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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  I-Shayz-I
 I-----I
 
 1937
 
 
      | Posted - 2014.01.16 02:58:00 -
          [1] - Quote 
 Hey guys! Figured I'd organize the new skills for the people out there that might be a bit confused, and so that the changes would be easier to see. I mainly did this for Logistics, but figured I'd go and do the Assault and Sentinel bonuses as well. I didn't do Scouts because their skills relate to an item we have no stats for, and I didn't do Commandos because their new skills are pretty easy to understand.
 
 Keep in mind that none of these bonuses are final, and this is purely just speculation on what it might be like. They have not mentioned anything about changes to equipment, but we won't know for sure until 1.8. You can however, use these numbers to argue one way or another why a certain skill might need to be changed before 1.8.
 
 Also, I didn't do a very in-depth look at the Assault/Sentinel bonuses because of this quote:
 
 CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).|
 For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
 Hope you enjoy!
 (Please, DO NOT quote this entire thing if you want to reply. Thank you.)
 
 ____________________________________________________________________
 
 LOGISTICS SECTION
 
 New Logistics Skills
 
 Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level.
 
 Amarr Logistics Bonus: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
 Caldari Logistics Bonus: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level.
 Gallente Logistics Bonus: +10% to active scanner visibility duration and +5% to active scanner precision per level.
 Minmatar Logistics Bonus: +10% to repair tool range and +5% to repair amount per level.
 _____________________________________________________________________
 
 Max Amarr Logistics Bonus: 50% reduction to drop uplink spawn time and +10 to max. spawn count per level.
 
 STD Uplink: 10 second spawn time, 10 max spawns | 5 second spawn time, 20 max spawns
 
 ADV Uplink: 9 second spawn time, 15 max spawns | 4.5 second spawn time, 25 max spawns
 ADV Flux: 6.75 second spawn time, 15 max spawns | 3.38 second spawn time, 25 max spawns
 
 PRO Uplink: 5 second spawn time, 20 max spawns | 2.5 second spawn time, 30 max spawns
 PRO Flux: 3.75 second spawn time, 20 max spawns | 1.88 second spawn time, 30 max spawns
 PRO 'Abyss': 2.5 second spawn time, 5 max spawns | 1.25 second spawn time, 15 max spawns
 _____________________________________________________________________
 
 Max Caldari Logistics Bonus: +50% to nanohive max. nanites and +25% to supply rate and repair amount per level.
 
 STD Nanohive: 36 nanites, 10% supply rate | 54 nanites, 12.5% supply rate
 STD Compact: 25 nanites, 25% supply rate, 50 HP/s | 38 nanites, 31.25% supply rate, 62.5 HP/s
 
 ADV Nanohive: 72 nanites, 15% supply rate | 108 nanites, 18.75% supply rate
 ADV Nanohive (R): 72 nanites, 7.5% supply rate, 20 HP/s | 108 nanites, 9.38% supply rate, 25 HP/s
 
 PRO Nanohive: 72 nanites, 30% supply rate | 108 nanites, 37.5% supply rate
 PRO Nanohive (R): 72 nanites, 15% supply rate, 40 HP/s | 108 nanites, 18.75% supply rate, 50 HP/s
 PRO Triage: 101 nanites, 70 HP/s | 151.5 nanites, 87.5 HP/s
 _____________________________________________________________________
 
 Max Gallente Logistics Bonus: +50% to active scanner visibility duration and +25% to active scanner precision per level.
 
 STD Scanner: 5 second visibility, 46 dB | 7.5 second visibility, 34.5 dB
 STD Flux: 8 second visibility, 46 dB | 12 second visibility, 34.5 dB
 
 ADV Scanner: 5 second visibility, 36 dB | 7.5 second visibility, 27 dB
 ADV Quantum: 16 second visibility, 36 dB | 24 second visibility, 27 dB
 
 PRO Scanner: 5 second visibility, 28 dB | 7.5 second visibility, 21 dB
 PRO Quantum: 25 second visibility, 28 dB | 37.5 second visibility, 21 dB
 PRO Focused: 5 second visibility, 15 dB | 7.5 second visibility, 11.25 dB
 _____________________________________________________________________
 
 Max Minmatar Logistics Bonus: +50% to repair tool range and +25% to repair amount per level.
 
