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Thread Statistics | Show CCP posts - 43 post(s) |
Beld Errmon
1752
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Posted - 2014.07.10 01:47:00 -
[271] - Quote
The dark cloud wrote:Beld Errmon wrote: yeah cause exploiting a bug to farm kills is so much less scrubby cause you did it with team work.... Does your crew ever encounter stacked incubi? I don't think it does because you'd be killed faster than my solo incubus and cry even harder than I do about the bs dmg and rof exploit.
Who sayd that i dont run a incubus with small rails?
I really don't give a flux what you run, you can't go around calling people scrubs while you exploit a bug to do exactly what they are doing but far worse.
And as for the people that think this will kill side gunning on ADS, thats BS, I'm pretty sure the intention of the mechanic was to allow the skills to be applied just not stacked so if the pilot is maxed out his skills will still apply to the gunner, it just won't double up the way it does now, it will still be powerful and a crewed ADS will still have the advantage over an uncrewed one.
Instead of trying to protect a stupid exploit you should be pushing for normal dropships to get a bonus to running a crew and have a stronger tank than an ADS, then you get to have your "im not a scrub cause I use teamwork yo" without exploiting a bug.
Pilot - Tanker - FOTM (insert here)
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Iron Wolf Saber
Den of Swords
15837
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Posted - 2014.07.10 01:53:00 -
[272] - Quote
John Demonsbane wrote: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.
Was inferring to do that to all logis.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
871
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Posted - 2014.07.10 01:54:00 -
[273] - Quote
B-F M wrote:
Check out the fit I posted, it's totally viable, has just under 500eHP while still maintaining vastly above average situational awareness, speed, damage and a low profile.
They are rare, but I'm surprised (and envious) you've not come up against them.
I can understand that and all but I can get that on a Hunter scout in my lows alone .
That's what I mean , I understand you but to me that's just not bricking ... not real bricking .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Zatara Rought
General Tso's Alliance
3558
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Posted - 2014.07.10 01:58:00 -
[274] - Quote
SirManBoy wrote:These Amarr logistics changes are coming from way out in left field, Rattati.
Why? The sidearm was one of the primary reasons why players were willing to sacrifice an equipment slot and skill into this unique suit. For me, this devalues both my investment in the SMG and the massdriver because I don't use the MD without a sidearm.
Apparently you should just go use a scout because for one less equip and some fitting space you get a ton of bonuses (see shayz thread about how many modules you need to make an assault mimic a scouts stats vs what you need to make a scout into an assault) and will have that tasty sidearm to boot.
Candidate for CPM1 Go VOTE! Dust514.com
They call me Princess Zatata <3
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P14GU3
The Southern Legion Final Resolution.
808
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Posted - 2014.07.10 02:02:00 -
[275] - Quote
Zatara Rought wrote:SirManBoy wrote:These Amarr logistics changes are coming from way out in left field, Rattati.
Why? The sidearm was one of the primary reasons why players were willing to sacrifice an equipment slot and skill into this unique suit. For me, this devalues both my investment in the SMG and the massdriver because I don't use the MD without a sidearm. Apparently you should just go use a scout because for one less equip and some fitting space you get a ton of bonuses (see shayz thread about how many modules you need to make an assault mimic a scouts stats vs what you need to make a scout into an assault) and will have that tasty sidearm to boot. If the proposed changes go through, thats exactly what I will do.
I only play dust514ums now. It was always more fun than the actual game anyways.
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Lorhak Gannarsein
Legio DXIV
4128
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Posted - 2014.07.10 02:02:00 -
[276] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:B-F M wrote:
Check out the fit I posted, it's totally viable, has just under 500eHP while still maintaining vastly above average situational awareness, speed, damage and a low profile.
They are rare, but I'm surprised (and envious) you've not come up against them.
I can understand that and all but I can get that on a Hunter scout in my lows alone . That's what I mean , I understand you but to me that's just not bricking ... not real bricking . This is a bricked scout.
CCP Rattati ily!
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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ratamaq doc
Onslaught Inc RISE of LEGION
725
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Posted - 2014.07.10 02:03:00 -
[277] - 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.
YouTube
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Eko Sol
Strange Playings
581
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Posted - 2014.07.10 02:05:00 -
[278] - Quote
ratamaq doc wrote: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. I fiddle with Gal Assault and I think it's op. It's quite sick IMO. It's just very under utilized.
