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Thread Statistics | Show CCP posts - 43 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3652
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Posted - 2014.07.10 00:09:00 -
[1] - Quote
Pvt Numnutz wrote: Voice your opinion but don't speak for the community. I'm sure there are some amarr logi's that are excited about becoming more logi and less assault. From what you described wouldn't having another equipment slot help you farm war points by being able to carry more uplinks? I don't know how I feel about the speed Nerf, my cal logi is already noticeably slower than my assault counterparts. For the cal logi role, I wouldn't want to be so slow I couldn't keep up with an advance and not be able to put down my hives at the right time/good spot.
I challenge you to find a single decent player who has been running the Amarr logi for more than a month that loves this change. Some might tolerate it, but NOBODY is going to be excited about it. NO ONE.
I maxed out my SMG, I paid real life freaking money for the Templar logi, I've been using the Amarr logi as my primary suit for a year. This change is incredibly short sighted and will drive a lot of us not only from the suit, but from the game. I will never use my log suit again. If I do decide to ever play, which I doubt, I will use a gal scout as my support suit. It's faster, has a sidearm, is invisible, and has 2 equipment slots.
I thought you had learned from prior mistakes Rattati. I was wrong. Taking a good suit and making it bad is not how we make another suit better!. You do that by actually making the other suit better!
You talk about crowd sourcing? Where was the clamor for removing the sidearm? Where are the grateful players in this thread? There was and are none because nobody wants this.
Outliers? What about the LP store Amarr commando with 3 weapons? Where's the clamor for the grenade commando? I guess you weren't around but there were plenty of suggestions about grenadier suits. Even if there wasn't, the fact that people aren't specifically asking for new variants doesnt mean anyone wants LESS variants than we have now.
Quick poll... Who wants fewer things in Dust? Who wants less variety? Nobody? Ok good, glad we got that straight.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3656
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Posted - 2014.07.10 00:17:00 -
[2] - Quote
Iron Wolf Saber wrote: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.
IWS, you have a selective memory. The problem wasn't that nobody wanted the sidearm, the problem was the we lost TWO slots for it, not one. Get your facts straight.
And we complain about the bonus all the freaking time! Just because you type it doesn't make it true or support your argument in a meaningful way.
Stat per stat? It's slower and no longer has a sidearm. It's now worse. It also has less PG, WTF am I going to put in the new slots with no PG? Sidearms aren't PG Intensive, they fit just fine.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3657
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Posted - 2014.07.10 00:26:00 -
[3] - Quote
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 make my argument any better than you just did for me.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3658
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Posted - 2014.07.10 00:36:00 -
[4] - Quote
Iron Wolf Saber wrote: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?
It's a known outlier, and has been mentioned several times in this forum section. I obviously don't expect you to know all the items, but this is not a random item, it's a dropsuit, and if you are going to make an authoritative argument about a fundamental change to dropsuits, you should have the facts to back it up, that's all.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3669
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Posted - 2014.07.10 01:46:00 -
[5] - Quote
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.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3672
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Posted - 2014.07.10 03:06:00 -
[6] - Quote
Iron Wolf Saber wrote: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.
Now we're talking! MOAR CHOICES!
Ok, everyone votes for C, it goes into hotfix C.
Done and done!
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3688
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Posted - 2014.07.10 13:31:00 -
[7] - Quote
I'll repost this from another thread too:
John Demonsbane wrote:Exactly. IWS and Rattati, I will give a nice simple explanation for why the Amarr logi's role is suited for a sidearm and others are not. As RedBleach said, great for solo operations. Why is that important? It's a tacticians suit. (If you click the link in my signature, you will see that I have put some thought into the matter and am not just throwing it up on the fly. ) Let's use the minmatar logi as an example. It has a bonus to rep tools. Useless if nobody is around, great if you are running with the pack. In contrast, the Amarr logis bonus is arguably the opposite. At the very least, it is not appreciably enhanced by others being around. What's the better place for an uplink? An area where 5 people already are, or somewhere off on the flank to create a rally point or new attacking front? Obviously the latter. Would it be better out in the open or more hidden? Again, the latter. So in this case, which of the 2 logi suits, if they are fulfilling their primary role (as designated by their bonus) is more likely to find itself on a lone wolf operation (and thus be in greater need of a sidearms to defend itself)? If you said Amarr, you are correct. So, based on its bonus there is a perfectly logical non-slayer reason for the sidearm to exist. In addition, none of the elite laser weapon slayer types do their thing in the Amarr logi suit. They use the assault or commando because they actually have a bonus that works!
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3689
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Posted - 2014.07.10 13:46:00 -
[8] - 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.
