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Thread Statistics | Show CCP posts - 43 post(s) |
Zaria Min Deir
Escrow Removal and Acquisition Dark Taboo
744
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Posted - 2014.07.10 12:11:00 -
[391] - Quote
NanoCleric wrote:Cat Merc wrote:NanoCleric wrote:CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed. As i already said.. i am 'always' getting outrun by heavies when i'm playing as my Gal Logi with the armor plates with no movement penalty.. ferroscale if i remember right. So something else is going on there if your stats don't show that's the case... Do some internal testing. If i use the basic armour plates of any tier.. then i am constantly losing my link to heavies and having to sprint to keep up with them a lot. *Pops head out* Heavies only need one kin cat to outrun logis. And that's not because Logis are too slow, it's because Heavies are too fast. 900DPS + 1500HP should not run at 6.5m/s~ -_- ^^ That'll be why then, thanks for pointing that out Cat. Kinda crap to think the only way to combat this then would be to have to use one ourselves too... I think the issue is that they are just comparing the movement speed and sprint speed of a logi to the movement speed and sprint speed of a heavy, respectively. Just the numbers on paper, without consideration for what they mean in practice.
Back when heavies ran armour plates instead of kincats a logi could keep up with a heavy that was moving and still rep him. Even if the heavy would sprint in small bursts, the low stamina would mean that they'd not get too far ahead of a nonsprinting logi. Now, you can't keep your reps on a heavy if he sprints even a little bit. And with how spotty the rep tool lock on is, dropping reps, sprinting to catch up, and then trying to get your heavy on a leash again before they take too much damage is frustrating as hell under most circumstances.
And some of these heavies really do run fast enough that I can't keep up at all without a kincat or two... >.< Honestly, with the amount of base health and the amount of damage they can put out, it feels kind of ridiculous that heavies are able to reach the kinds of speeds they do.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Syeven Reed
G0DS AM0NG MEN
752
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Posted - 2014.07.10 12:13:00 -
[392] - Quote
CCP Rattati wrote:Snake Sellors wrote:I don't understand the heavy cpu/pg reduction. I'm a calsent and I already can't full proto fit my proto suit, why is it being made worse?
PLEASE if you are going with this make sure you include the heavy weapon fitting bonus and make it a good one.
also as you are trying to stop heavies from using light weapons here (i'm assuming) could you at least start looking into some more heavy weapons? at the moment a heavy will only have a choice of two.. its kind of limited. the GA sentinel is the worst offender, it will be based on slots and not the same reduction for all races I run GA sent (advanced) and have literally no problem fitting proto everything to it. A reduction doesn't seem unfair.
On a side note I have however got all core skills to level 5! Still though, I have plenty spare.
Twitter MajLagSpike
CPM Application
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Hawkings Greenback
Red Star. EoN.
161
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Posted - 2014.07.10 12:14:00 -
[393] - Quote
Beren Hurin wrote:Hawkings Greenback wrote:Beren Hurin wrote:A selling point on logi equipment balance at PRO. If passive scans are removed, then it will be the logi's job to scan. Getting that extra scanner at PRO for the amarr and caldari will be helpful. That still doesn't make loosing a side arm slot any easier if I have to now go & save SP for proto scanners. This isn't an argument in favor of the logi suit being balanced for a logi role. If your complaint is that "my SP I spent on weapon effectivness now makes my logi less effective as a logi" isn't really valid. The point of the tweak is to make logis play their logi/support role, and assaults be worthwhile in their niche.
Not sure how I am not playing my role as a logi if I have a side arm & use it. Removing the side arm slot DOES NOT in any way help a set of suits with poorly conceived bonus. Also if the the assault suits were any good then more people would use them. The fact that people would prefer to go scout, heavy or even logi says a lot about the assault suit not the others.
Besides, as I have pointed out, my link bonus does not work when I am dead. So I try & ensure I stay alive long enough to protect the links & myself to allow the bonus to work & for people to return to the battlefield quicker.
