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Kazeno Rannaa
BIG BAD W0LVES
310
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Posted - 2013.11.18 07:10:00 -
[241] - Quote
John Demonsbane wrote:Problem number 2, which is "How this idea is built on a false premise and will destroy the logistics class"
TechMechMeds suggested sidearms only a month or so ago, and I talked him out of it. My argument is this. He, like probably the rest of you who actually play logistics and think this is a good idea (people who don't play logistics are not qualified to comment here, sorry) likely base it on the fact that you run sidearm only (probably SMG, maybe some ScP) and still kill a lot of people... IN YOUR PROTO SUIT WITH AN ISHUKONE SMG (and probably proficiency 5).
So, are you going to give away a free no skill requirement ishukone SMG with every basic logi suit? No? Well, guess what, nobody will ever decide to play logistics again. Even if a lot of us don't just abandon the class, it will die a slow death of attrition because nobody in their right mind will go into it!
Why? Picture yourself as a new player. One hour after you make your toon, you are done with the academy and start getting protostomped. Relentlessly. In a way that none of us that started in beta can identify with because there just weren't as many proto players.
Obviously their train of thought will be exactly like this: Boy, I sure do love getting crushed every single battle I play. Nothing beats going 1/12 with 75 WP! If only I could make this experience better somehow.... *slaps forehead* OF COURSE! I can limit myself to just a sidearm! Running around in a STD logi suit with my militia SMG will make me so OP! Good thing I have a toxin BPO to make it a little easier... Oh shoot, they don't offer those anymore. Oh well.
No one in their right mind will decide to become a logi! Hooray, we fixed Dust! Everyone has a gallente assault suit and an AR now. Man this is paradise. That's funny, I don't remember running out of ammo so easily before. Weird.
A man who has at least .02ISK of sense. HOLY COW. Now this was wisdom. OP needs to get out of this thread and leave the rest of GÇ£us LogiGÇÖsGÇ¥ out of his hair brain schemes.
As for JohnGÇÖs suggestions, those need to be seriously taken to mind. One Amarr logi to another. We have to keep it dialed in if the CRU is going to hit the LZ. |
Zatara Rought
Imperfects
1690
|
Posted - 2013.11.18 09:06:00 -
[242] - Quote
Dear God. so much badposting.
I don't know where to begin.
I don't think logi's being relegated to sidearms is the answer. increased ttk, adding a 2nd equip to assaults and scouts while slightly increasing only scouts cpu/pg by say....10% and slightly nerfing logi's base hp are all better options.
Personally in Competitive PC matches assault suits > logi's. I can't stretch this enough. Logi's are competitive with assaults...but per capita they win...increased ttk would be a passive nerf to logi's by making sidearms more relevant (currently with 2 damage mods on a prof 3 weapon you can pretty much down anyone without needing a sidearm)
Just some thoughts I didn't want 2 delve 2 deeply.
That's Master nader to you scrub.
Skype me @ Zatara.Rought
CCP's Motto: "SoonGäó"
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rpastry
Carbon 7 CRONOS.
65
|
Posted - 2013.11.18 11:12:00 -
[243] - Quote
problem isnt weaponry its the fact that with so many module slots and cpu/pg you can make a logi suit out-spec an assault for dps and ehp. plus carry more equipment on top of that.
so, my alternative would be to nerf the logis module slots to be the same or less than the assault.
my far out spec idea would be for all mediums suits to have the same basic stats and same *total* number of slots (hi+lo+wep+equip) then split as you see fit.
basic = 6 slots adv= 8 proto =10
caveats - max 1 light, max 1 side.... max 3 hi/lo modules for basic, 4 for advanced, 5 for proto
so you could run this advanced;
2hi 3lo 1light 2 equip = 8
or this;
1 hi 4lo 1 light 1side 1 equip = 8
but not this;
6lo 2light = 8
with these figures the most ehp/dps fit would be this proto;
4hi 5lo 1 light = 10 slots
as game stands currently this is caldari proto logi;
5hi 4lo 1light 3 equip = 13 slots.
compare to caldari assault;
4hi 3 lo 1 side 1 light 1 equip = 10 slots
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Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
436
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Posted - 2013.11.18 11:22:00 -
[244] - Quote
Lets face it. You don't have a problem with logi's having a light weapon.
