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Cross Atu
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Posted - 2014.01.23 02:45:00 -
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Mordecai Sanguine wrote:Jackof All-Trades wrote:Please rethink this. Slayer-logis are more incentivised more than ever in light of the nerf, and being a proper logi is discouraged. In short, it's more rewarding to be a slayer logi than to be a proper logi with all the bonuses. As I said, please rethink this really could be the downfall of the true logis. Many true logis are saying they would rather lose their light weapon slot than lose their equipment. No. (As a Logi) Just think more than 2 sec please. Changements on ALL suits is happening. Weapons will CERTAINELY receive some nerf. The purpose is to increase TTK. Heavy is receiving resistance. The CPU/PG bonus to logi means than Logi suits going to receive at least 25% less base PG/CPU. You're able to fit heavy equipements but no more heavy modules / weapons. Logi Slayer problem : Ruled. Repair tool is a REPAIR TOOL not something that give "god mod" to the one you repair you're supposzed to REPAIR your allies not making him able to tank extra damage. Maybe we're going someday to have a Tool that creates "shields" for allies and protect them from fire but here it's NOT the purpose. The nerf of the repair tool is JUSTIFIED. The purpose is to make the "Medic" role a REAL role because right now ALL logi is repairing and do it with great efficacity the Focused Core repair tool is REALLY easy to fit and almost all Logi can fit it. The repair tool is one of the equipements that takes the less PG/CPU. Proto Focused : 10PG. Drop uplinks STD : 9 PG. After the "nerf" every logi can still repair with GREAT efficacity BUT if you want to be specialized into it then you go Minmatarr. Now if you want to be a logi specialized on repairing you go Minmatarr. You want to be specialized on ressuply ? Go Caldari. You want to be a Reco unit ? Go Gallente. You want to.....set the spawn (yes it sucks) you go Amarr. It creates VERSABILITY into the Logi role. No more MacGyver overspecialized in EVERYTHING now you're still useful with everything BUT with a speciality. (Exemple in Battlefield Medic and Support are diffrent classes). This "nerf" is in fact one of the best Class Revamp maded since a LONG time. Stop thinking "OH NO they nerf my gun/equipement/suit" and try to think more "global". CCP this is really NICE stuff you bring there. Logi specialization is Perfect : Honestly GG. To slayer Logi : It's Over for you now. The 25% bonus on equipements for Logi also means a HUGE nerf to PG/CPU. Now logi is able to fit LOOOOOOT of equipements easily. But not able anymore to make fit as powerful than assault because module and weapons still takes lot of PG/CPU. Stacking armor plates and damage mod is OVER in Logi suits. Now it's time to nerf Armor Modules / Damage mod. Buff a little ferroscales/reactives. And nerf weapons TTK.
Your assessments are flawed. I realize that's a harsh opening line but it''s difficult to put it another way. "Slayer" builds on logi suits take the least hit from these changes. Even without a change to CPU/PG values on the suits the skill changes are a nerf to Logi and a net loss of fittings ability when the skills they are replacing are factored in.
If any in this thread believe my above to be inaccurate please take the challenge quoted below and show me how
Cross Atu wrote: Fittings examples, without relying on skill bonuses or it didn't happen. I've been asking for this for months and it's largely been unheeded.
1. Choose a race 2. Build an assault fit (or heavy or scout if you like but those are less directly comparable) 3. Build a Logi fit trying to match the stats of your fit from #2 in all metrics before specializing into any one area, such as eHP or DPS, more heavily. 4. Fill your equipment slots with an assortment of proto 5. If you have any fittings resources left add additional mods as able 6. Tally the required SP and ISK costs to field each fitting. Then post your fittings side by side for everyone to see.
I don't claim to be a fittings "god" or somehow "super leet" but the simple fact is I have yet to encounter a fitting, using the unmodified equipment/weapon/frame values which can demonstrably indicate the current logi layout is superior. If you can provide say, a couple of examples (or even one) from each race then lets have a discussion about those cases and see what can be figured out. Until then I'm going to continue to ask for solid proof that there is a problem with the current suit stats/layout.
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On a closing note even the Core Repair Tool can be overcome by weight of fire from a single hostile in many cases. Logistics in general, and reps specifically in Dust are at best a pale shadow of their EVE counterparts. The two are different games it's true, but the fact remains that within New Eden there are examples of vastly more powerful reps and logistics which aren't harmful to game balance.
