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Aeon Amadi
Edimmu Warfighters Gallente Federation
6195
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Posted - 2014.07.09 21:25:00 -
[1] - Quote
CCP Rattati wrote:Malkai Inos wrote:The Nanite Injector WP scaling is great news. Is there any possibility of squeezing in tier based scaling for repair tools aswell? While to a lesser extent, they have the exact same problem of higher tiers being a clear downgrade in purely economic terms. Also, regarding OMS. Could you elaborate on why you believe further reducing the number of game modes, Pilots and AV infantry can participate in with their preferred playstyle, is necessary? Let me use a loaded question to articulate my concern: Would you say that non-AV capable infantry players require/deserve a vehicle free game mode for the sake of it, or is this decision purely driven by current balance issues and thus a (theoretically) temporary concession? Every single FPS game that I have played has a vehicle free TDM. I see no reason why DUST 514 should not have it. I am fine with vehicles moving to Dom and Skirm because they are objective based.
Sure, but most FPS games don't have a long-term skill investment into those vehicles. Trust me when I say that I don't like where vehicles are at without them having a clear cut significant role to play on the battlefield beyond just slaying (which most infantry already do), but I was against taking them out of Ambush and now that we're taking them out of Ambush OMS... I'm starting to wonder where this is going to end. Don't remove them from the game-mode JUST BECAUSE every other game has a vehicle-free game mode, in fact, I'd argue that that's the -LAST- reason you should have to remove them from a game mode.
It's important to understand that, even if it's over-powered as hell, it's still in the game and people are still choosing this as their play-style. By removing that play-style from certain game modes, you're effectively punishing the player for making that choice and limiting their options. My primary question is -WHY- are we removing them from the game modes? Because they're powerful? Of course they are, that's how they were designed. They were designed without any role to play -OTHER- than slaying and moving people around.
Let me don the tin foil for a second and be clear of what I'm trying to illustrate, in order of the timeline of events:
Black Ops HAVs were removed because they were in a weird place.
Marauder HAVs were removed because they were too powerful.
Scout LAVs, Logistics LAVs, Logistics Dropships, and Enforcer HAVs were removed because they were in a weird place.
Removed all of the variants of turrets (stabilized, etc) and completely overhauled the modules.
Removed vehicles from Ambush.
Now we're removing vehicles from Ambush OMS.
I get that they're unbalanced, I get that they're a pressure point, but if you ask me, I think these changes are being made because vehicles were designed poorly from the get go. Maybe I'm wrong, and I'm fully willing to accept that possibility, but it's starting to look like that poor design isn't being evaluated correctly and the slippery slope of trying to deal with them is taking effect.
What functional role can vehicles perform that infantry can't? Why should they perform that role? What are the ways that they can be designed to perform that role? What are the ways we can consider that doesn't make that role over-powered?
That's all I got to say on that. Will post my other thoughts on the hotfix in a separate post.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6196
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Posted - 2014.07.09 21:41:00 -
[2] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie
-SNIP SNIP SNIP-
Any consideration to changing some of the more redundant bonuses..? I still can't make much use out of a dispersion reduction on blaster weaponry when it only applies to Shotguns (which are better on scouts) and Assault Rifles. Commando still remains the more preferred alternative.
Love the WP changes on the injectors. Any consideration on improving Repair Tool use toward Installations/Vehicles next?
Need numbers on LP Payout information before I can comment further.
Love that you guys are starting to look at unfair fall damage, been one of my pressure points since closed beta, what without the ability to hit the inertia dampeners on falls that would harm you...
Other than that, I like everything else that I saw or it just wasn't enough of a change to comment on.
CCP Rattati wrote: I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis.
Other than slowing them down. My Minmatar Logi already has problems keeping up with other suits to repair them and I have to rely on a Flux Repair Tool due to the additional range to compensate. I can understand the plausibility of parring off the slots, I can understand the reasoning of consistency for removing the Amarr Logi's sidearm (although I'm on the fence about it), but I can't understand the reasoning for slowing them down even further.
IMO, implement the Assault changes in Hotfix Charlie... Implement the Logistics changes in Hotfix Delta as necessary. Buffing one and nerfing the other is, and always has been, a poor way to achieve balance in an attempt to save time. We've already established that we're going to do as many hotfixes as it takes to restore morale, so what harm is there in holding off for a bit to see the effects from one set of changes?
