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Thread Statistics | Show CCP posts - 8 post(s) |
Summ Dude
OSG Planetary Operations Covert Intervention
109
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Posted - 2014.01.19 03:44:00 -
[1] - Quote
Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon?
Because they're currently the only knives in the game. Can people please stop asking this now?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
127
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Posted - 2014.01.19 19:05:00 -
[2] - Quote
Crimson Cerberes wrote:Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now? Wrong answer. HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much. Not to mention in over a decade CCP has never given any racial vehicle/dropsuit a bonus to the racial enemies weapons. Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon?
The present sentinel role bonus is absolutely useless for heavy weapons yes, CCP's well aware of it (though I have no idea what they were thinking), the Amarr Sentinel bonus is a bonus to reload speed for heavy weapons....which would help non-Amarr weaponry. This isn't Eve, and there's a whole lot less to work with. The Minmatar Scout seems to be designed with an infiltrator/guerilla warfare role in mind, so a bonus to a melee weapon makes sense, but there's only the one right now.
So, yea, I'm actually thinking right answer.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
146
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Posted - 2014.01.21 20:35:00 -
[3] - Quote
I just really hope that the Gallente Sentinel and Commando end up with more armor reps than the Scout.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
146
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Posted - 2014.01.22 06:53:00 -
[4] - Quote
TunRa wrote:Wait why are the gallente not the most armor tanking of the sentinels? I just want to have 1500 gallente sentinel...
They're trying to follow the Eve racial styles more. So Amarr are about massive buffer armor tanking, and Gallente are about regen armor tanking.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
147
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Posted - 2014.01.23 20:48:00 -
[5] - Quote
So, I just noticed that none of the Commando bonuses are listed as "per level". They are all per level, right?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
149
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Posted - 2014.01.28 08:00:00 -
[6] - Quote
Fristname Family name wrote:Ammar scout has most hp (30extra then most other scouts ) thats why you got yoour bonus
Amarr suits always have the most base HP in their class, as well as the slowest base speed. It's no excuse for such a terrible bonus.
Kosakai wrote:why minie scout dont have 5% scan profile per level?!!!
wtf??? why nova knives when i cant use them if everybody see me :D All Scout suits are getting a reduction to their base scan profile, and active scanners are getting nerfed. You won't be that easy to spot.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
153
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Posted - 2014.01.28 22:49:00 -
[7] - Quote
Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
158
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Posted - 2014.01.29 18:35:00 -
[8] - Quote
Fristname Family name wrote:Summ Dude wrote:Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting. Look mate your not a scout so dont think you can tell me its a crap bonus ok. Im a proto gal scout and I got like 6 other scouts in my corp dont come on the fourms crying cause you dont like what ccp is giving your scout suit. If you dont like it spam your crappy malitia tanks and watch as ammar scouts kill you and are sprinting around undetected. 2 green thingys on my scouts makes a huge diffrence oh I forgot there miltita so your bonus isnt to bad. You dont just come along as some guy saying " yeah ive been a scout since closed beta I got 6mill sp " if you dont know how the scout works just dont even reply your just some guy who has no idea wtf your talking about ok. Now for the rest of you who dont run scouts and are giving ccp crap for uour bonus. SHUT THE F*** UP!!!!! Ya know, I probably don't say this as often as I should but, not sure if trolling or just stupid.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
182
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Posted - 2014.02.08 05:32:00 -
[9] - Quote
New Assault and Logi bonuses look pretty good. I always thought that a bonus to railgun weapons' range made the most sense for Caldari Assault, but I can somewhat understand the reasoning behind the reload speed. Although it does seem a little bit less interesting.
Anywho, so when do we get to look at the new suit stats as well?