 STD Repair: 15 meter range, 40 HP/s | 22.5 meter range, 50 HP/s
 STD Flux: 22.5 meter range, 40 HP/s | 33.75 meter range, 50 HP/s
 
 ADV Repair: 18 meter range, 60 HP/s | 27 meter range, 75 HP/s
 ADV Triage: 18 meter range, 75 HP/s | 27 meter range, 93.75 HP/s
 
 PRO Repair: 21 meter range, 70 HP/s (x2) | 31.5 meter range, 87.5 HP/s (x2)
 PRO Flux: 31.5 meter range, 70 HP/s (x2) | 47.25 meter range, 87.5 HP/s (x2) (Vehicle 131)
 PRO Triage: 21 meter range, 88 HP/s (x2) | 31.5 meter range, 110 HP/s (x2)
 PRO Focused: 10.5 meter range, 175 HP/s | 15.75 meter range, 218.75 HP/s (Vehicle 151)
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  I-Shayz-I
 I-----I
 
 1937
 
 
      | Posted - 2014.01.16 02:58:00 -
          [2] - Quote 
 ASSAULT SECTION
 
 New Assault Skills
 
 Assault Suit Bonus: 2% to light weapon RoF per level.
 
 Amarr Assault Bonus: 5% to repair rate of armor repair modules per level.
 Caldari Assault Bonus: 5% to HP bonus of shield extender modules per level.
 Gallente Assault Bonus: 5% to HP bonus of armor plate modules per level.
 Minmatar Assault Bonus: 5% to damage bonus of damage modifier modules per level.
 _____________________________________________________________________
 
 Max Amarr Assault Bonus: 25% to repair rate of armor repair modules per level. (With Armor Repair 5)
 Basic: 2.5 HP/s | Enhanced: 3.75HP/s | Complex: 6.25 HP/s
 Basic: 3.13 HP/s | Enhanced: 4.69 HP/s | Complex: 7.81 HP/s
 
 Max Caldari Assault Bonus: 25% to HP bonus of shield extender modules per level. (With Shield Extension 5)
 Basic: 24.2 HP | Enhanced: 36.3 HP | Complex: 72.6 HP
 Basic: 30.25 HP | Enhanced: 45.38 HP | Complex: 90.75 HP
 
 Max Gallente Assault Bonus: 25% to HP bonus of armor plate modules per level. (With Armor Plating 5)
 Basic: 93.5 HP | Enhanced: 121 HP | Complex: 148.5 HP
 Basic: 116.88 HP | Enhanced: 151.25 HP | Complex: 185.63 HP
 
 Max Minmatar Assault Bonus: 25% to damage bonus of damage modifier modules per level.
 Damage mods are changing in 1.8, therefore I don't want to speculate
 ____________________________________________________________________
 
 SENTINEL SECTION
 
 New Sentinel Skills
 
 Sentinel Suit Bonus: 5% resistance to blast damage per level
 
 Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons.
 Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons.
 Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons.
 Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons.
 _____________________________________________________________________
 
 Max Sentinel Suit Bonus: 25% resistance to blast damage per level
 Grenades | STD: 400 HP | 500 HP | 600 HP | STD: 300 HP | 375 HP | 450 HP
 Strong resistance to: FGs, MDs, PCs, Flaylocks
 
 Max Amarr Sentinel Bonus: 15% armor resistance to projectile weapons, 10% shield resistance to blaster weapons.
 Strong armor resistance to: HMGs, CRs, SMGs | Decent shield resistance to: ARs
 
 Max Caldari Sentinel Bonus: 15% shield resistance to blaster weapons, 10% shield resistance to laser weapons.
 Strong shield resistance to: ARs | Decent shield resistance to: SCRs, LRs, SCR Pistols
 
