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Alldin Kan
Imperfects Negative-Feedback
818
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Posted - 2013.12.07 01:12:00 -
[1] - Quote
A "support" suit that's able to have more firepower and health than Assault doesn't belong in this game.
Here are examples for the impaired:
Logistics MK.0 or CK.0 with 4-5 damage mods on AV or sniper and 450+ armor. Logistics GK.0 with 3 damage mods, 700+ Armor, and multiple Triage nanohives.
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
598
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Posted - 2013.12.07 01:27:00 -
[2] - Quote
This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that.
My logi-code.
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Cosgar
ParagonX
8434
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Posted - 2013.12.07 01:30:00 -
[3] - Quote
Or they could wimpy fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Michael Arck
Anubis Prime Syndicate
1995
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Posted - 2013.12.07 01:31:00 -
[4] - Quote
So it continues... |
Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
956
|
Posted - 2013.12.07 01:31:00 -
[5] - Quote
why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
534
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Posted - 2013.12.07 01:32:00 -
[6] - Quote
Any suit using more than 3 damage mods is a bad suit. |
Thor Odinson42
Molon Labe. RISE of LEGION
2199
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Posted - 2013.12.07 01:33:00 -
[7] - Quote
Not slot reductions or increases necessarily.
Bonus changes and buffing CPU/PG on assault suits
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Reav Hannari
Red Rock Outriders
2119
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Posted - 2013.12.07 01:34:00 -
[8] - Quote
I'd rather they keep the survivability of the logistics, giving it a bonus to equipment usage, and give more offensive bonuses to the assaults. Haven't we had this convo?
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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Cosgar
ParagonX
8434
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Posted - 2013.12.07 01:34:00 -
[9] - Quote
ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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nor asha
Turbo Bros inc.
58
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Posted - 2013.12.07 01:35:00 -
[10] - Quote
All proto logis should get 2 less slots and a free fitting bonus to fit equipment in the 3/4 lows
The logis with only 3 equipment should have more H/L slots than the other logis that's just fair. Heavy suits and scouts should get more slots. |
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Nocturnal Soul
Immortal Retribution
1194
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Posted - 2013.12.07 01:38:00 -
[11] - Quote
Lol Amarr logo ain't up there :-)
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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God Hates Lags
Red Star. EoN.
523
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Posted - 2013.12.07 01:38:00 -
[12] - Quote
Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype.
No. WP should be awarded for effectively using equipment be it militia or proto, not for using better equipment in general. The increased effectiveness of pro to equipment should be its own reward.
Doubles ISK
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Cosgar
ParagonX
8434
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Posted - 2013.12.07 01:40:00 -
[13] - Quote
nor asha wrote:All proto logis should get 2 less slots and a free fitting bonus to fit equipment in the 3/4 lows
The logis with only 3 equipment should have more H/L slots than the other logis that's just fair. Heavy suits and scouts should get more slots. All logis have the same slot count across the tiers with more or less module/equipment slots to reflect that already. Amarr is the only one with one less because of the sidearm.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4888
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Posted - 2013.12.07 01:48:00 -
[14] - Quote
Slot counts are not the problem.
Never forget
How to fix the Logi
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Alldin Kan
Imperfects Negative-Feedback
821
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Posted - 2013.12.07 01:52:00 -
[15] - Quote
Cosgar wrote:Or they could simply fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue. It's time you stop posting...
TheAmazing FlyingPig wrote:Slot counts are not the problem. Yes it is, that's where all the excessive HP/Damage comes from.
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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Cosgar
ParagonX
8434
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Posted - 2013.12.07 01:53:00 -
[16] - Quote
God Hates Lags wrote:Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. No. WP should be awarded for effectively using equipment be it militia or proto, not for using better equipment in general. The increased effectiveness of pro to equipment should be its own reward. With the exception of triage hives and the core repper (which actually prorate triage points) prototype equipment actually gets less WP rewards. The proto injector gets rarely used because of this.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Rynoceros
Rise Of Old Dudes
1492
|
Posted - 2013.12.07 01:54:00 -
[17] - Quote
Diversify.
