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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
511
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Posted - 2014.06.23 21:22:00 -
[31] - Quote
TunRa wrote:Sole Fenychs wrote:Atiim wrote:Sole Fenychs wrote:CCP Rattati wrote:sounds good, on the list you go Can you maybe think about making it a semi-Logi, not just a healbot? Two equipment slots would be a good introduction to the Logi role. Currently, the only introduction to Logi is skilling into the basic light frame (for two equipment slots) and saving your SP until you can get actual Logi suits. On that note, it's huge fun to play a Minmatar Basic Light healbot. I can murder people and keep my team alive while outrunning most enemies, even if I would prefer to have some of that Logi repair bonus. So basically, a Militia Logistics unit? I was thinking that CCP only wants basic suits for the starter fits. Logi suit implies associated specialization bonuses. Actually, I'd like to see Basic medium suits with a second equipment slot. It would be the exact midway point between Assault (-1 eq) and Logi, (+1 eq) which makes sense for a suit that is a requirement for both. This would allow for an easy entry into the Logi role without a dedicated militia Logi suit. I know that it won't happen, though. Especially because the same logic can't be used for the Basic Heavy - You can't combine Commando and Sentinel characteristics without breaking something. With any alt you have enough SP to spec straight into logi suits. That's beside the point and requires a player to know how to skill. Basic suits are what new players use because they don't know better. So it's perfectly sensible to make them introductory for *both* roles. |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
44
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Posted - 2014.06.24 02:31:00 -
[32] - Quote
I think that medics should be militia logis, carriying 2 slots for both rep and nanite. , if that were to happen, id like to see the other 2 roles have a change. All for roles for each race are militia assault dropsuits. Keep the assault one for frontline, make the medic a logi, sniper a scout, and anti armor a heavy/ assault. What does any one think?
SPAWN.KILL.DIE.RESPAWN.
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Malkai Inos
Any Given Day
1440
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Posted - 2014.06.24 03:37:00 -
[33] - Quote
MINA Longstrike wrote:Atiim wrote:Malkai Inos wrote:Basing it on actual HP (as in flat HP count) healed might disincentivice using it on scouts and shield tanks in general. Not sure that's such a good idea. BTW: Cross Atu needs to know about this. Not basing it on total HP may seem good when used with shield tankers and Scouts, but we'd run into the same problem as you'd still be punished for reviving Armored Medium Frames and Heavies. There are reasons to base it on hp healed - currently you get more wp for reviving a person and replying them up, you get almost no wp for repping scouts but huge wp for repping heavies. In an ideal system you should get wp as though you had repped the target for that much hp - 30% + 60pts for revival (so 80% injector gives triage points as though you repped for 50% of hp) *or* wp = to injector tier, whichever is higher. 100% injector = base pick up value + triage worth 70% hp, or say 100 wp, whichever is *higher*. "Doesn't this mean you'd get like 500wp for picking up a plated gal sent gk.0? That's too high" a logi would have earned that wp anyways by repping the gk.0. It just expedites the process and makes it worth say squads running the best injectors possible. It also teaches people to terminate enemy clones so they don't get obs dropped by the logi with a 100% tool that picked up a proto squad. The problem is that all shield tanks become second class citizens when it comes to needles. Reppers are specifically armor based so it's fine that they work best on armor. Needles are not. Until WP gain accounts for shield jump-starting aswell, potential gain would be far too imbalanced.
Remember that hybrid tanking and brick tanked scouts are two particular things hotfix alpha has just tried to fix. Both would be encouraged in such a system.
I also contest the notion that needles need to give roughly the WP repping the respective HP would provide. Repping is a continued process that reduces your DPS to zero and puts a large "primary me!" beam between you and the target. If either one of you dies or just cuts a corner, WP gain stops immediately. Then you're either without a target or weapon out or he is without reps (i.e. pretty much dead).
A needle is near instant, reliable WP and a good one can make the difference between and instant re-kill or further potential gains because you just kept someone alive for long enough to give reps to. This alone should be worth enough to justify losing some potential rep WP.
Lastly. WP given should generally represent a just compensation for the risk and tactical value of the action which is why we are having this discussion in the first place! I'd argue that rezzing a full PRO Cal heavy is a much more tactially sound action than stabbing the STD gal heavy right besides him and should therefore be rewarded accordingly. Yet basing it on armor HP healed would encourage the opposite. We'd get from one problem with needles encouraging stupid behavior to another problem encouraging arguably worse behavior.
Re: Clone termination. I agree that's something that should be encouraged and thus rewarded, probably based on the suits tier even. Contrary to this completely pointless and gamey head-shot bonus, that is actually something that makes a huge amount of sense.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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