 Max Gallente Sentinel Bonus: 15% armor resistance to railgun weapons, 10% armor resistance to projectile weapons.
 Strong armor resistance to: FGs, RRs, Snipers | Decent armor resistance to: HMGs, CRs, SMGs
 
 Max Minmatar Sentinel Bonus: 15% shield resistance to laser weapons, 10% armor resistance to blaster weapons.
 Strong shield resistance to: SCRs, LRs, SCR Pistols | Decent armor resistance to: ARs
 _____________________________________________________________________
 
 MISC SECTION
 
 New Commando Skills
 
 Commando Suit Bonus: 5% reduction to reload speed of light weapons per level.
 
 Amarr Commando Bonus: +2% damage to laser light weapons per level
 Caldari Commando Bonus: +2% damage to hybrid - railgun light weapons per level.
 Gallente Commando Bonus: +2% damage to hybrid - blaster light weapons per level.
 Minmatar Commando Bonus: +2% damage to projectile and explosive light weapons per level.
 _____________________________________________________________________
 
 New Scout Skills
 
 Scout Suit Bonus: 10% bonus to PG/CPU cost of cloak field per level.
 
 Amarr Scout Bonus: 5% reduction to cloak field cooldown per level.
 Caldari Scout Bonus: 5% reduction to firing cloak cost per level.
 Gallente Scout Bonus: 5% to dropsuit scan radius and 5% reduction to scan profile per level.
 Minmatar Scout Bonus: 5% to melee and nova knife damage per level.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 Covert Intervention
 
 1540
 
 
      | Posted - 2014.01.16 03:29:00 -
          [3] - Quote 
 Nice post! Feel free to link to my thread (link in signature) with more exact values on Sentinel Resistances. I'll do the same in my thread because this is good stuff.
 
 1.8 Analysis - Sentinel Damage Efficiency Calcs | 
      
      
        |  Sick Metagamer
 Circle of Huskarl
 Minmatar Republic
 
 10
 
 
      | Posted - 2014.01.16 03:39:00 -
          [4] - Quote 
 Great thread. If we get a respec I am drooling over what to respec my 3 characters into....
 
 1- Will be a Caldari Commando with Rail Gun and Sniper Rifle Skills.
 2- Will be a Minmatar Sentinel Shield Tanked with HMG Skills.
 3- Will be a Logi or a Scout, Amarr. Can't decide which yet...
 
 
 Fun fun fun fun fun!!!!!!!!!!!
 | 
      
      
        |  Aero Yassavi
 Praetoriani Classiarii Templares
 Praetoria Imperialis Excubitoris
 
 5160
 
 
      | Posted - 2014.01.16 03:50:00 -
          [5] - Quote 
 For Commandos
 Normal Reload | Reload at Lv5 | Reload at Lv5 and Rapid Reload 5
 
 Assault Rifle: 3 s | 2.25 s | 1.688 s
 Combat Rifle: 2.6 s | 1.95 s | 1.463 s
 Laser Rifle: 4 s | 3 s | 2.25 s
 Mass Driver: 4 s | 3 s | 2.25 s
 Plasma Cannon: 3.5 s | 2.625 s | 1.969 s
 Rail Rifle: 3.2 s | 2.4 s | 1.8 s
 Scrambler Rifle: 2.5 s | 1.875 s | 1.406 s
 Shotgun: 0.6 s | 0.45 s | 0.338 s
 Sniper Rifle: 4 s | 3 s | 2.25 s
 Swarm Launcher: 4.5 s | 3.375 s | 2.531 s
 
 CCP stated some weapon damage may be getting lowered, so I won't speculate on that part.
 
 ARC Commander CPM Info and Q&A - Status: Open | 
      
      
        |  KING CHECKMATE
 Ametat Security
 Amarr Empire
 
 3625
 
 
      | Posted - 2014.01.16 04:01:00 -
          [6] - Quote 
 So basically, i'll just start saving my SP for cloaks and Amarr scouts...
 
 GIVE ME A RESPEC CCP. | 
      
      
        |  shady merc
 RisingSuns
 Public Disorder.
 