*spits out coffee*
OMG. There is hope for this game after all....
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3689
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Posted - 2014.07.10 13:56:00 -
[9] - Quote
Dj grammer wrote: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. Okay now were are getting somewhere. Give assaults a bonus to damage modifiers is cool but it will need a bit more to sell me on assaults. CCP Logibro was already thinking on bringing back Type-II suits but your Idea is a great start. To run a sidearm on any logi besides Amarr should cost you an arm and/or a leg. In other words costing you a high slot, a low slot, both a high and low slot, equipment slot and etc.
Good point, you would either need to take more than one slot away for the cal logi, or you need to add one to the Amarr because it currently basically gives up a low and an equip slot for the sidearm.
Personally I'd like another slot on my Amarr logi because it just makes more sense as it either is no better at support than a scout at STD, or has a bad slot layout for an armor tanker overall. But, either way is fine, the cal logi always did have a ludicrous number of slots.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3716
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Posted - 2014.07.11 05:00:00 -
[10] - Quote
bogeyman m wrote:Original post courtesy of John Demonsbane: https://forums.dust514.com/default.aspx?g=posts&m=2237028#post2237028My comment that relates to this string:Regarding equipment bonuses, I like the idea of giving each race both an active (rep tools or scanners) and a passive (uplinks or nanohives) equipment bonus with primary/secondary bonuses like you suggested. Maybe like this: Minmatar = rep tool (p) + nanohives (s) Amarr = uplinks (p) + rep tool (s) Gallente = scanner (p) + uplinks (s) Caldari = nanohives (p) + scanner (s)
Thanks for the link. Ive decided I like the second option I proposed better, and fleshed it out a little better in this thread over in GD.
The short version is that every logi suit keeps their current 10% (and 5%) bonus to whatever it is they get a bonus for, like spawn times for the Amarr.
Then, instead of pairing up races in whatever fashion, just give every logi every bonus, but substantially weaker. Example: Minmatar gets 10% to reps per level, for 50% at PRO. Every other logi suit gets 3%, for 15% at PRO. Not as good as the primary, but nothing to scoff at.
As it stands now, unless you are using one specific piece of equipment, a scout can do the logi's job just as well. With this change you separate the classes again, because as we all know, the major problem with medium frames is that scouts do their job just as well (or better). This would no longer be the case as far as logi's are concerned.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3723
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Posted - 2014.07.11 12:25:00 -
[11] - Quote
ZDub 303 wrote:I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
If anything, I personally feel that unbonused prototype equipment is already quite powerful as it is and it is not necessary to have additional global bonuses to all of it. The singular bonus each race gets is truly its own distinction. If everyone else got half of the min bonus to rep tools, I honestly believe it would probably cause the min logi to become irrelevant, as higher EHP is attainable on other suits and half of the rep bonus is not enough to really make the min logi unique.
An easy solution to the global bonus problem, which doesn't require the addition and testing of half measure racial bonuses is to buff the global logi fitting bonus to 15% per level. This would further reinforce that higher tier equipment is desirable and make the cost of upgrading from std to pro on any single piece of equipment relatively small. Of course another big issue with proto equipment is its isk cost, its fairly substantial to deck out a proto logi suit in proto modules and proto equipment.
A reduction in the cost of adv and pro equipment would encourage the use of higher tier equipment on all logi suits, thus increasing the overall quality of equipment logis would bring to the field, without having to create potentially broken bonuses or risk making certain prototype equipment overpowered with the creation of additional bonuses. This cost reduction would probably need to be on the order of 33-50%, I would say a cost curve of 5k - 7k - 12k for std - adv - pro would be just about right, a full set of 4 proto equip should be approximately 50k, about the same as a basic prototype weapon.
The increase to a global fitting bonus also requires a rebalance of CPU/PG on each suit as well. I think that its perfectly fine though, the logi suits need a module count and fitting rework in general anyways (hence what has sparked this discussion).
Excellent ideas. Back when all the fools were asking for sidearm only logis I had counter-proposed a similarly huge reduction with a proportionate reduction in the fitting power of the suit. It's so far back I'm having trouble finding a link, but I did at least so e of the math.. I'll have to look again later.
@hatchen: I'm not sure what you are talking about, exactly, but neither of the biggest offenders in the uprising kill logi days had sidearms. (Those being gallente and Caldari) They were OP because of the massive tank they could fit while simultaneously having inherent 5hp/s armor reps and having the fitting power to not sacrifice anything else, like a proto weapon, core locus nades, and triage hives. Sidearms had nothing to do with it.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3745
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Posted - 2014.07.12 18:05:00 -
[12] - Quote
Aeon Amadi wrote: Yeh, it's kind of a shoddy system overall to be honest. The whole thing about it though is that this appeal to 'racial equipment' was botched from the beginning and is entirely arbitrary. It goes off looks, if anything. I have notes from closed beta when we had CreoDron Dropuplinks, CreoDron/Allotek Nanohives, Viziam Repair Tools... Not sure how many of those are still in game but the fact that they exist(ed) goes to show that the equipment isn't restricted to certain races and we're more apt to provide a trickle-down effect to the other logistics.
