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Iron Wolf Saber
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Posted - 2014.07.09 19:52:00 -
[1] - Quote
hfderrtgvcd wrote:Why remove the amarr logis sidearm? It adds variety to the game while remaining balanced. It seems like losing an equipment slot for a sidearm slot is a fair trade. This will also probably anger amarr logis who have heavily invested in sidearms.
Also, don't remove ambush oms, remove regular ambush. 50 clones go far too fast. Just remove vehicles and squads from ambush oms and call it ambush.
Only other thing I disagree on is giving the small rail turret a range buff. They are already in a good place and this could push them into the overpowered category.
Oh one more thing. Be careful with installation AI. It seems to be really inconsistent. I have walked up to hostile turrets and hacked without taking fire, while at other times I have been sniped by rail turrets out of moving LAVs. I have also seen rail turrets take out entire squads.
Too much role redundancy overlapping scouts and assaults creates a rather muddled experience and leaves the amarr logi or other two wanting to do their own thing better.
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Iron Wolf Saber
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Posted - 2014.07.09 20:02:00 -
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Varoth Drac wrote:Stefan Stahl wrote: How is an Amarr Scout with two high slots supposed to utilize a bonus to scan precision?
With 2 precision mods? Depends on the numbers, but currently there isn't much that can avoid a double precision Cal scout.
Well... at least you wont have to give up your primary tank to get the better scan bonuses.
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Iron Wolf Saber
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Posted - 2014.07.09 20:21:00 -
[3] - Quote
Stefan Stahl wrote:Iron Wolf Saber wrote:Varoth Drac wrote:Stefan Stahl wrote: How is an Amarr Scout with two high slots supposed to utilize a bonus to scan precision?
With 2 precision mods? Depends on the numbers, but currently there isn't much that can avoid a double precision Cal scout. Well... at least you wont have to give up your primary tank to get the better scan bonuses. Is a scout suit that has strong eWar and stacks armor really the solution to the current state of the game? Typing that sentence sure feels like it needs an explanation.
Odd as it sounds if anyone should be able to see everything and tank at the same time it should be the Amarr if that made any sense...
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Iron Wolf Saber
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Posted - 2014.07.09 20:29:00 -
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Jadd Hatchen wrote:
Wait? What? So you can't just do a simple check whenever the owner of deployed equipment (and also vehicles for when piloting dropsuits arrive) to check if they are still in the proper suit for which the bonus applies when they either change into a new suit or respawn into a new suit?
So right now you are making the check for bonuses applied to equipment/vehicles/weapons when the equipment is created/deployed/used and then undoing it the instant that they die? Why not instead do the initial check when first created and then only check again if the toon either changes suits or respawns into a different suit. If they respawn into the same suit, with same bonuses, then keep them running. This would mainly apply to the Amarr and Caldari as their bonuses apply to deployed equipment.
But I do understand not wanting to let the bonuses stay if the player ends up switching out of the logi armor... Just seems odd that you are doing the logic checking at the wrong times is all.
As an omni-soldier I have abused a supply depot quite often going from logi; to scout; to marksman to assault; to sentinel to keep the supply depot alive and in my control an entire match taking on odds that normally a specialized squad would need to cover all aspects. You have no idea how easily abusable this starts to become the more people start exploring other roles.
The solution to the problem I am afraid seems like something that will take a client patch to implement. (Fit ID matching or some other magic trick)
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Iron Wolf Saber
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Posted - 2014.07.09 20:53:00 -
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RKKR wrote:CCP Rattati wrote:
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
Are you also aware that the logi-suit has less HP AND less speed/stamina than the assault suit? I thought more armor would slow you down? Yet the assault are possibly going to get a speed increasement? So can we drop the slowing down of logis also? Or at the minimum give the logis a waaaaay better stamina pool...god I miss the days of the Type-2 logi suit...
I can agree to a stamina buff. They do a bit running around with all the people screaming for someone to save them.
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Iron Wolf Saber
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Posted - 2014.07.09 20:54:00 -
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P14GU3 wrote:CCP Rattati wrote: You could make that argument for all kinds of reasons, take away the side arm for one assault, or give one commando grenades. I don't like these kinds of inconsistencies as they are really hard to balance, and the reason for speccing into that suit is obfuscated instead of being easily compared and analysed
Read as: we at ccp have no clue how to balance properly, so we are breaking your character to make it easy for us...