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Posted - 2014.01.23 02:57:00 -
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Jackof All-Trades wrote:CLONE117 wrote:wouldnt it have just been easier to remove/nerf the tank ability of all the logi suits? instead of nerfing equipment? They did both And I'm still waiting for fittings/numbers demonstrating the need for either, much less that these specific changes are the ideal solution for a couple of outlier fits one of which hasn't even existed for a few patches now.
Balance changes are not just pure math, they are not zero sum, the matrix of game effects is to diverse for that type of relationship to be successfully applied. Role specification and general flexibility are the two keys (even if they are sometimes in contention with each other) to honing balance. Nerfing the logi suits doesn't make the assault suit line well balanced or useful, it just makes the logi suits weaker. The assault suits need solid role related skill buffs, and even the new suggested ones are shaky in at least some cases (Amarr for example). At the very least if sweeping changes are to be made it is important that a vision statement or "working as intended" description is provided by CCP so that players can assess the new wave of changes within some functional context beyond the simple and obvious nerf bat. A functional matrix for testing and assessment is vital to stem the (inevitable) tide of subjectivity and hyperbole evoked with almost any major patch.
I hope that at the minimum if CCP is going to make such massive changes they'll fix the broken WP scaling within the equipment line which has been a known problem since closed beta. Nerfing the entire logi role from more than one angle while not even fixing the known mechanical flaws would be, in my view, very poor form indeed and certainly not an asset to game diversity or the sandbox (honestly how could fewer tactically effective roles and player choices be an asset to the sandbox?)
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Posted - 2014.01.31 07:43:00 -
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CLONE117 wrote:its not that hard ive ran the logi before.
might have been a cheap one but its still a logi.
my main problem is the spam itself.
mainly uplink and nanohive spam. Address the source of the problem not something thematically associated with it. Nerfing suits because you have a problem with a specific use of a specific kind of module isn't helpful. The main reason for spam btw (with the arguable exception of there being no cool down on the depot swap) is how broken the equipment is under the current iteration. No one has solid incentive to run the best gear on their main fit because the scaling of WP is profoundly broken giving a lower potential reward as you take on higher risk by moving up the meta tree. So the folks who've figured that out and want to get something from their SP use depot swap to spam kits out.
Beyond that, Uplinks - They show up easily on scans, just about anywhere and they're simple to pop, so they only way to in the ballpark of half the number of spawns for one proto link is to span 7-12 of those links and then hope one survives for awhile. You can't hide them, even the maps have been altered so there are fewer nooks to hide links in and they show up on essentially any scanner and many passive scans as well. Hives - Lower average cluster count means lower average use in fittings, of course this relationship will not be 1:1 but there will still be an impact. Lower overall use leads to more spam as players use throwaway fittings or depot swapping to 'fire and forget' groups of hives as a way to bank extra ammo/garner more WP. Even the players who do run with hives fit have an increased incentive to spam as they can now 'fire and forget' one set of hives then run in a suit with a differing type fit to 'get the best of both worlds'.
In the case of hives there major source of spam drop off will come from the effect on new players. With the change in stats there will be substantially less reason for them to invest SP/ISK into hives at all and thus won't run/deploy them.
The big problem is that when ISK, CPU/PG, and SP are all taken into account and balanced against WP (both potential and average) there simply isn't sufficient incentive from the risk vs reward ratio to run those pieces of gear on most fittings unless the intention is to spam them. Even highly tactical team oriented corps usually have first deploy suits with links and then their standard combat fits with something else and there are plenty of logi who have a "nest/fortification/supply" suit stacked with hives for securing team mates in a location, but they don't run in that fit for more than one clone (if that) because the fit isn't practical even for playing full defense in a combat situation. All of this is true prior to the proposed nerf and will become generally more true on balance with the proposed nerf not less.
When will equipment spam stop? When equipment is no longer worth spamming, either because it's been so nerfed it's not worth fielding at all or because it's been improved in such a way that it is more effective when employed in a tactically precise manner. I'm sad to say I do not see how the current changes accomplish either (not that nerfing equipment until it's useless is a desirable goal ).
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Posted - 2014.01.31 19:51:00 -
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Oswald Rehnquist wrote: The only equipment that doesn't scale well with rewards are injectors. Another thing too is with CCP trying to increase TTK by nerfing damage mods, skills, and rifles, you'll see repair tools make a better case for itself.
