Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10784
|
Posted - 2014.05.12 00:29:00 -
[121] - Quote
I feel like it might be a waste of time to bump any of my threads without first seeing evidence that CCP will continue improving Dust in a substantive way, but won't hurt to bump this.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
The Robot Devil
Brave Bunnies Brave Collective
2545
|
Posted - 2014.05.12 02:40:00 -
[122] - Quote
Yeah, I am in the same boat. I want to believe that they are going to keep moving forward but I am afraid that we are stuck with what we have. I am happy to see some new names on the PC district board.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
Dunce Masterson
Savage Bullet
100
|
Posted - 2014.05.12 04:59:00 -
[123] - Quote
CCP Promised such an update and its past due so far its just an empty promise just like PVE in dust.
I don't even know why I bother.
|
TechMechMeds
KLEENEX INC.
3387
|
Posted - 2014.05.17 12:15:00 -
[124] - Quote
I support this.
So long as I can control everything with my equipment slots still then I'm good.
I'm so good at keeping people alive that some have been annoyed that I force them into 25 mins of none stop carnage with no respite.
So long as I can continue to logi the fk out of people then I'm happy lol.
This idea also removes my obligation to pick up assault slack even further.
Eve Legion FTW!
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
|
Posted - 2014.05.22 01:58:00 -
[125] - Quote
Medium frames shall rise again!... maybe in Legion.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
363
|
Posted - 2014.05.22 12:38:00 -
[126] - Quote
i like the idea of assaults having the same layout as their logi counter-part.
with their racial weapon bonus, it should be promising.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
363
|
Posted - 2014.05.22 12:48:00 -
[127] - Quote
Spartan MK420 wrote:i like the idea of assaults having the same layout as their logi counter-part.
with their racial weapon bonus, it should be promising.
minus the equipment slots i should add.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
|
The-Errorist
SVER True Blood
718
|
Posted - 2014.05.23 22:38:00 -
[128] - Quote
I still approve of these ideas.
Spartan MK420 wrote:Spartan MK420 wrote:i like the idea of assaults having the same layout as their logi counter-part.
with their racial weapon bonus, it should be promising. minus the equipment slots i should add. What don't you like about it, voice your concerns, who knows others might feel the same way too or you might change other people's mind about it.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10937
|
Posted - 2014.05.25 00:58:00 -
[129] - Quote
/me adds Rattati bait
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Sir Dukey
SAM-MIK General Tso's Alliance
932
|
Posted - 2014.05.25 01:50:00 -
[130] - Quote
KAGEHOSHI Horned Wolf wrote:[UPDATE]: This thread was created before the brick-tanked scout problem, but I strongly believe my proposed slot layout solution for mediums will make assaults viable again. The issue isn't just that assaults are underpowered, it is much more complex and messy. Read on, I will explain.There are big problems with the medium frame slot layouts that need to be addressed. "Too long; didn't read" (TL;DR) version on post 2 (click here). [Assault & logistics issues] Slayer logi issue originates from the logis to tank more HP than their assault counterparts, allowing them to be more survivable killing platforms. This problem won't truly go away until the slots are handled correctly, just right now brick-tank scouts are bigger issue. Logis sacrifice sidearms, mobility, & base HP in exchange for for 2-3 more equipment (equip) slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equip slots, there is some crazy weirdness with the slot layouts that leads to imbalance. - At standard (STD) tier all logis (with the odd exception of the Amarr (Am) one) have inferior module (mod) slot layouts compared to the STD assault counterparts. - Advanced (ADV) tier logis either get equal or superior mod slot layouts compared to their ADV assault counterparts. - Prototype (PRO) tier logis all gain an extra low slot than their PRO assault counterpart, the caldari one also gains an extra high slot also. Summary: logis underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV, & all OP at PRO.
No reason for the Caldari (Cal) logi only having 2 equip at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for the sacrifice. The STD Cal logi is UP even compared to the other UP STD logis.