Can't make an omelet without a nanite cheese injector.
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Iron Wolf Saber
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Posted - 2014.07.09 21:12:00 -
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KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Thokk Nightshade wrote:CCP Rattati wrote:All,
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
* Does this mean the Cal Logi is going to get 4 equipment slots now? All equivalent tiers of all dropsuits will have the same number of total slots, and same sum of high and low slots. Do you mean same TOTAL high and low slots? if so good.
Across an entire class and meta level yes; so if one the meta and class has 6 slots high and low total all suits in the same class and meta should have it at 6 regardless of race.
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Iron Wolf Saber
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Posted - 2014.07.09 21:15:00 -
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Malleus Malificorum wrote:Iron Wolf Saber wrote:RKKR wrote:CCP Rattati wrote:
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
Are you also aware that the logi-suit has less HP AND less speed/stamina than the assault suit? I thought more armor would slow you down? Yet the assault are possibly going to get a speed increasement? So can we drop the slowing down of logis also? Or at the minimum give the logis a waaaaay better stamina pool...god I miss the days of the Type-2 logi suit... I can agree to a stamina buff. They do a bit running around with all the people screaming for someone to save them. They need a HP buff to primary tank. It's currently better for a shield based logi to fit armor plates than it is for them to try to make shield tanking work (which is far more costly in terms of CPU/PG than armor, and provides less survivability).
I would cautiously agree if combined with the speed reduction; you have to remember that Logis have expansive fitting poweress and had before overcome other classes strengths before. While shields are intensive the advantages they have are not that suitable for most proper logi lifestyles. Though of course there been other classes in the past accused of such *cough* Fast attack assaults > scouts 1.6, how much ehp should be added needs careful scrutiny.
Also I am going to say the amarr logi speed should not change.
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Iron Wolf Saber
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Posted - 2014.07.09 21:21:00 -
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Vitharr Foebane wrote:side arm shouldn't change either
well we could go the stupid way and make logis sidearms only if you like them that much... :P
Overall we need to start stepping back and start looking at the larger picture of things of teaching players proper roles for every class and the range of roles a class can fulfill; having an assault like attribute on a logistics suit is as I said before muddling.
This is also what we call an extreme outlier; a case where the faction option in question is so far out of its league it might as well be another class. This is where it starts to become more difficult to balance because you now need to justify the weight of having said option. A side arm in the future can be exceptionally heavy stat and even worse so an endeared stat when it does come time to finally remove outliers like this. The removal should bring the alogi back home into the house of the logi instead of him living in the pool house.
Also I don't know why you guys are a bit overly too focused on this; you have an opportunity to make the amarr logi something better in other areas where it was weak before with CCP Ratatti being part of the conversation.
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Iron Wolf Saber
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Posted - 2014.07.09 21:27:00 -
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P14GU3 wrote:Iron Wolf Saber wrote:Vitharr Foebane wrote:side arm shouldn't change either well we could go the stupid way and make logis sidearms only if you like them that much... :P Aww, IWS, why did you have to ruin in so quickly...
I was jesting; also edited the post with more.
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Iron Wolf Saber
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Posted - 2014.07.09 21:41:00 -
[11] - Quote
RKKR wrote:Iron Wolf Saber wrote: Overall we need to start stepping back and start looking at the larger picture of things of teaching players proper roles for every class and the range of roles a class can fulfill; having an assault like attribute on a logistics suit is as I said before muddling.
and what does this larger picture say about scouts then? The problem with CCP is that they have no bigger picture, long term plans as they like to claim. I think they are better of starting from scratch with all these roles + races + modules + high/low slots stuff. As I said a couple of patches before...building further on crap-mechanics is still going to give you crap.
Scouts were in a bad place for a very long time; they can do a short while longer without a refresh though. As for starting from scrap comes the calls for respecs again and that will be a total mess once more and it would likely involve a lot of code to pull off.