Your assessment has some holes in it, for example regarding the scaling of potential WP earnings within the Equipment line, this thread started in closed beta explains how broken it is (some bits of gear more than others granted, links for example are in a much better place than injectors or reppers), the progression simply does not match the risk v reward ratio established by things like the light weapon line(s). For the record, reppers will earn less under the new system unless/until CCP changes how WPs are assigned to a "X HP healed = Y WP earned" method. Anything else and every bump to repping is a decrease to earnings potential.
Now on to some specifics
Oswald Rehnquist wrote: Equipment is so powerful in turning games, its one of the top deciding factor behind tanks and teamwork, though its wp potential is through the roof compared to any other role, it doesn't compare at all.
Equipment is not a role. While support roles are heavily defined by equipment use nearly all suits may fit equipment and the types of equipment range widely in effect/purpose; Scout with RE + Cloak, Assault with hives, Logi with scans + reps + needle. Classifying an entire type of gear in this manner is so broad as to lose real meaning, one can as easily say "Light Weapons are so powerful in turning games, its one of the top deciding factor behind (supporting) tanks and teamwork" or "HAVs are so powerful in turning games...." etc. There isn't much of a case to be made for the apples to oranges comparison/contention that equipment is a more potent force the DPS of light weapons, the eHP of defensive mods or the diverse stopping power of a well fit HAV. Each of them when used effectively can provide great effect, when used together this is even more true, a firefight between two equally skilled and fitted players can be decided by a well placed nanohive, that doesn't make the nano highly powerful it simply means the gear is providing an edge which tipped an otherwise equal balance. Potential earnings without consideration of investment and risk aren't a complete picture by any stretch but even on raw WP earnings alone a HAV eclipses equipment use and does so without being heavily dependent on the actions of teammates.
Oswald Rehnquist wrote: I can jump into a match in a bpo suit with nothing but proto uplinks, comple hacking mods, and a militia ScP and get 2000 wps, hacking and channel blues into the appropriate areas, that alone is a full time role, let alone a suit that has 2 other pieces of equipment to roll with.
I pulled down consistent +1000 WP scores during closed beta in BPO suits (scout + SMG) focusing on hacking alone. Add codebreakers (which are not part of the equipment line) and I'd have had even higher average earnings. You are correct it's a full time role, even without equipment, are you proposing that an effective full time role shouldn't be able to potentially earn 2000 WP in a match?
Oswald Rehnquist wrote: Hiding/protecting uplinks is extremely easy with just basic common sense, on the newer non fishbowl maps, placing an uplink away from the center of the map (away from commonly traversed areas) and within 120-150 m of an objective keeps it out of scanning range from both passive and active. For the fishbowl maps its less so with hiding and more so with having it next to the front line or having them in a very awkward place, there is something to be said with throwaway dropships and uplinks. So I know your uplink bit is a little overdone, they would still be quite feasible given the changes.
Some of this might be true if spamming links, which these changes won't stop, weren't a thing but spamming does happen and will continue. If you drop a link +100m off an objective to avoid scans someone spamming links closer to the objective will pull the spawns and your earnings potential drops steeply. Beyond that even links placed a jog away from the battle can be compromised by one player spawning in and calling a LAV on the spot or attacking directly from the link and giving away it's vector. A red with a scanner will find and pop that link pretty quickly in cases like that. The simple fact is that making uplinks mechanically weaker won't stop spam, and from a risk v reward angle it will actually increase the incentive for it.
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Posted - 2014.01.31 19:52:00 -
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Oswald Rehnquist wrote:The logi bonus essentially gives them 1 free or 1 66% cpu/pg equipment item, equipment is thy most costly thing fitting wise in the game, and 3 equipment slots plus a ton of modules gives the logi plenty to do running the fit the entire match, being able to pew pew while doing it. When you account for the lost fittings values of the skills being removed in 1.8 the net effect is a decrease in overall fittings resources on fittings that run with every equipment slot filled. This loss is even deeper for those logistics suits which have fewer total equipment slots on the frame, thus both being a nerf to the entire line and a distortion on racial balance within it.
Oswald Rehnquist wrote: I would also say its a bit of a red herring to say that the changes done to the logi were a proposed fixed to equipment spam, its not, its bad now and most likely be bad after 1.8.
My point, is that the changes in 1.8 when taken collectively will lend themselves to more spam not less. It was a concern raised by the poster I was responding to and thus I addressed it. I make no claims regarding the intent CCP for making these changes, in point of fact I've been asking for them to clearly post a statement of intent so that no one has to assume or guess.
