Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2014.07.09 21:09:00 -
[1] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* Installation buff, with a range and AI review, reduction of granted WP for destruction.
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
1) So, my thoughts on these. Scouts/Light frames currently have about 70% of the hp of Mediums/Assaults before modules and Mediums currently have about 25/33% of the hp of heavies before modules. Mediums need a significant buff of about 40-55% *more* hp to their primary tank before any modules are factored in (yes this includes logis) and shield based assaults/logi's are in need of some massive tweaks to their shield recharge rates and delays (as well as the modules themselves needing fitting cost reductions inherently). It is currently better and easier on powergrid and cpu use to armor / hybrid tank shield based suits than it is to use all of your modules on shield. Others have suggested a minimum threshold of damage before recharge is stopped (further improved by regulators).
2) Buffing installations is risky - with a lot of the nerfs and tweaks to vehicles recently we're very very quickly approaching 1.6 levels of AV lethality.
3) I am not fond overall of the change to scout bonuses but I understand it's been discussed with the barbershop - some of the tweaking needed to be done in their base stats: particularly stamina recharge rates on the minmatar. Some of these tweaks just mean I'm unlikely to skill into anymore scout suits.
4) I like the idea of all logi's having 4 equipment slots at proto tier, but I do really feel that the sidearm on the amarr logistics is something that makes it feel unique and useful, especially as its bonus disappears the moment it dies it really should have more options to defend itself.
5) Injectors should grant a flat 60 WP, then triage points as though you had repaired the target from 30% hp to the hp value they're at, this incentivises fitting better needles on logistics suits and it doesn't take away any warpoints that they wouldn't have gained anyways. It also allows for further adjustment to dial in a 'correct' hp->wp number.
6) Doubling the WP for orbitals simply puts it out of the hands of people who run small squads, and keeps it in the hands of people who had 2 logi's in their squad, this is not a good fix - the warpoint cost needs to scale with the amount of people in the squad.
7) LP needs a small increase to payouts at lower levels, and then as others have suggested gain a 'performance' based increase of around +1% Payout improvement per 10 WP earned. Earning 1000 warpoints would double your payout. This rewards the people who are the best slayers, the best logis etc for being the best and doing all the things - yes there is a potential boosting problem there, but that can be addressed later. Adding to the LP store is incredibly important as well as reducing the damning penalties for losing facwar - I'd suggest that a further +1 standing be added per 100wp earned, making it slightly faster to progress up tiers.
8) Do not prune ambush OMS. The removal of vehicles from ambush should have been a temporary thing at best because vehicles were a *symptom* not the actual problem itself - Tankbush was never a thing before 1.7, whether due to the lethality of AV or some other reason. AV has gotten more and more lethal with every hotfix and we're very close to things being back to 1.6 levels of lethality in an incredibly undesireable way. Removing OMS would simply removing diversity for no real reason, you're treating the symptom here, not the actual problem. I understand that a majority of players dislikes vehicles, that doesn't mean vehicles should be ostracised and forced into match types where it is *INSANELY DIFFICULT TO BE ISK POSITIVE* |
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2014.07.09 21:19:00 -
[3] - Quote
Iron Wolf Saber wrote:Malleus Malificorum wrote:Iron Wolf Saber wrote:RKKR wrote:CCP Rattati wrote:
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
Are you also aware that the logi-suit has less HP AND less speed/stamina than the assault suit? I thought more armor would slow you down? Yet the assault are possibly going to get a speed increasement? So can we drop the slowing down of logis also? Or at the minimum give the logis a waaaaay better stamina pool...god I miss the days of the Type-2 logi suit... I can agree to a stamina buff. They do a bit running around with all the people screaming for someone to save them. They need a HP buff to primary tank. It's currently better for a shield based logi to fit armor plates than it is for them to try to make shield tanking work (which is far more costly in terms of CPU/PG than armor, and provides less survivability). I would cautiously agree if combined with the speed reduction; you have to remember that Logis have expansive fitting poweress and had before overcome other classes strengths before. While shields are intensive the advantages they have are not that suitable for most proper logi lifestyles. Though of course there been other classes in the past accused of such *cough* Fast attack assaults > scouts 1.6, how much ehp should be added needs careful scrutiny. Also I am going to say the amarr logi speed should not change.
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. |