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ratamaq doc
Onslaught Inc RISE of LEGION
711
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Posted - 2014.07.09 20:44:00 -
[1] - Quote
Removing the A Logis sidearm?? Please no! Who is asking for this? This was the best part of this suit and the only reason I skilled it. What is it taking away from? Not the Amarr Assault. Everyone I've read has agreed forever that that except for the slot issue (which was fixed right?) the Amarr Assault was the only Assault that was working as intended (good bonus anyway).
Look, I have all 4 Logis, and play all but the Cal, that sidearm is the only reason to play that suit! I'll run a min for the speed and slot layout, or a Gal for the Tank, slot layout and bonus every time over the Amarr Logi, if not for that sidearm.
And why would you slow us down?? We already have Massive stamina disadvantages, our speed is required to keep us in support of our close surroundings.
Look, buff assaults please, they need it, but not at the expense of the Logis. Give the assaults weapon bonus that make since, give them some more speed and stamina if you thing the amount they have already isn't enough, but don't further nerf the Logis. Remember we took a Massive hit earlier this year with the loss of out rep bonus and nerf to equipment giving us bonuses that tried to lock us into specific roles. Most of us rightfully complained about that. I thought that was enough. Didn't that take us off the nerf bat radar? I don't see massive amounts of threads about the slayer Logis anymore, and I don't see them in game. Now all I see are these death balls of 3 Logis repping each other and 1 or 2 heavies.
I think the sad part here is that there isn't more uproar over this because all the old "slayer Logis" had the biggest mouths left for scout suits leaving the real Logis behind to quietly fend for themselves.
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ratamaq doc
Onslaught Inc RISE of LEGION
717
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Posted - 2014.07.09 21:02:00 -
[2] - Quote
CCP Rattati wrote:ratamaq doc wrote:Removing the A Logis sidearm?? Please no! Who is asking for this? This was the best part of this suit and the only reason I skilled it. What is it taking away from? Not the Amarr Assault. Everyone I've read has agreed forever that that except for the slot issue (which was fixed right?) the Amarr Assault was the only Assault that was working as intended (good bonus anyway).
Look, I have all 4 Logis, and play all but the Cal, that sidearm is the only reason to play that suit! I'll run a min for the speed and slot layout, or a Gal for the Tank, slot layout and bonus every time over the Amarr Logi, if not for that sidearm.
And why would you slow us down?? We already have Massive stamina disadvantages, our speed is required to keep us in support of our close surroundings.
Look, buff assaults please, they need it, but not at the expense of the Logis. Give the assaults weapon bonus that make since, give them some more speed and stamina if you thing the amount they have already isn't enough, but don't further nerf the Logis. Remember we took a Massive hit earlier this year with the loss of out rep bonus and nerf to equipment giving us bonuses that tried to lock us into specific roles. Most of us rightfully complained about that. I thought that was enough. Didn't that take us off the nerf bat radar? I don't see massive amounts of threads about the slayer Logis anymore, and I don't see them in game. Now all I see are these death balls of 3 Logis repping each other and 1 or 2 heavies.
I think the sad part here is that there isn't more uproar over this because all the old "slayer Logis" had the biggest mouths left for scout suits leaving the real Logis behind to quietly fend for themselves. I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis.
CCP Rattati, please correct me if I'm wrong, but has not the community expressed time and time again to please not try to make a suit more attractive by forcing them out of another suit? Don't buff the Assaults by further nerfing the Logis, that's not going to create more Assaults, it's going to create more Scouts.
What are your numbers showing? That on average more players are playing Logi and scorning more kills than Assaults, or just that in the Medium Frame world, Logis FAR out number Assaults? If the latter is the case could it be that it's far easier to run around with a rep tool attached to a heavy than it is to kill something with an Assault?
If you make these changes you may get the desired number of Less Logis on the field, but I doubt they are going to shift to the Assault world. That's not making Assaults happy, that's upsetting one of the largest portions of your player base!