There is nothing wrong with them having a; sniper rifle mass driver plasma cannon laser rifle or shotgun.
It is the AR primarily that you have a problem with. Stop hating on the logi's cus of the minority of weapons. If the weapon was balanced and not the master of all situations then this issue would never be raised. As I said, the racial weapons and the AR being brought in line with them should be the answer. If CCP have balanced them right then there is no need to limit the logi
End of. I'm sick and tired of these damned posts
"We demand rigidly defined areas of doubt and uncertainty!"
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Korvin Lomont
United Pwnage Service RISE of LEGION
221
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Posted - 2013.11.18 11:36:00 -
[245] - Quote
Broonfondle Majikthies wrote:Lets face it. You don't have a problem with logi's having a light weapon.
There is nothing wrong with them having a; sniper rifle mass driver plasma cannon laser rifle or shotgun.
It is the AR primarily that you have a problem with. Stop hating on the logi's cus of the minority of weapons. If the weapon was balanced and not the master of all situations then this issue would never be raised. As I said, the racial weapons and the AR being brought in line with them should be the answer. If CCP have balanced them right then there is no need to limit the logi
End of. I'm sick and tired of these damned posts
Just wait till the Rifles hit the ground I have a strong feeling that the Gal AR won't be the major problem then... |
Korvin Lomont
United Pwnage Service RISE of LEGION
221
|
Posted - 2013.11.18 11:44:00 -
[246] - Quote
rpastry wrote:problem isnt weaponry its the fact that with so many module slots and cpu/pg you can make a logi suit out-spec an assault for dps and ehp. plus carry more equipment on top of that. ...
Thats not quite true as the Gallente Logi has exactly the same amount of High Slots so the Assault will be able to tank as much DPS as any logi.
But its true any logi can outtank their assault counterparts but they still do not get a sidearm nor will they be as fast (regarding base speed) as assaults. And Logies cant outtank as assault while beeing faster. Logis can just specialize in more different ways.
If its worth to tank a logi close to Heavy eHP is questionable as you could just spent a few SP into Heavy dropsuits grab a std Heavy slap in one Repairmodule (or two) and you would have more EHP, faster selfrep plus a sidearm.
So by the eHP logic everyone must complain about heavies as they could be better assaults as well.... |
rpastry
Carbon 7 CRONOS.
65
|
Posted - 2013.11.18 12:43:00 -
[247] - Quote
Korvin Lomont wrote:rpastry wrote:problem isnt weaponry its the fact that with so many module slots and cpu/pg you can make a logi suit out-spec an assault for dps and ehp. plus carry more equipment on top of that. ...
Thats not quite true as the Gallente Logi has exactly the same amount of High Slots so the Assault will be able to tank as much DPS as any logi. But its true any logi can outtank their assault counterparts but they still do not get a sidearm nor will they be as fast (regarding base speed) as assaults. And Logies cant outtank as assault while beeing faster. Logis can just specialize in more different ways. If its worth to tank a logi close to Heavy eHP is questionable as you could just spent a few SP into Heavy dropsuits grab a std Heavy slap in one Repairmodule (or two) and you would have more EHP, faster selfrep plus a sidearm. So by the eHP logic everyone must complain about heavies as they could be better assaults as well....
Heavies are another argument, they're much slower and have a bigger hitbox, but do seem to be appearing with light weapons a lot more frequently.... need a different thread for that one.
Gallante have same hi slots but more low slots, so they can both fit 3 dps mods (if they like) but the logi has 5 lows to put plates in and has a 5/sec repper as racial. It can also use lesser plates for the same result IE basic have much less movement penalty and CPU/PG need. maths off top of head mebbwe incorrect unadjusted for skills but;
Logi 5 basic plates 180+425 hp 5% move penalty plus 5hps repper racial +4 compact hives (50 hp/s)
50cpu/5 pg
Assault 3 Enhanced plates 210+345 hp 6% move penalty, 6.25hps complex repper +1 compact hive (50hp/s)
60cpu/18pg
advantage logi.