There is also the issue of the Am medium slot layouts. 1.8 has Am mediums shifting from hybrid tanking (equal shields & armor) to predominantly having armor; this requires a slot layout change of more low slots for effective armor tanking. Right now the progression of Am mediums is odd, they start with more high slots (2 at militia (MLT) & STD).
Am assault has less mod slots than other assaults. Yes it has a tiny 30 more base HP than the Caldari & Gallente assault, a small advantage already countered by being the slowest assault. It should be noted that the Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; neither should the Am assault since the extra HP is already balanced by the speed loss. This issue makes the Am assault suffer the most from the brick-tanked scout problem, since the Am scout has more mod slots at STD-ADV than the assault, & same mod slot count at PRO; this allows the Am scout to surpass the Am assault in HP, while being faster, having a 2nd equip, stealthier, etc.
[Basic medium frame issues] Give basic frames a purpose, there is 36 STD-PRO basic frames; way too many suits in the game to have be completely useless; useless because they're inferior versions of the specialized suits (ex: assaults, scouts, etc), & they can't even be used as a way to save money since they cost the same as the specialized suits; there is no reason to use a basic frame after unlocking specialization. We should never have 36 items that are worthless. For more on the basic frame issue go here. Basic mediums should be generalized middle-ground between the assault & logi, it would make the assault truly specialized by comparison instead of just being basic frames with bonuses added. It would also give players the ability to test-drive both assault & logi roles before specializing; right now you can test out the assault role with a basic medium, but can't with a logi role with their parent frame. [Solution] Part 1: assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange).
Give all assaults the same number of mod slots.
Equalize the mod slot layouts for assaults & logis of the same race & tier:
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 Part 2: basic medium framesTo fix the aforementioned issue, basic medium frames should have: One more equip for a total of 2. Makes basics generalist between assault & logi.
1 less mod slot than their assault & logi counterparts; Tradeoff for more equip slots.
Basic medium MLT (high/low/equip) Am: 2/2/2 Ga: 1/3/2 Ca: 3/1/2 Min: 2/1/2 Basic medium STD Am: 2/3/2 Ga: 2/3/2 Ca: 3/2/2 Min: 3/2/2 Basic medium ADV Am: 2/4/2 Ga: 2/4/2 Ca: 4/2/2 Min: 3/3/2 Basic medium PRO Am: 3/4/2 Ga: 2/5/2 Ca: 5/2/2 Min: 4/3/2 Obviously PG/CPU should be tweakedBoth assaults & logis have the same mod slot counts: 6 STD, 7 ADV, 8 PRO. Most logis did not get a mod slot nerf in this planRelated suit thread:
|
The-Errorist
SVER True Blood
724
|
Posted - 2014.05.27 09:41:00 -
[131] - Quote
Sir Dukey wrote:KAGEHOSHI Horned Wolf wrote:stuff I propose less slots for ADV and STD, ADV should have 5 total, STD 3, PRO should have 7. (highs and lows) If you want that, then light frames would need a to lose a module slot for medium frames have 2 slots over lights, so that medium frames and especially assaults would be better slayers than scouts. Scout bonuses would also need to be tweaked too.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10963
|
Posted - 2014.05.29 07:57:00 -
[132] - Quote
/me adds more bait
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
714
|
Posted - 2014.05.29 12:31:00 -
[133] - Quote
I won't go into detail about what I think about the medium basic frames except to say I agree that they should have a purpose and a role, and they currently do not.
Re: Assault/Logi changes
The main issue currently on the assault suits I have more familiarity with (Min and Cal) is not so much the amount of slots, but the amount of CPU/PG (well, mainly CPU) they have. An additional slot would help, I guess, in the sense that that fitting mod that usually becomes necessary if you don't want to armour tank a cal assault would feel less of a waste when it was one of eight instead of one of seven slots...
Now, in principle, giving assaults and logis the same amount of slots is a sound idea in many ways.