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ratamaq doc
Onslaught Inc RISE of LEGION
719
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Posted - 2014.07.09 21:23:00 -
[3] - Quote
Cyrius Li-Moody wrote:Would like to hear more about this Minmatar scout rebalance.
Is this going to be a third bonus on top of the knives and hacking bonus or is the base hackspeed going to be adjusted to what it's current bonus allows or are knives going to be buffed to Minmatar scout levels?
Code breakers in high slots? Not sure how I feel about this.
I'm with you on the high slot thing. I almost feel like some modules should be omni slot. It feels like there was intent in the beginning for a logic of "this module should be in this slot because it makes sine for this race which is where they put their utility modules" but I think the post its form that whiteboard session were lost a long time ago.
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ratamaq doc
Onslaught Inc RISE of LEGION
725
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Posted - 2014.07.10 02:03:00 -
[4] - Quote
P14GU3 wrote:Mauren NOON wrote:Eko Sol wrote:Possible assault fix or one part?
Decrease one high slot and have a blanket 10% Light Weapon and Side arm damage bonus? So give it a bonus the commando already has? No thanks What would it take for you to play an assault? Because everyone I talk to says they dont play assault because of the crap bonuses. There is no real assault bonus for any of then except the amarr and minmatar, which is more damage before the mag runs dry or overheats.
There have been so many good suggestion that it's hard to choose.
Make the reload speed something worth a crap. Not 2 or 5 or even 10% per level, make it 20%, get Assaults reloading at 2x everyone else. I never understood why CCP is so scared of the "slide of hand" perk
Give them extra damage, just because you gave it to the commando, does mean it doesn't belong on the Assault
Give them regen bonuses that help them get back in battle faster for their respective Tanks
Give them and extra grenade and a bonus to splash radius, damage, and distance they can throw them
Give them back their extra equipment slot at Proto
Give them Range and Acuracy bonuses at both Hipfire and ADS that is enough that you feel the difference. I want to be dropped by an Assault st 80m by a plasma rifle and a RR at 150m if he's good enough to hit me.
The Assaults are should attract the players that want to be just straight killers, players who have the best gun game. The pure FPS players who treasury Gun game and K/D above all else. Their perks should support that. The problem is that most of the differences we are used to, like the reload bonus, or the accuracy bonus aren't pronounced enough to make a real difference in your gun game. Think of the 2 bonus that are rejoiced the most, min and amarr, which both equate to what 3 to 5 more trigger pulls? But we LOVE them not because they are so great, but because they are just so much greater than the other BS bonuses. Give me a Gal Assault that can reload a mag damn near as fast as I can switch to my sidearm and watch the gun gamers rejoice. Let me out range you because I'm a damn Assault and that's what I'm trained to do and see for once, finally, QQ threads about Assaults suits being OP. THAT is what the Assault class needs, bonus that do the same thing for their gun game that the scout changes did for their stealth game.
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ratamaq doc
Onslaught Inc RISE of LEGION
726
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Posted - 2014.07.10 02:42:00 -
[5] - Quote
I'm so mad about the Logi nerf and lack of Assault buff that I haven't even echoed the complaints about the scout changes yet.
This is a bad idea for 3 reasons.
1. The selfish one. The precision is the Only reason I skilled the only reason I play the Cal scout. It fits the suit because it has to sacrifice Tank for extra precision.
2. Giving it to the Amarr is both unfair to players who skilled the Cal scout for precision, and will end up building an even stronger ewar suit for everyone BUT the Gal scout to have to deal with.
3. It only has 2 highs right, now we'll be back to a Gal scout that will be efectively invisible with only 1 complex Dampener? At least with the Cal we could force the Gal tank down.
You'll effectively kill the Cal scout. But hey, this is obviously IWSes hotfix knowing his history of complaints and seeing the changes that are going in, despite most of the community disagreeing with him most of the time. I'm surprised there we aren't seeing another nerf to active scanners. Oh wait, Logi nerf! He rams thru another of his agenda by proxy. Guess I should be happy CCP Logibro told him "the answer is still NO on sidearm only Logis fool" as soon as the meeting started.