This isn't to say that all Logistics should get bonuses to all Equipment - not at all. Although, having a dual bonus just makes sense. Amarr specializing in Drop Uplinks with a bonus to - I dunno - repair tools as a secondary. Not as good as Minmatar but still effective. That way they're not "twiddling their thumbs" as it was so vibrantly described but at the same time they're not trying to over-ride yet another combat role.
The overall goal, I think, is to encourage players to WANT to use those support options instead of just leaving the equipment slots blank and jacking up armor/shields to ridiculous levels solely because they can and we provide them the means to do so. I don't think it's too late for Logistics to actually utilize equipment to dynamically change the match and I seriously don't think we should default to, "Welp, mechanics suck, guess we'll make it another combat role" just yet.
Might as well just run Scout at that point what with it having two equipment slots anyway.
That's exactly the point of having some cross-racial bonuses, like this.
I think in large part we are barking up the wrong tree with this whole discussion in that we are focusing on differentiating the medium frames, which made sense back in 1.3 or 1.4, but is tbh, totally meaningless now. I'll say it again:
Logi's are not more popular than assaults because they are better than assaults. It's because scouts are better than assaults!
Nobody who wants to play an assault role has moved en masse to logi suits in the past 6 months. They've moved to scouts! (or one of the heavy frames).
By the same token, imo, the relative popularity of the minmatar logi is because it's bonus is the only one that is totally worth not using a scout suit to do the job:
- The Amarr logi bonus is kinda broken, as we've mentioned, and even I use a gal scout to place a lot of my uplinks. - The Caldari bonus is kinda meh for anything but repair hives (see: usuckatdust) - WTF would you use a gallente logi when you can get permascans with a cal scout and don't have to stop shooting to do it?
We should focus on making ALL the medium frames different and superior at their designated role than heavy or light frames. This whole medium frame civil war is unproductive.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3745
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Posted - 2014.07.12 18:08:00 -
[13] - Quote
Also, Aeon, are you saying you are now OK with the Amarr logi keeping the sidearm and just don't want to move it over to the cal as well? Or are you still in the no sidearms for any logi camp?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3754
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Posted - 2014.07.13 03:32:00 -
[14] - Quote
bogeyman m wrote:John Demonsbane wrote:-snip- By the same token, imo, the relative popularity of the minmatar logi is because it's bonus is the only one that is totally worth not using a scout suit to do the job. -snip-
I cracked your coded mesage: ... imo ... the minmatar logi is ... the only one that is totally worth ... using ... I couldn't agree more. Welcome to the dark side.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3773
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Posted - 2014.07.13 19:50:00 -
[15] - Quote
Leeroy Gannarsein wrote:Aeon Amadi wrote:John Demonsbane wrote:Also, Aeon, are you saying you are now OK with the Amarr logi keeping the sidearm and just don't want to move it over to the cal as well? Or are you still in the no sidearms for any logi camp? I'm a lot more likely to respond when people aren't trolling with 'herp derp your' in sum kinna anti-logi club'. Yeah, I'm cool with the Amarr Logi keeping it's sidearm because it makes a lot of sacrifices to have it. Same fitting slots as assault, slower than the other logis, less equipment slots. I said -WAY BACK- at the beginning of all this that I was on the fence about whether or not we should remove it and only even considered it because CCP Rattati made a convincing argument that it being unique was stupid and I figured that by removing it, we had more opportunity to increase it's effectiveness in other areas. It wasn't because 'herpitty derp aeon duzznt like logis cuz reasons' and defaulting to that isn't going to impress anyone. That was kind of unnecessary; I don't think John meant any offence by what he said, and to be quite honest, I'm not sure where you found it, considering it's true you were against any logi having a sidearm.
Yeah, IDK Aeon, I mean, it's a true statement, no trolling needed or implied. There are currently two camps, the one who wants the Amarr to keep it's sidearm and the one that doesn't. You were quite firmly in the latter group, at least initially. If you have changed your mind, that's one less (pretty influential) person I need to try to convince otherwise.
...Of that, at least. I still think the Amarr logi needs work, as RedBleach beautifully pointed out. It's fitting power is abysmal and it needs another low, even with the sidearm. But that's another discussion.
