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xxwhitedevilxx M
Maphia Clan Unit Unicorn
1339
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Posted - 2013.12.23 01:53:00 -
[1] - Quote
We know it depends on equipments spam, we know people abuse it, we know people do it in pubs for the giggles. Equipments are broken, and make game experience much worse, it's game breaking, much more than an OP suit or weapon. Yes, I know it's a known issue (oh, well at least I hope it is...) but what are you waiting to fix it?
There may be a temporary measure like limiting the total equipments per team, or per player; just do something. Please.
Tank 514.
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![xxwhitedevilxx M xxwhitedevilxx M](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
xxwhitedevilxx M
Maphia Clan Unit Unicorn
1340
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.12.23 10:36:00 -
[2] - Quote
Zeylon Rho wrote:Having clusters of hives in some spots is useful. For instance if you put some links on a roof, and you're raining terror from there. Keeping the contingent from your team both supplied, repped, and having at least a couple spawn points up there is useful.
Having a few around a supply depot is also useful for similar reasons strategy-wise. People defending the position can get reps from hives and spawn back at the point to defend it. This is true of any position really, a little bit of equipment spam from logis in various places isn't uncommon. [...] Presently, a single logi can pack 3-4 slots of a fitting with a different type nanohive in each, and spam that on top of a building... or wherever. They can do the same with links, proxies, etc. A supply depot becomes a center of these shenanigans because it lets them switch fittings quickly. A particularly lazy logi can do it right there quickly without going anywhere, which is why it gets centered around those areas. Even if it weren't "strategically" useful to have hives/links in that area, it would still be useful to a logi (or person possessing those suits) because they can drop equipment and then switch to another fit to collect WP without actively doing anything after the fact.
The fact that spam causes lag is just gravy for the people that are into that.
[...]
Consider the fact that "slayer" logis are considered bad in that people think they go against the intent of the character. If they nerf logistics combat-power AND restrict the amount of equipment they can put out, you wind up with a pretty serious nerf to the class. Current TTK means repping isn't the most viable practice either.
Persistent equipment and the amount of stuff a single character can put out is built-into the way the game works, and has been for awhile now. The effect and usage of equipment may need to be examined globally if any fix aims to curtail that dynamic. I can see the lag being bad of course, and I know about the would-be "slayer-logi" adjustments too. It's possible that early game balance design wasn't thinking about a logi laying out equipment, then switching to a proto-assault to have the best of both worlds (as many older characters can easily do).
I agree with you on certain points, but it wouldn't be a real "nerf". And here comes again the "skill" discussion: a skilled logi knows where to put hives / uplinks, there's absolutely no need to spam an entire zone with 8 of them. The issue is that:
- It's quite ridiculous that the squad that can deploy most uplinks / rep hives wins - It's ridiculous the amount of stuff a single logi can deploy: let's pretend I have 3 fittings, and they're filled with nanohives. Including Aur variants variants I can literally fill a socket with rep nanohives. Then, I'll just have to come back to the depot and repeat, doing the same thing with drop uplinks.
I do agree, there must be logis in a squad in order to let it win, but seriously the amount of skills (talking of both personal skills and SP) you need to do that is paltry. You talked about logis laying equipment and then switch to proto assault, and that's one of the issues imo. That's why in the OP I talked about a team hard cap: let's say 6 to 12 variants per team (taking into account the kind of equipment) ; when you reach that cap, you would still be able to deploy equipment, but the "older" equipment would be destroyed in the process.
A problem would absolutely be in "numbers". What would be the right cap for, let's say, nanohives both in order to let the game stay stable and to let logis stay useful? What about drop uplinks? It's quite a hard work, yes, but it must be done imo.
Tank 514.
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![xxwhitedevilxx M xxwhitedevilxx M](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
xxwhitedevilxx M
Maphia Clan Unit Unicorn
1351
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.12.24 09:59:00 -
[3] - Quote
Mordecai Sanguine wrote:xxwhitedevilxx M wrote:We know it depends on equipments spam, we know people abuse it, we know people do it in pubs for the giggles. Equipments are broken, and make game experience much worse, it's game breaking, much more than an OP suit or weapon. Yes, I know it's a known issue (oh, well at least I hope it is...) but what are you waiting to fix it?
There may be a temporary measure like limiting the total equipments per team, or per player; just do something. Please. It will kill the logistics dropsuits and makes the assault the same role than thel ogistics.
Why? You would never be able to put 2 uplinks 2 nanohives and an active scanner on an assault drop suit.
Logistics still do a better job than assault almost everytime. The famous "combat logi" should be able to defend himself, but shouldn't be able to "slay".
lee corwood wrote:Getting a team into an area fast and well supplied is how all battles are won.
yes, and that's good. The problem is the spam. Spamming 3 rep hives on a certain point for, let's say, 10 logis it's 30 rep hives. 10 rep hives each letter will make you win, every time. It's more or less +200 armor each second.
What's the problem then in letting people place only 3 hives?
Tank 514.
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