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 11:37:00 -
[10] - Quote
KalOfTheRathi wrote:CCP Saberwing wrote: -- snip of Gank list -- Why did it take this long for this to come out? I was told repeatedly that the Logi Gank was not confirmed, don't worry your little Logi head about it yet - here it is. My heavy suit is ganked, my logi functions are ganked, equipment is ganked, 15 months on this character are wasted. And CCP/Shanghai wont give any SP back at all! Wow, sucks to be a Merc down in the Dust. Now we know beyond a shadow of a doubt that your leaks were indeed fact. So why the month of more of denial? Is there some type of bonus for you guys if you can drive the Beta players out? That is the only thing that makes sense to me. There will be no freedom in this game at all. Pick one suit, pick two weapons, pick a few functions. Do not do anything else, cause CCP/Shanghai will gank you. I enjoyed being able to pick and choose my play style, but those days are gone. Dreary days ahead down in the Dust. Sorry, duplicated the reply in welcome back saberwing post. Welcome back indeed. The amount of ignorance in this this post is so large that I actually don't feel like responding to it until I've slept.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 20:23:00 -
[11] - Quote
General12912 wrote:so caldari scout gets a bonus to scan precision, while gallente scout gets a bonus to scan profile. so what is the difference between scan precision and scan profile? Precision is how good you are at scanning enemies, profile is how hard you are to scan.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 21:13:00 -
[12] - Quote
Meee One wrote:I don't use assaults but....11 rounds per magazine for a mass driver seems a little insane.
I do however use Gal logi. Do you know what i forsee? You give a bonus for a nerfed item,THEN they're outclassed using ALL other eq. Do you know what that means,to the one logi that can have 5 complex plates? Yes,it seems as if CCP WANTS Gk.0 to be the go-to logi for slaying. Tell meee CCP why should i as a Gal logi use my suit to support when ALL my abilities are gimped? No good answer? Because there isn't one... Like I've been saying, let's wait and and see what the new suit layouts are like before judging.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
184
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Posted - 2014.02.09 04:37:00 -
[13] - Quote
Awry Barux wrote:CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. Please, for the love of the Empress, reconsider that Amarr logistics bonus. It's the slowest medium frame! It's the worst uplink-laying suit out of the 4 logis. I get that we're trying to keep bonuses within racial technology, but it makes no sense for the extremely slow, sidearm-slot-having combat-focused logi to be the one designating for lugging uplinks all over the map. To quote the market description, "The Amarr variant is a durable, combat-focused suit that provides above-average protection, allowing logistic units to operate in the middle of a firefight, actively dispersing aid and support as needed while simultaneously engaging the enemy and inflicting trauma of its own." Also, I liked the Min Logi bonus as it was :( don't take away my hack speed. You're thinking of uplinks as a Scout might use them. But imagine you're an Amarr Logi, running with your squad, being not so terrible in direct combat. So you drive the enemy lines back, drop an uplink. Drive em back some more, drop another uplink. Rinse and repeat. So it's not about sprinting somewhere really quick to drop an uplink as a starting point, it's more about being able to constantly have a spawn point right where your squad has most currently pushed to. Effectively allowing a slow but steady "stampede" playstyle. Which actually seems quite fitting for the Amarr.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
185
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Posted - 2014.02.09 05:28:00 -
[14] - Quote
DeathwindRising wrote:Charlotte O'Dell wrote:CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. What in the hell is that bullshit? Try again. I have no need for a shorter reload time when my weapons are long range. I understand that the other bonuses have to do with their race's weapons, and I like that, but reload time is worthless. Suggestions from the peanut gallery: -5% range at which damage falloff begins. It plays to the long range nature of their weapons, but does not increase their maximum range. It only means that they do more consistent damage over the overall range. 5% optimal range That's what I've been saying!
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
186
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Posted - 2014.02.09 05:58:00 -
[15] - Quote
Donn Cuailgne wrote:Why lower the Commando's melee damage? It's one of the more interesting features of the suit. Sucker punching the guy trying to rush you or the poor cat you've caught in a corner is glorious. It was actually a neat little quirk. But I guess it doesn't really have much to do with the second-line suppression role of the Commando.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
186
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Posted - 2014.02.09 06:53:00 -
[16] - Quote
Donn Cuailgne wrote:Summ Dude wrote:It was actually a neat little quirk. But I guess it doesn't really have much to do with the second-line suppression role of the Commando. I've always thought of it as a built-in sidearm. The only extreme CQC light is the shotgun, which, with a few exceptions, is a poor choice to carry as a second, and obviously you normally wouldn't equip an actual sidearm on the Commando, so what do you do when that Heavy whose HP you've been whittling away gets desperate and tries to get all up in your face with his SMG, or that Scout pops around the corner with his knives? You knock them the **** out. Hm, a very interesting point. You've swayed me!