Making logi suits actually useful at lower tiers, however, would be a fantastic thing.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
The-Errorist
Sver true blood
728
|
Posted - 2014.06.02 13:16:00 -
[134] - Quote
KAGEHOSHI Horned Wolf wrote:/me adds more bait I don't think it's working.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
|
Atiim
Heaven's Lost Property Dirt Nap Squad.
9124
|
Posted - 2014.06.05 00:52:00 -
[135] - Quote
Since bait's not working, lets try a Master Ball.
HvLP Spreadsheet Warrior
Need HeLP in PC? Contact Me In-Game :D
-HAND
|
Grimmiers
575
|
Posted - 2014.06.05 06:21:00 -
[136] - Quote
I really like this idea. What would be even better is if the assault didn't just get a light weapon fitting bonus and a lackluster weapon tweak. Module bonuses that would make assaulting in the suit easier would be a lot easier to understand and notice. The only problem is that there aren't enough unique modules that tweak weapons. There should be damage, rate of fire, cooldown, and reload speed mods that don't all operate in the high slots. |
|
CCP Rattati
C C P C C P Alliance
2119
|
Posted - 2014.06.05 09:35:00 -
[137] - Quote
I am 1328% more likely to read a topic with a lot of numbers if presented clearly in google docs with columns and data structure.
I have my own, which goes like this that allows me to plug in community feedback.
MED LOGI std H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race adv H/L/E/G/LW/SA/HW/PG/CPU/SH/AR role/bonus/racebonuse race pro H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race
MED ASSAULT std H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race adv H/L/E/G/LW/SA/HW/PG/CPU/SH/AR role/bonus/racebonuse race pro H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race
MED BASIC std H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race adv H/L/E/G/LW/SA/HW/PG/CPU/SH/AR role/bonus/racebonuse race pro H/L/E/G/LW/SA/HW/PG/CPU/SH/AR rolebonus/racebonus race
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10993
|
Posted - 2014.06.05 09:53:00 -
[138] - Quote
/me sighs, and tries to figure out how to spreadsheet
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
|
CCP Rattati
C C P C C P Alliance
2123
|
Posted - 2014.06.05 09:59:00 -
[139] - Quote
Am reading your older thoughts on assault rifles in the meantime, that coincide with what I just wrote in that thread
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10993
|
Posted - 2014.06.05 11:53:00 -
[140] - Quote
Spreadsheet here
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
|
|
CCP Rattati
C C P C C P Alliance
2162
|
Posted - 2014.06.05 12:20:00 -
[141] - Quote
superb
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
SirManBoy
Molon Labe. General Tso's Alliance
586
|
Posted - 2014.06.05 23:08:00 -
[142] - Quote
RE: Proposed changes to Caldari Logi
One of two things needs to happen if this change goes through...
1. Shields need to be buffed to allow the Caldari logis to still reach comparable eHP levels.
or
2. The CPU figures for the Caldari logi need a significant increase as to allow them to fit the entire suit without the need for a CPU enhancer.
Currently, you need a CPU enhancer in one of your low slots to give a Caldari logi the ability to fit its equipment and to also achieve a competitive eHP profile. As everyone knows, shields and equipment are extremely CPU intensive. |
Booby Tuesdays
Ahrendee Mercenaries
529
|
Posted - 2014.06.05 23:19:00 -
[143] - Quote
I'm replying to the proposed Logi tiers. Fantastic work on putting this spreadsheet together! I like the idea of tiered progression.
My question is, why add 2 or more slots at the basic level given the current CPU / PG of the basic tier? I guess I don't see how giving them more slots makes the lower tiered suits any more viable than the current suits. Why have the extra slots if you don't have the CPU and PG to fit them? My M-1 Logi suit is already topped out using a combination of basic and advanced gear. I'm not going to nerf my fit just to try and fill all available slots. I absolutely LOVE having fits that take up every single CPU and PG cycle.