Dragonmeballs wrote: Logis out number assaults....no wonder! Ratamaq is absolutely correct!
I suspect that the suit counts rank like this: Scout>Heavy>Logi>Assault. Logi suits outnumber Assault suits because the Assault suit lost its luster not because the Logi suit is superior.
Market data on Dust.Thang.Dk has shown that the Logistics suit has -always- been preferable to the Assault suit. It's not something new and it's generally been the case that the Logistics -was- more versatile than the Assault suit because of fitting capability, despite the Assault being designed to be the 'versatile' dropsuit in 1.7/1.8
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6196
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Posted - 2014.07.09 21:45:00 -
[3] - Quote
In my opinion vehicles should never have been in Ambush. Simple. It's not because they are unbalanced or other reasons. I would be happy to have a vehicle only mode but that's never going to happen, due to how vehicles are brought into the game, and optimization problems. I just don't think vehicles are entitled to be in every mode. We would only be punishing vehicles if they were banned from all game modes.[/quote]
Just the game-mode that they perform their slayer role best at, right?
Sarcasm aside, just be careful. I understand the need for a vehicle-free game mode - hell, I enjoy it, myself - but it's starting to look very very bad for vehicle users and has been for some time. I think that's going to progress until we sit down and think about how vehicles impact the battlefield as a whole.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6224
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Posted - 2014.07.10 18:40:00 -
[4] - Quote
CCP Rattati wrote:
I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
So, if the Amarr Logi has a sidearm it's an inconsistency and doesn't need to be unique among the flock like Grenade Commandos or what have you...
...but it's totally cool if the Caldari Logi has a sidearm.
That's racist.
In all seriousness though, why go through this big hoopla to convince the community that removal of the sidearm on the Amarr Logi is necessary and all that jazz just to turn around and go against that very same logic in favor of the Caldari Logistics? I mean, if you're wanting to convince people that CCP isn't showing favoritism toward Caldari you're doing a terrible job
Okay, okay, I'm sorry - I'll try not to be so sarcastic anymore, but you make it really difficult.
...but seriously, you really need to stick to one train of thought.... or at the very least, not post it in the same thread that you suggested taking the sidearm away from one of the other logistics. Disappointed in you now, Rattati
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6224
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Posted - 2014.07.10 18:46:00 -
[5] - Quote
Mobius Wyvern wrote:Aeon Amadi wrote:CCP Rattati wrote:
I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
So, if the Amarr Logi has a sidearm it's an inconsistency and doesn't need to be unique among the flock like Grenade Commandos or what have you... ...but it's totally cool if the Caldari Logi has a sidearm. That's racist. In all seriousness though, why go through this big hoopla to convince the community that removal of the sidearm on the Amarr Logi is necessary and all that jazz just to turn around and go against that very same logic in favor of the Caldari Logistics? I mean, if you're wanting to convince people that CCP isn't showing favoritism toward Caldari you're doing a terrible job Okay, okay, I'm sorry - I'll try not to be so sarcastic anymore, but you make it really difficult. ...but seriously, you really need to stick to one train of thought.... or at the very least, not post it in the same thread that you suggested taking the sidearm away from one of the other logistics. Disappointed in you now, Rattati EVE: Nerf everything and buff Minmatar Dust 514: Nerf everything and buff Caldari I kid, I kid.
Yeah, I know, it's too easy to joke about, but it really does make a vein twitch when that post was the first thing I read after waking up considering the huge amount of [redacted] that got stirred up last night upon the announcement that we were even -considering- removal of the sidearm on the A-Logi.
Makes me wonder what the real reason for removing the sidearm on the A-Logi is in the first place if it isn't to have consistency among the Logistics, but I might be tin-foiling.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6225
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Posted - 2014.07.10 19:05:00 -
[6] - Quote
ratamaq doc wrote:
I do think giving the Cal Logi a side arm and removing a slot in return is a Great idea. That would make since for the current gap of a type II playstyle that the community has proven time and time again they enjoy, and only 1 suit that fills the role.
Buuuuuuut we already have a suit that does that. It's teh A-Logi!