 37
 
 
      | Posted - 2014.01.16 05:33:00 -
          [7] - Quote 
 My thoughts on the "NEW" dropsuit bonuses.
 
 Scout:
 
 With the information we have I don't believe the 10% reduction to fitting cloak per level is going to be sufficient. Assuming that they are going to balance the fitting power( talked about it here droupsuits of all the suits. If we take the theoretical max CPU and pg a cloaking device with the max being the same amount of CPU and pg an assault suit starts with we would have the following.
 
 cpu 150
 pg 30
 
 level scout bonus
 +15 cpu
 +3 pg
 
 Now with numbers technical you couldn't even fit a weapon but lets ignore that for a moment. We know that you can only have 1 cloaking device equip at once so what does the scout gain . The equivalent of 1 basic shield module or basic plate. Neither one of the items would put the scout on par with an assault player. So how can we change this to better even the field.
 
 option 1:
 the scout comes with more CPU and pg then other suits. This is a bad plan as its the same reason we have slayer logi currently. Now the scout may not become the new Slayer Logi but we are playing with Pandora's box.
 
 option 2:
 Add a third bonus to every suit. Now this is a large change but I believe it is a better not only the scout but the other suits as well. With this the scout could receive a 50% reduction to fitting a cloak module. then 2 other bonuses that would help shape the play style for that races scout.
 
 Currently I don't have an issue with the other scout bonuses we have 2 scouts that care about cloak usage. 1 that cares about being invisible on the tacnet and 1 knife assassin. 1 suit multiple play style choices
 
 Assault bonuses.
 
 I personally don't agree with 2% rate of fire as this doesn't effect weapons equally at all. So lets change this bonus to something that affects Dmg and doesn't make them simply a faster version of the Commando. So what are the difference between the commando and assault suit when on the offense. The Commando play better to a suppressive fire / versatile weapon solider. They are the slower moving front line that keeps pressure on the opponent. While the assault is more of a shoot to kill / shock troop type fighter. Lets take the minmitar bonus of 5% to damage modifier and apply that to all assaults. While this change helps with the difference between weapons it does bring in the concern of which race it helps more. Currently this would benefits armor tanks more then shield tanks. However due to stacking penalties the effect is less noticeable then the current ROF bonus. Also with the mentioned change to Dmg modifiers one would assume they are will be less effective since TTK is a know issue.
 
 Amarr assault bonus:
 While there is nothing wrong with the bonus I don't think it helps define the Amarr as being a different. Part of the problem is Amarr simply do not have the slot to make it effective or noticeable to an enemy. Currently the Amarr receive a bonus to weapon overheat. I believe a version of this bonus should stay. It not only helps the Amarr overcome the inherent disadvantages of having less slots but it truly help the race feel unique. If that is not an option then I suggest switching Amarr and Gallente bonus. 5% hp bonus would help far more with the limited slots they have letting them stack plates. This would make them feel more tankish. It also falls in line with the suits base stats of having the highest HP and slowest movement.
 
 Gallente Bonus:
 As mentioned above they should have the Amarr bonus of 5% repair rate. Since Gallente have more low slots then the Amarr they can more effectively use armor repairs. with 2 complex repair modules they would rep at over 15 HP/s. This should make it very noticeable when facing a Gallente assault player. It also give a tactical side to encountering them. As a Gallente player you would want to break combat for mere seconds allowing you to gain some hp back but reengaging before the opponents shields start to Regen.
 
 Caldari Bonus
 this is not a bad bonus at all however i feel its so very plain. You are always going to lose the HP race vs armor so I would rather see then gain a strong bonus to shield regulators. with the Caldari race preferred range weapons being able to step behind a rock and quickly start your Regen would seem to play to their advantages. I also feel the 5% hp bonus plus the Caldari use of range would quickly put the Minmatar in a distant last place in the assault suit race.
 