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Posted - 2014.01.31 21:19:00 -
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Oswald Rehnquist wrote: Logi got a utility nerf, thus logis who don't stay equipment heavy get less out of their bonus, and will otherwise feel the bite, also it is undeniable that logis were thy best suits in the game, hence why over 50% of the entire dust population prior to the announcement of 1.8 ran logis. Their versatility is being directed to focusing on equipment use, no one is denying that, but to claim that its broken or not usable when the are thy best at their primary function, which as we gone over is still quite valid, while still being able to shoot and kill with the same weapons appears more to be over dramatic, and FotM defending.
Then appearances are deceiving you. I've been a Logi, playing support since closed beta. I was one of the only guys on the field who still used a repair tool even when the WP were removed from it. My points and perceptions have exactly zero to do with FotM. I've spent literally months on these forums asking for takers on my "fittings challenge" to show comparative fits demonstrating the frequent contention that the logistics suits are the "best in the game" and haven't had takers that I'm aware of (possible someone posted in a thread and I didn't see it, but if so there was no follow up to draw my attention). Fittings are much more than "who has the most slots" or "who can hit X. Y. Z, brick HP". Any valid look at comparative fittings value requires inclusion of both the SP and ISK costs needed to field that fit. Further if the superiority of a given fit is predicated upon a specific skill bonus, or the value of one skill compared to another then it's the skills not the gear that need a balance pass. Finally at no time since the introduction of all four racial logistics suits has there been a time where those suits were all equal or identical rendering the very idea of broad strokes statements about "logistics suits" functionally invalid at least as often as not. The origin state of the Cal Logi contrasted with the Amarr Logi is a shining example of this. Before moving on to the next point I'd like to ask where you get your "50%" figure from and what the proportions, by race, are within that?
Oswald Rehnquist wrote:That still remains to be seen, especially when intentionally lag bombing as a frequent tactic on city maps, it really can't go beyond that, I believe uplinks will actually become more strategic and less spam with these changes because longer times means less trench holding prowess and more intelligent locations, while nanos might actually increase in spam but will have a quicker decay rate. Upon what do you base that belief? I presented some of my own reasoning on the subject and I don't see it refuted above. If you content that longer spawn times means more tactical deployment of uplinks detail a case for why that would be. Including a specific address to the effects of scanners, flux nades, players with spam swap suits, and the reasons a decreased overall function will result in more players including links on their standard deployment fits.
Oswald Rehnquist wrote: I agree that it should be used to tank while in combat, if there are any disagreeing with that point them out.
Even pre-nerf Logistics in Dust are weaker than Logistics in EVE (when it comes to pure support play/repair and counter dps values et al). The point I was making there is simply that nerfing both the role and the equipment even more moves us further from the EVE standard of a defined unique support role, not closer to it.
Oswald Rehnquist wrote:I can actually pull up the logistic ships in EVE, you'll find they have even less combat prowess than dust logis and are in fact focused on equipment more so than logis in 1.7. The logi class is actually much much closer to EVE logi ships in 1.8 than they are now, for the idea of boxing you in, your not, the choices are still there, I've also heard the exact same piece from tac ars and flaylocks as well, and with the nature of the game things can come back around and will be modified again to re balance again. No argument, the best logistics fits in EVE usually have little to no direct "gank" potential at all. What they do have is direct value in an active firefight outside of providing DPS. In 1.7 Dust there are various cases where a single hostile can overcome the support/reps provided by a logi without resorting to killing the logi first. In EVE Logistics ships on grit are a priory target and it's not because of their DPS, the same is not true in Dust, show me 2x logi suits that can do what a Guardian pair does in EVE and then we're in the right ballpark. Beyond that Dust Equipment =/= EVE Logistics. The game aspects covered by the equipment tree in Dust fill the same role types as several ship lines in EVE (generally with an iteration for every race as well). EVE Logi ships aren't responsible for bridging fleets (uplink), setting ambushes/traps/camps (Prox/RE), running stealth or recon (Cloak and Scanner) or various other eWar assets which EVE offers and Dust currently has fewer offerings of. Even in 1.7 Dust offers less diversity and player choice for the many roles equipment comprises than the EVE equivalent. Lowering the durability of the logistics frame, forcing each race into an affinity with a single mod, and nerfing the entire equip line is not enhance role definition or specialization, it's not bring things more in line with EVE in flavor or mechanics, it's just a homogenizing nerf and it doesn't serve the long term value of the game.