I dunno, maybe I'm missing something. Like, having a Logistics with a sidearm isn't something new - I don't understand why the Cal Logi is a much more perfect contender when it's already one of the more powerful Logi's in the game and has been for some time. Saying that it would make sense for the current gap of a Type-II playstyle... When we already have a suit that has that... I dunno, just seems like a flawed argument.
I can't understand why we're saying that having a sidearm is this giant pipe wrench in balance (and I even agreed!) and then turn around and pretend it wouldn't be a problem on the Cal Logi.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6226
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Posted - 2014.07.10 19:40:00 -
[7] - Quote
ratamaq doc wrote:Aeon Amadi wrote:ratamaq doc wrote:
I do think giving the Cal Logi a side arm and removing a slot in return is a Great idea. That would make since for the current gap of a type II playstyle that the community has proven time and time again they enjoy, and only 1 suit that fills the role.
Buuuuuuut we already have a suit that does that. It's teh A-Logi! I dunno, maybe I'm missing something. Like, having a Logistics with a sidearm isn't something new - I don't understand why the Cal Logi is a much more perfect contender when it's already one of the more powerful Logi's in the game and has been for some time. Saying that it would make sense for the current gap of a Type-II playstyle... When we already have a suit that has that... I dunno, just seems like a flawed argument. I can't understand why we're saying that having a sidearm is this giant pipe wrench in balance (and I even agreed!) and then turn around and pretend it wouldn't be a problem on the Cal Logi. No, No. Don't misunderstand. You'd have to look back over several pages of argument (discussion) to get the full picture. We are NOT saying remove the sidearm from the A-Logi. A quick summary to catch you up. Ratti said he was taking the A-Logi sidearm away. Community LOST their minds (at least I did) Community pointed out that the Amarr bonus sucks compared to the Active bonuses of the Min (repper) and Gal (Scanner) and that in order to utilize the Amarr bonus (links) the Amarr needed to be a reasonable fighter. (There were plenty of other arguments, but this is what spawned the Cal Logi discussion) Then it was pointed out that the Cal Logi also had a passive logi bonus (hives) thus a similar logi style to the Amarr, thus should actually get a sidearm. Logi Community agrees And there was much rejoicing!
Ah, okay, I see now...
Although, I think this is a pretty big cog in the overall balance of things at the expense of just having the Cal/Amarr Logi bonus apply after death but not with a suit change. So if you die, the bonus isn't lost, but if you change suits after death or at a supply depot, it would be.
It makes sense that Logistics would -NOT- have sidearms as a means of encouraging them to actually Logi instead of Slay, giving them the opportunity to do so as a means of circumventing doing things correctly is the problem we've always had with Dust 514 and I think we should go the extra mile to make sure it is, in fact, done correctly.
The bonuses applying to passive equipment (DU and Nanohive) is more reason, to me, NOT to give them a sidearm in the first place because once you drop the stuff there's no further reason to continue playing the Support Role unless you really like using those other equipment pieces. I just don't see much popularity in running all DU or all Nanohive fits. My concern is that players will drop their passive equipment and reap the benefits while slaying.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6226
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Posted - 2014.07.10 19:47:00 -
[8] - Quote
Regis Blackbird wrote:Sgt Kirk wrote:ratamaq doc wrote:Aeon Amadi wrote:ratamaq doc wrote:
I do think giving the Cal Logi a side arm and removing a slot in return is a Great idea. That would make since for the current gap of a type II playstyle that the community has proven time and time again they enjoy, and only 1 suit that fills the role.
Buuuuuuut we already have a suit that does that. It's teh A-Logi! I dunno, maybe I'm missing something. Like, having a Logistics with a sidearm isn't something new - I don't understand why the Cal Logi is a much more perfect contender when it's already one of the more powerful Logi's in the game and has been for some time. Saying that it would make sense for the current gap of a Type-II playstyle... When we already have a suit that has that... I dunno, just seems like a flawed argument. I can't understand why we're saying that having a sidearm is this giant pipe wrench in balance (and I even agreed!) and then turn around and pretend it wouldn't be a problem on the Cal Logi. No, No. Don't misunderstand. You'd have to look back over several pages of argument (discussion) to get the full picture. We are NOT saying remove the sidearm from the A-Logi. A quick summary to catch you up. Ratti said he was taking the A-Logi sidearm away. Community LOST their minds (at least I did) Community pointed out that the Amarr bonus sucks compared to the Active bonuses of the Min (repper) and Gal (Scanner) and that in order to utilize the Amarr bonus (links) the Amarr needed to be a reasonable fighter. (There were plenty of other arguments, but this is what spawned the Cal Logi discussion) Then it was pointed out that the Cal Logi also had a passive logi bonus (hives) thus a similar logi style to the Amarr, thus should actually get a sidearm. Logi Community agrees And there was much rejoicing! But...Cal Logi still doesn't need a sidearm... Please explain to me how the Caldari Logi gets stronger by removing one high slot of the currently five he have at proto level (+plus the removal of an equipment slot I guess), and adding a sidearm? I for one support the idea. zDub 303 made a very convincing argument.
