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hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 01:15:00 -
[31] - Quote
another post saying balance everything else not just one thing. you balance what is out of line not everything else. it is easier to change one thing then everything else around it, and in most cases is more effective. |
Komodo Jones
Chaotik Serenity
413
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Posted - 2014.02.04 05:08:00 -
[32] - Quote
hgghyujh wrote:another post saying balance everything else not just one thing. you balance what is out of line not everything else. it is easier to change one thing then everything else around it, and in most cases is more effective. Well in this case the other suits ARE actually under developed. I haven't seen anyone disagree with that.
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The Infected One
Fatal Absolution Public Disorder.
632
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Posted - 2014.02.04 15:02:00 -
[33] - Quote
I saw one post suggesting that suits get a bonus to their racial weapon, this would be a great bonus for the assaults, it would give them that edge over the logi suits, and give actual meaning into what race you chose to play, much like the upcoming change to the logi suits where we get a bonus to our racial equipment.
The coward Caldari could sit at a safe distance and plink away at everything. The space **** loving Aamar could continue to have laser light show raves (LR still needs to be fixed and brought back to a useful weapon), and scrambler discos. It could actually bring the short sighted Gallente (4 eyes joke) AR back into its intended blaster role. The mighty Minmatar could still be great with the whole hit and run game.
It would be a better bonus than a blanket ROF increase for the assault suits (increased ROF + ACR anyone?) and would make them better slayers with their respective weapons.
It would also help to curb this plague of MLT heavy frames with proto RR stuff that we see going on, because the assaults would get a bonus to their racial weapons, and make them more appealing to players that just want to run assault.
"NEW MISSION! I want you to blow up... THE OCEAN!"
BURN ALL THE BABIES!!!!
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ReGnYuM
Escrow Removal and Acquisition
2033
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Posted - 2014.02.04 15:07:00 -
[34] - Quote
1.8 ^ When my role won't be outclassed, by a suit intended for the support Class.
Official Imperfect Title: Supreme Leader of the Endless Sunset
I Slay, for thy Empress
Do you even PC... Brah
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Bethhy
Ancient Exiles. Renegade Alliance
1066
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Posted - 2014.02.04 15:15:00 -
[35] - Quote
Michael Arck wrote:It's a shame this all started due to people upset with logis topping the leaderboards and their ability to kill. What are we to do? Twiddle our thumbs once the ammo has been restocked and the heavies been repped? I will still pursue this class but the short sightedness of the community can severely hamper and change mechanics of this game that should not be touched.
I chose logi because I could help my team and kill. The latter is training that came first. Our class shouldn't be changed because folks don't think we do our jobs. Perhaps they are not doing theirs? I really haven't met a logibro who specifically specced into the class to just horde WPs or load his dropsuit with equipment that is only used by him. Our uplinks, nanohives, armor nanohives, scans and reps have helped changed the tide of war more than once without much thank yous. And we continue to do our jobs without the need for the gratitude. 98% enjoy assisting their team while helping them slay the enemies that lay before them.
Enjoyed reading your OP.
Nah this started in Chromosome when CCP released the Logi stats in their Dev Blog... And almost everyone Theory crafted for a Logi build...
And this was when Dust was about individual player skill. Not skill points, Gear + AA...
Now with how DUST works and the already crazy strong suit options compared to the others.. its even worse..
NONE of this is a surprise we told CCP this about Logi's in Chromosome Dev Blog's, IRC.... you name it...
Then Uprising Launched and Imps was like a Sea of Golden Cal Logi's... and most strong gaming groups followed in suit after... To the point where they had to individually nerf the cal logi...
Migrated to the other logi suits and laugh... This IS NOT A SURPRISE.... Everyone told CCP about the theory crafted logi until their fingers where numb and struggled to take breath... it fell on def ears...
*Shrugs*
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toasterwaffles
THE IMMORTAL L3GI0N
10
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Posted - 2014.02.04 15:16:00 -
[36] - Quote
My logi is simply the proto caldari with 5 complex shield extenders, 2 enhanced 1 basic armor, 1 CPU extender, kaaliakoita rail rifle, compact Nanohive, and enhanced needles.
