do recognize there is room for some improvements. Now many argue that the best way to address the perceived imbalance is to some how nerf the Logistics dropsuit. Things like reducing module slots, reducing CPU/PG, making equipment slots mandatory and limiting Logis to only sidearm weapons have all been suggested. However, I believe the best solution is to make Assault dropsuits better, by enhancing their offensive capability. This can be done by adjusting some simple game mechanics and rethinking role and race bonuses for both the Assault and Logistics classes. Step one would be to dial back the 10% buff given to Light Weapons a few updates ago. Step two would be to reduce the damage increase of Weapons Damage Modules. Militia/Basic to +2%, Advanced to +3% and Prototype to +5%. The stacking penalty for these modules would also be double their current rate. Step three would be to change the current Assault bonus (+5% Shield Recharge Rate at each level) to something more fitting the slayer role. This would be a +2% Damage Increase to Light Weapons at each level. This way the Assault class become the more appealing choice for frontline combat by giving it the chance to regain that 10% damage buff at the highest level. Some adjustments to racial bonuses would also include:
- Amarr: 5% Reduction to laser weapon heat build-up (stays the same)
- Caldari: 3% Increase to max ammo (change from +2% efficacy to shield extenders)
- Gallente: 5% Reduction to weapon CPU/PG (change from -5% to hybrid weapon CPU/PG)
- Minmatar: 5% Increase to Light and Sidearm weapon clip size (change from +5% to sidearm clip size)
Step four would be to change some current Logistics racial bonuses. Logistics would keep the role bonus of +1 HP of Dropsuit Armor Repair, since there is generally no one to heal the healer and survivability is key in a support role. Changes to racial bonuses include:
- Amarr: 5% Reduction to active scanner CPU/PG (change from +5% efficacy to armor repair modules)
- Caldari: 5% Reduction to nano equipment CPU/PG (change from +5% efficacy to shield regulators)
- Gallente: 5% Reduction to repair tool CPU/PG (change from -5% to equipment CPU/PG)
- Minmatar: 5% Increase to hacking speed (stays the same)
Aside from the increase in damage output for Assault, the racial bonuses all now reflect important improvements in offensive weapon capability. Amarr remains the same with bonuses to Lasers and Scrambler Rifles; Caldari gets increased ammo, crucial for weapons like Mass Drivers and Swarm Launchers; Gallente gets significant CPU/PG savings from both weapons slots; and Minmatar gets larger magazines to offset its low HP. The changes to Logistics don't take away from its durability with the inherent armor repair but do put more emphasis on support bonuses. The higher DPS potential of the Assault class, combined with the reduced effectiveness of Damage Modules, would make the Logistics suit a less capable platform for frontline combat. Comments welcome
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Mobius Kaethis
Molon Labe PC RISE of LEGION
951
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Posted - 2013.11.17 22:47:00 -
[130] - Quote
Cosgar wrote: What's the point of starting another thread? It's just going to turn into another 10+ page nerf logi thread just like every one before it. Besides, I'd rather talk about core mechanics that are stopping people from wanting to play.
Maybe this is wrongheaded of me but I feel like class imbalances are on of the core mechanics that is stopping people from wanting to play.
That is just my 2 isk though.
Fun > Realism
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
60
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Posted - 2013.11.17 22:49:00 -
[131] - Quote
So..OVerall, people like me that Run Sidearms only in their Logi suits will just get a buff. nice.
Now we have ALL the slots for tanking because now i dont need them to increase stamina or speed. I just put in 1 Cx Profiledampner and tank. 2 Cx Sidearm dam mods and go crazy in a Fast 800+ EHP scout?
Bro, if you want the sidearm only logi , its ok, but do not buff their speed and stamina. They have slots to fix that if wanted... |
Cosgar
ParagonX
7878
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Posted - 2013.11.17 22:51:00 -
[132] - Quote
Mobius Kaethis wrote:Cosgar wrote: What's the point of starting another thread? It's just going to turn into another 10+ page nerf logi thread just like every one before it. Besides, I'd rather talk about core mechanics that are stopping people from wanting to play.
Maybe this is wrongheaded of me but I feel like class imbalances are on of the core mechanics that is stopping people from wanting to play. That is just my 2 isk though. Think of why this topic exists right now. This isn't about a logi with a mass driver.
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
988
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Posted - 2013.11.17 22:54:00 -
[133] - Quote
Mobius Kaethis wrote:Monkey MAC wrote: And what about combat engineers, field mechanics, communications experts, demolitions specialists? What about all those logi suits who's primary goal isn't his equipment?