I know that I'll now skill the Amarr scout, build it with 2x complex precision, 1 complex Rang, 2 complex Damp, and 1 complex reactive.
My other scout will be a Gal with the exact same layout, and both will be OP as hell in the ewar category with no Cal scout to stop me.
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ratamaq doc
Onslaught Inc RISE of LEGION
727
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Posted - 2014.07.10 02:54:00 -
[6] - Quote
Iron Wolf Saber wrote:Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi???
With 1 extra equipment slots and still with a sidearm? Look Tron, give up, your support for this change is non existent with the exception of CCP Ratt for some reason.
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ratamaq doc
Onslaught Inc RISE of LEGION
729
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Posted - 2014.07.10 03:01:00 -
[7] - 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.
Hang on, this is going in a weird direction now. What is the underlining problem with 1 race having this diversity here? Has there been internal discussion about how hard it it to balance the diversity and this being a glaring example of something that is not cookie cutter? Are we trying to simplify the roles so that they are less complicated to develop for? This kind of makes since thinking back to the keynote talking about legion dropsuits that almost drew flying tomatoes from the crowd.
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ratamaq doc
Onslaught Inc RISE of LEGION
729
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Posted - 2014.07.10 03:08:00 -
[8] - Quote
Iron Wolf Saber wrote:ratamaq doc wrote:Iron Wolf Saber wrote:Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi??? With 1 extra equipment slots and still with a sidearm? Look Tron, give up, your support for this change is non existent with the exception of CCP Ratt for some reason. Adding to this point. Lets pretend that all days before day Logistics Class never existed in Dust 514. And for hotfix charlie we're bringing them in.
Ok, Stand by, I'm going to re answer your other question because I may see where you are going with this.
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ratamaq doc
Onslaught Inc RISE of LEGION
732
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Posted - 2014.07.10 03:15:00 -
[9] - 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.
This does point out an interesting deficiency in the difference between a combat medic/engineer and a full on support medic/engineer. I was losing my mind because you are removing a class. I took the route of skilling multiple Logis so that I could play the role of multiple forms of combat/support medic/engineer. IF the Minmatar had the option of a Logistics suit that had the same slot layouts as the Amarr Logi, I would've skilled it instead. However, I would not want to give up my Min Logi as he is right now for a 'Combat Medic Min Logi' if the Amarr Logi was still available.
See where I'm going with this?
Also, another reason for the 'emotion' here is that these changes are not fixing the Assault. There are plenty of things that could be done to the Assault class that nerfing the Logi class will not fix.
And for the love of god realize that Logi's need SPEED, not stamina, SPEED. I need to get from HERE to ...... HERE fast, not HERE to ........................................... HERE Slow.
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ratamaq doc
Onslaught Inc RISE of LEGION
735
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Posted - 2014.07.10 03:40:00 -
[10] - Quote
Aaaaand for my third complaint.
Here I am trying my best to make Ambush Vehicle Hunting a thing and even giving Advice on how to do it, and your going to strip the rest of my hunting grounds? Vehicle Hunting in Skirm and Dom is not all that fun. They are way more avoidable in that mode, and the game is about objectives, not kills.
I am not a pilot (other than LAVs) but someone made the point that this is not the only FPS with vehicles, but it is the only FPS where vehicles can be your role, and by limiting the places where vehicles can kill or be killed, you are taking away a big part of the fun of this game for a lot of people include me, an infantry only guy.
Please reconsider. I thought reducing to two was enough (even though I would prefer it 2 per class e.g. 2 tank, 2 LAV, 2 DS), removing from Ambush was a little extreme, but Ambush mode all together?