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
188
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Posted - 2014.02.09 21:20:00 -
[17] - Quote
John Demonsbane wrote:xSir Campsalotx wrote:Why not 25% more ammo capacity (for gal blaster weapons,for cal rail weapons) or 25% reduction to spool time 25%? Yeah, that's not OP at all. I think he meant 5% per level, so 25% at max, like the current Minmatar bonus. Personally, I think a RoF bonus to plasma weaponry would be more interesting and useful for the Gallente Assault.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
188
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Posted - 2014.02.10 10:11:00 -
[18] - Quote
Ryme Intrinseca wrote:KAGEHOSHI Horned Wolf wrote:KAGEHOSHI Horned Wolf wrote:CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. The bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. The MD buff + rifle nerfs + the almost 200% increase of MD rounds with Minmatar assault is way too much at once. I double urge you to make it splash radius instead. This, Min assault+MD+FP is obviously the next FOTM if things stay as they are. Don't you guys remember how much everyone HATED the previous explosive spam builds? But that was because every single suit could use them that way. This will only be one suit, being very specialized. Which is kinda the point of specialized suits, I think. Lets just wait and see how things look with the adjustments to slot layout, damage mods, and weapons.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
189
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Posted - 2014.02.10 13:05:00 -
[19] - Quote
Ryme Intrinseca wrote:Summ Dude wrote:Ryme Intrinseca wrote: This, Min assault+MD+FP is obviously the next FOTM if things stay as they are. Don't you guys remember how much everyone HATED the previous explosive spam builds?
But that was because every single suit could use them that way. This will only be one suit, being very specialized. Which is kinda the point of specialized suits, I think. Lets just wait and see how things look with the adjustments to slot layout, damage mods, and weapons. Specialized should not mean ludicrously OP. Like I said, let's wait and see where the pieces fall before we jump to calling things "ludicrously OP".
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
202
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Posted - 2014.02.12 09:42:00 -
[20] - Quote
Hm... Maybe Logibro meant that the total number of slots will be the same, but they'll actually have different placement? Maybe?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
208
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Posted - 2014.02.13 08:40:00 -
[21] - Quote
RedBleach LeSanglant wrote:Come back 2 weeks later and the 'not final' logi racial bonuses are still crap and now, at least, officially listed. They still have my official disapproval. They just don't fit, as I understand the logi role, as they only offset the equipment nerf. Regardless of the racial origins of the equipment their use on the battlefield does not quite fit with the bonuses - particularly Amarr.
Equipment skill trees, not this. I disagree. Yes, Logis will now have to be more specialized in order to remain competitive. But I believe this was always the ultimate design goal of the game, for all suits. As has been pointed out, some of the new racial Assault bonuses seem to be sort of making up for a drawback of that race's Assault Rifle, so I wouldn't be surprised if we also saw across the board nerfs to Assault Rifles, requiring Assaults to also strongly specialize to stay competitive. I think CCP is just trying to get back towards what always seemed (to me at least) to be a very heavily advertised aspect of the game: role-based team combat.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
233
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Posted - 2014.02.16 18:24:00 -
[22] - Quote
Sleepy Shadow wrote:Kal Kronos wrote:Cal assault bonus is crap, increase my optimal range on rails or give me a regulation bonus... Look at GallenteGǪ I donGÇÖt think I will ever use my Gallente assault suit again. I was really looking forward to dusting off my assault suit in 1.8 but I donGÇÖt see that happening, not with these bonuses. Slaylog for the win, I suppose, my Amarr logi is better in every conceivable way. I will miss you, my dear four-eyes, you will always be close to my heart :GÇÖ( I'd wait and see what the AR looks like in 1.8 before jumping to conclusions. I'm suspecting at least slight changes to all the racial Assault Rifles, and given the GalAssault bonus, I wouldn't be too surprised if the AR ended up with more dispersion and kick. Likewise, the RR might just end up with a smaller clip size (making the CalAssault bonus more useful).
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
238
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Posted - 2014.02.17 04:49:00 -
[23] - Quote
Sleepy Shadow wrote:Gal bonus is for one weapon type only, it only affects my performance if I use said weapon type. And since the bonus is, in my opinion, lacklustre I have to weigh in which suit gives me better performance overall as an assault.