Check out our site
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Komodo Jones
Chaotik Serenity
420
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Posted - 2014.02.04 18:40:00 -
[37] - Quote
The Infected One wrote:I saw one post suggesting that suits get a bonus to their racial weapon, this would be a great bonus for the assaults, it would give them that edge over the logi suits, and give actual meaning into what race you chose to play, much like the upcoming change to the logi suits where we get a bonus to our racial equipment.
The coward Caldari could sit at a safe distance and plink away at everything. The space **** loving Aamar could continue to have laser light show raves (LR still needs to be fixed and brought back to a useful weapon), and scrambler discos. It could actually bring the short sighted Gallente (4 eyes joke) AR back into its intended blaster role. The mighty Minmatar could still be great with the whole hit and run game.
It would be a better bonus than a blanket ROF increase for the assault suits (increased ROF + ACR anyone?) and would make them better slayers with their respective weapons.
It would also help to curb this plague of MLT heavy frames with proto RR stuff that we see going on, because the assaults would get a bonus to their racial weapons, and make them more appealing to players that just want to run assault. Don't see why not, but commando already has damage buffs for racial weapons, I guess doing something like cooldown and heat building for amarr, increased rate of fire for caldari, increase range for gallente, and...idk what for minmatar, I'm basing this off of weapon weaknesses and I've never found something wrong with minnie weapons lol, wider blast radius? Tighter spread? Reload speed or max ammo? iunno.
But you are right about one thing that's kinda terrifying, heavy suits no longer getting a bonus to heavy weapons and heavy weapons being pretty much crap, AND a likely respec? Gonna see alot of heavies with their damage reduction, hauling around rail rifles and combat rifles...scramblers...uuugh, and people expect logies to survive with no health lol. Can't cross the street without someone holding my hand. Seriously removing passive armor repair is enough, with the buffs that every other suit is getting they'll be even.
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SteelheadPep
SAM-MIK
32
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Posted - 2014.02.04 19:51:00 -
[38] - Quote
Quil Evrything wrote:Komodo Jones wrote: if the goal is to make logistics suits oriented more towards defense than offense ...
uh, no.. the goal should be to make logistics suits STAY THE **** out of combat!!Do you know what the definition of a "support" role is, in pretty much any other game? A "support" role, is a role which "supports" other players who do the actual killing.If a logi is getting a majority of its points... or even just a significant fraction of its points... from killing.. then it isnt particularly fitting a support role. Similarly, if most logi players are getting a large chunk of their points from killing, then there is something wrong with the design of the suit. Hopefully, the changes coming in 1.8 will fix the current design flaws. So the only suits that should be able to fit equipment are the logis with your reasoning. Would you like CCP to remove your equip. slot so the support logis can rely on you to protect us so we can be pack mules for everyone. Many support logis are on the front line where we are the most useful, with rep tool range getting a nerf we will have to balance on your shoulders in order to rep you. Support logis are going to become even more scarce, the witch hunt is almost complete,a sea of assaults and scouts will pour of the landscape, Dust514 COD is about to begin. |
BATTOUSAI THE MANSLAYER
New Age Empire.
39
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Posted - 2014.02.04 19:53:00 -
[39] - Quote
They can nerf logis into the ground and I'll still be behind you holding my rep tool. I'm sure I'm not the only one. |
The Infected One
Fatal Absolution Public Disorder.
638
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Posted - 2014.02.04 20:17:00 -
[40] - Quote
Komodo Jones wrote:something like cooldown and heat building for amarr, increased rate of fire for caldari, increase range for gallente, and...idk what for minmatar, I'm basing this off of weapon weaknesses and I've never found something wrong with minnie weapons lol, wider blast radius? Tighter spread? Reload speed or max ammo?.
I would personally like to see an increase in max ammo per mag/clip as a Minmatar bonus, with all of our natural high ROF weapons (CR, SMG, Flaylock, HMG, (Not so much the mass driver lol can you imagine a 400 RPM AMD lmao) an increased clip size would help out a lot in an engaged firefight against something with higher individual strike damage)) It could make Minmatar weapons totally OP though, would have to be done carefully.
Reload speed aside from the HMG could be OP because the CR has around 2.5 or something (I don't have the game sitting in front of me right now) as it is, so 25% faster reload speed from the skill, and then another 25% lets say for arguments sake from the assault bonus would bring reload down to 1.25 sec, why switch weapons when it takes that long to switch anyway?