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ratamaq doc
Onslaught Inc RISE of LEGION
735
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Posted - 2014.07.10 03:51:00 -
[11] - Quote
Oh and one more point. I like that you are making some changes to turrets, but I think they are the wrong changes. We had turrets with smarter AI for a while and I remember everyone hating it. A change that would really spice things up with turrets would be to give them the hit points of a CRU or Supply Depot. Make them less of a tank target by making them waist half their Ammo by killing just one. Make them worth taking and defending because they are more than just ticking time bombs that 2 forge hits can destroy.
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ratamaq doc
Onslaught Inc RISE of LEGION
748
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Posted - 2014.07.10 16:57:00 -
[12] - 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.
This is a great Idea, it makes perfect since. I have always been a Logi first (doc in my name right?) and the Cal Logi is the only one I only skilled to 4 and only skilled it at all because of the Hive Bonus. Partially because of the old Killer Bee hatred, but mostly becuase the suit had no purpose to me when compaire to the other 3 which have very distictive places. Give it a sidearm, I'll finally have a reason to run it.
But getting back to the real subject at hand, Assault Buff. The question that comes up that deserves the most though and community feedback is "What BONUS to the Assault would be attractive enough for you to leave your current suit?"
So going from the thought that the Assault is suppose to be the best at killing people on the front lines, what bonuses make since to that role? So in my mind, this comes down to one thing which is Gun Game. Not tank, not mobility, not surviveability, just straight Gun Game.
Things in general that support your Gun Game are Range, Damage, Dispersion/Accuracy, and Reload or Susstained Fire. Each of these things the Assault Suit and by extension the Assault Heavy (Commando) Should be NOTICABLY better at. Stick with me for a moment on this. How noticable is the inherent ewar bonus the Scouts have? A little or a lot? How noticable is the Heavy's EHP?, or the Logis versitility? Currently, the bonuses to Assault's Gun Game are correct, they just arn't Noticalbe!
I don't want to go into the who's should get which bonuses, but I think they should be something that when you have or read in stats you say to yourself "Damn that's awesome"
So how about something along the lines of:
Total reload bonus = 50% or more Range bonus = 15% or more (whatever would take the effective range into Optimal range for each weapon) Damage Bonus = Total %10 minimum, maybe more. Enough to jump a weapons power 2 tears and can't be negated by a different suit with a damage mod. Dispersion/Accuracy/Kick = enough to make the RR fire like an SMG Ammo/Mag size = What is it 15% now for Min? Make if 50%
My point here is that I love FPS games, but no Assault (except for the Amarr's overhead bonus) has ever made me WANT one of their bonus. I feel like my natural Gun Game can easily compensate for the lack of having any of the Assault bonuses. I mean, for real, I am an FPS player with 60 mil SP and I don't have a single SP in Assault suits! Offer me one of the above and you'll sell me.
And before you scream "But TTK!" There is only like 5 Assaults in the game. Lets get players hooked first, then tone them down. It worked for Scouts!
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ratamaq doc
Onslaught Inc RISE of LEGION
748
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Posted - 2014.07.10 17:31:00 -
[13] - Quote
Iron Wolf Saber wrote:Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: ROF is a dps increase. A 25% dps increase at lvl 5 suit operation is going to drive TTL through the floor. Not interested in going down that road again.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly. Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it.
The Type IIs in Beta were the Shield variants. The scout had a second equipment slot but game up its side arm, if you want more Dust examples. You could consider the commando a type II heavy frame.
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ratamaq doc
Onslaught Inc RISE of LEGION
749
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Posted - 2014.07.10 18:58:00 -
[14] - Quote
Iron Wolf Saber wrote:
Type IIs back then was a way to try to provide racial placeholders to say.
Type II in this case would be an more elegant solution considering that you now get two choices in a suit. Do you go with the one with sidearm or one without?
I don't agree with you often IWS, but on this thought I am 100% with you. My fear is that adding a whole new line of Type II Logi suits would be a little more work that what could fit in a Hotfix, and could really put balance into a tailspin when we are so close to stablization for the fist time in Dust. I think a lot more thought than current resources would allow ATM is required before this could be done.