Post Distaste for A-Logi changes in Charlie here:
https://forums.dust514.com/default.aspx?g=posts&m=2249908#post2249908
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
674
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Posted - 2014.07.10 02:07:00 -
[279] - Quote
DUST Fiend wrote:If they want to encourage teamwork, they would add a 15% PGU/CPU reduction to the fitting cost of side turrets per level in ADS skill, in addition to the 2% damage boost, along with a slight buff to the base PGU/CPU of ships.
Sure, that might let you fit a turret more easily, but it could also just be used to stack even more HP by the same solo pilots everyone seems to hate.
While I like the idea of more fitting space, I would much rather see gunners get benefits for the millions of skill points they have invested like they do right now.
Purchase Aurum Today!
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
79
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Posted - 2014.07.10 02:17:00 -
[280] - Quote
Appia Vibbia wrote:Assaults need a more useful bonus. It doesn't matter if they get a small HP change, all that does is blur the difference between Assault and Commando further. The only assault suit I do not have is the Amarr, I like the bonuses. |
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B-F M
Ghosts of Dawn General Tso's Alliance
27
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Posted - 2014.07.10 02:20:00 -
[281] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:B-F M wrote:
Check out the fit I posted, it's totally viable, has just under 500eHP while still maintaining vastly above average situational awareness, speed, damage and a low profile.
They are rare, but I'm surprised (and envious) you've not come up against them.
I can understand that and all but I can get that on a Hunter scout in my lows alone . That's what I mean , I understand you but to me that's just not bricking ... not real bricking .
Yeah, I misused the term 'brick' I thought it was meant stacking a bunch of either shield/armor not necessarily both.
Ghosts of Dawn // now recruiting.
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
77
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Posted - 2014.07.10 02:20:00 -
[282] - Quote
CCP Rattati wrote:Zatara Rought wrote:Brush Master wrote:Would like more details on making logis all the same number of equipment slots. How many slots are you going to get? As someone that runs support logi almost all the time, for pub matches, 3 can get you by but for PC battles 4 allows you to be a full support logi with all areas you can support with.
+1 on scaled wp for injector. I imagine it'll be 4 across the board. Fix the amarr logi's bonus to apply even after death!!!! please? So "good" uplinks can be left on the field, while you change to another logi? I think this is working as intended.
an alogi cant spawn with the bonus that the suit gives, even spawning in with the same suit. but when i spawn my squad mates can enjoy the bonus.
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
79
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Posted - 2014.07.10 02:21:00 -
[283] - Quote
Darth-Carbonite GIO wrote:DUST Fiend wrote:If they want to encourage teamwork, they would add a 15% PGU/CPU reduction to the fitting cost of side turrets per level in ADS skill, in addition to the 2% damage boost, along with a slight buff to the base PGU/CPU of ships. Sure, that might let you fit a turret more easily, but it could also just be used to stack even more HP by the same solo pilots everyone seems to hate. While I like the idea of more fitting space, I would much rather see gunners get benefits for the millions of skill points they have invested like they do right now. Comimg from someome who is a solo pilot people hate I can only respect the homesty of this opinion. And instead of viewing such a statement with cynicism I think we must seriously consider this. Darth is a great solo pilot. So if he is advocating for more role for side gunners I think that is admirable even if in the end such a thing is truly self serving it sounds honest. |
The Black Jackal
The Southern Legion Final Resolution.
1261
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Posted - 2014.07.10 02:25:00 -
[284] - Quote
* 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. To my mind, the Assault does need the ability to 'Assault' as a primarily offensive suit. This incorporates speed, damage, and survivability. At the moment, the Heavy trumps Assaults on 2 of these facets, and the third is overcompensated by it, making them a preferable 'point assault' and 'point guard'. Assaults need to be capable of taking on a 'point guard' 1v1to fulfil their defined 'Assault' Role.
* A slight HMG heat buildup increase Don't see why this is needed to be honest. I rarely run one, but it's duration of fire isn't the reason i usually die to it or kill with it.
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons. So long as a maxed out SP invested player can fit Prototype Suits with Complex gear. I'm behind this.
* Installation buff, with a range and AI review, reduction of granted WP for destruction. The warpoints don't matter. You could remove the warpoints entirely, and HAVs will STILL take them out. Make them better positioned, and worth fighting for by the infantry.
* Blaster turret accuracy improvements Only the small Blaster please. Leave the Large Blaster as is.