Change Logi to 2 Equipment, Light and Sidearm, with 1 less H/L slot than its Assault Variant.
Create a 3 Equipment, No grenade, current Logi weapon slots, Medic Role. (*New thought....what if that Medic role, as previously described, was a Light Frame with an inherent 50 HP Armor Rep? After the Scouts get more base HP than a nanohive, of course. The ability to strafe and rep, rush objectives and lay down equipment, dart in with a needle, perimeter scanning...oh **** yes.)
Cheeseburgers.
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Cosgar
ParagonX
8434
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Posted - 2013.12.07 01:57:00 -
[18] - Quote
Alldin Kan wrote:It's time you stop posting... It's time you look at the bigger picture instead of just one suit. You don't fix what exploits broken core mechanics without fixing the broken core mechanics. Nobody complains about logis with sidearms, shotguns, plasma cannons, or any other niche weapons, they complain about logis with ARs and ScRs. Other people just complain about ARs and ScRs. See a pattern?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
8
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Posted - 2013.12.07 02:01:00 -
[19] - Quote
Logi's should have the most slots. Just remove the abilty for Logi's to use damage mods. |
GHOSTLY ANNIHILATOR
The Corporate Raiders Top Men.
1064
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Posted - 2013.12.07 02:07:00 -
[20] - Quote
PLEASE HTFU THANKS.
My PS3 is dusty ._.
Level 1 Forum Warrior
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ReGnYuM
Vindictive State
1452
|
Posted - 2013.12.07 02:08:00 -
[21] - Quote
Alldin Kan wrote:A "support" suit that's able to have more firepower and health than Assault doesn't belong in this game.
Here are examples for the impaired:
Logistics MK.0 or CK.0 with 4-5 damage mods on AV or sniper and 450+ armor. Logistics GK.0 with 3 damage mods, 700+ Armor, and multiple Triage nanohives.
The King has spoken !
Kneel Forum peasants! Kneel!
If you never heard of ReGnYuM, you're neither Good or Relevant in Dust 514.
KDR>ALL
Sig Move: Minmatar Crub Stomp
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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
957
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Posted - 2013.12.07 02:13:00 -
[22] - Quote
Cosgar wrote:God Hates Lags wrote:Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. No. WP should be awarded for effectively using equipment be it militia or proto, not for using better equipment in general. The increased effectiveness of pro to equipment should be its own reward. With the exception of triage hives and the core repper (which actually prorate triage points) prototype equipment actually gets less WP rewards. The proto injector gets rarely used because of this. true logi's use proto injector and dont care about wp but the safe revive |
Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
957
|
Posted - 2013.12.07 02:14:00 -
[23] - Quote
ReGnYuM wrote:Alldin Kan wrote:A "support" suit that's able to have more firepower and health than Assault doesn't belong in this game.
Here are examples for the impaired:
Logistics MK.0 or CK.0 with 4-5 damage mods on AV or sniper and 450+ armor. Logistics GK.0 with 3 damage mods, 700+ Armor, and multiple Triage nanohives. The King has spoken ! Kneel Forum peasants! Kneel! please not the amarian Ako was not included ccp dont let the amarian logi catch blow back nerf for the assault logi nerf |
Tectonic Fusion
658
|
Posted - 2013.12.07 02:15:00 -
[24] - Quote
Reav Hannari wrote:I'd rather they keep the survivability of the logistics, giving it a bonus to equipment usage, and give more offensive bonuses to the assaults. Haven't we had this convo? This obviously.