All of the roles you just mentioned would be equipment focused roles in DUST.
Combat Engineer won't be he deploys force multiplying equipment before joining the fight, he will spent his time fighting along side the assault suits. Field mechanics depend entirely on how they are used. Comms expert would probably work with more passive modules, hacking etc. Demolitions has a very narrow use he will spend time mostly with his gun, not his explosives!
The pen is mightier than the sword
The gun is mightier than both
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m twiggz
Eternal Beings
146
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Posted - 2013.11.17 22:54:00 -
[134] - Quote
In the OP you asked us to argue our opinion if we disagree with your argument. Since you provided no actual information or statistics, just blatant opinions, I'll provide them for you.
(All stats in this post will be based on a Logistic ck.0 suit as well as an Assault ck.0 suit, with all skills to level 5. Both of which I have, have played with, and will attest that the assault suit is by far a better slayer suit.)
You say that the Logistic suits can run multiple roles while being sufficient at both of them, ending in a "god-mode" Logistic suit setup. Your OPINION is untrue. Heres the facts;
Logistics ck.0 (logiassault) LW: Duvolle Assault Rifle G: Locus Grenade H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Shield Extender H: Complex Shield Extender L: Complex Armor Plates L: Enhanced Armor Plates L: Enhanced Armor Plates L: Enhanced Armor Plates E: Empty E: Empty E: Empty
Shield - 370; Armor - 624; Total EHP - 994; Movement - 4.3; Sprint - 6.32 Damage - 54.35
Assault ck.0 LW: Duvolle Assault Rifle S: Toxin' ICD-9 Submachine Gun G: Locus Grenade H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Shield Extender L: Complex Armor Plates L: Enhanced Armor Plates L: Enhanced Armor Plates
Shield - 342; Armor - 540; Total EHP - 882; Movement - 4.59; Sprint - 6.75 Damage - 54.35
In this example the Logistic ck.0 suit is fulfilling two roles; Assault (stacked damage mods) as well as "Brick Tanking". The DPS of both the Logistic ck.0 suit and the Assault ck.0 suit is at 54.35. The only clear cut advantage here is the total EHP of the Logistic ck.0 suit over the Assault ck.0 suit with a mere 112 EHP. At the given damage thats only an extra two bullets that the Logistic ck.0 suit can take over the Assault ck.0 suit. In my eyes, or in my opinion, thats really not a "god-mode" advantage. Especially if you factor in the speed and movement advantage of the Assault ck.0 suit over the Logistic ck.0 suit (both stats are included above), as well as the Assault ck.0 suit having a sidearm, which can provide extra DPS while the Logistic ck.0 suit would have to take cover and reload.
Logi Bro wrote: Not specifically the light weapon, but the light weapon combined with everything else. It is just a better assault without the sidearm.
With that being said, YES the Logistic ck.0 suit has somewhat of an advantage over the Assault ck.0 suit while the Logistic ck.0 suit is being used as an assaultlogi. But is this difference "god-mode" like? No.
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Logistic suits being required to fill all equipment slots and still being better than an Assault suit.
Logistics ck.0 (logiassault with equipment required) LW: Duvolle Assault Rifle G: Locus Grenade H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Shield Extender H: Complex Shield Extender L: Enhanced Armor Plates L: Enhanced Armor Plates L: Enhanced Armor Plates L: Basic Armor Plates E: Compact Nanohive E: Compact Nanohive E: Compact Nanohive
Shield - 370; Armor - 569; Total EHP - 939; Movement - 4.37; Sprint - 6.43 Damage - 54.35
Assault ck.0 LW: Duvolle Assault Rifle S: Toxin' ICD-9 Submachine Gun G: Locus Grenade H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Light Damage Modifier H: Complex Shield Extender L: Complex Armor Plates L: Enhanced Armor Plates L: Enhanced Armor Plates
Shield - 342; Armor - 540; Total EHP - 882; Movement - 4.59; Sprint - 6.75 Damage - 54.35
Logi Bro wrote: Let me just say that running the logi without the equipment is the entire reason this is a problem. Obviously they are not running logistics if you call them logissaults. Making it required to fit all the equipment slots would simply make it so people would fill all the slots with basic nanite injectors, it fills the parameters, and uses a measly amount of CPU/PG.