However, in effect, we do have a Sudo Type II Logi suit that much of the community loves and no one seems to really want to change. The arguement that removing it helps Assaults is only going to make the amarr Logis AND the Assaults mad because it's still doesn't fix the Assaults.
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.
As for the Assaults, listen to the community, give the Assault advocates what they want, make them OP for a time if need if nothing other than to get players interested in them for the first time since launch. Because I'm sure that little minor, delicate tweets just isn't going to be enough to put people into a 1 trick pony role unless that pony's trick is backflips!
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ratamaq doc
Onslaught Inc RISE of LEGION
749
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Posted - 2014.07.10 19:29:00 -
[15] - Quote
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!
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ratamaq doc
Onslaught Inc RISE of LEGION
751
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Posted - 2014.07.10 20:07:00 -
[16] - Quote
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.
I think the point here that you're fighting against is the very point we are fighting for. Tell me this. Why would I chose to Cal or Amr over Min if I'm going to spend most of my time with a repair tool in my hand? Or over Gal if I'm looking to scan. The Hive and Link bonus, even if it was working as intended, isn't that great compared to the Active bonuses of the Gal and Min.
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ratamaq doc
Onslaught Inc RISE of LEGION
753
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Posted - 2014.07.10 20:39:00 -
[17] - Quote
Aeon Amadi wrote:ratamaq doc wrote:
I think the point here that you're fighting against is the very point we are fighting for. Tell me this. Why would I chose to Cal or Amr over Min if I'm going to spend most of my time with a repair tool in my hand? Or over Gal if I'm looking to scan. The Hive and Link bonus, even if it was working as intended, isn't that great compared to the Active bonuses of the Gal and Min.
Sure, but you could make that argument about other suits as well. Why should I use the Gallente Logi, even with it's active bonus, when the Scouts are so much more effective at the job? We're taking measures to change that, sure, but it's not exactly like people are flocking to the Gallente Logi right now. And, again, cross-racial bonuses would help immensely with this. Amarr Logi with specialized bonuses to Drop Uplinks with a secondary bonus to Repair Tools would just make sense since they are Armor tankers, same could be said about the Gallente Logi as well. Gallente Logi only has the bonus to the Active Scanners and even if they are Active, what am I doing when I'm not using the one scanner? Can I have a sidearm on my Gallente Logistics as well..?
My Gal Logis carry multiple scanners 0.o. I think the point to keep in mind here is that your argument to make Assaults better by discouraging the Slayer Logi is flawed. The Slayer Logi exist because the Assault bonus suck. The combat medic/engineer has a place, and that place shouldn't be undermine because the Assaults in there current setup do not.
Indulge me for a moment and answer this like a CPM Candidate question. What bonus would you give to the Assault classes to make them more attractive without taking away from the other roles?