This is not a discussion for me about OHNOESMYSIDARMISUSELESSNOW, it is a point about why is there a need to remove it in the first place. Its not going to magically make assaults better & I certainly don't see hordes of Amarr logis roaming the battlefield killing all in sight. The sidearm is useful, for me. I like it. It saves my life ( though not always ).
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Brush Master
HavoK Core RISE of LEGION
1271
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Posted - 2014.07.10 12:15:00 -
[394] - Quote
Would like to see some thoughts on proxy mine updates for a future update. Seems silly to me that you have to have a logi build with 3 levels of proxy mines for them to be effective at killing vehicles. Anyways, discussion @ https://forums.dust514.com/default.aspx?g=posts&t=165785
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
151
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Posted - 2014.07.10 12:20:00 -
[395] - Quote
Beren Hurin wrote:Hawkings Greenback wrote:Beren Hurin wrote:A selling point on logi equipment balance at PRO. If passive scans are removed, then it will be the logi's job to scan. Getting that extra scanner at PRO for the amarr and caldari will be helpful. That still doesn't make loosing a side arm slot any easier if I have to now go & save SP for proto scanners. This isn't an argument in favor of the logi suit being balanced for a logi role. If your complaint is that "my SP I spent on weapon effectivness now makes my logi less effective as a logi" isn't really valid. The point of the tweak is to make logis play their logi/support role, and assaults be worthwhile in their niche.
The "tweak" doesn't do that however. It doesn't make assault suits any less viable to leave the Amarr logi thier sidearm. Its probably one of the best unique trade offs in the game. You're slow, a big target and the only thing you're good at is dropping uplinks. One less equpiment slot. Yet you get a sidearm for when things get hairy. In line with the (eve lore) unrelenting nature of Ammar military philosphy.
It's also evident that amarr logis have NEVER been FOTM. Only the Caldari logis and gallente logis have been exploited as slayers. So its hard to claim that the amarr logi sidearm affects the assault role, when its was the logis without sidearms that were doing it.
Redline for Thee, but no Redline for Me.
CPM1 Candidate
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Beren Hurin
Onslaught Inc RISE of LEGION
2449
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Posted - 2014.07.10 12:21:00 -
[396] - Quote
Hawkings Greenback wrote:Beren Hurin wrote:Hawkings Greenback wrote:Beren Hurin wrote:A selling point on logi equipment balance at PRO. If passive scans are removed, then it will be the logi's job to scan. Getting that extra scanner at PRO for the amarr and caldari will be helpful. That still doesn't make loosing a side arm slot any easier if I have to now go & save SP for proto scanners. This isn't an argument in favor of the logi suit being balanced for a logi role. If your complaint is that "my SP I spent on weapon effectivness now makes my logi less effective as a logi" isn't really valid. The point of the tweak is to make logis play their logi/support role, and assaults be worthwhile in their niche. Not sure how I am not playing my role as a logi if I have a side arm & use it. Removing the side arm slot DOES NOT in any way help a set of suits with poorly conceived bonus. Also if the the assault suits were any good then more people would use them. The fact that people would prefer to go scout, heavy or even logi says a lot about the assault suit not the others. Besides, as I have pointed out, my link bonus does not work when I am dead. So I try & ensure I stay alive long enough to protect the links & myself to allow the bonus to work & for people to return to the battlefield quicker. This is not a discussion for me about OHNOESMYSIDARMISUSELESSNOW, it is a point about why is there a need to remove it in the first place. Its not going to magically make assaults better & I certainly don't see hordes of Amarr logis roaming the battlefield killing all in sight. The sidearm is useful, for me. I like it. It saves my life ( though not always ).