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Sgt Buttscratch
R 0 N 1 N
1006
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Posted - 2013.11.18 13:30:00 -
[248] - Quote
On my little logichick I have chosen the full support role, tried running just with a side arm, and it was kinda iffy at best. I run cal logi, started her when calogi were tearing up, just toshow that you can run full support even if slasying seems more realistic. The thing that stops the side arm being effective is the state of the game, I'll be following my Armored monkey around core focused/ beast mode, then all of a sudden either the opposite will learn how to attack a repped slayer, of grenade the **** out of me, usually they grenade the **** out of me. Now I have to get back to my special ed. friend to get the leash back on him, SMG's are great weapons, but at 40-50m an AR/SCR will pwn your ass. I am slow, due to be tanked up, also I'm running no dmg mods. Now if I have my ADV Scrambler, I can return to him with ease.
My opinion on fixing the Logisics atm would be to fix the heavies, the scouts and the assault classes. Heavies need their weapons, more added, current ones brought up to par. If I run into a heavy 30m away, he should be a monster, beyond problematic.
Commando - Needs a touch more speed, A 2nd grenade slot and the ability to use the active camoflage scout are getting(i think its scout only). There should also be a scout version of the commando, Using the current 'Black eagle' suit as the STD variant.
Scouts - Scouts suits should have lower profile signature on the base suit, higher speed, fall damage reduced severly. A scout should be unseen until they want to be seen. I also believe active scanners should be a scout only equipment. As it is their job to infiltrate and gather intel on the enemy.
Assault - This is the biggest issue, they are underpowered for what they are meant to do. I'm not sure how to fix them, but maybe bonus' to damage, speed and maybe the usse of resistance may help them.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Kazeno Rannaa
BIG BAD W0LVES
311
|
Posted - 2013.11.18 14:14:00 -
[249] - Quote
rpastry wrote:problem isnt weaponry its the fact that with so many module slots and cpu/pg you can make a logi suit out-spec an assault for dps and ehp. plus carry more equipment on top of that.
so, my alternative would be to nerf the logis module slots to be the same or less than the assault.
my far out spec idea would be for all mediums suits to have the same basic stats and same *total* number of slots (hi+lo+wep+equip) then split as you see fit.
basic = 6 slots adv= 8 proto =10
caveats - max 1 light, max 1 side.... max 3 hi/lo modules for basic, 4 for advanced, 5 for proto
so you could run this advanced;
2hi 3lo 1light 2 equip = 8
or this;
1 hi 4lo 1 light 1side 1 equip = 8
but not this;
6lo 2light = 8
with these figures the most ehp/dps fit would be this proto;
4hi 5lo 1 light = 10 slots
as game stands currently this is caldari proto logi;
5hi 4lo 1light 3 equip = 13 slots.
compare to caldari assault;
4hi 3 lo 1 side 1 light 1 equip = 10 slots
Um, no. But it was an interesting suggestion. Again the issue is no the logi an dhow they are being used, rather the fact that we are still thinking that we are at a buffet when in reality DUST is a limited tasting menu. As soon as the chefs decide to open the restaurant for business and they give us the REAL menu, then these kind of ridiculous suggestions and conversations can begin to dwindle down and we can get some real work done. |
Laurent Cazaderon
What The French
2160
|
Posted - 2013.11.18 14:20:00 -
[250] - Quote
KingBabar wrote:Npt this again.
You're asking for a change that isn't nrrdrd at all.
Do you have a proto ogi and a proto assault suit of the same race?
If not, you're not really entitled to presenting this as an "enlightened suggestion". Everyone I've talked to that has both the Amar suits or bith the Caldari suits like I have, say that they're fine except for a few racial bonuses. Caldari logistics has by far the worst and should be changed.
IMO giving the Logi an equipment fitting bonus and the assault class a general weaponry bonus would be enough.
This only one sidearm slot sounds like a good idea for officer suits.
THIS !
Cal logi is the worst as the outrageous amount of mod slots it offers, with the 3 equipment makes it a "do-it-all-in-one-fit" suit. Meaning you can run with sick high HP, tactical equipments and a killer weapon.
Turning logistic back to a situation where they are support AND slightly less effective in combat (meaning, little less HP and proficiency with weapons) than their assault equivalent is easy :
=> Changing logi bonuses to equipment specific ones enhancing and emphasizing their logi efficiency : - % to cpu\pg consumption for equipment as the logi spec bonus. - Racial bonus enhancing equipments efficiency : +5% to hive clusters and resupply rate ; +5% to repair guns range and rep speed ; -5% to uplink spawn times etc... Many possibilities. Will make choosing a specific logi depend on what tactical aspect you want to be the best at for your team.