EDIT: The issue that always comes up is the amount of CPU / PG. That is the sole reason the slayer logi was, and to a lesser extent still is a thing. Now that Scouts have crazy CPU / PG, more equipment, and can be invisible, they are the new slayers. If we want assaults to be the best slayers, they need the most CPU and PG. |
Cross Atu
OSG Planetary Operations Covert Intervention
2250
|
Posted - 2014.06.05 23:26:00 -
[144] - Quote
KAGEHOSHI Horned Wolf wrote: lots of detailed work
I haven't given this a deep read through yet only a first pass so please forgive me if this has been addressed and I've missed it. Here are my questions, does this proposal address
- The role distortion between racial logi caused by the combined effect of equipment fittings reduction and equipment slot number disparity at pro level?
- Are the slot alterations made with consideration for the baseline stat disparities between logi and assault frames?
- How does the proposal maintain/improve the equilibrium of the risk vs reward baseline (i.e. tactical value and potential earnings being normalized between roles at X SP/ISK investment)
- What steps does the proposal take to improve/protect the viability of support play, especially at higher levels such as PC?
- What is the method used to assess equipment slot value in light of the recent equipment nerfs and racial buff narrowing on logistics suits?
- What, if any, are the specific changes made to reduce the presence of "killer bees" at pro levels rather than apply a generalized frame wide nerf, which will inevitably effect support play as well?
Based on my initial read the above questions have not been thoroughly accounted for. However I reiterate that I may have missed something, especially in light of the ongoing nature of this thread. If I have missed answers to these questions, or there are answers available now, please do direct me too them.
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11000
|
Posted - 2014.06.06 00:52:00 -
[145] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote: lots of detailed work
I haven't given this a deep read through yet only a first pass so please forgive me if this has been addressed and I've missed it. Here are my questions, does this proposal address
- The role distortion between racial logi caused by the combined effect of equipment fittings reduction and equipment slot number disparity at pro level?
- Are the slot alterations made with consideration for the baseline stat disparities between logi and assault frames?
- How does the proposal maintain/improve the equilibrium of the risk vs reward baseline (i.e. tactical value and potential earnings being normalized between roles at X SP/ISK investment)
- What steps does the proposal take to improve/protect the viability of support play, especially at higher levels such as PC?
- What is the method used to assess equipment slot value in light of the recent equipment nerfs and racial buff narrowing on logistics suits?
- What, if any, are the specific changes made to reduce the presence of "killer bees" at pro levels rather than apply a generalized frame wide nerf, which will inevitably effect support play as well?
Based on my initial read the above questions have not been thoroughly accounted for. However I reiterate that I may have missed something, especially in light of the ongoing nature of this thread. If I have missed answers to these questions, or there are answers available now, please do direct me too them. Cheers, Cross Not sure what you mean by the role distortion caused by equipment fitting bonus, and equipment slot disparity, but in my plan the Caldari logi will have 4 equipment slots at prototype just like the Gallente and Minmatar in exchange for having 8 modules instead of 9. The Amarr logi still will only have 3 at proto, but only because it gains a sidearm, though alternatively I suppose the Amarr logi could have 1 less module than other logis in exchange for having its equipment increased to match other racial logis; either way, equipment slots or module slots (but not both as it is now) should be a tradeoff for the sidearm.
Regarding your concerns about improving/protecting support play, in my plan lower tier logis should be more durable which will allow them to do their jobs better without dying, and the Caldari logi gets an equipment slot at both standard and prototype tiers meaning they have more tools for which to support.
Slot alterations are indeed proposed with base stats in mind, I do no want logis to have less module slots than their assault counterparts, I want them to have the same amount of module slots so the assault's base HP can really make a difference.
As for killer-bees, for the most parts I don't want to nerf logis, I want to buff assaults to have module slot counts that match logis at prototype. The assault's higher base HP + equal module slots = assaults can tank slightly more HP than logis, meaning logis will not be the best offensive medium frame. I think that solves the slayer logi issue.
The plan is basically this: Make assaults and logis have the same racially consistent module slot layouts, this will make the assault's higher base HP truly matter, and not lead to slayer logis. The slayer logi issue existed because at prototype, all logis have more modules and can thus tank more HP than their assault counterpart; my plan fixes this. All assaults and logis start with 6 modules standard, 7 modules advanced, and 8 modules prototype (most logis have 8 or less right now anyway).