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Posted - 2014.02.04 01:58:00 -
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Oswald Rehnquist wrote:The perception is largely based off on the war barge, usually 7-10 out of 16 is fielding a logi into a match, and what I kill on the field. 50-60% of our player base doesn't play logi because its a good team support suit, they play it because it has comparable numbers to the assault to where you are losing only a little bit compared to the assault stats in exchange for the huge boost in equipment utility, TTK is short enough to where a single light weapon can get you by. So while they may be ranked 8 in combat prowess compared to the assaults 9, but their equipment/support potentially blows the assault apart entirely, which is why they are fielded so often, that and the huge wp gains of equipment which translate to faster isk and sp. War barge can be misleading, I wear a Templar Assault suit on the barge but field a Min Logi on deployment (I got used to the suit running support in closed beta and have largely stuck with it since). I know guys who run Quafe suits on the barge but never use one in battle etc. Observations on the field are still anecdotal but much more useful to be sure, as such could you follow up on my question regarding the proportion of each racial type within the logistics suits you encounter on the field? If you're observations are clear and you're noticing a troubling trend which suit leads the way, which weapons/gear commonly accompany it? Let's get specific here so we can 'zoom in' on the trouble spot rather than stay locked in sweeping statements.
Regarding TTK, as I understand it that is changing and intended to become longer, but leaving that aside most of your statement regarding TTK and equipment above seems to amount to equipment being useful. If people are running logi suits to deploy equipment, and their deployment of that equipment is being tactically effective, then where specifically is the problem? (personally in this context the problem I see is that the assault line, particularly with regards to current skill buffs, needs some love, what's your specific objection/observation?)
Oswald Rehnquist wrote:Uplink trenching is only a valid tactic assuming you can consistently pop back into the field in 2 to 3 seconds, barring this, the trench gets broken fast and you just get spawned camped, compared to now which you can field 4-6 guys constantly even if you drop them over and over because they can recreate that trench again with a 2 sec spawn. A weakening in dropuplinks trench abilities are what I justified my belief that they will be less likely to be spammed in the future, and by less I don't mean like a large drop, just a small drop. if People want to lag bomb, they are still free to do it, its just that large amount of uplinks won't have the same trench abilities as before. If playing EVE has taught me anything (and you're right we do agree that EVE and Dust aren't the same game, but I"ll get to that) it's that players will take what advantages they can get. Even if the advantage is small they'll take it if the corresponding risk and/or effort is also small enough. "Trenching" is a virtually risk free action which takes minimal time, simply making it less effective isn't going to prevent it, but if you're only talking about a small drop then yeah I can see where you're coming from it's quite likely that a small number of players will stop doing it and/or do it less frequently. I suppose I'm just not persuaded that small change is of sufficient value to warrant a change in game mechanic/use of development time (which is a finite resource).
Oswald Rehnquist wrote:Now to keep this shorter, the rest of what you wrote translates to EVE does not equal Dust, which I agree with you, I also have no issues with logis killing things, but I do think your undercutting what logis can do, and what they still will be able to do in 1.8 https://www.youtube.com/watch?v=gCx2o7JGWG8Here is a clear example of repair tool being used in a pure tanking scenario, the wp potential, and again with an increased TTK, this will become more powerful With an increased TTK this will also become less valuable for earning WP until CCP changes the internal scaling of the WP on the equipment line (see here).
I have to say that when compared to EVE (as I was doing) I am in no way undercutting the value or effect of logistics. I realize that I-Shayz-I is a closed beta vet, a beast of a logi, and running proto in an organized squad in support of heavy frames, your vid shows what someone in top form, gear, and running organized can do. But balancing the game around the best players isn't a good methodology because it shortchanged the bulk of the player base within that given role. Further Shayz employs scanners there (a role outside of Logi within EVE) and frankly still doesn't hit quite the same level as this http://youtu.be/53FEFNfS4ro
vid description wrote:After a while they got some massive fleet going and tried to push us out (sorry for the lag, should have deactivated some effects beforehand). The fight was going well, until three Basilisks entered the field and we were unable to deliver damage to break their repairs. When was the last time anyone in this thread heard that type of statement about Dust logistical repairs? Can the Dust forums produce even 10 examples of such a statement since live launch? (let alone Uprising) I'm not saying support is useless in Dust, I'm saying it's weaker than in EVE and also less defined, I'm saying it could be so much more even if their DPS output was dropped to zero.
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