My proto logi has exactly the same high and low slots as the Gallente assault but I can also carry three equipment. On top of this, the CPU/PG allows me to make fewer sacrifices. After 1.8 my logi suit loses the bonus to armour repair modules, which I will dearly miss, but instead all my equipment take less CPU/PG allowing me to fit better modules.
The bonuses CCP is giving assaults do not enhance oneGÇÖs ability to assault or make the suits any better at it compared to the logis. Now, if CCP would change some slots or give more of them, on top of changing the suit stats, I would reconsider. All of the Assault bonuses only affect one type of weapon. Just like all of the Logi bonuses only affect one type of equipment. The idea is to encourage role specialization and organized squad-play. As for Assault vs. Logi in 1.8, some things to keep in mind:
- Damage mods are likely being changed, meaning stacking them won't be as viable anymore.
- We still don't know the new Assault or Logi stats, including HP and CPU/PG.[list]
- Equipment is also receiving a nerf in 1.8, meaning Logis will have to choose one to specialize in,
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
252
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Posted - 2014.02.22 05:18:00 -
[24] - Quote
Meee One wrote:...I hope logis aren't nerfed too much.... So far...Amarr logis can run out of uplinks and be sub par in all other eq. Caldari can run out of nanos and be sub par in all other eq. Gal. can scan every 30-45 seconds and be sub par in all other eq. Min. can be attached to heavies the whole battle.(which isn't really that bad when your eq runs dry)
What may i ask is left to a logi when they have 0 eq left to deploy or are waiting 30-45 seconds for a cooldown? The answer is slaying. CCP please take this into consideration when designating cpu/pg and slot layouts. Well, you can always refill equipment at a Supply Depot. But overall it sounds like these changes will encourage Logis to think carefully about where to place equipment instead of just spamming it everywhere. Not sure that's really a bad thing.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
258
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Posted - 2014.02.25 03:16:00 -
[25] - Quote
Thrydwulf Khodan wrote:Summ Dude wrote:Well, you can always refill equipment at a Supply Depot. But overall it sounds like these changes will encourage Logis to think carefully about where to place equipment instead of just spamming it everywhere. Not sure that's really a bad thing. No, this is likely to increase Drop-Uplink and Nano-hive spam due to the decrease in effectiveness. If the tools are 33% less effective unless you spec into (and use) the affiliated Logistics dropsuit you'll need more crud on the ground to make up for the difference. There just aren't enough Supply Depots available for all of the suit changes I'd need to run logi support for the squad. Amarr for drop uplink, Minmatar when I'm repping ... wait we need someone to scan ... gimme a minute I need my Gallente ... you're out of Nanohives? I'll be right back ... I need to get my Caldari suit. So ... as a Logi, I now need to spec into All Four of the Logi suits to be as efficient as I am presently.Yeahhh. There's another SP grind for you. Well there's the problem, you aren't really meant to be as efficient as you are presently. You're supposed to be specialized heavily into one specific role, then perform sufficiently at other roles. I think that's the main idea here. Pick a role you want to be the absolute best at, then spec into that. You trade versatility for specialization.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
259
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Posted - 2014.02.25 16:35:00 -
[26] - Quote
Thrydwulf Khodan wrote:I did pick the role I want to be the best at.I'm a Logibro.
Let's use logic here. What if I told you that you're "not meant to be as efficient as you are" Let's say you skilled into a couple weapons to level 5. And you chose a suit and skilled into that. And suddenly all of your weapons are modified to do 33% less damage ... Unless you skill into a special suit. To level 5. For each of your weapons. If you're not in that drop suit your efficiency at killing is now down. Pretty sure this is actually exactly what they're doing with the assault rifles in 1.8. Again, every player in Dust is supposed to depend on a squad. And for the record, I'm a dedicated heavy, so I'm already only good at one thing; killing enemies up close. Heavies have kinda always been pretty squad-dependent, now they're just making it so everyone else is too.
Thrydwulf Khodan wrote:Your grenades? 33% less efficient because you chose the wrong suit ... So it didn't kill the standard fit assault redberry. You're now dead. This makes absolutely no sense. All players will be affected by the changes. So that standard fit assault redberry would be subject to any changes I would be.