 Minmatar Bonus:
 Since I stole there bonus we are going to need a new one. I suggest a bonus to Shield energizers. this would work similar to the Gallente play style except the Minmatar would use it speed to quickly engage and finish a fight. then attempt to Regen it shield before the next encounter. While the Gallente would want an extended fight the Minmatar is look to provide burst damage then flee the scene until shields are full again.
 
 
 That all I have for now will update with logi later. .
 | 
      
      
        |  Viktor Hadah Jr
 Critical-Impact
 
 1905
 
 
      | Posted - 2014.01.16 05:35:00 -
          [8] - Quote 
 My god that Amarr bonus is so sh*t...
 
 Selling Templar BPO 300Mil Earn 50Mil+ ISK in Dust | 
      
      
        |  I-Shayz-I
 I-----I
 
 1947
 
 
      | Posted - 2014.01.16 08:51:00 -
          [9] - Quote 
 
 shady merc wrote:My thoughts on the "NEW" dropsuit bonuses.
 ...
 
 That all I have for now will update with logi later. .
 
 Honestly, while your thoughts are good and strong, the idea is that commandos are getting bonuses to weapons, and assaults are getting bonuses to modules. To continue on, logistics are getting bonuses to equipment.
 
 I'm not going to point out specific parts, but we should try and stay with that idea.
 Instead, things like the current Amarr Assault bonus could always be changed to something like "Amarr Assault Proficiency".
 
 I'd still like to see your thoughts on logi stuff though.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  I-Shayz-I
 I-----I
 
 1955
 
 
      | Posted - 2014.01.16 19:14:00 -
          [10] - Quote 
 Bump
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  Iron Wolf Saber
 Den of Swords
 
 12160
 
 
      | Posted - 2014.01.16 19:33:00 -
          [11] - Quote 
 Due to the early nature of you guys getting this information do not throw a rage fit if it changes.
 
 CPM 0 Secretary Omni-Soldier, Forum Warrior, Annoying Artist \\= Advanced Caldari Assault // Unlocked | 
      
      
        |  I-Shayz-I
 I-----I
 
 1956
 
 
      | Posted - 2014.01.16 19:42:00 -
          [12] - Quote 
 
 Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes.  
 It better change, just not all of it.
 
 That nanohive bonus is kind of ridiculous.
 But the Repair Tool bonus is perfect.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  Galthur
 Fatal Absolution
 Covert Intervention
 
 236
 
 
      | Posted - 2014.01.16 19:59:00 -
          [13] - Quote 
 
 Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes.  Don't change Commando bonuses, I've said this too many times but give all Comando at least 1 high/low slot at basic and increase from there.
 
 Get recruits for me, receive millions of ISK. Buying BPO Codes.
[Forum Level: 8] 
[Scamming Level: 3] | 
      
      
        |  XEROO COOL
 Fatal Absolution
 Covert Intervention
 
 364
 
 
      | Posted - 2014.01.16 20:17:00 -
          [14] - Quote 
 Great post man.. I always look forward to your stuff.
 
 Everyone has a plan until you punch em in the face!
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ Xeroo.Cool on Skype. | 
      
      
        |  Tesfa Alem
 Death by Disassociation
 Legacy Rising
 
 65
 
 
      | Posted - 2014.01.16 20:19:00 -
          [15] - Quote 
 +1 for a great post. It demonstrates how crap the Minmatar rep bonus is. 2.5 Million sp and all I get is enough extra hp reps to counter 1/4 of a rail rifle round at proto level. Trading my Hacking speed ( nearly as fast as two clones) for 1/4 of a bullet.
  
 CCP TU PETITE MERDEUX
 
 Redline for Thee, but no Redline for Me. | 
      
      
        |  Zion Shad
 ZionTCD
 Public Disorder.
 
 2127
 
 
      | Posted - 2014.01.16 20:32:00 -
          [16] - Quote 
 Well done Shayz !
 +1
 
 Co-Owner of Multiplexgaming.com  Co-Host of PODSIDE on iTunes | 
      
      
        |  Mister Goo
 ZionTCD
 Public Disorder.
 