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Iron Wolf Saber
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Posted - 2014.07.09 21:43:00 -
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P14GU3 wrote:Iron Wolf Saber wrote:P14GU3 wrote:Iron Wolf Saber wrote:Vitharr Foebane wrote:side arm shouldn't change either well we could go the stupid way and make logis sidearms only if you like them that much... :P Aww, IWS, why did you have to ruin in so quickly... I was jesting; also edited the post with more. I know, I had to give you crap or it wouldnt feel like a conversation with you involved.. As far as the rest of your (edited) post, I really dont think a sidearm justifies it feeling like a seperate class. The only thing it really does for it, is allow it a little more survivability and allows it to fit AV. I really dont see why no logis should be able to fit AV. It is the only reason I specced out of gallente and into amarr, and now it seems like I will have to spec out of amarr (if given the option) and back into gallente, while also speccing a heavy forger for an AV option now. Why should the logi class be the only one not allowed to carry AV? Edit: fixed grammer
Call me stupid but all of my logis carry the race's support weapon now so LR, PLC, MD, and SL. The gallente one is surprisingly very deadly with the plc still. Min logi still working with it the breach is okay for lite av but the idea behind him was EOD. Amarr currently use for long range EOD and fire line support. Caldari is okay ish but out of the 4 he's the one twiddling his thumbs the most.
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Iron Wolf Saber
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Posted - 2014.07.09 21:51:00 -
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RKKR wrote:Iron Wolf Saber wrote:RKKR wrote:Iron Wolf Saber wrote: Overall we need to start stepping back and start looking at the larger picture of things of teaching players proper roles for every class and the range of roles a class can fulfill; having an assault like attribute on a logistics suit is as I said before muddling.
and what does this larger picture say about scouts then? The problem with CCP is that they have no bigger picture, long term plans as they like to claim. I think they are better of starting from scratch with all these roles + races + modules + high/low slots stuff. As I said a couple of patches before...building further on crap-mechanics is still going to give you crap. Scouts were in a bad place for a very long time; they can do a short while longer without a refresh though. As for starting from scrap comes the calls for respecs again and that will be a total mess once more and it would likely involve a lot of code to pull off. Some scouts more than others? But I guess that the data will show that, but it seems we are basing things on CCP Rattati wrote:opinions now , so I don't have a clue anymore. Well, we have a total mess right now too, better to test things out now and saving Legion from another disaster I guess. Based on this hotfix...the calls for respecs will come again anyway...don't be afraid of that
Right the measurements of such changes need to be taken into account of their effects hence the cal scout nerf and amarr buff. Min scout needs love too and there are some still arguing a tone down on the gal scout.
As for a delay on most logi related things to delta I can see this being feasible however slot parity needs to go ahead and go through as soon as possible to help with the conversation when it comes time to discuss it in hopes that suits will be much closer to intention by then.
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Iron Wolf Saber
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Posted - 2014.07.09 21:52:00 -
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P14GU3 wrote:Thats all well and good IWS, but coming from someone who was a gallente logi from beta-the most recent respec, carrying a swarm with no sidearm is a death wish. The PLC is not very good at AV or anti-infantry, and the MD (although one of my favorite weapons) and laser are no where near the "AV" mark. If the PLC was in a better place you could get away with calling it the "logi's AV," but its not worth it. Swarms with a sidearm or nothing at all. So now I'm reduced to a repping forgers while the enemy team has AV.
You take that back about the PLC it is an amazing AV weapon! Generally because most vehicle people don't realize how amazing of an AV weapon it is until its too late.
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Iron Wolf Saber
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Posted - 2014.07.09 22:03:00 -
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RKKR wrote:Iron Wolf Saber wrote:there are some still arguing a tone down on the gal scout.
As for a delay on most logi related things to delta I can see this being feasible however slot parity needs to go ahead and go through as soon as possible to help with the conversation when it comes time to discuss it in hopes that suits will be much closer to intention by then. Please do continue on the arguing on the gal scout, it's ridiculous that they are unscannable with that amount of HP, that last part is certainly not the goal of a scout role especially if CCP wants to make assault suits more attractive. What is really the intention of the logi? Can it fullfill that intention with crap stamina/speed? ... Anyway I'm just going to wait on a reply from one of the DEVs on one of my previous comments .
Logistics are supposed to be facilitators of combat as time I checked. There is of course chance of change in definition over time but so far they've have been remaining to that goal still.
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Iron Wolf Saber
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Posted - 2014.07.09 23:37:00 -
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LOBO LOBOS wrote:A little irrelevant, but what colors were messed up?