Right, but this is an argument that could just as easily be solved if we had cross-racial bonuses on the Logis, opening up more avenues of play.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6230
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Posted - 2014.07.10 20:31:00 -
[9] - Quote
ratamaq doc wrote:
I think the point here that you're fighting against is the very point we are fighting for. Tell me this. Why would I chose to Cal or Amr over Min if I'm going to spend most of my time with a repair tool in my hand? Or over Gal if I'm looking to scan. The Hive and Link bonus, even if it was working as intended, isn't that great compared to the Active bonuses of the Gal and Min.
Sure, but you could make that argument about other suits as well. Why should I use the Gallente Logi, even with it's active bonus, when the Scouts are so much more effective at the job? We're taking measures to change that, sure, but it's not exactly like people are flocking to the Gallente Logi right now.
And, again, cross-racial bonuses would help immensely with this. Amarr Logi with specialized bonuses to Drop Uplinks with a secondary bonus to Repair Tools would just make sense since they are Armor tankers, same could be said about the Gallente Logi as well. Gallente Logi only has the bonus to the Active Scanners and even if they are Active, what am I doing when I'm not using the one scanner? Can I have a sidearm on my Gallente Logistics as well..?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6235
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Posted - 2014.07.10 23:04:00 -
[10] - Quote
ratamaq doc wrote:Aeon Amadi wrote:ratamaq doc wrote:
I think the point here that you're fighting against is the very point we are fighting for. Tell me this. Why would I chose to Cal or Amr over Min if I'm going to spend most of my time with a repair tool in my hand? Or over Gal if I'm looking to scan. The Hive and Link bonus, even if it was working as intended, isn't that great compared to the Active bonuses of the Gal and Min.
Sure, but you could make that argument about other suits as well. Why should I use the Gallente Logi, even with it's active bonus, when the Scouts are so much more effective at the job? We're taking measures to change that, sure, but it's not exactly like people are flocking to the Gallente Logi right now. And, again, cross-racial bonuses would help immensely with this. Amarr Logi with specialized bonuses to Drop Uplinks with a secondary bonus to Repair Tools would just make sense since they are Armor tankers, same could be said about the Gallente Logi as well. Gallente Logi only has the bonus to the Active Scanners and even if they are Active, what am I doing when I'm not using the one scanner? Can I have a sidearm on my Gallente Logistics as well..? My Gal Logis carry multiple scanners 0.o. I think the point to keep in mind here is that your argument to make Assaults better by discouraging the Slayer Logi is flawed. The Slayer Logi exist because the Assault bonus suck. The combat medic/engineer has a place, and that place shouldn't be undermine because the Assaults in there current setup do not. Indulge me for a moment and answer this like a CPM Candidate question. What bonus would you give to the Assault classes to make them more attractive without taking away from the other roles?
The argument was never about making Assaults better by discouraging Slayer Logis, don't misconstrue my argument, please. My argument was to prevent Slayer Logis from being better than Assaults as they generally have been since Uprising was released.
The Slayer Logi doesn't/didn't exist because the Assault bonus sucks, the Slayer Logi existed/exists because it has always been better than the Assault due to the fitting capabilities and bonuses. Logistics not only have more equipment slots, they have more slots in general on top of having more PG/CPU. For a while, they all had passive armor repair, the Cal Logi had a defensive shield bonus, the list goes on and on. Market data backs that up considering that Logistics have always been preferable to Assaults. Rewind back to 1.4/1.5, toss a Flaylock pistol (a sidearm no less) on them and they were god mode.