 22
 
 
      | Posted - 2014.01.17 00:42:00 -
          [17] - Quote 
 Great information Shayz same as all ways well organized and looking out for the rest of us.
 
 +1
 | 
      
      
        |  I-Shayz-I
 I-----I
 
 1967
 
 
      | Posted - 2014.01.17 02:15:00 -
          [18] - Quote 
 
 Mister Goo wrote:Great information Shayz same as all ways well organized and looking out for the rest of us.
 +1
 
 GOO!
 
 Another great logi that I have truely missed.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  I-Shayz-I
 I-----I
 
 2011
 
 
      | Posted - 2014.01.19 05:52:00 -
          [19] - Quote 
 Bump
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  jordy mack
 Ultramarine Corp
 
 108
 
 
      | Posted - 2014.01.19 06:34:00 -
          [20] - Quote 
 
 I-Shayz-I wrote:Iron Wolf Saber wrote:Due to the early nature of you guys getting this information do not throw a rage fit if it changes.  It better change, just not all of it. That nanohive bonus is kind of ridiculous. But the Repair Tool bonus is perfect. 
 Yer loving the idea of the general equip, scan and rep tool bonuses but just not nesessarily on those suits...
 The caldari assault bonus should remove shield recharge delay, dosnt seem fair that gal get the same percentage but are going to have a larger base number to start with.
 Ideally i'd say stick with eve lore, give gal logi arm rep bonus, cal logi shield rep bonus(why don't i have a shield repper?!), and let minny's be the scanner/hacker, and ammar... get to wear gold ... look at the shiney!
 
 Less QQ more PewPew | 
      
      
        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2711
 
 
      | Posted - 2014.01.19 07:22:00 -
          [21] - Quote 
 
 Tesfa Alem wrote:+1 for a great post. It demonstrates how crap the Minmatar rep bonus is. 2.5 Million sp and all I get is enough extra hp reps to counter 1/4 of a rail rifle round at proto level. Trading my Hacking speed ( nearly as fast as two clones) for 1/4 of a bullet.   CCP TU PETITE MERDEUX 
 The Minmitar "bonus" is really a nerf in disguise.
 
 Every increase in repair rate means fewer cycles required which means fewer WPs. As noted TTK is so short there's no point in trying to keep up with damage in real time, you simply can't match the DPS of the enemy's weapon. Healing is an out of battle task, especially when you are wearing the softest Logi suit in the game.
 
 Heavies are really only viable in tight situations like indoors where long range isn't required, so you won't get much use from it.
 
 I'll probably go Gallentee after the respec.
 | 
      
      
        |  I-Shayz-I
 I-----I
 
 2019
 
 
      | Posted - 2014.01.19 07:51:00 -
          [22] - Quote 
 
 Skihids wrote:Every increase in repair rate means fewer cycles required which means fewer WPs. As noted TTK is so short there's no point in trying to keep up with damage in real time, you simply can't match the DPS of the enemy's weapon. Healing is an out of battle task, especially when you are wearing the softest Logi suit in the game. 
 Yeah no. You are SO wrong. Look what I can do with a core focused:
 https://www.youtube.com/watch?v=P9OUEQFfao0&feature=youtube_gdata_player
 
 1. The better the repair tool, the FASTER you gain rewards. You don't lose out on anything by using a better repair tool, only by using a better injector.
 
 2. TTK might be short, but as long as you use cover as dodge as many bullets as possible, 220 HP/s makes the person practically invincible unless they're getting shot at from 5 people at the same time. You might not be able to match DPS while standing still, or on paper, but it works in the actual game.
 
 3. Healing is NOT an out of battle task.
 
 4. Minmatar Logi (The one I'm using in the video) is perfectly viable if you know how to fit a support logi properly (i.e. shield energizers and armor reps).
 
 5. The bonus to range on the core focued means that it loses its only disadvantage (the 10 meter range sucks, you can even see in the video how hard it was to keep a lock sometime). Flux repair at proto is almost 50 meters. You could stand up on a building or tabletop and rep two people down below, or be far enough from the fight that people won't know where you are.
 