Tighter spread...The CR and SMG already have those skills in their own trees, so again stacking that on could kind of break the game in the sense that the weapons could be far too accurate from hip fire.
Edit: Blast radius, maybe not because we don't want the flaylock and MD to become the primary OP fire and forget weapons that they used to be.
Although the bonus to damage modifier % per level would still be an alright one considering that our assaults are the hit and run specialists, 1 complex mod would in effect turn into 1 complex and one basic at lvl 5.
Perhaps a bonus to shield regeneration or regen delay since again we are the hit and run specialists? It would allow the assault to get into cover, get the shields back, and get back into another fight. It's not like were regenerating our shields at 35/pulse like the current Caldari assaults. I believe that we max out with the current skill bonus at around 25/pulse, and have far lower shielding than the Cal assault.
Even a blanket kind of movement speed increase (Movement and sprint) per level for the Minmatar Assault would be helpful for our hit and run style, and give our assaults an actual fighting chance to pull it off. (Even matching the minni scout speed at lvl 5 would be alright since we have a larger hit box, profile, lower scan precision and only 2 lows at proto level.)
"NEW MISSION! I want you to blow up... THE OCEAN!"
BURN ALL THE BABIES!!!!
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Cat Merc
Ahrendee Mercenaries EoN.
6194
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Posted - 2014.02.04 20:43:00 -
[41] - Quote
How did you make the conclusion that the Logi Repair bonus = 2 complex armor repair modules?
Or did you mean STD/ADV?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6194
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Posted - 2014.02.04 20:45:00 -
[42] - Quote
Fun to read post, but I don't think you get the point.
I used the TAC AR because I wanted a long range damage dealing platform, I didn't know it's OP. That's pretty much the logi situation in a nutshell. The nerfs are necessary.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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The Infected One
Fatal Absolution Public Disorder.
642
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Posted - 2014.02.04 21:06:00 -
[43] - Quote
Cat Merc wrote:How did you make the conclusion that the Logi Repair bonus = 2 complex armor repair modules?
Or did you mean STD/ADV?
To whom are you speaking, good sir?
I'll be dropping a hacking mod, and adding a complex rep mod for the 6.25/sec armor rep since they are getting rid of the Logi's natural 5/sec armor rep, and my Minmatar Logi is no longer receiving the hacking bonus.
I never came to any conclusion that the rep bonus was 2 complex rep mods.
The current purposed Min Assault bonus is a 5% to damage mod effectiveness per level, that would put the current complex damage mod of 10% up to 12.5% for the first damage mod, which is in just under what you would get from stacking 1 complex (10%) and one basic (3% + the stacking penalty) given that the stacking penalty for your 2nd damage mod is roughly 87% of the 2nd mods bonus given.
"NEW MISSION! I want you to blow up... THE OCEAN!"
BURN ALL THE BABIES!!!!
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Identity Denied
Kameira Lodge Amarr Empire
15
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Posted - 2014.02.04 21:24:00 -
[44] - Quote
BUMP! Devs please read this and take these guys ideas into consideration, there are a lot of good ideas and some serious thought in their posts. Its a nice refreshing change to see on these forums. |
Connection Failure
TACTICAL STRIKE ELITE
2
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Posted - 2014.02.04 21:30:00 -
[45] - Quote
Identity Denied wrote:BUMP! Devs please read this and take these guys ideas into consideration, there are a lot of good ideas and some serious thought in their posts. Its a nice refreshing change to see on these forums.
