|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ALPHA DECRIPTER
Dragon-Empire
903
|
Posted - 2014.04.09 18:26:00 -
[1] - Quote
A few potential issues.
The person with a hive would never run out of ammo. That being the case, only sentinels and scouts would be without one. Do you really want grenade spam to pop up again? The only reason contact grenades aren't used is because you only get one. A commando sniper would never die as if he takes any dmg he would just activate his compact hive, rep up, then back to his rifle. The reptool would only be used to rep vehicles and instillations simply because to players with triage hives can rep more players at once and still remain effective. Scouts place uplinks in tactical areas then move on, we can't stand being surrounded by other allies as they give away our position. If a scout goes RE+Hive he would have no need for actual weapons!
Equipment is made deployable to limit it's usefulness. Supply depots are primarily meant to allow you to re-up your deployables. If we go with your idea, are you willing to deal with these issues that will come with it?
Scout Tactician
Dance puppets, DANCE!
|
ALPHA DECRIPTER
Dragon-Empire
906
|
Posted - 2014.04.10 17:17:00 -
[2] - Quote
ADAM-OF-EVE wrote: does a rep tool heal the user... no so then there is a president not to let hives repair or supply the user. we have snipers sitting in the redline with ammo and uplink spam for themselves. how is making them actively use their equipment instead of spamming it not better. besides they wouldn't be able to do it if they couldn't supply themselves. they would have to work with the team to ensure they can get supplies.
as for it never running out, why can't it need a charge up similar to the cloak. you turn it on and it pulses out delivering ammo.you use it and it depletes over time. turning it off recharges the device. using it for too long and it will deplete and need a 50% charge to reactivate
grenade spam is already an issue. having 1 person stop killing to bring out a hive or having 10 people throwing down hives throwing hundreds of grenades and killing at the same time. i know which i prefer.
Interesting. If the Hive no longer effects the user then that's one problem out of the way. As far as cooldown I would rather it work more like the scanner (pre set cooldown time). The Cal-Logi can get a bonus to the cooldown.
When flanking behind the enemy I take the long way as to reduce the chances of me getting spotted. I also place an uplink before I reach my destination as a sort of checkpoint. Just incase I fail. The changes to the uplink will make sneak attacks so much more difficult for me. (I'm not blind to the potential pros though)
I've been seeing more and more snipers actually sniping out of the redline. This change will push them back into the redline as sniper rifles don't have a lot of ammo and they will have to resupply quite often.
TBH I like the idea but I just want to make sure that the pros out weigh the cons. We want to make the game better, not worse, right?
Scout Tactician
Dance puppets, DANCE!
|
ALPHA DECRIPTER
Dragon-Empire
907
|
Posted - 2014.04.10 18:26:00 -
[3] - Quote
ADAM-OF-EVE wrote:just some of the issues I believe we have regarding equipment
1) expensive when you carry 3-4 2)equipment spam taking away the job off logi's 3)equipment deployed in an area just for the battle to move on making the cal logi for instance pointless once he deploys all his stuff 4)redline/tower sniping with their own supplies and out of reach of other friendly logis to supply them 5) camping - cal logi can drop i believe about 300hps of hives over a large area or how do you clean out a hard to reach area when an amarr logi has gone to work spamming it. not to mention the squad members dropping the equipment also 6) WP farming - dropping hives at a resupply just for wp farming purposes. 7) uplinks inside walls or hard to reach places. dont know how they do it but it happens 8) allows people to solo - why roam with a logi when you can carry a triage hive repairing and supplying yourself
and there are probably more i can't think off.
if the deployable equipment was active all these issues would disappear
True. I would be a fool to deny this. It is also why I like the idea. As you know, everytime something in DUST changes there are new issues and FOTMs. I just want to make sure we are able to minimize the issues before hand, that's all.
A scientist proves his theory right by doing his/her best to prove it wrong.
Scout Tactician
Dance puppets, DANCE!
|
ALPHA DECRIPTER
Dragon-Empire
907
|
Posted - 2014.04.11 07:20:00 -
[4] - Quote
John Demonsbane wrote: Sorry man, but # 2 sounds exhausting!
As to your earlier numbered list, those are all issues but I don't know that radically changing the fundamental properties of the equipment is the correct solution to them. I think more specific and nuanced solutions to each is more appropriate, personally.
When you think about it, I think that's the point. If the logi is spending all of his time tending to his allies then he has no time to be a slayer.
@ADAM I didn't like the uplink change idea simply because I liked to be solo. I suppose if you really wanna focus on teamwork then it's ok. Especially when you think about the fact that uplinks are actually considered Logi (Amarr) equipment.
Question. You think RE use is gonna go up with these changes? Assaults/commandos will have no real need for an uplink as they can't really afford to be without weapon use long enough for his allies to show up. Hives not working on the user means they will also be less common.
Scout Tactician
Dance puppets, DANCE!
|
ALPHA DECRIPTER
Dragon-Empire
907
|
Posted - 2014.04.11 17:27:00 -
[5] - Quote
ADAM-OF-EVE wrote:ok then how about this as a compromise.
active equipment as i stated but with 2 distinct types.
Version 1 = like i stated for team use but doesn't in anyway benefit the user besides wp earned. this would have a large field of use and never run out except for the drain/charge mechanic
Version 2 = solo versions. these would be limited charges and would run out after so many uses. these would be only of use to the user such as:
a) solo uplink - 1B/2A/3P uses. user can deploy this uplink for the use of him/herself to get back into battle. it will deplete once it reaches maximum respawns by yourself. behaves like the current uplinks but would only be visible to you as a blue and the enemy
b) solo nanohive - used like the active version i stated. this will only fill the users ammo. to remain unseen by the enemy this is a low power device which will not show on radar. it will replenish the users ammo/hp by half of its logistics counterparts speed and rate. it will have 1B/2A/3P charges per device.
players who use these devices can recharge them from logistics nano hives that way it keeps the logistics busy when his own hive isn't really needed
this will allow solo to do so but at a diminished capacity while still preventing the majority of spam and keeps the logis role active
I'll have to make some new fits to accommodate the changes (not really a bad thing lol) but I'm content with this.
Btw, thanks for not raging over all the feedback
Scout Tactician
Dance puppets, DANCE!
|
|
|
|