 Dude, do you even logi or are you pulling all of this out of your ass?
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  devonus durga
 P.L.A.N. B
 
 120
 
 
      | Posted - 2014.01.19 09:42:00 -
          [23] - Quote 
 Its those gallente numbers that scare me...... so much armor... so so so much armor.
 
 Newbiest newberry to ever spawn a 10 page Debate | 
      
      
        |  CrotchGrab 360
 The Men In The Mirror
 
 1375
 
 
      | Posted - 2014.01.19 09:55:00 -
          [24] - Quote 
 All I can say is, CALDARI LOGI ALL THE WAY
 
 Being a logibro got too expensive for me but this + a respec would be the best.
 
 I'd put all my SP into support, and with the new bonuses I'm going to repping even more.
 Don't be surprised if you see me in game and I follow you around and heal you all game.
 
 | 
      
      
        |  I-Shayz-I
 I-----I
 
 2025
 
 
      | Posted - 2014.01.19 10:51:00 -
          [25] - Quote 
 
 CrotchGrab 360 wrote:All I can say is, CALDARI LOGI ALL THE WAY
 Being a logibro got too expensive for me but this + a respec would be the best.
 
 I'd put all my SP into support, and with the new bonuses I'm going to repping even more.
 Don't be surprised if you see me in game and I follow you around and heal you all game.
 
 
 I'm honestly considering getting caldari logi to 5 just for the nanohive bonus.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  Heimdallr69
 Ancient Exiles.
 Renegade Alliance
 
 1395
 
 
      | Posted - 2014.01.20 02:40:00 -
          [26] - Quote 
 Kujo
 
 tºüpü»sñºpüìpü¬pâÜpâïpé¦p鯵îüpüúpüªpüäpéï | 
      
      
        |  Vespasian Andendare
 Subsonic Synthesis
 RISE of LEGION
 
 557
 
 
      | Posted - 2014.01.27 21:45:00 -
          [27] - Quote 
 
 I-Shayz-I wrote:I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level?Assault Suit Bonus: 2% to light weapon RoF per level.
 Amarr Assault Bonus: 5% to repair rate of armor repair modules per level.
 Caldari Assault Bonus: 5% to HP bonus of shield extender modules per level.
 Gallente Assault Bonus: 5% to HP bonus of armor plate modules per level.
 Minmatar Assault Bonus: 5% to damage bonus of damage modifier modules per level.
 
 Having increased armor % per level for Amarr seems to make more sense with their "stamina" theme, given that more effectiveness on plates AND their increased stamina/stam regen make them last longer/move around more efficiently on the battlefield.
 
 Now, I could see that if the slot layouts are moved around somewhat, as evidenced by the Commando/Sentinel/Scout suit adjustments, and if Gallente get an innate repair amount on all their suits, then perhaps making the plates more effective (with a lower slot count) and a built in repair make more sense for Gallente.
 
 
 >> Play Dust 514 FREE! Sign up for exclusive gear today! << | 
      
      
        |  Cody Sietz
 Bullet Cluster
 Legacy Rising
 
 2120
 
 
      | Posted - 2014.01.27 22:30:00 -
          [28] - Quote 
 I was not aware that the PLC was a blast type weapon.
 
 Makes sense.
 
 "I do agree with you there though. shudders"
-Arkena Wyrnspire | 
      
      
        |  fawkuima juggalo
 Eternal Beings
 Proficiency V.
 
 888
 
 
      | Posted - 2014.01.28 01:19:00 -
          [29] - Quote 
 Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level.
 
 if they increase this to 10% and lower isk cost then ima happy logi.......
 
 
 P.s. ima put this in the library sec in the registry
 
 - LOGI REGISTRY, *LIBRARY, AND H.O.F. -  | 
      
      
        |  Henchmen21
 Planet Express LLC
 
 487
 
 
      | Posted - 2014.01.28 01:22:00 -
          [30] - Quote 
 What they hell good is all the range on reppers if the moment they round a corner or put a stack of boxes between you and them you loose the lock?
 