* 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. This seems like a kneejerk reaction trying to make scouts 'behave' similarly. I think the Amarr could fill the role of a 'Force Recon'. Defined https://forums.dust514.com/default.aspx?g=posts&m=2222039#post2222039 here is my own opinion on how scouts could be managed over trying to make them all appealing for the same reasons (or variations of the same).
* Minmatar will be improved by a Codebreaker fitting reduction. Possibly moving Codebreakers to High slot. PG increase. This seems like a solid idea. It encourages speedster hackers.
* Nova Knife hit detection and damage improvement Probably the one weapon I haven't used extensively, so I can't comment on this. Though in honesty, having been 1 shot by Nova Knife wielders, I wonder how nescesary it actually is? I don't often see them requiring a secondary charge hit to take me out. (If I'm wrong, please enlighten me, as I said, I've hardly used the weapon.)
* Small rail range compared to sniper range LAV Mountain Snipers anyone? May actually be nice to have more utility for small turrets in general.
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier. All over I see what is intended here, to make them less appealing as a 'Slayer' and more focused on support. I'm not sure 'normalizing' them is the best way to go about it, but at the moment have few better ideas.
* WP for injectors, STD/ADV/PRO 25/50/75 WP Nice fix. Preferable mechanic would be to give a flat Injected rate, but then give 'repair' WP for amount repaired.
* Reactive Plates to 1-2-3 hp/s Ok.
* OB WP doubled Just plain remove it. It is the only escalation reward in public matches in a game that is built around NOT having escalation rewards. In Faction Warfare put them on a timer that a randomly nominated Ground Commander can access.
* LP payout increased x-fold Don't forget ISK Payouts for Faction Warfare. Faction Warfare should be a lifestyle unto itself, and you SHOULD be able to make a living out of it.
* Remove Ambush OMS or remove Vehicles from Ambush OMS Make it choose able. OMS has the capabilities to actually take out vehicles, and there should be an ambush-style game mode where vehicles can play.
* Reduced ADS ISK price As the last 'Tech 2' Vehicle Standing, and thus without comparison, I believe that a reduction is in order until we have 'Tech 2' Vehicles once again back.
Still under tech evaluation * Passive Scan sharing with squads So long as it is replaced with something that allows us to 'non-verbally' ping a target for our squad / team. (Akin to a Q-spot mechanic.)
* Suicide/Bleedout/Overview option properly enforces that revival is not possible Do you wish to be revived? X Yes, O No. (Fixed)
* We have identified almost all the suits that have the wrong colors and are trying to get those fixed. Finally! Can we get something done about the Caldari Commando's.... style overall?
* Reduce ISK cost of early skillbooks for new players or free Reduced Cost will be fine. Giving stuff out for free will probably hurt the ideal that they should 'choose and specialise' when you can pick up alot of skills for free, what reason is there not to?
Also please consider: Adding the Stunlock mechanic onto all AV weapons with varying strength dependant on the weapon's role.
The Black Jackal for CPM1
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2142
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Posted - 2014.07.10 02:32:00 -
[285] - Quote
@ Rattati re: Assaults
There's a short but fecund archived thread Assault: What does the word mean to you?, notable for Beld Ermon's charming contribution, amongst other things.
I'm copypatsafarianing my contribution below, but wanted to say that it's a mistake to approach the role of the assault dropsuit from the context of the Logi suit or how many peeps use it. Modifications to the logi suit/role should have no part in redefining the assault, to do so is to confuse correlation with causation, imo.
I think we'll get a much better result if we focus the discussion and changes in Charlie on what we want the Assault to be.
from here:
I would say more of a built-in mechanic that gives assaults temporary hardening.
The best and simplest way i can think of to implement this is that Assault shields OR armor would have a hardening buff applied so long as their hitpoints were above 66%.
So the first third of an assaults sheilds or armor would be hardened, say by 5% per level of suit operation. This allows assualts to assault, but not to out-tank heavies. Logis moght have more ehp, but in a fresh encounter an assault would have a significant early advantage. Thinking about assaults more broadly, assaults have to be able to move fast, hit hard and adapt quickly, but they are also generalists.
To me this implies that assault's bonuses should be general meaning several small buffs to a range of assault-enhancing abilities, and not overly racial. Also, we shoul avoid direct buffs to dps, but try and enhance how quicly assaults can apply their dps.
Ranked list of prefered bonuses:
1) Sprint-speed bonus(not base speed, not strafe speed). 5%/lvl. EDIT: While stamina is above 66%.