Cal heavy, amarr scout, gal heavy few others.
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Iron Wolf Saber
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Posted - 2014.07.10 00:11:00 -
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Eko Sol wrote: WE DON'T WANT MORE EQUIPMENT AND MODULE SLOTS. We want our god damn Side Arm. You are CPM. You are supposed to support the masses whether you agree or not. Fight for us and not your warped sense of appealing to CCP.
You don't play. You know what. Look up my monthly numbers already. Look where I am at. I play 65% AV right now so the lack of kills is from redrats jumping out of drop ships I shoot down. I run A-Logi a lot and get WP for my fast uplinks thus high WP.
I have tons of WP from completely legitimate playing. I got over 5k WP today from forging and swarming vehicles and some uplinks. 2nd place was Southpac at almost 5k. 3rd place was about 1300 wp. We had top kills as well. We had great KDR. We push to be the best players we can be no matter how terrible our blueberries are. You should not be arguing with a player that puts this much AUR, Time, and effort into this game. Maybe CCP Ratatti can post the hours I play. Yes, I currently have no life while trying to save money but that fully justifies why players like myself and others who put in the hours should be listened to and supported.
All of the logis are fine. The speed nerf is a maybe for me. Fine, just don't change anything else. Start more conversation topics and do the changes in delta.
DEFEND US IWS. Not one person has provided feedback and said "can't wait till my A-Logi loses it's side arm and gets modules and equipment". Not one.
I stand by the fact that I should AT LEAST keep the current layout for AUR gear if I don't get a respec. I'll eat the money (I don't want to) if I get a respec.
We could play rewind theater and show how much people cried about being short changed an equipment slot for a side arm and how stupidly odd it was for Amarrs to getting side arms as it made no sense back then. These complaints made at the apex of the slayer logi mind you. I mean you're 2 slots down from everyone else. Those modules slots are the most excessively heaviest stat in the game; side arm is one of the weakest slot weights as well because the overall dps associated with that slot is the lowest of the three, and the fact the mere presence of the other slot further degrades that weight because you only got two hands. Also Logi is not the only viable AV class there, all classes are viable AV in their own ways. Many don't need to resort to using equipment slots or av weapons and all classes are nearly equally capable of killing every vehicle in the game right now.
The A-Logi with a sidearm was a mistake that shouldn't have been made in the first place. Similar to how shoving HAVs into this game without a proper role other than to blow **** up was a mistake that should not have happened in the first place.
Also ever heard of unpopular changes? This is one of them. The combined fact that so many players are adamant about the side arm speaks volumes as to why its wrong and needs to be changed. I am shocked not more players are not seeking to try to change CCP Rattati's mind over the lackluster bonus that expires after you die.
So if you're so much of an expert.
Under the altered amarr logi slot layout
I want you to exactly tell me what would make it inferior to all the other races logistics; stat per stat.
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Iron Wolf Saber
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Posted - 2014.07.10 00:13:00 -
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John Demonsbane wrote: Outliers? What about the LP store Amarr commando with 3 weapons?
Wait which Commando?
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Iron Wolf Saber
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Posted - 2014.07.10 00:25:00 -
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Benjamin Ciscko wrote:Iron Wolf Saber wrote:John Demonsbane wrote: Outliers? What about the LP store Amarr commando with 3 weapons?
Wait which Commando? Imperial Amarr Commando AK.0 go to LP store hit triangle on that name go to stats 2 Light weapons 1 Sidearm Disclaimer I do not have this commando and therefore I am unaware whether or not someone miss typed this stat or whether it actually gives you three weapons.
stats are usually reflective and can't be typo'ed. I dont have the LP or isk to get one right now though...
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Iron Wolf Saber
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Posted - 2014.07.10 00:31:00 -
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John Demonsbane wrote:Iron Wolf Saber wrote:John Demonsbane wrote: Outliers? What about the LP store Amarr commando with 3 weapons?
Wait which Commando? Facepalm. Wow, I could not have possibly made my argument any better than you just did for me.
That I am not a walking encyclopedia that has all 15,000 items in dust 514 remembered?