Mainly The Infected One and Komodo Jones Also **** you for taking my name. |
Komodo Jones
Chaotik Serenity
427
|
Posted - 2014.02.04 21:36:00 -
[46] - Quote
The Infected One wrote:Komodo Jones wrote:something like cooldown and heat building for amarr, increased rate of fire for caldari, increase range for gallente, and...idk what for minmatar, I'm basing this off of weapon weaknesses and I've never found something wrong with minnie weapons lol, wider blast radius? Tighter spread? Reload speed or max ammo?. I would personally like to see an increase in max ammo per mag/clip as a Minmatar bonus, with all of our natural high ROF weapons (CR, SMG, Flaylock, HMG, (Not so much the mass driver lol can you imagine a 400 RPM AMD lmao)) an increased clip size would help out a lot in an engaged firefight against something with higher individual strike damage. It could make Minmatar weapons totally OP though, would have to be done carefully. Reload speed aside from the HMG could be OP because the CR has around 2.5 or something (I don't have the game sitting in front of me right now) as it is, so 25% faster reload speed from the skill, and then another 25% lets say for arguments sake from the assault bonus would bring reload down to 1.25 sec, why switch weapons when it takes that long to switch anyway? Tighter spread...The CR and SMG already have those skills in their own trees, so again stacking that on could kind of break the game in the sense that the weapons could be far too accurate from hip fire. Edit: Blast radius, maybe not because we don't want the flaylock and MD to become the primary OP fire and forget weapons that they used to be. Although the bonus to damage modifier % per level would still be an alright one considering that our assaults are the hit and run specialists, 1 complex mod would in effect turn into 1 complex and one basic at lvl 5. Perhaps a bonus to shield regeneration or regen delay since again we are the hit and run specialists? It would allow the assault to get into cover, get the shields back, and get back into another fight. It's not like were regenerating our shields at 35/pulse like the current Caldari assaults. I believe that we max out with the current skill bonus at around 25/pulse, and have far lower shielding than the Cal assault. Even a blanket kind of movement speed increase (Movement and sprint) per level for the Minmatar Assault would be helpful for our hit and run style, and give our assaults an actual fighting chance to pull it off. (Even matching the minni scout speed at lvl 5 would be alright since we have a larger hit box, profile, lower scan precision and only 2 lows at proto level.) Edit 2: I'll be dropping a hacking mod from my Logi and replacing it with an armor rep since my scout will be getting the hacking bonus, and that armor rep has saved my ass many a time while running for cover after repping a guy who doesn't even realize I'm there and thus doesn't defend me. (CCP BRING BACK THAT ORANGE GLOW WHEN YOU'RE BEING REPPED SO PEOPLE KNOW!!!!!) I just meant total ammo, not in the clip, but that's boring and clip size would be better if done carefully, but yeah I didn't think about instead of a weapon bonus having something that makes the suits more capable, faster self repair or more speed would be great.
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The Infected One
Fatal Absolution Public Disorder.
657
|
Posted - 2014.02.04 21:40:00 -
[47] - Quote
Komodo Jones wrote: I just meant total ammo, not in the clip, but that's boring and clip size would be better if done carefully, but yeah I didn't think about instead of a weapon bonus having something that makes the suits more capable, faster self repair or more speed would be great.
All weapons already have ammo capacity, but wouldn't it be cool to have 600 in reserve for the CR and SMG lol Supply depot? Pffft, who needs it.
"NEW MISSION! I want you to blow up... THE OCEAN!"
BURN ALL THE BABIES!!!!
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Komodo Jones
Chaotik Serenity
428
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Posted - 2014.02.04 21:40:00 -
[48] - Quote
Cat Merc wrote:How did you make the conclusion that the Logi Repair bonus = 2 complex armor repair modules?
Or did you mean STD/ADV? I usually use a repairer instead of 5 armor plates so it actually gives me some decent armor repair, just going off of my own experiences lol. So to replace that repair rate I'd need to use 2 complexes and have even less room for armor plates, sorry probably should've clarified.
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Komodo Jones
Chaotik Serenity
428
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Posted - 2014.02.04 21:42:00 -
[49] - Quote
The Infected One wrote:Komodo Jones wrote: I just meant total ammo, not in the clip, but that's boring and clip size would be better if done carefully, but yeah I didn't think about instead of a weapon bonus having something that makes the suits more capable, faster self repair or more speed would be great.
All weapons already have ammo capacity, but wouldn't it be cool to have 600 in reserve for the CR and SMG lol Supply depot? Pffft, who needs it. Lol really though even with max ammo 3 I still burn through ammo like kerosene soaked tissue paper, but yeah that wouldn't really be necessary.
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Komodo Jones
Chaotik Serenity
428
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Posted - 2014.02.04 21:45:00 -
[50] - Quote
Cat Merc wrote:Fun to read post, but I don't think you get the point.