=> Changing assault bonuses : - An assault specialization bonus usefull to every faction : light damage weapon buff ? - Racial Bonuses tied to specific faction weaponry (not that far atm.)
Final point, why do logi get more mod slots than assaults in the first place. The trade offs are simple : - No side-arm => more equipment slots - Less HP => More PG\CPU
Where do the "more mod slots" part come from ? I'd rather see base HP of logistics buffed to be a lot closer to their assault equivalent and those extra mod slots, source of all evil (especially for Cals), taken out.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Blaze Ashra
Ametat Security Amarr Empire
31
|
Posted - 2013.11.18 14:36:00 -
[251] - Quote
I don't like limiting people but, I'd agree to this if:
You can't enter a vehicle without a CRU if you are not wearing a pilot suit and have the skills needed to operate it. Only logis and scouts have equipment. Sniper rifles and plasma cannons get reclassified as sidearms. Heavies get more than 2 exclusive weapons. Assaults and logi's switch high and low slots and stats and the PG/CPU adjusted so each can fit what they want.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
714
|
Posted - 2013.11.18 14:46:00 -
[252] - Quote
As I've said before, the only real problem with the logis is the ability to forgo equipment and use their higher fitting capabilities to fit everything else to proto. There is no need to reduce their damage output.
Do this and modify cpu/pg as needed.
!
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1110
|
Posted - 2013.11.18 15:03:00 -
[253] - Quote
Cosgar wrote:Justin Tymes wrote:XxGhazbaranxX wrote:Why don't I need a light weapon? This is simple. My work is to keep my teammate alive. If I cannot do this then I am no logi. Every engagement, every battle comes down to communication and having a partner with which you can refine your tactics.
I have a partner and together we have a very different play style than most would think. First off we take it slow. We use cover. He doesn't run off like a crazy person trying to get kills. The goal is to win not to get KDR as high as he can.
Second we communicate. As I have my rep tool on him 24/7 he has to guard me. I am his lifeline and he is mine. In no moment does my Light weapon come into the equation. HE IS MY WEAPON.
True logi's look at a post like this and the only thing thy see is, as the OP hinted to, all my wasted SP into light weaponry and they would be correct to care about that. But a true logi doesn't give a rats ass about his weapon because Like i said earlier "YOUR PARTNER IS YOUR WEAPON" Then "True" Logis are bad. Good Logis know to kill the enemy before you rez/revive, and killing the enemy takes priority since you're not helping anyone dead or with an enemy shooting at you when you're rezzing. Why? Because DPS speed > Rez speed. See, this is kind of the issue with the whole sidearm argument. Would you rather have a guy that can fight along side you and run support, or a guy that can't really do anything unless you take damage, run out of ammo or go down? Dust is still a FPS (even though it doesn't feel like one at times) and we're all slayers first and class roles second. I disagree with your assertion that we are all "slayers first and class roles second".
I only engage the enemy on their terms if I absolutely must. Otherwise, I will wait until their back is turned or they're hacking the objective I've boobytrapped or their attention is somewhere other than my direction before shooting them in the back. You seem to forget that (in the right hands) a Scrambler Pistol can be more deadly than any other weapon in the game, or that an SMG is capable of more DPS than any AR and is murderous in CQC. If you're worried that you AR squadmates will be outgunned by the enemy ARs, scan down the enemy and get a friendly sniper (forge or otherwise) to soften/thin the enemy formation. If they're in an interior space, drop hives and spam nades into it (charging in alongside your AR squadmates after the nades detonate).
Logis aren't useless without Light weapons, you're just allowing yourself to be painted in a corner by the AR assaults who want this to be CoD: The Sci-Fi Flavored Edition.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Laurent Cazaderon
What The French
2165
|
Posted - 2013.11.18 15:04:00 -
[254] - Quote
Krom Ganesh wrote:As I've said before, the only real problem with the logis is the ability to forgo equipment and use their higher fitting capabilities to fit everything else to proto. There is no need to reduce their damage output. Do this and modify cpu/pg as needed. Then Assaults do more damage than any other class. Logis are best at using equipment. Heavies become better at tanking.