In this option the Logistic ck.0 suit is required to fill all equipment slots. (used Compact Nanohives instead of Basic Nanite Injectors because they are the equipment with the least CPU/PG)
In this example the Logistic ck.0 suit has a mere 57 more EHP than the Assault ck.0 suit. At the given damage that is a bit more than one bullet worth of extra EHP. Does this fitting make the Logistic ck.0 suit "god-mode" over the Assault ck.0 suit? No.
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Lets move on to a "brick-tank" Logistic ck.0 vs. Assault ck.0 build.
Logistics ck.0 (brick-tank) LW: Duvolle Assault Rifle G: Locus Grenade H: Complex Shield Extender H: Complex Shield Extender H: Complex Shield Extender H: Complex Shield Extender H: Basic Shield Extender L: Complex Armor Plates L: Complex Armor Plates L: Complex Armor Plates L: Enhanced Armor Plates E: Empty E: Empty E: Empty
Shield - 540; Armor - 679; Total EHP - 1219; Movement - 4.18; Sprint - 6.14 Damage - 43.01
Assault ck.0 (brick-tank) LW: Duvolle Assault Rifle S: Toxin' ICD-9 Submachine Gun G: Locus Grenade H: Complex Shield Extender H: Complex Shield Extender H: Complex Shield Extender H: Basic Shield Extender L: Complex Armor Plates L: Complex Armor Plates L: Enhanced Armor Plates
Shield - 529; Armor - 568; Total EHP - 1097; Movement - 4.51; Sprint - 6.63 Damage - 43.01
In this example the Logistic ck.0 suit is "brick-tanking", as is the Assault ck.0 suit. The Logistic ck.0 suit has 122 more EHP than the Assault ck.0 suit. With the given damage this is an extra three bullets that the Logistic ck.0 suit can take over the Assault ck.0 suit. Yet again the Assault ck.0 suit is much faster and has a sidearm. Does this give the Logistic ck.0 suit a "god-mode" advantage? No.
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I would love for you to continue to argue your point of the "god-mode" logistic suits, please include facts and statistics if you plan to have a valid argument. |
SgtDoughnut
Red Star Jr. EoN.
373
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Posted - 2013.11.17 22:55:00 -
[135] - Quote
Logi Bro wrote:Atiim wrote:Pwease don't take away my crutch I never at any point said logi's need to be at the back repping. I have used sidearms and they are far more powerful that people give them credit for, logi's would in no way be useless in combat. Ask Cat Merc what he thinks of 'not being able to do everything at once,' because I'm pretty sure he did the math and found Gal logi can brick tank plus damage stack, that's doing two things at once that the assault could only do one at a time.
If sidearms are so strong then, how would this fix anything at all. If they are just as viable as lights this wouldn't fix anything. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1171
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Posted - 2013.11.17 22:55:00 -
[136] - Quote
This is not a good idea. Beyond the logic of making a suit that can only fir a sidearm because reasons... no, lets keep going there. The only reason Heavy weapons can only be used by Heavy's is because the other suits can't handle their weight and bulk. If Logistics are limited to sidearms, so should scouts because hey, they're even slighter than Logistics. The whole reason Logis do not have a sidearm slot is because they use all the room on their person for equipment. The Amarr designers decided to not convert the sidearm slot into an equipment slot, so it still has a sidearm but not a full equipment set. It's stupid to give the suit just a sidearm because reasons.
Now, for gameplay reasons. Give the Logi sidearms only, and more than half the players that use them will demand respecs or leave the game, and rightly so. Such a major and sudden change is more than anything before seen in DUST, rivaled only by the removal of Marauders. We don't even have a full set of sidearms yet, so the poor weapons development of the game will have the weapons choices parred down even farther than you think. The slow Logi suit would make the Nova Knives useless, the Scrambler Pistol doesn't have the ammo capacity to survive beyond the first few firefights, and has far too short a range for a laser weapon in my opinion, the Flaylock is... the Flaylock. The SMG is the only reasonable choice, and even then as a PDW it isn't a reliable deterrent. As your only gun the Assault version would waste ammo too fast, the Breach wouldn't have the DPS to be anywhere near competitive with other suits, and the standard has both problems to lesser degrees. The new sidearm, the Magsec SMG, will probably fall into a similar rut, but with more armor bias.
You are asking an entire suit class to use weapons inferior to the overused Assault Rifle in every way. As it is overused, chances of fighting it in any one match are near 100%. In a 1v1 fight, it makes the outcome almost assured. In a team fight of equal numbers, it makes you a weak link.