As far as what bonus? Kind of a loaded question with Commandos competing with the offensive role, so appealing to the offensive role will start taking away from them.. Give a commando a 10% increase in damage, and an Assault a 10% increase in rate of fire, and they have the exact same DPS - one just is a bit more conservative on the ammo. Both of which have their pros and cons, Commandos having a second light weapon and durability while Assaults have a bit more speed and grenades but inevitably they're both slotted into the Slayer role.
Now if Commandos had a magazine increase as opposed to a damage increase, then you could very easily say that the Commandos were the suppression unit and the Assaults were the offensive front-runners. But I doubt that will ever happen and that's not what this conversation is about.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6235
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Posted - 2014.07.10 23:16:00 -
[11] - Quote
aaaasdff ertgfdd wrote: In the past I would have agreed completely. But think about it, Logis are not the slayers they were back in the day, not by half. And even back then it was mostly Cal and Gal, for along time just Caldari really. I think the focus should be on buff Assaults first, then look at logis. Not both at the same time.
Agree completely, and if I had my way, we wouldn't even touch Logistics until Hotfix Delta.
And sure, it's gotten better since the early days but you ask me to pick between Gal Assault and Gal Logi right now, probably go with the Gallente Logi because the slot layout is better, the fitting cost reduction to equipment trumps weaponry, and dispersion reduction doesn't hardly do jack of [redacted] when it only really applies to the Assault Rifle and Shotgun. All at the cost of a little survivability (covered by the fitting) and some speed. But even then it's bonus toward active scanners is competing with Scouts' passive scans.
To expand on my earlier point though, I feel like the only real bonus we can give Assaults at this point without them bleeding into other roles is a regeneration bonus. Armor repair, shield recharge, stuff like that. Damage/rate of fire shoehorns the Commandos, fitting reductions on weaponry just aren't worth it, and extraneous bonuses like dispersion/reload speed are covered by other skills.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6239
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Posted - 2014.07.10 23:53:00 -
[12] - Quote
Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6241
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Posted - 2014.07.11 00:58:00 -
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aaaasdff ertgfdd wrote:Aeon Amadi wrote:Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug I respect your opinions, but I am curious if you feel there is a resurgence now with the Amarr already having that sidearm? I personally do not see it in games. Pc or pubs. Im just curious. Are you for tiericide of Logis? Do you support removing the Amarrs sidearm?
Not sure we have the same definition of tieracide. Tieracide, to me, would be getting rid of Standard/Advanced on all the suits and then balancing around Prototype - something I've been wanting done since I first played the game back in 2012 and something that seems to be happening in Legion.
Personally, I'd rather cross-racial bonuses be implemented so that racial logistics aren't getting -just- the bonus to their own equipment.
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Aeon Amadi
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6253
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Posted - 2014.07.11 23:07:00 -
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ZDub 303 wrote:I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
I don't think it's absolutely necessary that Logistics need that much diversity. It's a role and each race has it's specialization, some are better than others. Sure, flat-lining them does sound bad at first but overall it's what we've done with everything else (all Sentinels have a defensive bonus toward different intended weapon types, as an example) and I don't feel that Logistics deserve some kind of special treatment.
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role?
I don't feel that saying that you have nothing to do when you're done dropping your nanohives/drop-uplinks is a good excuse to have an additional offensive option. All that tells me is that you're either doing a really good job of supporting your team or are doing a poor job of supporting your team because you don't want to use the options available for your intended role.
The entire premise of having combat capable Logi's just defies logic to me. I don't understand why it is so imperative that Logistics must be combat effective in order to be a viable choice on the battlefield when you can take the time to walk over to a supply depot and change out. I've asked this question to players on Skype and the answer was that "It takes too long"... Using that logic, why should I have to go to a supply depot to grab an AV fit when a tank enters the field and the battle circumstances change?
And sure, you can argue that if we give cross racial bonuses (although I never insinuated that all Logistics would get bonuses to all equipment) to the Logistics, players will naturally align to whichever one has the most EHP, but that's usually been the case with every suit and it's not isolated to just the Logistics. Cross racial bonuses benefit more toward a support role, which is what the Logistics is designed towards. That has no effect on how they balance out in the end and it's a largely separate issue. Different suits will be better at different things; some more than others.