I couldnt agree more with the things in the thread you linked. imo i should be the first thing to do balance wise before taking any further decisions regarding suits balance wise (aside from the mod slot orgy the cal logi represents).
So yeah, if some of you havent checked the linked thread yet, do it.
And again, regarding limiting logis to side arms only, it would be really bad and drive too many players away from the role that the BF would suddenly lack a lot of logis. And it would make the role unappealing to newer players. So imo it's a bad thing to do.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Deacon Obvious
S.e.V.e.N.
21
|
Posted - 2013.11.18 15:11:00 -
[255] - Quote
Cody Sietz wrote:Cody Sietz wrote:First off, I do not Logi.
Second, I think it would be a bad idea to take away the Logi self defense ablity. It's not the Logi being able to use a light weapon, it's the Logis that choose to stack DMG mods and maybe a few armour plates that are the problem(nyan san or whatever they are called...cough)
Not make DMG mods have a really large stacking penalty and or make it so they draw even more CPU/PG. The guys that are skipping equipment and throwing only dmg mods on proto weapons are going to get real Logis nerfed(as they already did once)
I can see making a type-2 suit and giving it two sidearm slots but I can not see taking away light weapons. I really feel this well be the best way to handle the "slayer Logi" without punishing actual logis.
This is the path I hope all role-based dropsuit specializations will take eventually. If you've ever looked at hulls in EVE, there are a ton of bonuses and reductions to very specific pieces or classes of modules. You could see a mass migration of every-last-drop-of-damage Slayers to Assault with two suit attribute lines like. . .
Logistics Suit : -30% Handheld Damage Module Efficacy
Assault Suit: -30% Handheld Damage Module Fitting Cost
People who want to kill fast will always find the most min/maxing way of doing so. If the developers want the best killing suit to be an Assault, all they have to do is make the numbers point that way. |
Kazeno Rannaa
BIG BAD W0LVES
312
|
Posted - 2013.11.18 15:14:00 -
[256] - Quote
Sgt Buttscratch wrote:On my little logichick I have chosen the full support role, tried running just with a side arm, and it was kinda iffy at best. I run cal logi, started her when calogi were tearing up, just toshow that you can run full support even if slasying seems more realistic. The thing that stops the side arm being effective is the state of the game, I'll be following my Armored monkey around core focused/ beast mode, then all of a sudden either the opposite will learn how to attack a repped slayer, or grenade the **** out of me, usually they grenade the **** out of me. Now I have to get back to my special ed. friend to get the leash back on him, SMG's are great weapons, but at 40-50m an AR/SCR will pwn your ass. I am slow, due to be tanked up, also I'm running no dmg mods. Now if I have my ADV Scrambler, I can return to him with ease.
My opinion on fixing the Logisics atm would be to fix the heavies, the scouts and the assault classes. Heavies need their weapons, more added, current ones brought up to par. If I run into a heavy 30m away, he should be a monster, beyond problematic.
Commando - Needs a touch more speed, A 2nd grenade slot and the ability to use the active camoflage scout are getting(i think its scout only). There should also be a scout version of the commando, Using the current 'Black eagle' suit as the STD variant.
Scouts - Scouts suits should have lower profile signature on the base suit, higher speed, fall damage reduced severly. A scout should be unseen until they want to be seen. I also believe active scanners should be a scout only equipment. As it is their job to infiltrate and gather intel on the enemy.
Assault - This is the biggest issue, they are underpowered for what they are meant to do. I'm not sure how to fix them, but maybe bonus' to damage, speed and maybe the usse of resistance may help them.
Currently the issues you raise are some of those that people are attempting to solve with these bantering of buff and nerf. The reality is without the full spectrum of gear available this will continue. Proto-assaults should have their second slots for equipment. Commandos should be a bit faster, but not as fast as an assault (i.e., 10% speed buff), and then again . The scouts though, if anything should receive a buff to their CPU/PG and have a second equipment slot at proto. This way their jobs as scouts and intel gatherers can begin to be realized while stretching their survivability. An infiltration class would be nice for the scouts outside of the proposed pilot suits (i.e., the ones that would get the active camo/cloak).