IF we were to do this, then EVERY SUIT IN THE GAME needs to have their equipment slots removed. ALL of them. Otherwise, there would be no reason to use the Logi if you have at least two friends. Alex brings the hives, Bob has the Triage, and Clem brings the Injectors. Derp has all three, but gets slaughtered whenever his glowing yellow posterior breaks wind.
ECM Equipment
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Nirwanda Vaughns
Molon Labe. RISE of LEGION
179
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Posted - 2013.11.17 22:58:00 -
[137] - Quote
despite being a 30m sp assault logi i'd love if we only had a sidearm. i think it would force us logis to start acting like logis again. i've been running some alts with basic-adv logis and equipment and i've really started to enjoy it again but as soon as i'm back on my main i start runnin n gunnin again.
yeah people would moan but i've been expecting my gal logi to be nerfed for the past 8months its that OP. i have a couple other suits i can use my light weapons on and i've been wanting a reason to get my SMG up so it'd be perfect.
would i still use my logi as much? probably not. what i would liek to see though is the introduction of the Type II/B-Type/VK.1 and maybe have them as the sidearm logis? give the sidearm logis 4 or 5 equipment slots and lower the cpu/pg and equipment slots of the type I/A-Type/VK.0's |
Cosgar
ParagonX
7878
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Posted - 2013.11.17 23:02:00 -
[138] - Quote
SgtDoughnut wrote:Logi Bro wrote:Atiim wrote:Pwease don't take away my crutch I never at any point said logi's need to be at the back repping. I have used sidearms and they are far more powerful that people give them credit for, logi's would in no way be useless in combat. Ask Cat Merc what he thinks of 'not being able to do everything at once,' because I'm pretty sure he did the math and found Gal logi can brick tank plus damage stack, that's doing two things at once that the assault could only do one at a time. If sidearms are so strong then, how would this fix anything at all. If they are just as viable as lights this wouldn't fix anything. Holy shi-
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
60
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Posted - 2013.11.17 23:09:00 -
[139] - Quote
IMO the best way to balance logis is: 1-Give them THE EXACT same amount of high and low slots as Assaults.The extra CPU-PG is for equipment,not Assault mode. 2-Change their bonus to the Gallente logi bonus:
-Logi default bonus: 5% CPU-PG cost reduction on equipment
Specific racial: -GAllente Logi: +1 Armor rep per level (so this one stays the same) -Cal Logi:15% Shield regen rate per level (For a maximum of +75% = 35 Shield per sec) -Amarr Logi: 5% CPU-PG cost reduction on Active Scanners and Drop Uplinks per level -Minmatar Logi: 5% Hacking speed per level
I might even post this with its own thread later.... |
Cosgar
ParagonX
7878
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Posted - 2013.11.17 23:20:00 -
[140] - Quote
ACE OF JOKERS wrote:IMO the best way to balance logis is: 1-Give them THE EXACT same amount of high and low slots as Assaults.The extra CPU-PG is for equipment,not Assault mode. 2-Change their bonus to the Gallente logi bonus:
-Logi default bonus: 5% CPU-PG cost reduction on equipment
Specific racial: -GAllente Logi: +1 Armor rep per level (so this one stays the same) -Cal Logi:15% Shield regen rate per level (For a maximum of +75% = 35 Shield per sec) -Amarr Logi: 5% CPU-PG cost reduction on Active Scanners and Drop Uplinks per level -Minmatar Logi: 5% Hacking speed per level
I might even post this with its own thread later.... What about Minmatar logi? It has a far different slot layout from the assault.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1174
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Posted - 2013.11.17 23:20:00 -
[141] - Quote
ACE OF JOKERS wrote:IMO the best way to balance logis is: 1-Give them THE EXACT same amount of high and low slots as Assaults.The extra CPU-PG is for equipment,not Assault mode. 2-Change their bonus to the Gallente logi bonus:
-Logi default bonus: 5% CPU-PG cost reduction on equipment
Specific racial: -GAllente Logi: +1 Armor rep per level (so this one stays the same) -Cal Logi:15% Shield regen rate per level (For a maximum of +75% = 35 Shield per sec) -Amarr Logi: 5% CPU-PG cost reduction on Active Scanners and Drop Uplinks per level -Minmatar Logi: 5% Hacking speed per level
I might even post this with its own thread later....
Work on those bonuses then. The Logistics wide bonus is nice, but the new individual ones make some weak links. Hacking, for example, is almost useless in two of three game modes so Minmatar would be right out. Amarr have limited equips already, so giving them further reductions to the Scout-type equipment is nice but having lost their tank bonus to the Gallente it is far from good. The Cal and Gal Logi both have survivability bonuses, good in every situation.