I used the TAC AR because I wanted a long range damage dealing platform, I didn't know it's OP. That's pretty much the logi situation in a nutshell. The nerfs are necessary. Not arguing with the fact that they need a nerf because even if all the other suit bonuses come out the logi would still be ridiculously powerful lol.
I'm just concerned with CCP going overboard, at what point would a logi suit just be not worth using?
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Corrupted Files
Seykal Expeditionary Group Minmatar Republic
13
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Posted - 2014.02.04 22:40:00 -
[51] - Quote
Bump |
Komodo Jones
Chaotik Serenity
428
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Posted - 2014.02.04 22:50:00 -
[52] - Quote
I'm realizing there's alot that doesn't make sense to the game, so let's clear some stuff up, what actually is the problem with logistics suits? Like let's define that and then work from there.
Personally I think it's because, the way things are set up with how armor tanking is (and gallente logies are probably the most guilty of this because of how they work with armor tanking), you end up with a suit, at max level skills:
-Can be heavily armor tanked and still have a significant amount of armor repair, basically equivalent to having an extra low slot
And at the same time:
-Carry a full loadout of equipment, or even at the basic level logisuit, more equipment than any other suit on the market. -Still because of the high amount of PG and CPU, can have alot of damage modifiers and a very good weapon.
Would everyone agree this is what's annoying everyone? Did I miss anything or is there something that's not entirely true?
Edit: I should add in that this is all in direct comparison to other suits, and whatever flaws or shortcomings they might have.
I realize I also should've started with defining what the logistics suit is or what it is supposed to be but it seems like alot of us have opinions about this that will take far too long to meet on common ground so I'm skipping this part, that way we can get on with finding a way to put all of the suits in a more balanced position so it's fair, no matter what everyone thinks certain suits are "supposed" to be.
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The Infected One
Fatal Absolution Public Disorder.
657
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Posted - 2014.02.04 23:37:00 -
[53] - Quote
I think that one of the biggest issues, and one that gives the ability to totally tank the logies is that there is no requirement to fill all, if any of the equipment slots. That, with the large amount of CPU and PG that we are given lends even a basic suit the ability to stack complex mods and weapons to great effect.
Another issue is the fact that we can stack damage mods at all, with really not much of a penalty. 100% for the first, 87% for the 2nd, 56% (Roughly) for the 3rd, 23% for the 4th, and around 10% for the 5th. Granted that the 4th and 5th aren't really doing anything except eating up CPU and PG, it still adds up in the long run and they don't eat up enough CPU and PG to cover not having to fit any equipment to make the suit valid.
All we have to do to make a suit valid is slap a weapon on it. Period. If the logi had to fill all their equipment slots to make a valid suit, it would help a bunch against tanking armor and damage and just running slayer, even if all you put on were basic things, it still eats up CPU and PG, and adds to the total suit cost.
There really aren't many options for high slot mods that are useful, so it generally boils down to either tank or damage, this is another issue that CCP should address.
We were given a large CPU and PG pool for a reason, and it wasn't intended to be to stack on just health and damage. Maybe only allowing the Logi to use a side arm is a good idea, but then I'll still just throw on either a proto scrambler pistol and 3 shot most suits with maxed out prof while hiding behind a heavy, or throw a proto SMG on and melt guys from almost the same range as the standard AR with higher DPS.
CCP designed a sandbox for us and said "Go play", so we did. It didn't take long before people realized that the logi suit was the most versatile suit in the game because there are no set ground rules as to how you have to have your suit set up. I ran assault until Chrome, but I always looked at the logi thinking "Wow, I can do so much more with that suit" all the while not making the switch because my Proto assault had 2 equipment slots, and that's all I needed, one for hives, one for RE's.
Then CCP changed that on us. They took away the equip slot because people bitched about assaults filling the logi role, we still had team view, so if I was running low on ammo I could just look at the mini map and find my way around the red dots to the closest supply depot, or hive to re-supply. Then they took away team view and gave us scanners. (Which now is basically team view via equipment)
They gave us contact grenades, and the firearms took a back seat, everyone was just spamming hives and throwing grenades, the logies took advantage of this and started fitting 3-4 hives on their suits, because more hives = more grenades = longer survivability and more kills. "What light weapon?"
I, like many of my corp mates switched to the logi role because now we couldn't always find ammo for our assaults, grenade spam was at its prime and if you didn't have hives, you were dead to the red guy that was standing on his spamming contact grenades.