+1 module slot per tier smooth progression to close the unnecessarily large gap between tiers. The huge gap between medium frame tiers is only present with medium frames; lights and heavies have a sensible +1 module per tier progression. Fixing this would especially benefit lower tier logis which are generally just awful.
The only place this requires extra changes is with the Cal logi: there is no reason for it to start with only 2 equipment at standard, the Amarr one starts with 2 equipment as well but only because it gains a sidearm, so the Cal logi needs a 3rd equipment at standard. Logis generally have 1 more module slot at prototype than their assault counterparts, but the Cal logi gets +2 module slots (9 modules total) at prototype, but does not gain a 4th equipment slot; while this tradeoff is arguably fair, it allows a Caldari logi to tank more HP than a Cal assault, even with my plan to buff assault module slots to 8, and the slayer logi issue would continue. In light of this, I propose reducing prototype Cal logi modules from 9 to 8, and in exchange giving them a 4th equipment.
Make basic medium frames have the same module slot and layout as the proposed assaults and logis, but -1; in exchange, basic mediums should get a 2nd equipment slot. This makes the basic medium have a purpose beyond a crappier assault that quickly becomes obsolete once you unlock a real assault. This also makes the basic mediums a flexible generalist role between assaults and logis; lets you try out both the assault slayer role, and the logi support roles before specializing. Currently you can test out the role of an assault with a basic medium, but there is no way to really test drive the role of a logi, and that's unfair considering the basic medium is the parent frame of both.
Hopefully that should answer some of your concerns.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11000
|
Posted - 2014.06.06 00:55:00 -
[146] - Quote
Booby Tuesdays wrote:I'm replying to the proposed Logi tiers. Fantastic work on putting this spreadsheet together! I like the idea of tiered progression.
My question is, why add 2 or more slots at the basic level given the current CPU / PG of the basic tier? I guess I don't see how giving them more slots makes the lower tiered suits any more viable than the current suits. Why have the extra slots if you don't have the CPU and PG to fit them? My M-1 Logi suit is already topped out using a combination of basic and advanced gear. I'm not going to nerf my fit just to try and fill all available slots. I absolutely LOVE having fits that take up every single CPU and PG cycle.
EDIT: The issue that always comes up is the amount of CPU / PG. That is the sole reason the slayer logi was, and to a lesser extent still is a thing. Now that Scouts have crazy CPU / PG, more equipment, and can be invisible, they are the new slayers. If we want assaults to be the best slayers, they need the most CPU and PG. I do state in both the original post, and in the spreadsheet that PG/CPU would have to be changed as well to accommodate slot additions.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
SirManBoy
Molon Labe. General Tso's Alliance
586
|
Posted - 2014.06.06 01:04:00 -
[147] - Quote
I want to commend everyone in this conversation who sees this issue as one of assaults needing a buff as opposed to logis needing a nerf. The medium frame class needs to be strong, collectively.
Assaults and logis are in this together and I'm happy to see that sentiment dominate this discussion. |
Cross Atu
OSG Planetary Operations Covert Intervention
2258
|
Posted - 2014.06.06 01:27:00 -
[148] - Quote
KAGEHOSHI Horned Wolf wrote: Not sure what you mean by the role distortion caused by equipment fitting bonus, and equipment slot disparity, but in my plan the Caldari logi will have 4 equipment slots at prototype just like the Gallente and Minmatar in exchange for having 8 modules instead of 9. The Amarr logi still will only have 3 at proto, but only because it gains a sidearm, though alternatively I suppose the Amarr logi could have 1 less module than other logis in exchange for having its equipment increased to match other racial logis; either way, equipment slots or module slots (but not both as it is now) should be a tradeoff for the sidearm.
Regarding your concerns about improving/protecting support play, in my plan lower tier logis should be more durable which will allow them to do their jobs better without dying, and the Caldari logi gets an equipment slot at both standard and prototype tiers meaning they have more tools for which to support.