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Iron Wolf Saber
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Posted - 2014.07.10 00:34:00 -
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The dark cloud wrote:Well looking on the other hand that fixing the skill stacking on ADS requires a client update trough PSN allready means that this is "very unlikely" to happend. Cause client side updates needs to be verified by sony and that costs money. And CCP branded this game as "dead" with their "dust514 keynote" at the fanfest which means that they wont spend a single cent to add/fix something.
But go on CCP and IWS prove me wrong and pull out a client update out of your hats. I dare you, i double dare you.
As CCP Ratatti explained publically before a client update is not out of the question of the realm of possibility; it is just something he rather do later than now. CCP has told the CPM the same deal as well there is no issue with getting a "1.9" but the major problem remains is the simple fact there is no 1.9 being planned right now. The closest thing we have is likely the shopping list CCP Ratatti keeps adding to with every hotfix when he runs into something he cant do a server side update to fix.
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Iron Wolf Saber
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Posted - 2014.07.10 00:41:00 -
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P14GU3 wrote:Booby Tuesdays wrote:So, you are basically buffing 2 logis, and slightly nerfing all of them? Is the Amarr logi now going to be slower than a Min Commado? The Min Logi already is the second lowest HP suit in the game, and you are going to make it even slower? Por que? The low HP suits have at least been marginally faster than the rest. It's hard enough to outrun an HMG as a Min Logi, and now I'm going to be slower, while everyone else is faster AND has higher eHP? I'm so confused by this logic.... The logic seems to be assaults are garbage and people use logis more, so we have to make logis worse than assaults are. 12 pages of this and I havent seen any other reason...
I dont think we need to make logis just plain out worse than assaults; just not as desired for attack in comparison to assaults.
Assaults should be superior in pressing the enemy
Logis should be superior in pressing their allies forward.
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Iron Wolf Saber
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Posted - 2014.07.10 01:36:00 -
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They're called governors and regulators and to bring it to full power voids the warranty usually. The need for excess is what is leading to american car manufacturing in a decline because they lose sight of the innovation needed to survive the ever rapidly changing environment that is finding less and less need for them. Why get a V6 which is capped by law and manufactured limiters when you can get a V3 without the restrictions for half the metal; heat; and fuel for the same power? Then again the future looks like V0 is going to be the standard. Especially if you're living in Iceland that possibility is rather real. Bottom point Adapt or Die.
As for your situation yes that sort of crap happens in the nature of the game that one counter leads to the other and you really have to rely on your skills to try to overcome your weakness. A rock can easily bust through paper but if the paper is woven and reinforced just right you're not going to be able to hand toss it hard enough to break through.
In that case all logis need to give up 1 tank slot and 1 equip slot for a side arm if that's the case.
And you have your case to point it out again in this thread with CCP Ratatti reading. Normally I am against it but I do find it a bit off putting that they're sorta screwed out of it as nanohives seem to not suffer from their throwers death and yes I seen the bugs myself where it would not apply when thrown and still apply after they've died. Its rather annoying.
If you feel this conversation and implementation needs to be delayed to delta by all means I will support you there. I do think it is a bit much with assaults getting changed over significantly and the amarr/minmatar scout being brought to bear to being your new worst nightmares.
CCP Ratatti's been in the company for a while much longer than dust 514; I don't know his exact background but he does understand he can't solely rely on numbers and needs context. There are however times when context is not enough and this is one of those cases unfortunately.
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Iron Wolf Saber
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Posted - 2014.07.10 01:53:00 -
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John Demonsbane wrote:Iron Wolf Saber wrote:They're called governors and regulators and to bring it to full power voids the warranty usually. The need for excess is what is leading to american car manufacturing in a decline because they lose sight of the innovation needed to survive the ever rapidly changing environment that is finding less and less need for them. Why get a V6 which is capped by law and manufactured limiters when you can get a V3 without the restrictions for half the metal; heat; and fuel for the same power? Then again the future looks like V0 is going to be the standard. Especially if you're living in Iceland that possibility is rather real. Bottom point Adapt or Die. As for your situation yes that sort of crap happens in the nature of the game that one counter leads to the other and you really have to rely on your skills to try to overcome your weakness. A rock can easily bust through paper but if the paper is woven and reinforced just right you're not going to be able to hand toss it hard enough to break through. In that case all logis need to give up 1 tank slot and 1 equip slot for a side arm if that's the case. And you have your case to point it out again in this thread with CCP Ratatti reading. Normally I am against it but I do find it a bit off putting that they're sorta screwed out of it as nanohives seem to not suffer from their throwers death and yes I seen the bugs myself where it would not apply when thrown and still apply after they've died. Its rather annoying. If you feel this conversation and implementation needs to be delayed to delta by all means I will support you there. I do think it is a bit much with assaults getting changed over significantly and the amarr/minmatar scout being brought to bear to being your new worst nightmares. CCP Ratatti's been in the company for a while much longer than dust 514; I don't know his exact background but he does understand he can't solely rely on numbers and needs context. There are however times when context is not enough and this is one of those cases unfortunately. Not sure I get your point IWS, we DO give up an equipment slot and a tank slot for the sidearm already. Which, as you pointed out, is not all that fair a trade, I mean, the STD Amarr logi really has virtually nothing going for it compared to a scout. If you wan to make it less apt to be used instead of an assault, why not give it a third equipment slot but not the extra low that it logically should have when you look at the Amarr assault layout. That also a fair trade for the sidearm considering how slow it is, the low PG, etc, etc.