But again these are suggestions based upon the fact that we are looking into the future with an incomplete visual spectrum - i.e., incomplete basic equipment and dropsuit variants.
Though we may speculate all day, most of these suggestions are only band-aids on wounds that are bleeding out the patient. The real solutions to these issues are the introduction of more content (i.e., ALL RACES) which will ACTUALLY require balancing. In my understanding each content release should emulate what is done in EVE right now - i.e., every race gets something that is comparable. Updates with half-content releases will only continue to perpetuate this nonsense of half-baked solutions that are really no solution at all.
Just my 0.02 ISK.
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Kazeno Rannaa
BIG BAD W0LVES
312
|
Posted - 2013.11.18 15:18:00 -
[257] - Quote
Blaze Ashra wrote:I don't like limiting people but, I'd agree to this if:
You can't enter a vehicle without a CRU if you are not wearing a pilot suit and have the skills needed to operate it. Only logis and scouts have equipment. Sniper rifles and plasma cannons get reclassified as sidearms. Heavies get more than 2 exclusive weapons. Assaults and logi's switch high and low slots and stats and the PG/CPU adjusted so each can fit what they want.
WHAT? At least on the Sniper and the PC being side arms. Are you HIGH???!!!???!! |
Vrain Matari
ZionTCD Public Disorder.
1251
|
Posted - 2013.11.18 15:19:00 -
[258] - Quote
The beautiful thing about role bonuses is that the will define the suits but will not constrain their use: a merc can choose to optimize around a suit's bonuses, focus on one bonus or ignore them completely as he sees fit.
One thing i think we should think about is number of bonuses: the 1 bonus/2 bonus format for basic frames/racial frames is imported from EVE traditions, but there is nothing that dictates we can't have 3 or four bonuses per suit. It may be that multiple smaller bonuses may help to better define roles and provide room to grow into interesting sidegrade suit models.
Imo the core bonus for logis would be equpment fitting/efficacy bonuses, while the core bonus for assault would be a weapons fitting/drawback rediction bonus(maybe a racial weapons fitting bonus). I'm thinking we already have more than enough damage amplification in this game.
This would allow logis to run basically whatever equipment they thought best for the job, without paying a severe penalty in terms of their defense/offense. It would also allow them to leverage lower tier gear so they could effectively perform their role in most situations with an ISK efficiency in logistics that other suits could not attain.
For the assaults, mercs could run higher tier weapons while maintaining their tank. The drawback bonus would serve to reduce any built-in drawbacks associated with light weapons/sidearms. Less kick, less dispersion, less heat, etc.
Ignoring these bonuses wouldn't cripple a suit, and yet exploiting them would allow the suits to shine in their role. And this approach leaves the door open for interesting sidegrades that won't be OP.
P.S. Cat Merc's idea of equipment amplifying native dropsuit abilities works very well with these role bonuses ;)
I support SP rollover.
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Kazeno Rannaa
BIG BAD W0LVES
312
|
Posted - 2013.11.18 15:20:00 -
[259] - Quote
Deacon Obvious wrote:Cody Sietz wrote:Cody Sietz wrote:First off, I do not Logi.
Second, I think it would be a bad idea to take away the Logi self defense ablity. It's not the Logi being able to use a light weapon, it's the Logis that choose to stack DMG mods and maybe a few armour plates that are the problem(nyan san or whatever they are called...cough)
Not make DMG mods have a really large stacking penalty and or make it so they draw even more CPU/PG. The guys that are skipping equipment and throwing only dmg mods on proto weapons are going to get real Logis nerfed(as they already did once)
I can see making a type-2 suit and giving it two sidearm slots but I can not see taking away light weapons. I really feel this well be the best way to handle the "slayer Logi" without punishing actual logis. This is the path I hope all role-based dropsuit specializations will take eventually. If you've ever looked at hulls in EVE, there are a ton of bonuses and reductions to very specific pieces or classes of modules. You could see a mass migration of every-last-drop-of-damage Slayers to Assault with two suit attribute lines like. . . Logistics Suit : -30% Handheld Damage Module Efficacy Assault Suit: -30% Handheld Damage Module Fitting Cost People who want to kill fast will always find the most min/maxing way of doing so. If the developers want the best killing suit to be an Assault, all they have to do is make the numbers point that way.