Solo Player
Squad status: Locked
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Cosgar
ParagonX
8437
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Posted - 2013.12.07 02:17:00 -
[25] - Quote
Mortedeamor wrote:Cosgar wrote:God Hates Lags wrote:Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. No. WP should be awarded for effectively using equipment be it militia or proto, not for using better equipment in general. The increased effectiveness of pro to equipment should be its own reward. With the exception of triage hives and the core repper (which actually prorate triage points) prototype equipment actually gets less WP rewards. The proto injector gets rarely used because of this. true logi's use proto injector and dont care about wp but the safe revive That throws off risk/reward ratio.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Alldin Kan
Imperfects Negative-Feedback
822
|
Posted - 2013.12.07 02:17:00 -
[26] - Quote
Cosgar wrote:Alldin Kan wrote:It's time you stop posting... It's time you look at the bigger picture instead of just one suit. You don't fix what exploits broken core mechanics without fixing the broken core mechanics. Nobody complains about logis with sidearms, shotguns, plasma cannons, or any other niche weapons, they complain about logis with ARs and ScRs. Other people just complain about ARs and ScRs. See a pattern? The problem with AR is high accuracy and low kick, Scrambler rifle simply has excessive dps on Ammar suit. Core mechanics aren't the problem.
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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deepfried salad gilliam
Sanguine Knights
230
|
Posted - 2013.12.07 02:19:00 -
[27] - Quote
Or they could drop the pg/cpu and change the logi bonus to reduce equipment pg/cpu cost Can no longer super stack module but uses equipment like a good logi
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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The Robot Devil
Molon Labe. RISE of LEGION
1290
|
Posted - 2013.12.07 02:22:00 -
[28] - Quote
Alldin Kan wrote:Cosgar wrote:Or they could simply fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue. It's time you stop posting... TheAmazing FlyingPig wrote:Slot counts are not the problem. Yes it is, that's where all the excessive HP/Damage comes from.
The problem is how the bonuses are applied and what the applied bonus is. The 5hp/s built in armor rep on logi is a bad perk. Assault suits need assault bonuses and logi need equipment perks. Slot layout wouldn't be as big of a problem if suit perks were done better.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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Thor Odinson42
Molon Labe. RISE of LEGION
2202
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Posted - 2013.12.07 02:26:00 -
[29] - Quote
Alldin Kan wrote:Cosgar wrote:Or they could simply fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue. It's time you stop posting... TheAmazing FlyingPig wrote:Slot counts are not the problem. Yes it is, that's where all the excessive HP/Damage comes from.
The damage can be reeled in with increased resistances to certain HP types.
When there is some opportunity for a choice other than "packing as much armor and damage mods as possible" those slots can be used for EWAR, speed, hacking, etc. That's why I don't like the slot reduction idea. It limits the variety. I hope they give the suits bonuses like T2 ships in Eve. You still have choice, but the bonuses point you in an obvious direction.
But lowering the TTK should be priority one and I think increasing resistances is the best way to that.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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The Robot Devil
Molon Labe. RISE of LEGION
1290
|
Posted - 2013.12.07 02:26:00 -
[30] - Quote
Cosgar wrote: With the exception of triage hives and the core repper (which actually prorate triage points) prototype equipment actually gets less WP rewards. The proto injector gets rarely used because of this.
It gives the potential for more WP. Prototype equipment last longer and do a better job. That gives the potential for more WP. Prototype is better in all cases (maybe the Viziam is the exception) and none reward more or less WP but they do give the opportunity to make more the farther up the tier you go.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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Cosgar
ParagonX
8439
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Posted - 2013.12.07 02:26:00 -
[31] - Quote
Alldin Kan wrote:Cosgar wrote:Alldin Kan wrote:It's time you stop posting... It's time you look at the bigger picture instead of just one suit. You don't fix what exploits broken core mechanics without fixing the broken core mechanics. Nobody complains about logis with sidearms, shotguns, plasma cannons, or any other niche weapons, they complain about logis with ARs and ScRs. Other people just complain about ARs and ScRs. See a pattern? The problem with AR is high accuracy and low kick, Scrambler rifle simply has excessive dps on Ammar suit. Core mechanics aren't the problem. Core mechanics aren't the problem? They had to nerf scout speed and strafing because of inconsistent framerate, they nerfed swarm launcher range because of draw distance, and TTK took a huge nosedive once they finally fixed hit detection. There's a plethora of examples on how issues with broken core mechanics have affected game balancing to cite, but I'd probably go past the character limit doing so.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8440
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Posted - 2013.12.07 02:29:00 -
[32] - Quote
The Robot Devil wrote:Alldin Kan wrote:Cosgar wrote:Or they could simply fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue. It's time you stop posting... TheAmazing FlyingPig wrote:Slot counts are not the problem. Yes it is, that's where all the excessive HP/Damage comes from. The problem is how the bonuses are applied and what the applied bonus is. The 5hp/s built in armor rep on logi is a bad perk. Assault suits need assault bonuses and logi need equipment perks. Slot layout wouldn't be as big of a problem if suit perks were done better. This I can agree on. The only reason why logis even have the +1HP/s bonus was because they couldn't properly code equipment related bonuses.