Bethhy wrote:Assault's need to fill the "Light Assault" Function on the battlefield. not the Cal and Gallente Scout.... The Ability to be a fast moving, High damage suit with a little more health then a scout. Something with a more effective indirect damage bonus.. like RoF or something more Racial specific to the class. Basically sacrificing the ability to be "Tanky" for damage and mobility, and eliminating the need for scouts to fit and try and half fill this role.
Where Commandos Fulfill the "Heavy Assault" Role on the battlefield. Having a Straight damage bonus and the ability to be "Tanky" but at the sacrifice of mobility.. They still have an equipment slot alowing them to setup on outside perimeters and be the masters of toe to toe at medium range gun fights.
**P.S.**I think both classes have to be tweaked together or the balance will be off.**
I could not agree more on virtually all of this. Either isolating or pitting the medium frames against eachother right now in terms of balance is the wrong approach entirely because that's not the root cause of the "assault problem" we've been talking about for, what, a year now? (I know that's not exactly what Bethhy meant, but the same logic applies)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3780
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Posted - 2014.07.15 02:17:00 -
[16] - Quote
Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS.
The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other.
As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit.
It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3783
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Posted - 2014.07.15 04:29:00 -
[17] - Quote
bogeyman m wrote:John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.) One sidearm = one equipment... Done. Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done. Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done. Not sure what all the hassle is. Git 'er dun! PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled. PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled. PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.)
Sounds good to me, with the exception of the underlined sections. Here's why, in reverse order: 1) Amarr suits should have more low slots than high, so 3/5.
2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away.
3) You've oversimplified the maths on the anti-killer bee part:
- Requiring all the equip slots to be filled sounds good but is less effective than you think; compact hives are great for slayers and use minimal fitting resources. That said, I've pushed the idea for close to a year now, so I don't disagree with it, just realize that the true impact will be fairly small.
- Dropping the CPU/PG by 10% and increase the fitting bonus by 10% is actually a big time nerf. Not all the CPU/PG of the suit is used up by equipment, so the math is never this easy:
To repeat an example I've used a few times, picture a suit with 300 CPU. Typically 200 would be used for modules/weapon, and 100 probably for equipment (this information is based on the low-equipment Amarr logi and basically comes from my arse; it may not be completely accurate but gets the point across). If you were to drop the suit CPU by 10% and increase the fit bonus by 10%, you lose 30 CPU total but only save 10 CPU from the new bonus.
It becomes complicated in that, since not all the suits have the same amount of equipment slots, you can't easily determine what the best combination of fitting power reduction and fitting bonus increase would be (this is basically why CCP wants to equalize the slot counts and take away the Amarr sidearm, to make this kind of balance proposition easier).
What you need to do is make a large sample of multiple fittings from each race, and determine the ratio of CPU/PG total vs that devoted to equipment. Averaging that ratio you can then say, well, if we are going to decrease the total by 10%, we need to increase the fitting bonus by x, which, using my above example, would be 30% since the ratio is 3:1. Hopefully they would choose to overshoot the bonus.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3784
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Posted - 2014.07.15 11:59:00 -
[18] - Quote
True Adamance wrote:John Demonsbane wrote: 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away.
Okay lets not get ahead of ourselves....... they aren't based on it....they are just pretty good at it. It's simplifying things too much to suggest that this defines them...... they are armour tankers that use Blasters and have some pretty good drone ships.... but at its core they are just armour tankers.
Alright, alright. We all know I don't play eve. Edit made.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3812
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Posted - 2014.07.18 20:01:00 -
[19] - Quote
Meee One wrote:RedBleach LeSanglant wrote:
RedBleach is Awesome
You're an idiot. (Followed by a lot more drivel. And another post with even more)
Just stop. RedBleach knows as much or more about being a logi as anyone, that certainly includes you. You will not win any allies or sway anyone's opinion spouting off like that.
Especially since what is apparently your basic premise is terribly flawed. Nobody ran "slayer logistics" because of the ability to use equipment. That was just the cherry on top.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3830
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Posted - 2014.07.29 00:08:00 -
[20] - Quote
Void Moose wrote:I know this will immediatly get a bunch of hate but .... I always thought that the logi roll shouldn't be a combat one but support..... to me logis should always have had just side arms as they are suppose to be rolling around reparing peopl and not really shooting and being able to just defend themselves when their teammates go down.
I'm a logi and i know that sounds drastic but i always thought that the logi roll should be that and they should get sidearm bonuses for stopping power or something along those lines.
No. Just no.
This has never been a good idea, there's already been far too much discussion already on a topic that long ago should have been dismissed.
(The godfather of tactical logistics)
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