As far as the sidearms and having two combat logistics? I hate the idea solely because I know for a fact that it's probably going to be used in the exact manner that you're using as an argument against cross racial bonuses. Players will align naturally to the most combat effective suit there is and tossing a sidearm arbitrarily on two of the Logistics because players have nothing else to do when they're done supporting their team seems like it's doing just that.
The only way I see that it could work is if those two 'combat Logis' sacrificed something in order to gain those sidearms and I don't think a single equipment slot on the Cal Logi is enough. It comes off as wanting the Logistics to be good at everything. The only reason it ever worked on the Amarr Logistics is because it's slower than the rest of the Logistics on top of having one less equipment slot. But again, I don't see how this benefits their chosen role in any way.
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Aeon Amadi
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6260
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Posted - 2014.07.12 11:42:00 -
[15] - Quote
KEROSIINI-TERO wrote:Aeon Amadi wrote: . .
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role? . .
Why would a supportive suit want to have a secondary weapon? IN ORDER TO BRING A SUPPORTIVE LIGHT ARM FOR THE TEAM For Grudds sake. Fourth time I have to emphasize this. Supportive weapon like laser, mass driver, swarm launcher or something of the sort. Yea yea with laser you can go 30/0 in an ambush yadi yaddi. Still any one of those weps is a lolfit without a sidearm, no matter how murderous they are in optimal conditions.
So than don't bring a support weapon to the fight... You have a Light Weapon slot, that's pretty diverse in and of itself for a main weapon. Saying that you need a sidearm to make use of your support weapon in a support role to be more combat effective, on top of having the capability to have some incredible defense, is asking for everything.
IMO, should only be able to choose two out of Offense/Defense/Support. I don't see "because I want to use a support weapon" as a valid reason why we should give any other Logistics a sidearm - the Amarr works well enough with it because it makes some actual sacrifices to have that sidearm. Maybe try using that if you want to roll support weapons. What we certainly don't need is a Caldari Logi with a sidearm, thing is already combat effective without.
Focus on the equipment. Encourage Logistics to actually utilize the stuff that they're designed to use.
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Aeon Amadi
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6262
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Posted - 2014.07.12 13:53:00 -
[16] - Quote
Leeroy Gannarsein wrote:
I was under the impression that they were suggestig removing a slot in exchange for the sidearm - essentially it'd be just like the Amarr Logistics only with a preference for shields.
I would like it if the two suits had 5/3 and 3/5 layouts respectively; that way their off-tank is minimal but their main-tank can be significantly supplemented. I can't say I'm a big fan of adding an equipment slot, although I was the other day and could probably be convinced that way.
Essentially, rather than the MinLogi or GalLogi where they're actively logi-ing, even if it is only once per 40s, Amarr and Caldari logistics have no active ability. I'm not really sure about the whole 'CalLogi getting a sidearm' thing, to be frank; it seems to me that CalLogi's bonus is far more 'instant' in the sense that you don't drop hives for someone else to use five minutes down the track; you drop them because someone needs ammo or health now. As opposed to Amarr Logistics whose bonus basically requires that it be a competent combat suit, simply because its bonus does not function when it's dead. Were this changed I could possibly see fit to removing the sidearm (though I'd not be happy about it).
So in my mind it isn't about 'sacrifices' per se, but more about the actual functioning of the suit. As it is, Amarr is a reasonable combat suit. Without a sidearm it might as well just spam the links and hide behind everyone else. Were the bonus' functionality changed it'd be more like the CalLogi in that it can afford to die simply because people will still be using its bonus.
NB: I am not suggesting I should be able to switch suits and keep the bonus. I'd suggest that it'd make a lot more sense if, as long as I am/was in an Amarr Logistics I'm benefiting from the bonus. As soon as I'm in a different suit? Gone. My links are just like everyone else's and I might as well be Minmatar.
Yeh, it's kind of a shoddy system overall to be honest. The whole thing about it though is that this appeal to 'racial equipment' was botched from the beginning and is entirely arbitrary. It goes off looks, if anything. I have notes from closed beta when we had CreoDron Dropuplinks, CreoDron/Allotek Nanohives, Viziam Repair Tools... Not sure how many of those are still in game but the fact that they exist(ed) goes to show that the equipment isn't restricted to certain races and we're more apt to provide a trickle-down effect to the other logistics.