 Henchmen21: Infantry  Gotyougood Ufkr: Vehicles | 
      
      
        |  fawkuima juggalo
 Eternal Beings
 Proficiency V.
 
 888
 
 
      | Posted - 2014.01.28 01:26:00 -
          [31] - Quote 
 edit.
 
 - LOGI REGISTRY, *LIBRARY, AND H.O.F. -  | 
      
      
        |  I-Shayz-I
 I-----I
 
 2101
 
 
      | Posted - 2014.01.28 06:42:00 -
          [32] - Quote 
 I need to update this with the new equipment info lol
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  SponkSponkSponk
 The Southern Legion
 The Umbra Combine
 
 638
 
 
      | Posted - 2014.01.28 06:53:00 -
          [33] - Quote 
 
 Vespasian Andendare wrote:I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level? 
 I suspect that it will be changed to this before 1.8 is finalized.
 
 In fact, I suspect that Gallente bonus will change to +1hp/level instead.
 
 That means level 5 = 80% of a free complex repper
 
 compared with all the other bonuses, where triple-stacking to get 75% of a module worth is a decent idea, that seems quite fair.
 
 "Pulvis et umbra sumus. (We are but dust and shadow.)" GÇò Horace, The Odes of Horace | 
      
      
        |  Kosakai
 ZionTCD
 Public Disorder.
 
 9
 
 
      | Posted - 2014.01.28 07:11:00 -
          [34] - Quote 
 WTF??!!!
 
 minie scout dont have 5% reduction to scan profile per level???!!!!!
  
 SCAN ATTEMPT PREVENTED | 
      
      
        |  Vespasian Andendare
 Subsonic Synthesis
 RISE of LEGION
 
 560
 
 
      | Posted - 2014.01.28 21:40:00 -
          [35] - Quote 
 
 SponkSponkSponk wrote:I think Gallente suits are likely to just get innate armor repair per second that's not tied to a bonus (similar to what Minmatar logi has now). If that's the case, and it seems likely given the numbers from the scout/heavy suits published, then having armor % makes more sense, because there'd already be a buff to repair amount, although indirectly.Vespasian Andendare wrote:I think if these changes are even the tenative ones to go through, wouldn't it make more sense to have Gallente have increased armor repair per level and Amarr have armor % per level? I suspect that it will be changed to this before 1.8 is finalized. In fact, I suspect that Gallente bonus will change to +1hp/level instead. That means level 5 = 80% of a free complex repper compared with all the other bonuses, where triple-stacking to get 75% of a module worth is a decent idea, that seems quite fair. 
 What would make a TON more sense is to swap around the slot layout from Gallente and Amarr. Using the Sentinel as an example, give Gallente 2/3 high/low and give Amarr 1/4. That'd fit more with Gallente's theme of being higher damage, since it'd allow someone to play two damage mods in the highs.
 
 Maybe CCP isn't doing this because Gallente's yet-unannounced heavy weapon will already hit like a truck, and you'll need more armor to be able to close the gap and use the blaster-based weapon at close range. Maybe they want 4 lows to give some option of fitting a speed mod (3x plates, built-in repair, and a kincat).
 
 
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        |  fawkuima juggalo
 Eternal Beings
 Proficiency V.
 
 890
 
 
      | Posted - 2014.01.28 22:19:00 -
          [36] - Quote 
 include isk prices?
 
 
 - LOGI REGISTRY, *LIBRARY, AND H.O.F. -  | 
      
      
        |  I-Shayz-I
 I-----I
 
 2110
 
 
      | Posted - 2014.01.28 23:09:00 -
          [37] - Quote 
 
 fawkuima juggalo wrote:include isk prices? 
 
 This is just a 1.8 skill bonus thing and how it would affect equipment stats. No skill is going to affect isk prices, so I didn't list them, nor did I list any other stats that would change.
 
 Links: List of Most Important Threads I make logistics videos! | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 303
 
 
      | Posted - 2014.01.28 23:18:00 -
          [38] - Quote 
 lol, Gal Logi can't scan me down even with cloak off.
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