Actually, I'd rather they just get rid of the blanket class bonuses and give all suits 2 specific racial bonuses for more versatility.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
149
|
Posted - 2013.12.07 02:29:00 -
[33] - Quote
Message from Godin: You. Absolute. *******. Idiot. This is not how you nerf the Logi's. A simple damage nerf and non-EWAR equipment buff would do just fine for Logi's. Gimping it's slots is never the way to fix it. EVER. |
RedZer0 MK1
The Generals General Tso's Alliance
125
|
Posted - 2013.12.07 02:29:00 -
[34] - Quote
More than two damage mods are a waste. Are you saying av suits with only a swarm launchers are causing problems? You can armor tank with assault suits too. Only having one weapon is the opposite of having more firepower. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4891
|
Posted - 2013.12.07 02:29:00 -
[35] - Quote
The problem is that everyone is trying to rehash the system we have now. The turd polish reference comes to mind. Slot counts cannot define a role. The reason why everyone is crying OP to the logi is due to the fact that, because it has the most slots, it's the best suit for the slayer role, being the only role on the field. Simply shifting slot counts and PG / CPU counts will only move the FotM elsewhere.
Give the second link in my sig a read.
Never forget
How to fix the Logi
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1237
|
Posted - 2013.12.07 02:31:00 -
[36] - Quote
Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. I've wondered why they didn't do it like that.
Militia = WP*.5 Standard = WP Advanced = WP*1.5 Prototype = WP*2
This would make much more sense.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Cosgar
ParagonX
8440
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Posted - 2013.12.07 02:33:00 -
[37] - Quote
Alaika Arbosa wrote:Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. I've wondered why they didn't do it like that. Militia = WP*.5 Standard = WP Advanced = WP*1.5 Prototype = WP*2 This would make much more sense. That's actually much better scaling than I had in mind. You should make a feedback/request topic on it. I think Cross's got locked due to inactivity.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Alldin Kan
Imperfects Negative-Feedback
823
|
Posted - 2013.12.07 02:40:00 -
[38] - Quote
Cosgar wrote: Core mechanics aren't the problem? They had to nerf scout speed and strafing because of inconsistent framerate, they nerfed swarm launcher range because of draw distance, and TTK took a huge nosedive once they finally fixed hit detection. There's a plethora of examples on how issues with broken core mechanics have affected game balancing to cite, but I'd probably go past the character limit doing so.
Scout "nerf" wasn't a nerf, stats were there until Min Scout came in with extra speed (6+ MS would've been crazy). Swarms deserved the nerf but as for TTK the survivalbility issue mainly lies on Dropsuit Speed (Heavy) and poorly balanced weapons.
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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Cosgar
ParagonX
8440
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Posted - 2013.12.07 02:46:00 -
[39] - Quote
Alldin Kan wrote:Cosgar wrote: Core mechanics aren't the problem? They had to nerf scout speed and strafing because of inconsistent framerate, they nerfed swarm launcher range because of draw distance, and TTK took a huge nosedive once they finally fixed hit detection. There's a plethora of examples on how issues with broken core mechanics have affected game balancing to cite, but I'd probably go past the character limit doing so.