Thrydwulf Khodan wrote:As a logibro it is my job to do the 4R's for my team. Rep/Rez/resupply/Rally and occasionally Scan if needed.
To do each of the required roles as a logibro efficiently I need to skill into one each of four different suits to proto level. And as the flow of battle unfolds I need to swap those suits out to best take care of my team.
You just need one weapon to shoot someone. I need FOUR (4) and sometimes 5 pieces of equipment to support the team.
Minmatar having a hacking bonus is flavor. Gallente getting a bonus to equipment fitting is flavor. Amarr having a sidearm is flavor. This isn't flavor. It is a required sp grind to maintain current efficiency in one of the 5 baseline functions as a logibro. Logi suits aren't just flavor on their differences. It's now a performance edge. And to keep that performance in my chosen role I now need to skill into 4 different suits to proto level. It is a chunk of skill points for one suit. Much less four. Again there's that same problem, you're comparing the new changes to Logis' current state. Yes, your Logi suit will no longer be equally good with all pieces of equipment. Because all of the suits are being changed to be less versatile and more specialized. Because that was, I believe, the general design goal with Dust all along.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
261
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Posted - 2014.02.28 18:57:00 -
[27] - Quote
Myron Kundera wrote:*Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level*
Im convinced that changing it to giving a 5% increase to optimal range on hybrid - blaster light/sidearm per level would help all weapons. The effective range stays the same, it-¦s just an increase on optimal (but i would not mind an increase to the effective range also).
Now, before people start QQ, assault suits are supposed to be the mobile slayers in the game, so, this change would make the Gallente weapons more viable for use with the Gallente Assault, considering they suck at long range and CQC is the home of the Heavy, so we need that extra edge to at least compete with the Heavy in CQC; if you think about it, thats why RR takes them down easily, cause it has range and high DPS, therefore, if you run a Gallente Assault, it would make sense that we can compete versus a Heavy in CQC by getting more range in our weaponry. My problem with that bonus is it feels very non-Gallente; really it would be much more fitting for the Caldari Assault. I'm still largely in favor of an increase to RoF for plasma weaponry for the Gallente Assault. Seems more in line with Gallente philosophy to me, and it would actually benefit all Gallente weapons except the PLC.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
261
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Posted - 2014.02.28 19:03:00 -
[28] - Quote
Beren Hurin wrote:Asha Starwind wrote:CCP Saberwing wrote:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
Anyone want to place bets that these two suits will be unicorns after 1.8? No. They are great buffs to the SG spread's dispersion. Smaller SG radius translates into a bit longer projection. Also, when/if there is a blaster smg, it'l be pretty badass. And my bet is that with the kick reduction the bolt pistol will be pretty awesome. Bolt Pistol is Caldari. Do you mean Ion?
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Summ Dude
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Posted - 2014.03.13 02:34:00 -
[29] - Quote
KalOfTheRathi wrote:IgniteableAura wrote: --- snip dust is not EVE QQ --- I mean HOW are we to know if the logi suits are getting a hack bonus, or if that was already innate.Ugh --- snip other stuff --- No logi suits get a hack bonus. The only one that had it previously was Minmatar. Why would you even think there was a possibility is confusing. We have known for well over a month that the Minmatar hack feature was getting Nerf Hammered in 1.8 and the data clearly shows that is has none. That bonus has moved to the Minmatar scout suit. The Minmatar Logi gets repair range and rate bonuses. You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again.
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Summ Dude
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Posted - 2014.03.15 03:39:00 -
[30] - Quote
BioClone Ax-45 wrote:Now that we will get All heavy suits, will The amarr ones move more into Heavy Dropsuit based on armor, instead on the current ones that mix Armor and shields (as I think more than they should)? Yes, all the 1.8 suits are being changed to follow their pre-existing Eve racial conventions.