Then came the explosives. Ah it was beautiful, EXPLOSIONS everywhere. Mass driver, flaylock, contact grenades, RE's. Everyone died. A LOT! So naturally uplinks were required, who can fit uplinks and hives, and an explosive weapon, and grenades? LOGIES CAN! So even more people started running logi suits, people got used to brick tanking their logi suits against all of these high damage AOE weapons.
CCP nerfed the explosives. Everyone was already used to not having a side arm, brick tanking, and having all the equipment that they could handle. Spamming links and hives so they would never be out of the fight for too long, and never run out of ammo.
During all of this one thing never changed. The suits. people realized that the other suits were simply underwhelming in comparison, they no longer filled their intended roles on the battle field because "Hey, need to do something yourself? grab a logi suit, put what you need on it, go to town."
*bold*This brings me to my actual long winded point*bold*. At this period in time as we are playing this game, we have gotten used to having everything we could ever want at our fingertips because CCP let us, and like true creatures of habit, molded by our environment, the logi suit is clearly the winner in every category.
look at the logic behind it if you will, a full team of 16 logi suits (Doesn't matter which race) running with all their equipment and weapons, in any and every variation that you can think of will clearly overshadow any other team you can try and build. Why? Because CCP lets us build our suits that way.
There are no restrictions on what you have to fit to your suit." Its our sandbox, were playing, don't touch my bucket, but give me your shovel."
IF CCP decides now that "This has gone far enough" and nerfs the logi suits into the ground, how many people do you think are going to stick around? How many are still going to try and fill that support role? Personally, I'll go scout and heavy, because they offer damage reduction as a heavy, and the scout gives me mobility, stealth, 2 equipment, a side arm slot, and enough high and low slots to play with and find a sweet spot that I can perform another "Jack of all trades, master of none" role.
Once other people start catching on (No I'm not acting like I invented it) and it starts to flourish, this whole argument will start over again, just *Insert new suit name here*.
The logi suits aren't REALLY the problem. They have the CPU/PG, and slots to make them efficient in the slayer role, hacker, support, stealth, and tank positions. Not because they are simply OP. They are only OP because the other suits whose roles they are filling are incredibly UP and lackluster at performing their own specific task.
This game NEEDS balance, its not TF2. Bring the other suits up to par.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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Identity Denied
Kameira Lodge Amarr Empire
17
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Posted - 2014.02.05 00:57:00 -
[54] - Quote
BUMP! FOR LOGIC! |
Komodo Jones
Chaotik Serenity
434
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Posted - 2014.02.05 02:21:00 -
[55] - Quote
What people don't realize is that there are several little problems in the game, that aren't directly related to logistics suits, but that logistics suits can take advantage of because they have alot of modules, alot of PG and CPU, and alot of equipment slots, and reducing this won't necessarily SOLVE all of those problems so much as just sweep them under the rug.
Let's address right now what's wrong:
1. Armor tanking is a clear win over shield tanking, here's why, armor plates take up roughly the same amount of PG but alot less CPU, they give you a huge amount more health, you can also have damage modifiers on top of having armor plates and damage mods take up less PG (but more CPU) than shield extenders. This makes no sense, armor tankers can take alot of hits and deal a crapload of damage, and shields tankers can deal less damage and take less damage? The scales are clearly tipped. Shields are supposed to be able to recover quickly and get back in the fight but with repair tools and triage nanohives there's no reason for an armor tanker to ever leave the fight, there's no need for a skirmisher and it turns the current shield regen into a joke.
When placed in the hands of a logi you have a suit that can have a high amount of health and doesn't need to worry about repairing itself because you put on a complex repairer and suddenly you're getting 11.5 hp/second, so any damage you take will wear off in under a minute, and you have the ability to put on damage modifiers or stack shields for even more health. And you don't need to worry about taking up too much room because of the high PG and CPU
The fix: Buff shield extenders, buff recharge speed (maybe only for certain suits), move damage mods to low powered slots.