Scout "nerf" wasn't a nerf, stats were there until Min Scout came in with extra speed (6+ MS would've been crazy). Swarms deserved the nerf but as for TTK the survivalbility issue mainly lies on Dropsuit Speed (Heavy) and poorly balanced weapons. Scouts out outran framerate, making them teleport across the field. All pilots complained about invisible swarms. Broken game is broken. That's why the flaylock and grenades became stupid OP after the explosion fix in 1.2. MD was deemed as OP back then but instead of putting on a nerf bandaid, they actually let the problem sort itself out after they fixed hit detection. That's what happens when you fix a core problem to something that's being exploited.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
187
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Posted - 2013.12.07 02:56:00 -
[40] - Quote
Mortedeamor wrote:why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them
Buffing the assault suit will end up making heavys life harder. Not that CCP cares or anything. It will also make scouts life way harder. They will be one hit K.O. Thats if scouts are still around. Then CCP will have to find out how to buff heavys and the hardest thing buffing scouts.
Yes i do agree buffing the assault would fix the logy problem but then that would create 2 more bigger problems after that. I personally say make it so logy suits cant use damage mods. Removing the Light weapon slot isnt an option either. Thats to strong of a nerf. That would require a respec for logys. There shouldn't be to many respecs until everything is out and the core of the game is "fixed"
I dont mean any of this in a smart*** comment to you Mortedeamor. I give you respect for your idea Im just explaining why it would and wouldnt be a good idea that I think.
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns please :D
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 02:56:00 -
[41] - Quote
Cosgar wrote:Scouts out outran framerate, making them teleport across the field. All pilots complained about invisible swarms. Broken game is broken. That's why the flaylock and grenades became stupid OP after the explosion fix in 1.2. MD was deemed as OP back then but instead of putting on a nerf bandaid, they actually let the problem sort itself out after they fixed hit detection. That's what happens when you fix a core problem to something that's being exploited. As long as hit detection was fine, I NEVER had issues hitting a scout. Some things can be fixed together core mechanics but other stuff like Logi suits will remain the same regardless of how you tweak Core Mechanics.
Before giving Assaults offensive bonuses, Heavies need a buff for HMG range/accuracy over distance and scouts need to get cloaking (too bad the poor framerate+lighting will actually make this OP).
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 02:58:00 -
[42] - Quote
GET ATMESON wrote:Mortedeamor wrote:why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them Buffing the assault suit will end up making heavys life harder. Not that CCP cares or anything. It will also make scouts life way harder. They will be one hit K.O. Thats if scouts are still around. Then CCP will have to find out how to buff heavys and the hardest thing buffing scouts. Yes i do agree buffing the assault would fix the logy problem but then that would create 2 more bigger problems after that. I personally say make it so logy suits cant use damage mods. Removing the Light weapon slot isnt an option either. Thats to strong of a nerf. That would require a respec for logys. There shouldn't be to many respecs until everything is out and the core of the game is "fixed" I dont mean any of this in a smart*** comment to you Mortedeamor. I give you respect for your idea Im just explaining why it would and wouldnt be a good idea that I think. I made previous post without looking at yours, we think alike...
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
187
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Posted - 2013.12.07 03:00:00 -
[43] - Quote
Alldin Kan wrote:GET ATMESON wrote:Mortedeamor wrote:why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them Buffing the assault suit will end up making heavys life harder. Not that CCP cares or anything. It will also make scouts life way harder. They will be one hit K.O. Thats if scouts are still around. Then CCP will have to find out how to buff heavys and the hardest thing buffing scouts. Yes i do agree buffing the assault would fix the logy problem but then that would create 2 more bigger problems after that. I personally say make it so logy suits cant use damage mods. Removing the Light weapon slot isnt an option either. Thats to strong of a nerf. That would require a respec for logys. There shouldn't be to many respecs until everything is out and the core of the game is "fixed" I dont mean any of this in a smart*** comment to you Mortedeamor. I give you respect for your idea Im just explaining why it would and wouldnt be a good idea that I think. I made previous post without looking at yours, we think alike...
We sure do then. I think it would be a way easier,efficient, and faster to do then reading so much into the logy suit.
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns please :D
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Sinboto Simmons
SVER True Blood Public Disorder.