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Summ Dude
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Posted - 2014.03.15 03:55:00 -
[31] - Quote
BioClone Ax-45 wrote:TrogdorWas AMan wrote:So... Why is Gallente, not Amarr (the epitome of armor tank) the ones with four lows AND a built in armor rep? So gallente can use three slots for plates, and the fourth for a repper, increasing even further the amount of tank they have over an amarr sentinel. So the amarr gets an extra highslot, boo hoo. It's not gonna matter much after the damage modifier nerfs. Agree with this. I always looked it like Amarr are the maximun expression of Armor, followed close by the Gallente (but not over it) I don't play Eve, but from what I've heard, Amarr are all about buffer armor-tanking; they just have ****-tons of armor HP. While Gallente are about regen armor-tanking and mobility; they tank what shots they can while getting in close, repping as quickly as they can in the interim. I've also heard that Amarr ships tend to have the overall best resistances, it could be argued that having less polarized slot layouts will somewhat simulate this, as well as explaining the Amarr Sentinel's split resistances.
But uh...yea I mean I don't play Eve.
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Summ Dude
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Posted - 2014.03.15 11:21:00 -
[32] - Quote
KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about.
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Summ Dude
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Posted - 2014.03.15 11:42:00 -
[33] - Quote
IAmDuncanIdaho II wrote:Summ Dude wrote:KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about. HFS! some logis have an innate 20% hack bonus? Darn - I thought it was only scouts getting an innate hacking bonus. Good call. [Edit] I guess we're waiting for the patch notes so we can see all the latest up-to-date data in a single place. I've been looking at a spreadsheet with scout ratings that someone else said was changed..... :-/ It's the MinLogis that get the 20% base hacking bonus, the others get 15%. You'll notice that the Minmatar Assault and Scout suits also hack 5% faster than their racial counterparts. Cool, huh?
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Summ Dude
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Posted - 2014.03.16 09:42:00 -
[34] - Quote
IAmDuncanIdaho II wrote:Ai yes, I thought my minnie scout with max skills would be the fastest hacker out there, but no, logis will hack faster. Makes sense though.
So what figures are we looking at there? 20% innate + 25% hack skill + say, 50% of codebreaker modules (don't know how stacking penalty works, but just say 50% with 2)
That's about a 5 second hack no? Wow. Actually the Minmatar Logi has a 20% hack speed bonus, while someone with level 5 in Minmatar Scout will have a base 35% hack speed bonus (skill bonus + innate suit bonus). So without any modules, the Scout wins. The Logi might be able to overcome this by stacking Codebreakers, but that would take up a lot of slots whereas the Scout can do it with none.
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Summ Dude
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Posted - 2014.03.18 03:42:00 -
[35] - Quote
Soldier Sorajord wrote:Which weapons are the Hybrid-Blaster weapons? are all gallente weapons hybrid-blaster? Or only the Assault Rifle and bolt pistol? Same question for each of the different types I'd like a list of different weapon bonuses, and which applies to which. Here ya go.
Blaster weapons are all plasma-based.
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Summ Dude
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Posted - 2014.03.29 20:33:00 -
[36] - Quote
Funkmaster Whale wrote:Why is it that Scouts and Heavies get suit bonuses that apply no matter how you fit the suit, while Assaults and Logis are pinholed into using specific equipment/weapons to make use of their bonuses?
There's a distinct disparity between the suit bonus philosophy. For example, if Scouts got the same treatment as Assaults and Logis with their bonuses then you'd see bonuses like "+5% to efficacy of Profile Dampeners per level" or "+5% to efficacy of Cardiac Regulators per level". See how boring these bonuses are? They force you to use a specific module to make any use of the bonus.
Luckily, Scouts don't have those bonuses because apparently them and Heavies get preferential treatment when it comes to customization. Assaults and Logis on the other hand are forced to forego customization to make use of already meager bonuses to a SINGLE class of weaponry or equipment. It really ruins the point of the game by having these crap bonuses. The point is to give each suit a specific role to fill. Whether or not their bonuses apply to specific pieces of gear, each suit is still designed to really only excel in one niche area. The Sentinel bonuses allow them to tank large amounts of damage, either for just armor or shields, or split between the two. Either way, it's still only really giving them that one advantage: being able to tank a bunch of shots. The fact that it isn't tied to a certain module doesn't change the fact that it's only allowing Sentinels that one advantage. The Scout bonuses give each suit a unique playstyle associated with it. The Caldari Scout doesn't get a bonus to Precision Enhancers, but it's clearly designed to be the ultimate Scanner Scout.
Also, I definitely wouldn't say that getting a bonus to a certain item really "forces Assaults and Logis to forego customization.
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