Slot alterations are indeed proposed with base stats in mind, I do no want logis to have less module slots than their assault counterparts, I want them to have the same amount of module slots so the assault's base HP can really make a difference.
As for killer-bees, for the most parts I don't want to nerf logis, I want to buff assaults to have module slot counts that match logis at prototype. The assault's higher base HP + equal module slots = assaults can tank slightly more HP than logis, meaning logis will not be the best offensive medium frame. I think that solves the slayer logi issue.
The plan is basically this:
Make assaults and logis have the same racially consistent module slot layouts, this will make the assault's higher base HP truly matter, and not lead to slayer logis. The slayer logi issue existed because at prototype, all logis have more modules and can thus tank more HP than their assault counterpart; my plan fixes this. All assaults and logis start with 6 modules standard, 7 modules advanced, and 8 modules prototype (most logis have 8 or less right now anyway).
+1 module slot per tier smooth progression to close the unnecessarily large gap between tiers. The huge gap between medium frame tiers is only present with medium frames; lights and heavies have a sensible +1 module per tier progression. Fixing this would especially benefit lower tier logis which are generally just awful.
The only place this requires extra changes is with the Cal logi: there is no reason for it to start with only 2 equipment at standard, the Amarr one starts with 2 equipment as well but only because it gains a sidearm, so the Cal logi needs a 3rd equipment at standard. Logis generally have 1 more module slot at prototype than their assault counterparts, but the Cal logi gets +2 module slots (9 modules total) at prototype, but does not gain a 4th equipment slot; while this tradeoff is arguably fair, it allows a Caldari logi to tank more HP than a Cal assault, even with my plan to buff assault module slots to 8, and the slayer logi issue would continue. In light of this, I propose reducing prototype Cal logi modules from 9 to 8, and in exchange giving them a 4th equipment.
Make basic medium frames have the same module slot and layout as the proposed assaults and logis, but -1; in exchange, basic mediums should get a 2nd equipment slot. This makes the basic medium have a purpose beyond a crappier assault that quickly becomes obsolete once you unlock a real assault. This also makes the basic mediums a flexible generalist role between assaults and logis; lets you try out both the assault slayer role, and the logi support roles before specializing. Currently you can test out the role of an assault with a basic medium, but there is no way to really test drive the role of a logi, and that's unfair considering the basic medium is the parent frame of both.
Hopefully that should answer some of your concerns. That does indeed address most of my prior questions/concerns. There remains the issue of viable support play in general but that is not within the scope of this proposal as it pertains more fully to other things such as the relative value of equipment on the battlefield.
I would be tempted however to tweak a couple of aspects to hone in on the goal. To save on space I'm going to provide two links rather than quote First link Second link The TL;DR being - Bring logi base stats up to assault levels as assaults gain slots to match logi, then give assaults bonuses that add more 'gank' to their options as a counterbalance to the logi equipment slots. This keeps both Med specializations combat viable while making the assault always be the better slayer when comparing mirrored fits/specs.
Thanks for the response and looking forward to your further thoughts here
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11001
|
Posted - 2014.06.06 01:37:00 -
[149] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote: Not sure what you mean by the role distortion caused by equipment fitting bonus, and equipment slot disparity, but in my plan the Caldari logi will have 4 equipment slots at prototype just like the Gallente and Minmatar in exchange for having 8 modules instead of 9. The Amarr logi still will only have 3 at proto, but only because it gains a sidearm, though alternatively I suppose the Amarr logi could have 1 less module than other logis in exchange for having its equipment increased to match other racial logis; either way, equipment slots or module slots (but not both as it is now) should be a tradeoff for the sidearm.
Regarding your concerns about improving/protecting support play, in my plan lower tier logis should be more durable which will allow them to do their jobs better without dying, and the Caldari logi gets an equipment slot at both standard and prototype tiers meaning they have more tools for which to support.