Again, those kind of numbers belong on Tech III hulls/dropsuits. We donGÇÖt even have all of the Tech I. It is uninteresting suggestion, but the timing of it seems out of place. |
Laurent Cazaderon
What The French
2169
|
Posted - 2013.11.18 15:21:00 -
[260] - Quote
Vrain Matari wrote:The beautiful thing about role bonuses is that the will define the suits but will not constrain their use: a merc can choose to optimize around a suit's bonuses, focus on one bonus or ignore them completely as he sees fit.
Again, couldnt agree more.
I really like the content of this thread. it's a balanced talk without that much "logis arent OP you noob !" or "logi OP CCP Sucks" interventions.
So here's for the thoughts :
What about "negative" bonuses ? Hummm actually.... it's called penalties
Like raising the fitting cost of equipment for assault ? raising it for damage mods for logis ? for using a light weapon on a High slot ? Some could affect efficiency ?
Combined to better "positive" bonuses, it could help emphasize roles and still allow for some freedom in fitting.
You know, eve has some modules that you can only fit on 1/2 ships. It's not restricted, they just have crazy PG\CPU amounts and those ships have a -99% cpu consumption for those modules (extra-drone mod, stealth mod etc..)
Everything is about perks and penalties. not about strict restrictions.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Corbina Ninja
Maphia Clan Corporation
343
|
Posted - 2013.11.18 15:38:00 -
[261] - Quote
I do not think that removing the sidearm from the logi is good a CPU and PG buff for the assault would be a good start a little more base tank and finally bonuses that are really useful for an assault for example damage on primary weapons diversify dropsuit assault from the base such as: add more equipment for the base but leave cpu, pg and the tank unchanged I have both logi and Minmatar assault and the assault ... I only use it for AV and sidearm only fit
> Test Signature Please Ignore
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Korvin Lomont
United Pwnage Service RISE of LEGION
224
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Posted - 2013.11.18 16:17:00 -
[262] - Quote
rpastry wrote:Heavies are another argument, they're much slower and have a bigger hitbox, but do seem to be appearing with light weapons a lot more frequently.... need a different thread for that one. Gallante have same hi slots but more low slots, so they can both fit 3 dps mods (if they like) but the logi has 5 lows to put plates in and has a 5/sec repper as racial. It can also use lesser plates for the same result IE basic have much less movement penalty and CPU/PG need. maths off top of head mebbwe incorrect unadjusted for skills but; Logi5 basic plates 180(225 skilled)+425 = 605(650)armour 4.7/6.6m/s - 5% move penalty = 4.5/6.3 5hps racial repper +4 compact hives (50 hp/s) 90cpu/13 pg Assault 3 Enhanced plates 210(263 skilled)+345 = 555(608)armour 5/7m/s -6% move penalty = 4.7/6.6 6.25hps complex repper +1 compact hive (50hp/s) 115cpu/31pg advantage logi.
Just to correct your numbers the Logi would have a base speed 0f 4,24 and the Assault would have 4,56. So the Assault would be faster (including higher strafe speed), would regenerate faster while on the move and has a sidearm that some of you value high enough to suggest this as the logis only weapon.
IMHO advantage Assault.
Compakt hives are nice but your are stational (=bad idea) while you regenerate through them and one flux destroy them easily.
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Korvin Lomont
United Pwnage Service RISE of LEGION
225
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Posted - 2013.11.18 16:34:00 -
[263] - Quote
Laurent Cazaderon wrote:
Final point, why do logi get more mod slots than assaults in the first place. The trade offs are simple : - No side-arm => more equipment slots - Less HP => More PG\CPU
Where do the "more mod slots" part come from ? I'd rather see base HP of logistics buffed to be a lot closer to their assault equivalent and those extra mod slots, source of all evil (especially for Cals), taken out.
Your List is not complete:
The Logi Tradeoffs are:
Less Speed (base Speed/Starfe Speed and Sprintspeed) Less base HP Less Stamina Less Shieldrecharge No Sidearm
For in general one Slot more 3 to 4 Equipment Slots and More CPU/PG |
George Moros
Area 514
183
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Posted - 2013.11.18 18:44:00 -
[264] - Quote
For what it's worth, here's my opinion on some of the dozens of ideas posted in this thread...