This isn't to say that all Logistics should get bonuses to all Equipment - not at all. Although, having a dual bonus just makes sense. Amarr specializing in Drop Uplinks with a bonus to - I dunno - repair tools as a secondary. Not as good as Minmatar but still effective. That way they're not "twiddling their thumbs" as it was so vibrantly described but at the same time they're not trying to over-ride yet another combat role.
The overall goal, I think, is to encourage players to WANT to use those support options instead of just leaving the equipment slots blank and jacking up armor/shields to ridiculous levels solely because they can and we provide them the means to do so. I don't think it's too late for Logistics to actually utilize equipment to dynamically change the match and I seriously don't think we should default to, "Welp, mechanics suck, guess we'll make it another combat role" just yet.
Might as well just run Scout at that point what with it having two equipment slots anyway.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6271
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Posted - 2014.07.13 09:15:00 -
[17] - Quote
John Demonsbane wrote:Also, Aeon, are you saying you are now OK with the Amarr logi keeping the sidearm and just don't want to move it over to the cal as well? Or are you still in the no sidearms for any logi camp?
I'm a lot more likely to respond when people aren't trolling with 'herp derp your' in sum kinna anti-logi club'.
Yeah, I'm cool with the Amarr Logi keeping it's sidearm because it makes a lot of sacrifices to have it. Same fitting slots as assault, slower than the other logis, less equipment slots. I said -WAY BACK- at the beginning of all this that I was on the fence about whether or not we should remove it and only even considered it because CCP Rattati made a convincing argument that it being unique was stupid and I figured that by removing it, we had more opportunity to increase it's effectiveness in other areas. It wasn't because 'herpitty derp aeon duzznt like logis cuz reasons' and defaulting to that isn't going to impress anyone.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6295
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Posted - 2014.07.14 09:31:00 -
[18] - Quote
John Demonsbane wrote:Leeroy Gannarsein wrote:Aeon Amadi wrote:John Demonsbane wrote:Also, Aeon, are you saying you are now OK with the Amarr logi keeping the sidearm and just don't want to move it over to the cal as well? Or are you still in the no sidearms for any logi camp? I'm a lot more likely to respond when people aren't trolling with 'herp derp your' in sum kinna anti-logi club'. Yeah, I'm cool with the Amarr Logi keeping it's sidearm because it makes a lot of sacrifices to have it. Same fitting slots as assault, slower than the other logis, less equipment slots. I said -WAY BACK- at the beginning of all this that I was on the fence about whether or not we should remove it and only even considered it because CCP Rattati made a convincing argument that it being unique was stupid and I figured that by removing it, we had more opportunity to increase it's effectiveness in other areas. It wasn't because 'herpitty derp aeon duzznt like logis cuz reasons' and defaulting to that isn't going to impress anyone. That was kind of unnecessary; I don't think John meant any offence by what he said, and to be quite honest, I'm not sure where you found it, considering it's true you were against any logi having a sidearm. Yeah, IDK Aeon, I mean, it's a true statement, no trolling needed or implied. There are currently two camps, the one who wants the Amarr to keep it's sidearm and the one that doesn't. You were quite firmly in the latter group, at least initially. If you have changed your mind, that's one less (pretty influential) person I need to try to convince otherwise. ...Of that, at least. I still think the Amarr logi needs work, as RedBleach beautifully pointed out. It's fitting power is abysmal and it needs another low, even with the sidearm. But that's another discussion.
It's never that black and white and sorry if I misconstrued what you were asking but when you ignore all other facets and reasoning to focus entirely on the -one- aspect - my understanding the plausibility as to why there was consideration to removing the sidearm from the Amarr Logi - then yes, it comes off as implied trolling. Please don't make assumptions about where I stand on a situation unless you're willing to take everything into consideration.
Here's the post where I literally said, word for word, that I was on the fence about it and could understand the reasoning as to why they considered removing it. And again, I was only ever on the fence about it because I felt that there was more to gain in it's place. Once more, this isn't about simply removing the sidearm, there is -far- more to it than just that.
Here's another link that'll help paint the rest of the picture.
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Aeon Amadi for CPM1
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