I don't think the argument is that it makes assaults better absolutely. It makes them a better choice relatively (assuming decent bonuses too.) If your option is between -10% ehp and speed when switching between amarr assault to logi, but then gaining +2 equipment, then it seems pretty favorable for the logi. But if you also lose a sidearm, it makes it significantly less potent. Also, I don't know if its your job to be 'protecting' your uplinks/equipment you drop as a logi. To some extent in prepared 1v1s yes. But more than likely, unless you are running at least a scan, and you have backup hives, you're left with just one other equipment slot for now and still open up to stealthy scout flanks. |
Repe Susi
Rautaleijona
1326
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Posted - 2014.07.10 12:24:00 -
[397] - Quote
DeathwindRising wrote:i would like to see you give us alternatives to dual tanking.
damage mods or hp mods are the only mods that directly support combat. we dont have any other options, so if you ever want to see dual tanking go away, youll need to give us some new toys to play with.
While everybody would love to see that, It's not going to happen.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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The True Inferno
Myrmidon Syndicate
15
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Posted - 2014.07.10 12:31:00 -
[398] - Quote
Would it be possible to add a light weapon range increase for the assault skill? and slight modifications to the ScR such as limiting its rof to its description or increasing its heat build up for non charged fire and lowering it for full charged.
ScP = GÖÑ
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Brush Master
HavoK Core RISE of LEGION
1271
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Posted - 2014.07.10 12:34:00 -
[399] - Quote
CCP Rattati 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. Ok, I can see the confusion brewing, logi slots PER tier will be the same, 3, for ADV, 4 for PRO etc. Amarr sidearm is changed to Equipment slot and another slot added to bring them to the same total number of slots as other races at all tiers.
Ok so all races will have the same number of equipment slots, 3 for ADV, 4 for Proto
What will the high and low slots be? 3/3 for ADV and 4/4 for Proto? Basically minmatar loadout. So you are going for a standardized layout but give each race specific racial bonuses? I would say logi bonus are lacking a bit if you are going for this.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Thang Bausch
Pierrot Le Fou Industries
186
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Posted - 2014.07.10 12:34:00 -
[400] - Quote
* 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.
Can we please see the actual slot breakdown? I am fine if the other suits get more slots, but I do not want to lose slots on my min logi. I already die too easily that suit.
I also want Ambush OMS to stay and for vehicles to stay in them. There are supply depots in that mode and more clones so more room to spawn into an AV fit. There are also good AV fits that are also good at anti infantry. I like running AV and don't want to have to run dom or skirm to run AV. |
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Thang Bausch
Pierrot Le Fou Industries
186
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Posted - 2014.07.10 12:37:00 -
[401] - 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.
Have you considered adding a fitting bonus for damage mods in addition to light weapon fitting bonus, or add a fitting bonus for the sidearm too. The latter would keep differentiation between the commando and assault. |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
151
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Posted - 2014.07.10 12:38:00 -
[402] - Quote
Syeven Reed wrote:[quote=Tesfa Alem]
Maybe "abuse" is the wrong word but I do agree with them, placing a bed of hives and then swapping out to a heavy brick seems like a misuse of a bad mechanic?
I don't think so. Even the situation you mentioned is easily counterable, flux the spot and spray. And i like having my options so if i see a tanked heavy siting in a nest of hives i can switch out to my mass drive min comando if he's in the open and pummel him from range or sneak behing his stationary butt and R.E. him in my gal scout or rep a friendly heavy as we charge his position in my winmatar logi or take him down my self in a sentinel with flux grendaes.
Cant take my cal logi or a gal logi to fight him though. 1 way trip for the amar scout. And if they nerf the A logi sidearms i'll just have to throw my uplinks at him like frisebee buzzsaws
Redline for Thee, but no Redline for Me.
CPM1 Candidate
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Fox Gaden
Immortal Guides
3863
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Posted - 2014.07.10 12:40:00 -
[403] - Quote
CCP Rattati wrote:lithkul devant wrote:2. By how much will the HMG heat be going up? Will you also be raising the amount of damage that HMGs do to vehicles in order to compensate, since this will be a nerf to total damage available. 2 17, 18, enough to make it a skill weapon rather than spray and pray He brings up a good point Rattati. I do often overheat when trying to kill LAVGÇÖs with my HMG. While the heat change will make the HMG more of a skill weapon against infantry, it will effectively be a nerf to the HMG versus LAVGÇÖs. Adding the damage against vehicle bonus to the HMG that was discussed months ago would help to balance this.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Waruiko DUST
G I A N T General Tso's Alliance
165
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Posted - 2014.07.10 12:41:00 -
[404] - Quote
That injector change doesn't look good. I do think better revives should give more WP but I don't think it should reduce current base revive WP. We would be better served by getting the current revive WP and any extra health from better injectors going towards getting points for rep out of the rep cap the rep tool uses.