2857
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Posted - 2013.12.07 03:07:00 -
[44] - Quote
Cosgar wrote:ZeHealingHurts HurtingHeals wrote:This is the way to nerf my suit.
Don't go and put that cap on WP again. PLEASE don't do that. Actually, they should nerf WP on militia, standard and advanced equipment to add more incentive to use prototype. Please no, that's like getting more WPs for killing with proto gear.
Sinboto - The True Blood Minja
Forum Warrior level 2
STB-Infantry (Demolition)
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Cosgar
ParagonX
8444
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Posted - 2013.12.07 03:11:00 -
[45] - Quote
Alldin Kan wrote:Cosgar wrote:Scouts out outran framerate, making them teleport across the field. All pilots complained about invisible swarms. Broken game is broken. That's why the flaylock and grenades became stupid OP after the explosion fix in 1.2. MD was deemed as OP back then but instead of putting on a nerf bandaid, they actually let the problem sort itself out after they fixed hit detection. That's what happens when you fix a core problem to something that's being exploited. As long as hit detection was fine, I NEVER had issues hitting a scout. Some things can be fixed together core mechanics but other stuff like Logi suits will remain the same regardless of how you tweak Core Mechanics. If anything, be it logi or otherwise has to be nerfed, do it before you fix core mechanics. Prime example for the would be the Flaylock. It was rather balanced at standard/ADV, but got stupid overpowered at proto, this was only after the splash damage fix in 1.2. Before that, it suffered from the same desynch issues as the MD. Now I'm not saying they didn't need to work on the Flaylock, but do you think they would have brought down the nerf hammer so hard had they managed to fix hit detection in 1.3?
Alldin Kan wrote:Before giving Assaults offensive bonuses, Heavies need a buff for HMG range/accuracy over distance and scouts need to get cloaking (too bad the poor framerate+lighting] will actually make this OP). First off, the underline portion just proved my point. With CCP in their little bandaid fix mood, if cloaking came out and was OP because of framerate, we'd have yet another overnerfed game mechanic on our hands. They'd probably have to put Shotty, Maken, and Ghost Kaiser on suicide watch if this happened.
Anyway, back to my point of isolating this quote. Assaults do need work, we can agree on this. Maybe not just bonuses, but something to reinforce what should make them better than logistics while making them worth the SP investment. GIve Caldari/Minmatar more base shields, Gallente more base armor, a little of both for Amarr and some valid drawbacks. Logis are more module health/healing module reliant, so the assaults should be less reliant, allowing them to focus more on damage mods or other modules for versatility. We could actually do this before fixing core mechanics since assaults really aren't worth skilling up level 3 in medium frames aside from 2 bonuses, an ISK discount and a white coat of paint. Even the sentinel gets a different slot layout compared to heavies.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 03:24:00 -
[46] - Quote
Cosgar wrote:Now I'm not saying they didn't need to work on the Flaylock, but do you think they would have brought down the nerf hammer so hard had they managed to fix hit detection in 1.3? The RoF together with high damage was easily able to rip apart my best fit in a short time so the nerf was just right with the exception on tighter blast radius (2m is fine without bonus to radius). Rest of post seemed ok, am now looking at the nightmare in Uprising 1.7 PN thread.
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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Cosgar
ParagonX
8444
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Posted - 2013.12.07 03:32:00 -
[47] - Quote
Alldin Kan wrote:Cosgar wrote:Now I'm not saying they didn't need to work on the Flaylock, but do you think they would have brought down the nerf hammer so hard had they managed to fix hit detection in 1.3? The RoF together with high damage was easily able to rip apart my best fit in a short time so the nerf was just right with the exception on tighter blast radius (2m is fine without bonus to radius). Rest of post seemed ok, am now looking at the nightmare in Uprising 1.7 PN thread. If we start getting into how to balance the flaylock we're just getting into semantics. But I do agree that the high RoF was the biggest problem, the extremely low fitting cost was another. Blast radius was high for the same reason why the Chromosone MD and locus grenades have a high radius: splash damage not registering properly. This entire game is balanced around compensating for something inconsistent when your really think about it. I'd be interested to see what would happen if they took all the current content we have now, but roll everything back to an earlier build like E3 or Replication. I'd bet ISK that there'd be a drastic improvement.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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rebecca watson
OSG Planetary Operations Covert Intervention
79
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Posted - 2013.12.07 06:59:00 -
[48] - Quote
After reading many of these threads: I think logi's need a wee nerf.