2) Hardening mechanic detailed above. 5% broad-spectrum hardening/lvl to first third of primary tank hp.
3) Reload speed bonus on all weapons. 2%/lvl.
4) Dispersion/kick reduction on all weapons. 2%/lvl. Would have a lot more meaning if weapons had non-trivial kick.
5) Ammo capacity bonus on all weapons. 2%/lvl.
6) Melee damage bonus. 3%/lvl.
7) Ammo resupply speed bonus from hives/SDs.
8) Respawn speed bonus from UL/CRU/MCC.
PSN: RationalSpark
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Yeeeuuuupppp
uptown456 Dark Taboo
416
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Posted - 2014.07.10 02:35:00 -
[286] - Quote
Agreed with all besides logi speed nerf. They won't be able to keep up since you can't Sprint while repairing, which will pose as a big problem because of the previously repair tool range nerf. You'd have to think about that. Otherwise, I will tell you great job once Hot fix Charlie is released. But, setting your track record, I'm sure it will be great. Make it happen. I'm proud of you, my little Ratati
Rage Proficiency V
Mic status: Muted
Storage Wars Champion.
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SAIRAX SIS
Nyain San General Tso's Alliance
97
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Posted - 2014.07.10 02:41:00 -
[287] - Quote
Amarr Logistics wil be too Bad Suit.
Gal Logi > Min Logi >>>>>>> Cal Logi >>>>Ama Logi
Please payback Amarr Logi's SP or baiotical Buff. Ama Logi needs Buff. already worst.
yoroshiku ne !pÇÇpÇÇCute Cat NyaoooonpÇÇGÖ¬
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Iron Wolf Saber
Den of Swords
15839
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Posted - 2014.07.10 02:41:00 -
[288] - Quote
Look at it this way.
If I give all assaults +1 equipment slot; where does that put the amarr logi???
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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ratamaq doc
Onslaught Inc RISE of LEGION
726
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Posted - 2014.07.10 02:42:00 -
[289] - 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.
YouTube
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Joe Macro
Molon Labe. General Tso's Alliance
12
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Posted - 2014.07.10 02:47:00 -
[290] - Quote
I would like the speed buff to assaults. I find that being able to move quicker helps me survive more that adding more armor.
Also, like the buff to reactive plates. I use them on both assault and scout; mostly just the basic ones for extra reps and slight armor increase without being slowed down. (Also, not armor tank scout. Just one basic react plate for the reps and slight armor increase)
So, if you increase assault speed then advanced or proto reactive plate may be more useful. |
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Iron Wolf Saber
Den of Swords
15840
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Posted - 2014.07.10 02:53:00 -
[291] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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ratamaq doc
Onslaught Inc RISE of LEGION
727
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Posted - 2014.07.10 02:54:00 -
[292] - 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.
YouTube
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Iron Wolf Saber
Den of Swords
15841
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Posted - 2014.07.10 02:59:00 -
[293] - Quote
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.
Or maybe I am not letting my emotions get the best of me?
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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ratamaq doc
Onslaught Inc RISE of LEGION
729
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Posted - 2014.07.10 03:01:00 -
[294] - 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.
YouTube
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Iron Wolf Saber
Den of Swords
15841
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Posted - 2014.07.10 03:03:00 -
[295] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Zatara Rought
General Tso's Alliance
3562
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Posted - 2014.07.10 03:03:00 -
[296] - 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???
*facepalm*
What is the amarr assault giving up in exchange?
Candidate for CPM1 Go VOTE! Dust514.com
They call me Princess Zatata <3
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Zatara Rought
General Tso's Alliance
3562
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Posted - 2014.07.10 03:04:00 -
[297] - Quote
Also since we're here min logi's should have extra move speed and different hack speed.
Do you see where this goes?
Candidate for CPM1 Go VOTE! Dust514.com
They call me Princess Zatata <3
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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 -
[298] - 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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Fire of Prometheus
Alpha Response Command
5227
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Posted - 2014.07.10 03:07:00 -
[299] - Quote
1. When are you fixing the commando colour scheme? (See my sig)
2. DONT REMOVE THE DEFINING FEATURE OF MY AMARR LOGI!!!!
I can use all 4 proto commandos ^.^
CCP, at least fix my ck.0 commandos colour scheme...he looks like the Michelin man
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ratamaq doc
Onslaught Inc RISE of LEGION
729
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Posted - 2014.07.10 03:08:00 -
[300] - 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.
YouTube
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