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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1460
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Posted - 2014.07.11 12:04:00 -
[1] - Quote
Zatara Rought wrote: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. Who suggested that? Can we not distinguish the 2? In competitive play you simply don't have the luxury of using the amarr because you WILL die, and then your logi investment was worthless aside from link spam perhaps. AT LEAST make it so that if you die and respawn as an amarr logi the links place on previous lives retain the bonus. Can you really justify making a class's bonus useless because you don't want people swapping out afterwards? Seems like a really weak argument. THIS! As Z says, you die in PC, especially as a logi, which lacks the HP/DPS of a heavy or stealth/passive scan of a scout. This makes Amarr useless because it's the ONLY logi that relies on dumping stuff to be used later... by which time you've died. Minmatar logi bonus, applies immediately. Gallente bonus, applies immediately. Even Caldari applies immediately in practice because you usually drop nanohives when you or a team mate need ammo or reps RIGHT NOW.
There is effectively no bonus on the Amarr in competitive play. You're only getting the same uplink spawn times as any other logi, which get other bonuses on top of that. I stopped using my proto Amarr logi for link-laying (or anything else) because it does it worse than my Gal or Cal scouts. If you want Amarr logi to actually be worth using the bonus should apply so long as you're in any Amarr logi. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1461
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Posted - 2014.07.11 12:21:00 -
[2] - Quote
Also, I'd sooner keep the Amarr logi sidearm, thanks. And how about some more PG while we're at it? At proto level with max skills you can only fit proto uplinks (what the suit is supposed to be for) by fitting advanced modules, advanced rifle, and basic sidearm and nades. Other suits do not have to make such severe compromises at proto. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1461
|
Posted - 2014.07.11 12:38:00 -
[3] - Quote
Having messed about on protofits I can confirm that the Amarr scout will be disgustingly OP if they just shift the current Caldari precision bonus to it. The Caldari presently does at least have the drawback of being quite hard to fit; the Amarr will basically be the same suit but with a near-infinite amount of fitting.
I'd prefer that you left the bonuses as they are. But if you HAVE to move the precision bonus at least reduce it to 3% per level so it's in line with the Caldari and Gallente bonuses to range and dampening respectively. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1468
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Posted - 2014.07.12 08:55:00 -
[4] - Quote
Doc DDD wrote:Min logi has 12 slots gal logi has 12 slots Cal logi has 12 slots amar logi has 10 slots plus sidearm plus higher base stats. Not higher base stats. Higher HP but lower speed, the same as with all other Amarr suits. But only the logi has to put up with fewer slots than other races' equivalent.
They fixed the Amarr assault in the last patch by putting it on slot parity with other assaults, hopefully they will do the same for the logi in this one. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1476
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Posted - 2014.07.13 17:08:00 -
[5] - Quote
Here is the data to show that the Amarr logi is avoided at proto level, due to the fact it is very hard to fit with max skills due to the puny PG, has fewer slots than other logis (even including the sidearm), and is the only logi with a bonus that almost never applies in competitive play (because you are sure to die in competitive play). |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1480
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Posted - 2014.07.14 11:58:00 -
[6] - Quote
If you want to do this:
CCP Rattati wrote:* Primary Objective Assault buff You should not do this:
Quote:* Blaster turret accuracy improvements, both Small and Large Or this:
Quote:* Reduced ADS ISK price You don't really think it's the invisible scouts and corridor camping heavies that get farmed by ADSes and blaster tanks, do you? |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1507
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Posted - 2014.07.16 11:25:00 -
[7] - Quote
RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then Agreed, let's do this instead. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1508
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Posted - 2014.07.16 11:34:00 -
[8] - Quote
Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
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Posted - 2014.07.16 11:44:00 -
[9] - Quote
lee corwood wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Disagree. I am not a vehicle user at all. While yes, it does take a bit of time to reach the skillpoints necessary, my ADV Commando suit with my proto Swarmers keeps ADS/DS pilots at bay. It demolishes DS but only keeps ADS away. I got a combat rifle on there to save me against other infantry (tho infantry still kill me the most often) and a nanohive to keep my Swarmer filled. I most never kill an ADS but I get 75 points for damage repeatedly and constantly keep that guy running so he can't do his job. His fit is 400,000 isk. Mine suit is 78,000 isk. Do I think its fair I can't kill him? You bet. Now, the argument here is, "well what if I don't have proto-QQ here". I feel you. I really do, but that is not the fault of the tool or the vehicle. It is the fault of a **** poor player base due to poor game management so we can't properly separate our players based on skill. In a perfect world, your militia swarmers wouldn't have to be against triple stacked vehicles with proto skills. But that is not a reason to try and deny price decrease to a whole class. Players that play like this go 0-10 if they're bad, 2-7 if they're average, 5-5 if they're good. Maybe you will restrict the ADS to 10-0 instead of 20-0 or 30-0, but the team with the ADS still gets a large clone count advantage over the team that uses the supposed 'counter'. And I'm seeing a lot of dominations and even skirmishes going to clones recently. Surely there should be some kind of drawback to a role that brings a decisive advantage even if counters are brought to the table? |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
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Posted - 2014.07.16 11:52:00 -
[10] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... |
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
|
Posted - 2014.07.16 12:10:00 -
[11] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:...
... The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1510
|
Posted - 2014.07.16 12:26:00 -
[12] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... I wasn't saying that it should take 2 forgegunners to counter an ADS, I was just stating how it is, and the reason I did so was because you previously stated that there are zero counters to an ADS besides another ADS. Fair enough. Still dubious that something can be considered a 'counter' when it requires twice the personnel to the thing being countered. After all, that confers an effective numerical advantage on the team that isn't using the counter. Assuming similar ability level, a team with 1 ADS and 15 scouts/HMG heavies will usually beat a team with 2 FGers and 14 scouts/HMGs, because the ground fight is then 15 versus 14. I love my prof 5 IAFG but it's not a true counter to an ADS in the sense that, say, scout+RE is a counter to a heavy. |
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