ECM Equipment
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
60
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Posted - 2013.11.17 23:34:00 -
[142] - Quote
Zero Harpuia wrote:ACE OF JOKERS wrote:IMO the best way to balance logis is: 1-Give them THE EXACT same amount of high and low slots as Assaults.The extra CPU-PG is for equipment,not Assault mode. 2-Change their bonus to the Gallente logi bonus:
-Logi default bonus: 5% CPU-PG cost reduction on equipment
Specific racial: -GAllente Logi: +1 Armor rep per level (so this one stays the same) -Cal Logi:15% Shield regen rate per level (For a maximum of +75% = 35 Shield per sec) -Amarr Logi: 5% CPU-PG cost reduction on Active Scanners and Drop Uplinks per level -Minmatar Logi: 5% Hacking speed per level
I might even post this with its own thread later.... Work on those bonuses then. The Logistics wide bonus is nice, but the new individual ones make some weak links. Hacking, for example, is almost useless in two of three game modes so Minmatar would be right out. Amarr have limited equips already, so giving them further reductions to the Scout-type equipment is nice but having lost their tank bonus to the Gallente it is far from good. The Cal and Gal Logi both have survivability bonuses, good in every situation.
im posting a thread wit hthis ideas,see what everybody thinks of it :3 |
Atiim
Living Like Larry Schwag
1105
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Posted - 2013.11.17 23:48:00 -
[143] - Quote
ZeHealingHurts HurtingHeals wrote:Atiim wrote:The logistics class if fine where it is. Sure it can preform the tasks of all roles, but it can't do so at the same time . Heh. Atiim wrote:And why does everyone assume that logistics should only be in the back repping and resupplying everyone. I don't think too many believe that. Me in my SMG certainly don't and we both got a second opinion from Mr.Scrambler Atiim wrote:Run with literally nothing but ONE sidearms for 2 weeks and see how well you perform. Pretty well actually. It's not like they shoot pebbles or something. Your not going to be running out of ammo either soooo... Seeing as how I only use a side arm anyhow, loosing the ability to use a light weapon wouldn't affect me at all. As I see it, that'd help with all the rage over logisaults too. Doubt many would use them for slaying if they couldn't have their precious Duvs or whatever the big thing now is. Well I'm glad that you are able to run sidearms all the time.
I on the other hand, don't feel like being restricted to three weapons in the game. (I'm not putting Nova Knives on my logi)
I normally use my logistics as a medic, but I don't want to have to do absolutely nothing but that. If you think that your Ishukone SMG can survive a guy with a primary (who knows what their doing), then you need to stop the healing. Apparently it's hurting you to the point of brain damage.
I am currently skilled in every light weapon in the game, and they are all trained to at least level 3. With the exception being Plasma Cannons. If they restrict the logistics to a sidearm slot then I will not run logistics ever again. I refuse to waste nearly 75% of my lifetime SP just because someone thought that it would be a good idea.
Don't get me wrong though, I'm not worried about this because we all know it would never happen; but still.
Also on another note, what makes you think I'm not going to run out of ammo? I fit my logi suits with injectors and repair tools no matter what so that only leaves me with 1 additional slot (can't afford PRO gear). Uplinks? Remote Explosives? Active Scanners? I hope you aren't assuming that I'll always run nanohives.
Check out my corp's new website here :D
-HAND
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Brynjar Reko
Storm Wind Strikeforce Caldari State
30
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Posted - 2013.11.18 00:00:00 -
[144] - Quote
RKKR wrote:Brynjar Reko wrote:As a scout, I am used to running sidearm only sometimes as a way to get more out of my fit and as I am never useful at range anyway, the smg is always a useful weapon to me. I don't know about removing the speed nerf but I'm sure playtesting would show whether they need it, which they might with only sidearms. Giving Amarr a light weapon is a mistake though I think, perhaps an additional secondary or grenade but giving them and only them a light weapon makes the other change irrelevant, anyone that wanted to assault logi would hide in an Amarr suit and complain until it was put back to the old way. 'A speed nerf' and the word logistics, don't go hand in hand. The times I couldn't jump over a stupid elevation,.... and a teammate got killed because I couldn't reach him fast enough... Luckily we have more slots to put stuff into like cardiac regs, but then everyone complains that we use those extra slots for assault-reasons, those complainers never think about the other side do they? I was trying to refer to their current low speed as someone suggested bringing them up to assault speed but that is my fault for wording it poorly. I wasn't proposing further nerfs to their speed, sorry for the confusion |
Justin Tymes
Dem Durrty Boyz
495
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Posted - 2013.11.18 00:08:00 -
[145] - Quote
A stupid idea made up by butthurt assaults. The problem is the AR being good at everything while losing nothing and dropping everything in less than a second.. Outside of that, if you can't exploit the weakness of a Logi using a MD, Laser, Sniper Rifles, Shotguns, or Swarms without a sidearm, then I don't know what to tell you. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1105
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Posted - 2013.11.18 00:15:00 -
[146] - Quote
@Atiim
Nova Knife Logi is a whole lot of fun, I'm not 100% sure that I'd want to run it exclusively, though it is great for a change of pace.