Also provide a tool that stimulates shield regeneration, either a shield recharge tool or something that cancels the delay for shields to recharge, idk how that would work and that can be tackled another time because that's a delicate issue lol
2. No other suit can carry more than one piece of equipment. At least at the prototype level I don't see why assault suits don't have 2 equipment slots, and I'm glad scouts are getting 2 but honestly that's just so they can take advantage of cloaks. This coincides with logies having alot of PG and CPU because they needed the room for the equipment, but the gallente logi and soon ALL logies will have 25% reduction to equipment cost because they are built to carry equipment, so in this case I can agree with a proportional loss in PG and CPU as there will be some left over even when all the equipment is on.
The fix: Give assault suits 2 equipment slots, with some races at advanced level suits, others at prototype, none at basic. And in hindsight I can see a reason for the reduction of PG and CPU of logies but it still shouldn't be at the same level as assault because we still have alot of equipment to carry.
I don't agree with it being a requirement that ALL equipment slots for logies to be filled before the fitting is valid, after all it's not required that heavies have to have heavy weapons, commandos have to have 2 light weapons, or that scouts have to equip cloaks, also lower leveled players who don't have logistics suits at level 5 won't be able to even use their logistics suit well, some would need 3 pieces of equipment, all militia, plus a gun, would they even have room for modules? Make 1 piece of equipment mandatory, maybe 2 at the prototype level, no more.
3. WP distribution is not complete or balanced, people say logies should only be sitting around and repairing people, I don't really have a problem with this BUT at some point we stop getting war points for this, it caps to prevent farming and then we either have to get a kill or get killed to get a different suit.
There are no war points for dealing damage to vehicles which is tactically advantageous, it's very difficult for infantry to kill vehicles but driving them away is easily possible, and this should reward people who are using AV.
There are no war points for terminating a clone which is almost a tactical necessity.
There are no extra war points for defending objectives, installations, repairing vehicles.
There's no difference in war points awarded for reviving someone with a prototype nanite injector and a militia one, therefore people use crappier ones so they can farm more war points.
There's a whole post on this kind of stuff that I found fascinating, but I lost track of it
4. Guns, need I say more? I will anyway, heavy weapons are crappy, I could outgun heavies with an SMG as long as it's not a boundless, which is why alot of heavies use rifles. There is no difference between a gun on a logi and a gun on an assault suit or on any other suit, this is changing but this means that logies assaulty as assault suits, while I think it should be possible to make logies powerful too, that shouldn't be a built in and already prevalent feature in the game. Also guns are so powerful and TTK so fast especially with aim assist, it makes it pointless to use any module that doesn't have to do with defense or attack power on a regular basis. Anything past this should be fixed with the fix for #1.
5. Scanners are ridiculous, they're getting nerfed to the point where people can't scan the whole field but they still function, done.
These are just a few of the broken mechanics in the game that tip the game in the favor of logies.
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Komodo Jones
Chaotik Serenity
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Posted - 2014.02.05 03:32:00 -
[56] - Quote
One thing I forgot to mention, I think that the current setup of High and Low module slots is far too limiting and ineffective.
Think about this for a second, if you have a choice between HP and minimap scanner range, which one would you pick? Easy choice.
If you have a choice between extra damage and extra scan precision, which one would you pick? Scan precision obviously...loljk
Now how about a choice between extra speed and more profile dampening? Aha now that's not such an easy decision.
Right now, when you have a choice between defense and offense, and subsystems that don't help in a gun fight, it's clear what the winner will be, and this is a side effect from the power of the guns, and the TTK being so high as to basically disallow you to focus on defense, as well as everyone's "KDR" mentality, lack of teamwork, proto stomping, and trolling in general.
We need more slots, but not more to shove more armor plates or damage mods in, so I'm thinking we reduce the effectiveness of some modules like armor plates and damage mods, and just add row of slots or maybe 2, something that we can put scanner buffs in or speed enhancers or hacking mods.
Why not put all of the biotics, electronics, and hacking mods into something like a "mid" slot? Seriously why not, there are a rare few people who are taking advantage of them anyway and unless it's speed or stamina mods mainly on scout suits how many of them are used regularly? How often do you run out there with hacking modules unless you intend to run in and quickly hack a point and then change your suit? This is something that everyone can take advantage of and just gives them more flexibility.
Might be a scary thought to have people who tank defense to also have some speed but if it's done well this shouldn't be a problem, more importantly if matchmaking is finally worked on then you don't need to worry about an even heavier form of proto stomping.
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