Slot alterations are indeed proposed with base stats in mind, I do no want logis to have less module slots than their assault counterparts, I want them to have the same amount of module slots so the assault's base HP can really make a difference.
As for killer-bees, for the most parts I don't want to nerf logis, I want to buff assaults to have module slot counts that match logis at prototype. The assault's higher base HP + equal module slots = assaults can tank slightly more HP than logis, meaning logis will not be the best offensive medium frame. I think that solves the slayer logi issue.
The plan is basically this:
Make assaults and logis have the same racially consistent module slot layouts, this will make the assault's higher base HP truly matter, and not lead to slayer logis. The slayer logi issue existed because at prototype, all logis have more modules and can thus tank more HP than their assault counterpart; my plan fixes this. All assaults and logis start with 6 modules standard, 7 modules advanced, and 8 modules prototype (most logis have 8 or less right now anyway).
+1 module slot per tier smooth progression to close the unnecessarily large gap between tiers. The huge gap between medium frame tiers is only present with medium frames; lights and heavies have a sensible +1 module per tier progression. Fixing this would especially benefit lower tier logis which are generally just awful.
The only place this requires extra changes is with the Cal logi: there is no reason for it to start with only 2 equipment at standard, the Amarr one starts with 2 equipment as well but only because it gains a sidearm, so the Cal logi needs a 3rd equipment at standard. Logis generally have 1 more module slot at prototype than their assault counterparts, but the Cal logi gets +2 module slots (9 modules total) at prototype, but does not gain a 4th equipment slot; while this tradeoff is arguably fair, it allows a Caldari logi to tank more HP than a Cal assault, even with my plan to buff assault module slots to 8, and the slayer logi issue would continue. In light of this, I propose reducing prototype Cal logi modules from 9 to 8, and in exchange giving them a 4th equipment.
Make basic medium frames have the same module slot and layout as the proposed assaults and logis, but -1; in exchange, basic mediums should get a 2nd equipment slot. This makes the basic medium have a purpose beyond a crappier assault that quickly becomes obsolete once you unlock a real assault. This also makes the basic mediums a flexible generalist role between assaults and logis; lets you try out both the assault slayer role, and the logi support roles before specializing. Currently you can test out the role of an assault with a basic medium, but there is no way to really test drive the role of a logi, and that's unfair considering the basic medium is the parent frame of both.
Hopefully that should answer some of your concerns. That does indeed address most of my prior questions/concerns. There remains the issue of viable support play in general but that is not within the scope of this proposal as it pertains more fully to other things such as the relative value of equipment on the battlefield. I would be tempted however to tweak a couple of aspects to hone in on the goal. To save on space I'm going to provide two links rather than quote First linkSecond linkThe TL;DR being - Bring logi base stats up to assault levels as assaults gain slots to match logi, then give assaults bonuses that add more 'gank' to their options as a counterbalance to the logi equipment slots. This keeps both Med specializations combat viable while making the assault always be the better slayer when comparing mirrored fits/specs. Thanks for the response and looking forward to your further thoughts here Cheers, Cross I would be fine with logis having the same base stats if assaults have bonuses to damage, me and Aero Yassavi discussed it in his thread about differentiating assaults and commandos, and with my input her came up with this:
Aero Yassavi wrote:Premise Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level Minmatar Assault: 5% increased magazine size to projectile weaponry per level *adjusted based on Kagehoshi's feedback
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Cross Atu
OSG Planetary Operations Covert Intervention
2258
|
Posted - 2014.06.06 01:39:00 -
[150] - Quote
KAGEHOSHI Horned Wolf wrote:I would be fine with logis having the same base stats if assaults have bonuses to damage, me and Aero Yassavi discussed it in his thread about differentiating assaults and commandos, and with my input her came up with this: Aero Yassavi wrote:Premise Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level Minmatar Assault: 5% increased magazine size to projectile weaponry per level *adjusted based on Kagehoshi's feedback
I'm no math wizard but that's looking pretty good to me as a foundation
Cross Atu for CPM1- An emergent candidate
|
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |