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Thread Statistics | Show CCP posts - 43 post(s) |
Jadd Hatchen
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Posted - 2014.07.09 20:24:00 -
[1] - Quote
CCP Rattati wrote:Zatara Rought wrote:Brush Master wrote:Would like more details on making logis all the same number of equipment slots. How many slots are you going to get? As someone that runs support logi almost all the time, for pub matches, 3 can get you by but for PC battles 4 allows you to be a full support logi with all areas you can support with.
+1 on scaled wp for injector. I imagine it'll be 4 across the board. Fix the amarr logi's bonus to apply even after death!!!! please? So "good" uplinks can be left on the field, while you change to another logi? I think this is working as intended.
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.
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Jadd Hatchen
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587
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Posted - 2014.07.09 21:10:00 -
[2] - Quote
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...
In addition, why is it that a logi cannot use a rep tool while running!!!! As a repairing logi (ie. Minmatar) I can only maintain repair (and thus receive WPs) for maintaining my beam on the assault or heavy guy while I'm at a WALKING PACE. This means that BOTH the Heavy and Assault guys instantly leave me behind all the damned time and I can't get half the WPs I should be as they kill stuffs when my rep tool is not on them (Guardian WPs). And now you are making the Assaults even faster while making the Logis even slower!
Please make it so that the rep tool can be used while running!
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Jadd Hatchen
Kinda New here
588
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Posted - 2014.07.09 21:25:00 -
[3] - Quote
CCP Rattati wrote:John Psi wrote:Dear Rattati... We have a chance to get the promised:
1. Delay before remote explosive activation? 2. Delay before shot after decloaking?
???????????????????????????????????????
Mindless parkour just infuriates! These two issues do not seem to be a burning topic at the moment, but I will keep an eye out for them.
??? What? Seriously? I was only posting about them everyday for a week a couple weeks back! How quickly people forget things. These are still problems in the game.
In addition, the scout dropsuits being better at assault than assaults are is sitll a problem and won't be fixed by the proposed Charlie fixes. Instead Scouts need to either loose their sidearm slot (still have the light weapons slot that can be used for either light weapons or sidearms) or reduce the number of equipment slots to ONLY one just like everyone else that is NOT a logi! In either case the appropriate amount of PG/CPU reduction for the loss of either slot needs to be done concurrently to ensure that brick tanking scouts doesn't become the norm after that.
Why remove a slot from scouts? Because the original idea before cloaks was that Scouts should either gain an equipment slot and loose a sidearm slot to be able to do this OR they maintain the two weapon layout (one light with one sidearm) but do NOT gain an extra equipment slot.
Right now, a scout can cloak and still use all the same weapons an assault can which makes the scout more deadly than an assault for gunplay. This blurs the lines between the Assault and the Scout roles. Additionally, because they have TWO equipment slots, this make them into a "mini-logi" and this blurs the roles between Logi and Scout.
So by either removing the extra equipment slot or by removing the extra weapon slot (sidearm one) and the CPU/PG that goes with that slot removal, then you make the Scout have to choose it's role carefully. I personally would like to see the removal of the sidearm slot from the Scout suit much like the Logi has it removed. This makes it clear what the role of the Scout is to be in my mind.
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Jadd Hatchen
Kinda New here
589
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Posted - 2014.07.09 21:36:00 -
[4] - Quote
Malleus Malificorum wrote:That sounds fair and fine, so long as the amarr logi doesn't lose its sidearm. It's entire bonus is predicated on staying alive, sometimes it needs to stray far from its squad to get down those all important uplinks. It immediately becomes a much worse suit if it doesn't have the option of a sidearm to keep itself alive.
I never understood why it was the Amarr Logi Dropsuit that got the extra weapon (sidearm). The whole mentality of spaceship manufacturers in the EVE universe for the Minmatar race is more guns more guns MOAR GUNS!!!! And yet they are the side with less guns than the Amarr?!? This never made sense to me from a storyline standpoint.
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Jadd Hatchen
Kinda New here
590
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Posted - 2014.07.09 21:44:00 -
[5] - Quote
CCP Rattati wrote:Aeon Amadi wrote: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. 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.
That said, you still haven't addressed the initial concern that the poster was pointing out. That issue being that if I put all my skillpoints into using vehicles only because that's the type of toon I want to play, then I can no longer be a viable player in one of the matchtypes (i.e. Ambush).
So the obvious answer is that not all matchtypes are meant for everyone and thus it is supposed to work that way. Vehicles, and thus the players that specialize into them only, exclude themselves from playing in those matches. Similarly, players that choose to only fight for one or two factions only have excluded themselves from fighting in the opposing faction matches.
This is just the nature of the game.
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Jadd Hatchen
Kinda New here
590
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Posted - 2014.07.09 21:46:00 -
[6] - 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 need to loose the sidearm slot.
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Jadd Hatchen
Kinda New here
590
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Posted - 2014.07.09 21:50:00 -
[7] - Quote
Appia Vibbia wrote:I would very much like it if we changed the Assault bonuses from only affecting racial weapons to affecting all weapons.
I believe that they were looking at a fitting bonus for ALL light weapons on the Assault suits. If this is the case, then that would address this concern of yours. |
Jadd Hatchen
Kinda New here
591
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Posted - 2014.07.09 22:24:00 -
[8] - Quote
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.
I think you are doing it wrong... The AV equivalent for a logi suit is supposed to be prox mines or remote explosives, and you can add in the AV nades as some extra if you like.
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Jadd Hatchen
Kinda New here
591
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Posted - 2014.07.09 22:28:00 -
[9] - Quote
Appia Vibbia wrote:Stefan Stahl wrote:I don't think that Logis are in a bad spot right now. The popularity of Logi-suits compared to Assault suit stems from the fact that Scouts are better Assault suits than Assaults and the other half of the Assaults became heavies. With no Assaults on the ground of course Logis are relatively more popular. Restructuring Logis sounds like the completely wrong way to fix the problem.
Also back on the Caldari/Amarr role-switch: Wasn't the original design for slots that people *should* share their main slot type between tank and other modules? A Caldari Scout should share precision and shields so we don't have super-eWar-super-shield-Scouts and a Gallente Scout should share dampeners and armor so you can't be tanked *and* dampened. That's why the range bonus fits so well with the Amarr scout. It can't have super range while also being super tanky. But I guess we can throw that sort of decision making out of the window now. Stacking ehp, it is. IMO, Logistics have too many High and Low slots while at the same time their bonuses being limited to only a single Equipment make them no better at being a support player than any other suit. to me that is not a good place. Logi bonus needs to make them better at using all equipment (not just fitting it). Assault bonus needs to make them better at assault role
They already have a role bonus that affects ALL equipment... It's a fitting bonus.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:34:00 -
[10] - Quote
RKKR wrote:Jadd Hatchen wrote: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. I think you are doing it wrong... The AV equivalent for a logi suit is supposed to be prox mines or remote explosives, and you can add in the AV nades as some extra if you like. Any decent tanker spots (or has someone spotting) those. Also good luck in getting close enough to a decent tanker to throw those AVs in a slow ass, small pool stamina suit without getting shot into pieces.
Again you're doing it wrong... Logi's are support and shouldn't be trying to do this solo.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:38:00 -
[11] - Quote
P14GU3 wrote:Jadd Hatchen wrote: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. I think you are doing it wrong... The AV equivalent for a logi suit is supposed to be prox mines or remote explosives, and you can add in the AV nades as some extra if you like. I have been doing remotes for a long time now, basically since the swarm nerf. Swarms are in a better place now, and I would rather not die 50% of the time trying to place 3 remotes on the tailpipe. Besides, you will rarely ever get a GOOD tanker with that.
WTF? Placing remotes on a tailpipe!!! That's like **** they do in movies that is not realistic. You place remotes at choke-points and on road where you know the tank will have to cross over them and then blow them up. If you do it right with some support from your AV guys they will chase them over the choke point and they won't have time to think about checking or scanning for the things before retreating over them and then boom. You have to be able to outsmart and predict where the enemy is going to go to use the RE's properly. People that think they are for instant gratification by putting them on jeeps and tanks are cute and get more attention, but as you've already discovered it will get you dead more times than it's worth.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:40:00 -
[12] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Appia Vibbia wrote:
IMO, Logistics have too many High and Low slots while at the same time their bonuses being limited to only a single Equipment make them no better at being a support player than any other suit. to me that is not a good place.
Logi bonus needs to make them better at using all equipment (not just fitting it). Assault bonus needs to make them better at assault role
This is why I fracking voted for you . I just can't get enough of the truth and people who love the same . It would be better if Logistics had a bonus that increases the efficacy of all equipment not just race related items . Making the bonuses separate depending on race just created a oversaturation of one races logi or assault or any suit or role for that matter . I for one am Caldari but I had to speck into Minmatar to be a medic and Amarr to lay hives and anti-vehicle . This is just too much and should be a choice and not mandatory . I'm forced to speck into another races items which excluded my own .
Are you guys daft? The logi suits already have a fitting bonus for all equipment as it's PRIMARY bonus. It's the secondary that differs for each racial variant and if you make that one the same for all of them, then why have different suits?
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:47:00 -
[13] - Quote
Nocturnal Soul wrote:As you can see only ONE guy likes the change to the A-logi ONE!!! Let that sink in for a bit.
So far every argument for the sidearm to stay on the A-Logi boils down to, "... I wants my logi to be an AV platform..." Which is NOT what a LOGI is meant to do. It IS what an Assault is meant to do. It is also another reason why many players are using Logi's instead of Assault for that role.
Just because people have been using something the wrong way all this time doesn't make it any more correct. Take a look at the HMG dispersion before they fixed it and it acted more like a laser beam than a spray and pray gun. It worked fine back then for those that knew how to use it, but it still got changed to how it is now because that was the way it was supposed to work.
The sidearm slot on Logi's and Scouts should NOT be there. It is the main reason that Assaults have lost their role in this game.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:55:00 -
[14] - Quote
ZDub 303 wrote:Remove the sidearm from the only proto suit i've been able to afford and that pretty much seals the deal for me to never return to Dust.
I understand the idea of normalizing the slot layouts but I feel its the wrong way to go personally. The sidearm on the Amarr Logi is what made that suit fun. Having experienced having a sidearm and 3 equipment I could never go back to only having a single weapon.
I honestly can't see a reason why you would run a logistics suit over a scout unless you want to run a minmatar medic suit.
Amarr logi bridged the gap between minmatar medic and scout-logis. If you look at the numbers, something tells me the Amarr and Minmater logi suits probably greatly outnumber the caldari and gallente logis now. Its not hard to imagine why that might be, uplinks and rep tools are by far the most useful equipments available.
I would love to see the number on logi suits in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but they are becoming rather underpowered in general.
With scouts and heavies the way they are after 1.7 and 1.8 it seems that straight buffs to the medium suits make more sense to me. imho... adding a sidearm to caldari and doing a slot normalization that way makes much more sense. You have caldari and amarr as 'combat logi' suits with bonuses more oriented towards being near the frontline (uplinks and ammo) while minmatar and gallente logis would be more inclined to focus on their 'active equipment' using rep tools and scanners more in general and not being so inclined to need a sidearm.
And that's the problem! You say it right there when you say "scout logi's"!!! There should be no such thing. Scouts are scouts and logi's are logi's. Because this clear definition has been blurred by the scouts having an extra slot issue, you have been blinded to the fact that logi's shouldn't be assault or AV capable like the Assault Dropsuits should be. That is why more people are playing logi's than assault.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:00:00 -
[15] - Quote
Darth-Carbonite GIO wrote:CCP Rattati wrote: Bugs/issues that need Client update Pilot stacking bug
Can you clarify this? I was under the impression that the stacking of bonuses for dropship gunners was intended to be a reward for skill points invested in the role, not a bug. I don't believe this is as much of an issue as people seem to think it is. Not only is it a massive investment of skill points and time on the part of the pilot/gunner, but by fitting an extra turret it reduces the dropship's fitting capabilities and creates a risk-reward scenario. If it has to be changed in some way, can we at least reward gunners with some sort of bonus for their chosen profession and allocation of time? Perhaps cut the ROF bonus in half or allow gunners to otherwise apply tangible buffs to the vehicles they are riding in.
Actually I have to agree with this. This is one of the few cases where I think that, you CCP, should take a look at this bug and how to retain it as an improvement on gameplay. Maybe knock down the current small turret bonuses by half so that when both the pilot and the gunner have them maxed out they get the same benefit as they would have if only one set of skills applied.
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Jadd Hatchen
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599
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Posted - 2014.07.11 06:02:00 -
[16] - Quote
Beld Errmon wrote:Mauren NOON wrote:PANDA UZIMAKI wrote:[quote=CCP Rattati]All,
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Pilot stacking bug
removing vehicles from ambush all together huh? I wouldn't advice it seeing that that's where all the proto stompers get their fastest kills and like I said before the only people to put them in like is vehicle support. Now you can listen to the requests of the many rattati or you can listen to the request of the ones who are actually right on this subject.
Reducing ADS prices is just a TERRIBLE IDEA I MEAN THINK ABOUT IT no im just kidding its awesome crazy over priced please do that there weak as heck anyways they need love for once.
and by the pilot stack bug do you mean the gunner being able to shoot the full say 70% faster but in return the pilot only being able to shoot say only his 40% if that's what he has his skill lvl on?
He would be right....that helps dropships and gunners. It makes python able to do AV. I wouldn't call that a bug. It's an incentive for putting all of that sp into that skill no, its a bug and people exploit the F out of it, its not the nice small numbers that duna pet states, its more like gunner gets 120% dmg 100% rof and twice as much ammo, couldn't be fixed sooner.
Or keep the bug like I suggested and just half the bonuses so that they are more reasonable.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:09:00 -
[17] - Quote
Finn Colman wrote:Jadd Hatchen wrote:??? What? Seriously? I was only posting about them everyday for a week a couple weeks back! How quickly people forget things. These are still problems in the game.
In addition, the scout dropsuits being better at assault than assaults are is sitll a problem and won't be fixed by the proposed Charlie fixes. Instead Scouts need to either loose their sidearm slot (still have the light weapons slot that can be used for either light weapons or sidearms) or reduce the number of equipment slots to ONLY one just like everyone else that is NOT a logi! In either case the appropriate amount of PG/CPU reduction for the loss of either slot needs to be done concurrently to ensure that brick tanking scouts doesn't become the norm after that.
Why remove a slot from scouts? Because the original idea before cloaks was that Scouts should either gain an equipment slot and loose a sidearm slot to be able to do this OR they maintain the two weapon layout (one light with one sidearm) but do NOT gain an extra equipment slot.
Right now, a scout can cloak and still use all the same weapons an assault can which makes the scout more deadly than an assault for gunplay. This blurs the lines between the Assault and the Scout roles. Additionally, because they have TWO equipment slots, this make them into a "mini-logi" and this blurs the roles between Logi and Scout.
So by either removing the extra equipment slot or by removing the extra weapon slot (sidearm one) and the CPU/PG that goes with that slot removal, then you make the Scout have to choose it's role carefully. I personally would like to see the removal of the sidearm slot from the Scout suit much like the Logi has it removed. This makes it clear what the role of the Scout is to be in my mind.
Whoa, watch that generalisation. I cannot fit a light weapon, good modules, and a cloak at the same time on my Min scout. If I fit a cloak, it means I'm down to two sidearms and the lowest CPU/PG modules I can fit. I'd like to think that that is an okay balance. Really though, I just don't think cloaks are useful to me, though I have seen many people using them better than I do.
Huh? You're fitting skills must be very lacking then because I can fit a decent assault rifle (sometime when froggy I'll fit a mass driver or PLC instead) and a good sidearm (SMG) with cloak, decent enough tank to keep me alive and still have that extra equipment slot to use for a spare uplink or nanohive (sometimes an RE). If I want to go max tank, then I only use one of the equipment slots for a cloak and leave the second one EMPTY! Since CCP calculated the total PG/CPU for the suit to be using both equipment slots, that means if I do not fill one then I get a LOT of extra CPU/PG for the other things. And when I do that, it's like turning a Scout into an Assault only with the benefit of the CLOAK!
You ever play HALO on maps with the rocket launchers and cloaking? It's like doing that and the other guy doesn't know what hit him and if you keep doing it to him he finally gets fed up and quits. You can say it's a fair match all you want to, but in the end who would ever want to stick to the assault rifle and no cloak vs. the cloaky rocket launcher guy?
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:19:00 -
[18] - Quote
Eko Sol wrote:CCP Rattati wrote:ZDub 303 wrote:Remove the sidearm from the only proto suit i've been able to afford and that pretty much seals the deal for me to never return to Dust.
I understand the idea of normalizing the slot layouts but I feel its the wrong way to go personally. The sidearm on the Amarr Logi is what made that suit fun. Having experienced having a sidearm and 3 equipment I could never go back to only having a single weapon.
I honestly can't see a reason why you would run a logistics suit over a scout unless you want to run a minmatar medic suit.
Amarr logi bridged the gap between minmatar medic and scout-logis. If you look at the numbers, something tells me the Amarr and Minmater logi suits probably greatly outnumber the caldari and gallente logis now. Its not hard to imagine why that might be, uplinks and rep tools are by far the most useful equipments available.
I would love to see the number on logi sutis in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but in general they are becoming rather underpowered in general.
With scouts and heavies the way they are after 1.7 and 1.8 it seems that straight buffs to the medium suits make more sense to me. imho... adding a sidearm to caldari and doing a slot normalization that way makes much more sense. You have caldari and amarr as 'combat logi' suits with bonuses more oriented towards being near the frontline (uplinks and ammo) while minmatar and gallente logis would be more inclined to focus on their 'active equipment' using rep tools and scanners more in general and not being so inclined to need a sidearm. The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance. The plan is to make logis better at what they do with good module efficacy bonuses. YOU ARE DOING IT WRONG. Get with the facts. Look I wouldn't be so frustrated if you agreed that you are screwing us for a "bigger picture". Sure why not. But you actually think you know better than us, the remaining players. The side arm is not what makes the A-Logi the A-logi. The bonus is. The Side Arm is a plus that we have gotten used to and have found our niche with. It is the weakest logi without it. You aren't making it better. HOw many people have to tell you this? How many hours do we all need to play as A-Logi to show this to you? Let us know so we can do it. At this point, I think you are making this change on whim and selfishness. I think you guys are doing this to sell more Aur by getting people to skill into new suits, etc. and thus using real world money to support you guys. I don't think this is authentically for the greater good of the game because the greater good. The logis are just different enough to warrant an actual decision. make them the same and everyone will be Min Logi in the future. EVERYONE. It's the fastest, decent CPU/PG, the best bonus, etc. Everyone will eventually be a Min logi OR not logi at all. Currently you see logis. Cal = slayer logi Gal = tanker logi Min = Versatile, support Amarr = AV-ish, spawn specialistYour statements don't explain it well. "It's different and I don't like different" isn't good enough to convince us. You do whatever you want, it's your game and I just play it. Don't make the change YET. Get a new discussion on it and push it to delta. Ease people into it. We don't want it or like it so doing it isn't better for us. Or we get a respec. It's different and not like the others so you are making it like the others. Thus it isn't what I spent my hours and AUR (boosters) to have. I should have all A-Logi SP refunded to include the A-Med SP but I'll deal if that doesn't happen.
WTF??? Actually you are the one that has misconceptions on what a LOGISTIC dropsuit is meant to do. They are not meant to be fighting directly themselves except when needed as a last defense option. As a combat medic they are suppose to worry about reviving your friendlies. As a repairer, they are supposed to repair armor on suits and vehicles and installations. As a supplier they are supposed to generate more ammo for everyone else so they don't run out. As a beacon expert they are supposed to be able to light the beacons for the other dropsuits to drop onto. As a demolitions expert they are supposed to protect/mine important areas/objectives. In every case, they support and are NEVER meant to be a "slayer", "tanker", or "anti-vehicle" expert. So the only one that you kinda got right in your description above is the Minmatar one.
But why do you have this wrong impression of what a Logi Dropsuit does? Because the Logi Dropsuit has been exploited to be one thing or another that it was not meant to be ever since they were introduced to this game. Originally they were exploited to be slayers (which is why people prefer them over assault). Then they were exploited for tanking (making them better than Heavies). Then they were exploited for anti-vehicle (again making them preferred over AV heavies and AV assaults). Do you see the issue now? Logis should NOT be better than Assaults and Heavies at the jobs that Assaults and Heavies were meant to fulfill.
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Jadd Hatchen
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Posted - 2014.07.11 06:30:00 -
[19] - Quote
Hawkings Greenback wrote:CCP Rattati wrote:All,
. . . stuff As a logi I would like to add my opinion to this conversation. Before I continue I apologise because it seems like I have more questions than feedback Not sure why the need for a speed reduction when even with an enhanced kincat on an ADV Min logi suit i can struggle to keep up ( some ) heavies. On this basis are you looking to reduce the speed on the heavies as well ? Isn't a logis role to support the battlefield ? How am i supposed to do that if I can't keep up with the battlefield ? I have spent SP into being able to run & fit kincats to allow me to be more mobile because the logi always seems to slow. Oh and before anyone says anything about stacking tank mods, I always look to get a balance between the best equipment I can fit then look at the best tank I can run. I like my logi to be mobile not a static WP pinata winnebago lumbering around the battlefield. Is the 'standardisation' of logi equipment slots a way of justifying why scouts have 2 equipment slots ? I do understand the need to balance slot layout between the races but I have never felt that the Amarr logi suffered unduly by having 1 less module slot & gaining the sidearm slot. A lot of people were sold on the idea of a 'combat' logi, especially me. Place the uplinks & defend the area. Or push & attack & move the front line up with uplinks, then defend them. i don't know, I feel as if I play a different game to the one CCP sees sometimes. Cloak bonus, meh I could care less. I can't do anything cloaked. I wouldn't loose sleep over some one running a crazy speed damped cloak shotgun logi, not when scouts can do that much better already. WP for injectors, brilliant & about time. I love the scaling with SP investment & cost. I also hope you look at the option of choosing whether to be revived once a player is downed also. Maybe to reduce the spam a bit more is too reduce the initial WP reward for a rez & have bonus WP reward if the rez'd player stays alive for a period of time. I am pretty sure this was suggested a long time ago.
I have to agree that as a dedicated logi that has to keep up with a Heavy Suit 1005 of the time, I am already UNABLE to do so as they will be sprinting to make a kill and if I have the rep tool on them then I am limited to a WALKING ONLY pace and thus loose out on gaining any Guardian WPs and become the brightly lit yellow target that cannot run away because that yellow beam means I can only walk and not run.
It's not that the Amarr "suffer" for not having the extra equipment slot. It's the opposite... The other races suffer for not having the sidearm slot. With a sidearm slot on a logi (back when they had them) I would always fit a Mass Driver and an SMG or a PLC with SMG or a Swarm Launcher with SMG. This makes it so that no one wants to play an assault as the logi does it better.
Honestly, I don't care about the cloak one way or another either, but I will say that with 4 slots, loosing one to a cloak means that I can cross open areas more safely without being picked off by snipers all the time.
I like the WP for injectors idea too... now to hope that it actually works right.
I think it would be awesome if they just made one simple change... You already have a push button to call for help/revive on the death-screen. Why not default it so that the bleeding out player icon doesn't show up on the screen/map for the injector wielder until after this help/revive me button is pushed. Then and only then will they show up for being revived.
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Jadd Hatchen
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Posted - 2014.07.11 06:33:00 -
[20] - Quote
P14GU3 wrote:CCP Rattati wrote:ZDub 303 wrote:Remove the sidearm from the only proto suit i've been able to afford and that pretty much seals the deal for me to never return to Dust.
I understand the idea of normalizing the slot layouts but I feel its the wrong way to go personally. The sidearm on the Amarr Logi is what made that suit fun. Having experienced having a sidearm and 3 equipment I could never go back to only having a single weapon.
I honestly can't see a reason why you would run a logistics suit over a scout unless you want to run a minmatar medic suit.
Amarr logi bridged the gap between minmatar medic and scout-logis. If you look at the numbers, something tells me the Amarr and Minmater logi suits probably greatly outnumber the caldari and gallente logis now. Its not hard to imagine why that might be, uplinks and rep tools are by far the most useful equipments available.
I would love to see the number on logi sutis in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but in general they are becoming rather underpowered in general.
With scouts and heavies the way they are after 1.7 and 1.8 it seems that straight buffs to the medium suits make more sense to me. imho... adding a sidearm to caldari and doing a slot normalization that way makes much more sense. You have caldari and amarr as 'combat logi' suits with bonuses more oriented towards being near the frontline (uplinks and ammo) while minmatar and gallente logis would be more inclined to focus on their 'active equipment' using rep tools and scanners more in general and not being so inclined to need a sidearm. The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance. The plan is to make logis better at what they do with good module efficacy bonuses. So why not give ALL the logis a side-arm. Your arguement is, we have to because its the only one with a sidearm.. so why do you have to take it away? Why not give the other logis a sidearm if its such a huge dilema. The only reason the sidearm was taken away was to differentiate from assault. But the suits are soo much different than they were then. You can differentiate them through the bonuses.
Because that's what they all had originally and it was found that the logi-slayer class was born! And no one wanted to play an Assault ever again. So they "fixed" that back in beta, only they didn't completely fix it as they left it on the Amarr which was dumb and is why Amarr Logi's are probably the best ones right now.
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Jadd Hatchen
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Posted - 2014.07.11 06:36:00 -
[21] - Quote
deezy dabest wrote:CCP Rattati wrote:
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
The amarr should not lose its sidearm. The amarr logi bonus most requires you to stay in your logi for a true benefit for the team and gives up an equipment slot to be viable in such a way. Also another slot on the Amarr logi only increases uplink spam which is not needed.
Why not ask CCP to make the Amarr Logi bonus continue to applie as long as they don't change out of an Amarr Logi suit? This would make more sense to fix the issue you are describing here, rather than continue to make the A-Logi more slayer like than the assault suits are. |
Jadd Hatchen
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Posted - 2014.07.11 06:38:00 -
[22] - Quote
Lorhak Gannarsein wrote:I don't really mind having seven slots on my Amarr Logi, though I would like a fourth equipment.
But if the cost of that (of either of those) is my sidearm, I don't want it.
My sidearm is only valuable in niche situations, and offers a point of difference from the other logis.
To expand, Amarr Logistics currently has thirteen slots, where all the other logis have fourteen. This appears to be a remnant from the original introduction wherein the Amarr frames had lower slot layouts than the other races did, which is to say, it is not because a sidearm is arbitrarily more valuable than another slot (which I don't think it is, necessarily).
Increasing the CalLogi equips would bring it up to 15, increasing further the divide. In that vein I think it would be reasonable for Amarr Logistics to have an increased equipment slot capacity anyway.
I'd also like for it to have at least CPU/PG quantities in line with the other suits, if not more as compensation for the lower slots (as appeared to be the old logic with the Assault).
I don't think that it is fair that you're A-Logi can have a sidearm. I miss the days of using a Mass Driver and having an SMG as backup on my M-Logi suit. If I cannot have that benefit that makes your suit more viable than an Assault, then what gives you the right to have it?
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Jadd Hatchen
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Posted - 2014.07.11 06:48:00 -
[23] - Quote
P14GU3 wrote:Iron Wolf Saber wrote: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. And a PG/CPU buff isnt going to do it. As long as a Rail Rifle is the same on a logi as it is on an assault, nothing will change. The assaults need a real bonus, a reason to be used. As long as logis have the same damage output and more equipment, they will be the go to medium frame. The issue is not logis, its assaults. Edited the weapon used in the example, because as ScR is NOT the same on a logi as a Assault, therefore the amarr assault ACTUALLY gets used.
You know, you are right, but your implementation is incorrect. I think that in addition to having a fitting bonus to all light weapons on the assault suit, they should also get fitting bonuses to their racially based tanking option... What do I mean?
Amarr Assault get a bonus to fitting armor plates and fero plates. Gallente Assault get a bonus to fitting reactive plates and armor repairers. Caldari Assault get a bonus to fitting shield extenders. Minmatar Assault get a bonus to fitting shield rechargers and reactive plates.
These would all be in addition to a fitting bonus for all light weapons on the assault suits and the current bonuses to damage for using specific racial guns on assault suits.
This will make Assaults more able to fit more tank like the logi's get to do because the logis have more PG/CPU than the Assaults. This is because the Logi's have to fit all that equipment, but if they don't fit the equipment, then they can abuse all that PG/CPU for tank instead. But if the Assault gets a bonus that lets them fit even more tank, then they will be more desired for this than the Logis. Combine that with a bonus for fitting and damage for light weapons on the Assault and you have more reason to use the Assault for upfront fighting/slaying than the logis.
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Jadd Hatchen
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Posted - 2014.07.11 06:51:00 -
[24] - Quote
Finn Colman wrote:A medi-scout's view on Amarr heavies losing their sidearms (main non-story based points will be Underlined, bolded and Italicised:
When I began in Dust I took a through look before buying any new suits. I looked at every class and every race. Out of all of them, the Amarr appeared to me as the worst. They simply don't fit my preferences. They have the highest health, at an expense to speed. I liked their weapons better than the rest (this was before all of the new sidearms and rifles), but their suits to me were just awful.
I only skilled into their heavy suit because it was the only one at the time.
In logistics I found that the only interesting ones were the Amarr and the Minmatar. The Minmatar were my favourite drop suit race because they are the fastest, and in terms of a useful logi bonus, the Minmatar had the best. There was only one reason I even considered Ammar, and that was the sidearm.
But, again I moved on to the scouts. Of course I picked the fastest suit I could get, the Minmatar scout. At first I was just an average Minja wannabe. It wasn't until later that I found that I could be a medic in a scout suit.
This has been my main fit ever since.
And this fact that you only considered the A-Logi because of it's sidearm only demonstrates how much of a huge advantage this gives that suit over all of the other logi suits.
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Jadd Hatchen
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Posted - 2014.07.11 06:54:00 -
[25] - Quote
P14GU3 wrote:Lorhak Gannarsein wrote:KAGEHOSHI Horned Wolf wrote:Also, might be beating a dead horse, but I really think the Amarr logi should keep the sidearm and not gain the equipment, it would be a fair tradeoff for having less equipment than other logis, and thus balanced. I can adapt to the loss of the sidearm if I need to though, I have a proto Amarr logi, and I don't think the changes would be too disruptive.
Also, you reeeeaaaally should put the high/low slot thing in the original post, would have saved me a lot of typing about the slot inequalities. I want the sidearm, that's a given. But I would prefer an equipment to a mod slot; improve my logi, not my slaying. But there are two other logis with extra equipment, if you wanted the equipment over a sidearm, why not go min/gal? We specced amarr for a reason, that reason was links (broken atm) and a sidearm. Thats it...
And I went Minmatar for everything because I wanted to support only one side of the Faction Warfare stuff. So if you give one side a benefit and no similar one or a counter to it to the other side, then you are creating a situation for imbalance in the races. I still hate that the Amarr and Minmatar don't have vehicles or turrets.
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Jadd Hatchen
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Posted - 2014.07.11 06:56:00 -
[26] - Quote
Mauren NOON wrote:Man... if they actually implement that logi nerf....people will hate devs even more o.O this is a sign Rattati, don't do it. Community say NAY
Community says nay because community likes to exploit the imbalance the current setup creates. Asking a crack user to regulate their crack usage like this is dumb.
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Jadd Hatchen
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Posted - 2014.07.11 06:58:00 -
[27] - Quote
Lorhak Gannarsein wrote:P14GU3 wrote:Lorhak Gannarsein wrote:KAGEHOSHI Horned Wolf wrote:Also, might be beating a dead horse, but I really think the Amarr logi should keep the sidearm and not gain the equipment, it would be a fair tradeoff for having less equipment than other logis, and thus balanced. I can adapt to the loss of the sidearm if I need to though, I have a proto Amarr logi, and I don't think the changes would be too disruptive.
Also, you reeeeaaaally should put the high/low slot thing in the original post, would have saved me a lot of typing about the slot inequalities. I want the sidearm, that's a given. But I would prefer an equipment to a mod slot; improve my logi, not my slaying. But there are two other logis with extra equipment, if you wanted the equipment over a sidearm, why not go min/gal? We specced amarr for a reason, that reason was links (broken atm) and a sidearm. Thats it... This is what I meant; to expand, I don't want my logi to be a slayer suit. Adding a slot and keeping the sidearm is heading in that direction. I would much rather keeping the sidearm for self-defence and having another equipment slot to round out my layout.
I would love to get a sidearm slot on my M-Logi and loose an equipment to get it. I also recognize how useful and unbalancing this situation is to the logis that don't get to have a sidearm. That is why it is broken and needs to go away.
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Jadd Hatchen
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Posted - 2014.07.11 07:02:00 -
[28] - Quote
Eko Sol wrote:Mauren NOON wrote:I'm a proto amarr commando and I don't want assaults to have that skill because the only thing commandos have going for them is 2 lights. And giving amarr assault a damage and heat build up bonus will be as broken as Rihanna's jaw bone..... Good Ol Rihanna jokes. That's a ride or die chick I swear. My type though so I can't bash on her. Anyway. My suggestion stands at a stamina regen decrease, 10% speed increase, 10% base HP increase, movement penalty (i.e. armor plates) reduction per level. Maybe add an entire nade slot and increase passive scan a little maybe a base of 35. The only thing I can think of that I might be able to jump on board with as far as logi's are concerned is logis can't fit Damage mods. Problem solved. People will be assault for the DPS. Thoughts?
Actually I like this idea! But instead implement it differently... Make all damage mods cost like double/triple what they are now and then give assaults and commando's a fitting bonus for both sidearm and light weapon damage mods. Give Heavy suits a fitting bonus for the heavy damage mods. And give scouts a fitting bonus for the sidearm damage mods. The logi's will be the only suits that will have to pay full "price" for fitting damage mods then.
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Jadd Hatchen
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Posted - 2014.07.11 07:15:00 -
[29] - Quote
CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed.
That's not what's causing the issue. The issue is that I cannot run with my repair tool locked onto my Heavy bro, so if he sprints, then is is faster and I loose lock on him around corners and then have a delay before I can relock onto him again.
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Jadd Hatchen
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Posted - 2014.07.11 07:24:00 -
[30] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance.
The plan is to make logis better at what they do with good module efficacy bonuses. I'm reposting this from another thread in hopes that either your or Logibro will read it. You guys need to stop and ask yourselves what the role of the Caldari and Amarr logistics is on the field. They both drop passive equipment, and once that is done (literally takes about 1-2s to drop an uplink or nanohive) what is supposed to be their purpose on the battlefield? If you think all logis should then pull out their rep tool and start repairing, then why would anyone run anything but Minmatar Logi? Simply for aesthetics? If a logi suit is supposed to spend the majority of their time repping, then there is almost no reason for any other logi suit to exist than the min logi, because it is specifically bonused for that. The Minmatar and Gallente logi suits are centered around active equipment, that is, equipment you spend most of your time using. The Caldari and Amarr logi suits are centered around passive equipment, which leaves them free to pursue other non logistics tasks like slaying. This also makes sense as both of these passive equipment are meant to be more around the frontline, the Caldari and Amarr Logi need their combat efficacy to protect their passive equipment. You need to think about each suits role on the field and how to better reinforce that idea. Gallente/Minmatar Active Equipment High Mobility Low combat efficiency High Logistics efficiency Amarr/Caldari Passive equipment Low mobility Moderate combat efficiency Low logistics efficiency If you remove the sidearm on Amarr logi and give them a 4th equip slot, they just become a poor copy of the Min/Gal suits. They still have low logistics efficacy because their bonuses are not designed for logistics efficiency. If you serious about type-II versions. Then you need to completely rethink the bonuses so that the high logistics efficiency variant has a bonus to active equipment and the combat efficiency variant has a bonus to passive equipment to better reinforce the role of each suit. You would essentially need to make a set of medic suits centered entirely around the nanite injector and rep tool. While the combat version would be around passive equipment like hives and links. Every suit would have close to the same bonus, and the flavor would come from the slot layout. You could give the combat logi a L/S and the medic an S or S/S setup and boost the speed and hp of the medic up substantially to reinforce the role that they should be running around repping and reviving. If you move forward with this as it is though, you will essentially render the non-Minmatar logi suits obsolete. I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
OMG please don't! If any race would have MORE GUNS rather than any other stuffs it would be the Minmatar! Why do you guys seem to hate the Minmatar in this game?
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Jadd Hatchen
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Posted - 2014.07.11 07:28:00 -
[31] - Quote
ZDub 303 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. {snip} So (for example): 8 modules + 4 equip + L + nade for Gallente/Minmatar and: 7 Modules + 3 equip + L/S + nade for Amarr/Caldari
Okay this is WRONG! As now the FW for the Amarr/Caldari side would be the only side with the slayer capable logis and the Gal/Min side would suffer horribly for it in FW battles.
IF you do this (and I highly recommend that you don't), then it needs to be the Minmatar and NOT the Caldari that receive the extra sidearm slot!!!!
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Posted - 2014.07.11 07:45:00 -
[32] - Quote
bogeyman m wrote:Aeon Amadi 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! 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. THIS^ So if their argument is that they need something active to go with their passive equipment bonus, will the Minmatar and Gallente Logis also get passive bonuses to go with their actives?
Exactly, if we are going to base logi bonuses on active vs. passive, then all four races need to have them both. I honestly would trade in my equipment slot on my M-Logi any day of the week for a sidearm slot!
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Posted - 2014.07.11 07:59:00 -
[33] - Quote
501st Headstrong wrote:Jadd Hatchen wrote:CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed. That's not what's causing the issue. The issue is that I cannot run with my repair tool locked onto my Heavy bro, so if he sprints, then is is faster and I loose lock on him around corners and then have a delay before I can relock onto him again. Learn when to run after your heavy, when to rep. Tell him to stop. Use the Six Kin Triage or Lai Dai Flux so that isn't a problem
*I* have, but I know that everyone hasn't. I also only repair for a heavy in pairs like that when I know we have reliable voice comms and they know not to leave me behind. But that is usually not the case all the time and is frustrating if you want to do logi when you cannot find a decent heavy partner.
Also, why is there such a freaking tiny hitbox for repair tools only? It's too small in many cases.
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