Scrambler Pistol/SMG Logi otoh, are staples for me.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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SirManBoy
Molon Labe. RISE of LEGION
349
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Posted - 2013.11.18 00:24:00 -
[147] - Quote
My position: This is a horrible idea.
My logic: It's overly restrictive and NOT fun.
I win. Seriously.
The logi suit needs a specific loadout requirement similar to the current loadout requirement for all classes, which is that a weapon be on every valid loadout. In other words, in similar fashion, the logi suit must utilize all of the equipment slots in order for it to be a valid, deployable loadout. Yes, I can already hear you saying "but faux logis will easily get around this by equipping 3 compact hives at 10 CPU and 2 PG a piece."
Start there. Observe. Reevaluate.
If that doesn't do the trick, then consider a minimum CPU total for equipment on proto suits to something like 100 CPU. Any proto logi worth his salt has at least that much equipment on his suit. Reduced figures could be set for advanced and standard logi suits.
Don't throw the baby out with the bathwater. This "problem" deserves a smart solution, not a horrible uber nerf to every logis offensive capabilities. |
Shadow Archeus
OSG Planetary Operations Covert Intervention
146
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Posted - 2013.11.18 00:25:00 -
[148] - Quote
I support restricting logos to a sidearm.......but here's an alternative rather lengthy but would add a little more diversity
Make a medium weapon class......this would include mass drivers.....sniper rifles......swarm launchers......scrambler rifles....and the new rifles
All suits can use medium weapons but logistics suits
Future suits could limit weapons in this manner
I.e. a scout suit that can't use medium weapons but in turn is faster and more durable....or a heavy that is the same(faster than a commando but with 1000hp but can only use light weapons
There's a lot that it could open up |
Cosgar
ParagonX
7881
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Posted - 2013.11.18 00:29:00 -
[149] - Quote
SirManBoy wrote:My position: This is a horrible idea.
My logic: It's overly restrictive and NOT fun.
I win. Seriously.
The logi suit needs a specific loadout requirement similar to the current loadout requirement for all classes, which is that a weapon be on every valid loadout. In other words, in similar fashion, the logi suit must utilize all of the equipment slots in order for it to be a valid, deployable loadout. Yes, I can already hear you saying "but faux logis will easily get around this by equipping 3 compact hives at 10 CPU and 2 PG a piece."
Start there. Observe. Reevaluate.
If that doesn't do the trick, then consider a minimum CPU total for equipment on proto suits to something like 100 CPU. Any proto logi worth his salt has at least that much equipment on his suit. Reduced figures could be set for advanced and standard logi suits.
Don't throw the baby out with the bathwater. This "problem" deserves a smart solution, not a horrible uber nerf to every logis offensive capabilities. You can't penalize one class without penalizing them all.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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KingBabar
The Rainbow Effect
1399
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Posted - 2013.11.18 00:29:00 -
[150] - Quote
Meh, I can only viably use an ar, auto scr or md and perhaps a smg (in the right situations), I'd call that limited enough.
The Caldari assault suit is awesome, I know, I have one, best MD and AV suit IMO..
The Amar assault is probably currently the best suit for run and gun combat in the game.
The Galente, don't rememer the details but I've seen what can be done with it...
The Minmatar should probably get a buff...
Logis should get fitting bonuses to equipments and assault should get fitting bonuses to all weaponry.
This should be done through changeing the role bonuses
Adjust CPU/PG to compencate AKA make it so that logis can't have Proto main and nade AND 2 dmg mods AND proto rep hive, scanner, needle, AND 820 hp
The racical bonuses should be looked at too. The cal logi has +2% to shield regulator modules, really?
http://s1286.photobucket.com/user/KingBabar/media/BannerKingbabarcopy.png.html
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