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ratamaq doc
Onslaught Inc RISE of LEGION
759
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Posted - 2014.07.10 23:59:00 -
[18] - Quote
Aeon Amadi wrote:ratamaq doc wrote:Aeon Amadi wrote:[quote=ratamaq doc]
*Snip
Indulge me for a moment and answer this like a CPM Candidate question. What bonus would you give to the Assault classes to make them more attractive without taking away from the other roles? The argument was never about making Assaults better by discouraging Slayer Logis, don't misconstrue my argument, please. The Slayer Logi doesn't/didn't exist because the Assault bonus sucks, the Slayer Logi existed/exists because it has always been better than the Assault due to the fitting capabilities and bonuses. Logistics not only have more equipment slots, they have more slots in general on top of having more PG/CPU. For a while, they all had passive armor repair, the Cal Logi had a defensive shield bonus, the list goes on and on. Market data backs that up considering that Logistics have always been preferable to Assaults. Rewind back to 1.4/1.5, toss a Flaylock pistol (a sidearm no less) on them and they were god mode. As far as what bonus? Kind of a loaded question with Commandos competing with the offensive role, so appealing to the offensive role will start taking away from them.. Give a commando a 10% increase in damage, and an Assault a 10% increase in rate of fire, and they have the exact same DPS - one just is a bit more conservative on the ammo. Both of which have their pros and cons, Commandos having a second light weapon and durability while Assaults have a bit more speed and grenades but inevitably they're both slotted into the Slayer role. Now if Commandos had a magazine increase as opposed to a damage increase, then you could very easily say that the Commandos were the suppression unit and the Assaults were the offensive front-runners. But I doubt that will ever happen and that's not what this conversation is about. Ok next question. Do you think it is important to understand the entire context of the argument before giving your opinion? Because this discussion IS about a Buff to Assaults via their bonuses and Attributes, and the reason given for the change to Logis was that Data shows that the Logi is far more used than the Assault. In which we replied that the community has expressed time and time again that you don't rob Peter to pay Paul. Here were my suggestions on Buffing the Assault and why. [quote=ratamaq doc] But getting back to the real subject at hand, Assault Buff. The question that comes up that deserves the most though and community feedback is "What BONUS to the Assault would be attractive enough for you to leave your current suit?" So going from the thought that the Assault is suppose to be the best at killing people on the front lines, what bonuses make since to that role? So in my mind, this comes down to one thing which is Gun Game. Not tank, not mobility, not survivability, just straight Gun Game. Things in general that support your Gun Game are Range, Damage, Dispersion/Accuracy, and Reload or Sustained Fire. Each of these things the Assault Suit and by extension the Assault Heavy (Commando) Should be NOTICEABLY better at. Stick with me for a moment on this. How noticeable is the inherent ewar bonus the Scouts have? A little or a lot? How noticeable is the Heavy's EHP?, or the Logis versatility? Currently, the bonuses to Assault's Gun Game are correct, they just aren't Noticeable! I don't want to go into the who's should get which bonuses, but I think they should be something that when you have or read in stats you say to yourself "Damn that's awesome" So how about something along the lines of: Total reload bonus = 50% or more Range bonus = 15% or more (whatever would take the effective range into Optimal range for each weapon) Damage Bonus = Total %10 minimum, maybe more. Enough to jump a weapons power 2 tears and can't be negated by a different suit with a damage mod. Dispersion/Accuracy/Kick = enough to make the RR fire like an SMG Ammo/Mag size = What is it 15% now for Min? Make if 50% My point here is that I love FPS games, but no Assault (except for the Amarr's overhead bonus) has ever made me WANT one of their bonus. I feel like my natural Gun Game can easily compensate for the lack of having any of the Assault bonuses. I mean, for real, I am an FPS player with 60 mil SP and I don't have a single SP in Assault suits! Offer me one of the above and you'll sell me.
I'll say it again, forcing users out of the Combat Medic/engineer role by nerfing Logis is not going to create more assaults, it's going to create more Scouts.
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ratamaq doc
Onslaught Inc RISE of LEGION
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Posted - 2014.07.11 00:57:00 -
[19] - Quote
Vencio wrote:CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility. True to the point and very precise, I am somewhat inclined to how these roles fit specifically based on racial alignment skills. However, my point in here leaves me unconvinced as to how I feel about Gallente Scouts having greatly reduced their Damp from 5% to 3%.... I am certain not everyone agrees in me with this one, but considering Gallente Scout are indeed Stealth (Damp) Masters, why not have it back to our 5% Profile Dampener? The 1% range I feel is unncessesary for the Gallente as it should be directed towards Caldari Scout ( from 4% back to its 5%). Now I have no idea and thoughts about a Secondary bonus for Gallente instead of Range, but it will be greatly appreciate for the rest of Gallente Scouts such as myself to have our 5% Profile Dampener back.
The Amarr only has 2 high slots. You're going to be able to hide now with 2 complex dampeners where at the moment you need three to escape a Cal. By shifting the bonus, you guys are already getting a Buff.
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