I have been saying to my corp-mates for awhile that a slot nerf would be good.
I also think the +5 armor hp/s (@5) is unneccesary.
I also like the idea of equipment bonuses to the logi suit, or equipment fitting/stats nerfs on other suits.
1. I run logi suit exclusively.
2. I mostly run slayer/assault role, with uplink and nanohive/remote. -taking advantage of the huge utility of the suit.
3. about 5% of the time i run actual triage, when corp or squadmates request, usually because there are many other logi's offering reps and such simply for wp's
Why nerf logi and not just buff assault?
I look at assaults, and their sad slot layout and bonuses, and feel sad.
However, I see heavies melt under even my own fire, and feel sad.
When I get the chance to see a scout that had the poor luck to not kill me on the first go, i simply backpedal and hipfire them down easy mode. And am sad.
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If all of the other classes seem to need a buff, it's probably my own suit that needs a nerf.
Currently the logi suit can do too many things very well, taking 1 or two slots off here and there along w the corresponding pg/cpu will force the fits to compromise, currently we can eat all of the cakes. |
nor asha
Turbo Bros inc.
58
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Posted - 2013.12.07 07:25:00 -
[49] - Quote
Cosgar wrote:nor asha wrote:All proto logis should get 2 less slots and a free fitting bonus to fit equipment in the 3/4 lows
The logis with only 3 equipment should have more H/L slots than the other logis that's just fair. Heavy suits and scouts should get more slots. All logis have the same slot count across the tiers with more or less module/equipment slots to reflect that already. Amarr is the only one with one less because of the sidearm.
See I find this strange. On other suits the equipment slots trade off for two slots in the highs/lows. Only logis don't |
Cosgar
ParagonX
8462
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Posted - 2013.12.07 07:29:00 -
[50] - Quote
nor asha wrote:Cosgar wrote:nor asha wrote:All proto logis should get 2 less slots and a free fitting bonus to fit equipment in the 3/4 lows
The logis with only 3 equipment should have more H/L slots than the other logis that's just fair. Heavy suits and scouts should get more slots. All logis have the same slot count across the tiers with more or less module/equipment slots to reflect that already. Amarr is the only one with one less because of the sidearm. See I find this strange. On other suits the equipment slots trade off for two slots in the highs/lows. Only logis don't Base HP, speed, stamina, and a sidearm are traded for those slots. (Amarr gets 1 less because they keep their sidearm) Unfortunately none of those disadvantages really matter because light weapons are way too effective and speed tanking died in 1.4.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Tectonic Fusion
681
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Posted - 2013.12.08 00:43:00 -
[51] - Quote
GET ATMESON wrote:Mortedeamor wrote:why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them Buffing the assault suit will end up making heavys life harder. Not that CCP cares or anything. It will also make scouts life way harder. They will be one hit K.O. Thats if scouts are still around. Then CCP will have to find out how to buff heavys and the hardest thing buffing scouts. Yes i do agree buffing the assault would fix the logy problem but then that would create 2 more bigger problems after that. I personally say make it so logy suits cant use damage mods. Removing the Light weapon slot isnt an option either. Thats to strong of a nerf. That would require a respec for logys. There shouldn't be to many respecs until everything is out and the core of the game is "fixed" I dont mean any of this in a smart*** comment to you Mortedeamor. I give you respect for your idea Im just explaining why it would and wouldnt be a good idea that I think. If it were up to me I would buff assaults, scouts, AND heavys.
Solo Player
Squad status: Locked
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2177
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Posted - 2013.12.08 01:08:00 -
[52] - Quote
Nerf the logi suits...ridiculous that they can have all of that health.
And I have a proto logi suit, btw.
weRideNDie2getha since 2010
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