First of all, I've given the OP a like, although I'm more inclined to say "no" to logis without light weapons than "yes". I beleive the OP has best intentions and has provided good ideas and arguments.
To all the people saying logis should be good at everything, otherwise you're "killing the sandbox", I say that's bull****. EVE is considered the ultimate sandbox game today. In EVE, can one fly a logistics or recon cruiser fitted as a heavy assault? Heavy assault as logistics? No, you can't. At least, not efficiently. Logis should be best at logistics. Everything else - decent to good, but far from best.
To fix the logi suit, you need to fix the problem with it, and that's not their light weapon slot. It's their excessive available CPU/PG (excessive compared to assaults). Give them assault-like CPU/PG allotment (along with base HP), and a fixed role bonus to fitting equipment.
Logis shouldn't be as fast as assaults in terms of movement/running speed. They should however, have assault-like stamina and stamina regen.
In general, dropsuit bonuses should be more in line with their according factional preference. I agree that having a shield bonus on a Gallente dropsuit is ridiculous (and useless).
Assaults should be given assault bonuses. 2% per level bonus to light weapons damage seems appropriate to me. That's one complex damage mod at proto level. Or, they could receive bonuses more inclined with their factional weapons. For instance, Minmatar could have a RoF bonus, Caldari optimal range bonus etc. Something along those lines.
Assaults should lose their equipment slot. If logis aren't supposed to be good at everything, so too aren't the assaults. On the other hand, basic medium frames should retain their equipment slot - they should be "jack of all trades, master of none".
Logis have enough equipment slots as it is.
Pulvereus ergo queritor.
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Eskel Bondfree
DUST University Ivy League
173
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Posted - 2013.11.18 21:33:00 -
[265] - Quote
This threadnaught is getting out of hand, I don't see much actual 'discussion' happening here anymore.
Imho there is not too much left of the initial argument after everything that has been said here.
Especially considering the whole reasoning presented so far for why all logis need the nerf hammer in the first place boils down to this:
Logi Bro wrote:Eskel Bondfree wrote: Is there actually a convincing argument anywhere on this forum that all logi suits are in fact OP with respect to their racial assault variants? [...] Try using the dust fitting tool and seeing how much more powerful each logi suit is in comparison to its assault counterpart.
Logi Bro wrote: 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[...]
Cat Merc wrote: [...] Gallente Logi beats the crap from the Gallente Assault, which leads me to believe the rest of the logis are similar. [...] I have a friend who is like me but Amarr. He reports the same results. I have a friend with Minmatar stuff, and he reports similar results. [...] I trust these people.
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Blaze Ashra
Ametat Security Amarr Empire
31
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Posted - 2013.11.18 21:48:00 -
[266] - Quote
Kazeno Rannaa wrote:Blaze Ashra wrote:I don't like limiting people but, I'd agree to this if:
You can't enter a vehicle without a CRU if you are not wearing a pilot suit and have the skills needed to operate it. Only logis and scouts have equipment. Sniper rifles and plasma cannons get reclassified as sidearms. Heavies get more than 2 exclusive weapons. Assaults and logi's switch high and low slots and stats and the PG/CPU adjusted so each can fit what they want.
WHAT? At least on the Sniper and the PC being side arms. Are you HIGH???!!!???! EDIT: The reason I say this is because I am asking myself if you understand the the semantical association of the term GÇ£sidearmGÇ¥ to the imagery that has been established in this game?
The two viable sidearms at the moment are scrambler pistol and SMG and we all know nearly everyone runs an smg already. Sniper riffles and plasma cannon would still be an option while keeping close quarters engagements in assaults favor assuming there's more than one.
Or are logi's not allowed to kill at all? So all the heavies and hybrid tanked assaults that are there now since aimbot made that the default build should be able to **** on every yellow suit under every situation? Hell, we cant even kill a heavy with a shotgun before they have enough time to charge a forge, turn around and vaporize us. And you guys are expecting us to fight against an assault riffle with a SMG, Scrambler pistol, flaylock or nova knife? If we're already dead before we can turn to see our attacker and are to slow to get out of the way then all your really asking is for us to have signal flares to give away our position. Really that's just asking for free-er kills. |
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