Was inferring to do that to all logis.
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Posted - 2014.07.10 02:41:00 -
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Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi???
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Posted - 2014.07.10 02:53:00 -
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Either way
Lower speed of the three others amarr logi will be base like. Give significantly more Stamina and Stam Regen to all logis to keep up with their focus group via.
Option A:
Take 1 equip and 1 tank slot away from all logistics and give them a side arm
Option B:
Give amarr 1 equip and 1 tank slot and take away side arm
Option C:
Rename Amarr Logi to Amarr Medic create three new suits for the new class featuring side arms, improved survivability, and hp restore focus equipment and skill books and create a new amarr logi inline with option b.
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Iron Wolf Saber
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Posted - 2014.07.10 02:59:00 -
[27] - Quote
ratamaq doc wrote:Iron Wolf Saber wrote:Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi??? With 1 extra equipment slots and still with a sidearm? Look Tron, give up, your support for this change is non existent with the exception of CCP Ratt for some reason.
Or maybe I am not letting my emotions get the best of me?
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Iron Wolf Saber
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Posted - 2014.07.10 03:03:00 -
[28] - Quote
ratamaq doc wrote:Iron Wolf Saber wrote:Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi??? With 1 extra equipment slots and still with a sidearm? Look Tron, give up, your support for this change is non existent with the exception of CCP Ratt for some reason.
Adding to this point.
Lets pretend that all days before day Logistics Class never existed in Dust 514.
And for hotfix charlie we're bringing them in.
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Iron Wolf Saber
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Posted - 2014.07.10 07:46:00 -
[29] - Quote
Hawkings Greenback wrote:Iron Wolf Saber wrote:ratamaq doc wrote:Iron Wolf Saber wrote:Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi??? With 1 extra equipment slots and still with a sidearm? Look Tron, give up, your support for this change is non existent with the exception of CCP Ratt for some reason. Adding to this point. Lets pretend that all days before day Logistics Class never existed in Dust 514. And for hotfix charlie we're bringing them in. Cool, so you won't mind refunding my logi SP's then if they never existed.
If resources allow I wouldn't mind asking for it; but like I said if only resources allowed...
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Iron Wolf Saber
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Posted - 2014.07.10 16:06:00 -
[30] - Quote
Gimmie Infantry Ammo Cache that uses weapon upgrade skills for my low slots?
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Iron Wolf Saber
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Posted - 2014.07.10 17:23:00 -
[31] - Quote
Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: ROF is a dps increase. A 25% dps increase at lvl 5 suit operation is going to drive TTL through the floor. Not interested in going down that road again.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly.
Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it.
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Iron Wolf Saber
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Posted - 2014.07.10 18:03:00 -
[32] - Quote
ratamaq doc wrote:Iron Wolf Saber wrote:Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: ROF is a dps increase. A 25% dps increase at lvl 5 suit operation is going to drive TTL through the floor. Not interested in going down that road again.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly. Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it. The Type IIs in Beta were the Shield variants. The scout had a second equipment slot but game up its side arm, if you want more Dust examples. You could consider the commando a type II heavy frame.
Type IIs back then was a way to try to provide racial placeholders to say.
Type II in this case would be an more elegant solution considering that you now get two choices in a suit. Do you go with the one with sidearm or one without?
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