If blood and sweat don't teach them perhaps time will
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Hawkings Greenback
Red Star. EoN.
162
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Posted - 2014.07.10 12:43:00 -
[405] - Quote
@Beren It depends on what role you want to play. I like the support role. If the bonus were good enough for assault I'm sure people would pick them. I don't see how a figure stating that there are more logi's than assault equates into re arrangement of logi slot layout to help assaults. Especially as there are posts in the forum specifically stating that assault bonus are not great, as seen by the fact that very few run them I game.
If CCP changed the assault bonus first AND then went back to review the logi situation at a later date it would make me a little happier.
At the moment the logic behind the changes is a little muddy for me.
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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The True Inferno
Myrmidon Syndicate
15
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Posted - 2014.07.10 12:44:00 -
[406] - Quote
For the Assualt skill, could it not be focused on the racial weapons, as this limits freedom. It should be focused on the suit, such as th old ones were, such as, the 25 % sheild bonus we found on the caldari assault, instead of the weapons(freaked reload speed)
ScP = GÖÑ
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NextDark Knight
Hellstorm Inc League of Infamy
441
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Posted - 2014.07.10 12:52:00 -
[407] - Quote
I always liked the side arm on the amarr logi..
That suit always seams like it wasn't ment to repair people because it was slow and has a huge hit box.
Just more data to consider.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Yosihisa Mozzare
Nyain San General Tso's Alliance
43
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Posted - 2014.07.10 12:55:00 -
[408] - Quote
CCP Rattati >Reduced small rail range compared to sniper range
I cant understand this sentence. if you dont mean small rail buff, you mean sniper buff or nerf, right? |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3087
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Posted - 2014.07.10 12:58:00 -
[409] - Quote
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. |
Jack McReady
DUST University Ivy League
1492
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Posted - 2014.07.10 13:15:00 -
[410] - Quote
as long as I can use my minmatar logi for babysitting just like it do it now I dont care:
my proto logi fit is: 4 proto shield extenders 3 basic ferroscale plates 1 proto armor repairer
proto smg proto nade
proro repair tool proto nanite injector proto nanohive proto gauged drop uplink
decent mix of durability and speed to follow my teammates around the map. full rack of proto equipment to babysit my teammembers along with an SMG and nades for self defense. |
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Nao Kun
Nyain San General Tso's Alliance
4
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Posted - 2014.07.10 13:17:00 -
[411] - Quote
> * Blaster turret accuracy improvements, both Small and Large I greatly welcome. its nice fix.
> * Remove Ambush OMS or remove Vehicles from Ambush OMS Why do you persecute many times the vehicle rider? This adjustment is not required. I want to play ambush with vehicle.
> removing the Amarr sidearm. Amarr Logi's sidearm is the only advantage. because this suit is so slowly and has not enough suit bonus.
> * OB WP doubled this adjustment is too extreme I think this is the best: 3000WP/1 shot OB
I love Madrugar.
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Cat Merc
Onslaught Inc RISE of LEGION
10776
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Posted - 2014.07.10 13:17:00 -
[412] - Quote
Tesfa Alem wrote:Cat Merc wrote:A small idea I had.
How about increasing light weapon fitting requirements by 35%, and giving Assaults/Commandos a corresponding fitting reduction?
Sidearms become a low CPU/PG option for non slayer suits, Heavies will be less likely to use those with the CPU/PG reduction and Heavy weapon fitting bonuses.
This makes Sidearm vs Light weapon an actual choice, rather than some fun fitting you run once in a while. Non slayer suits that want the same slaying power would have to do sacrifices, just like non scouts trying to fit cloaks. This is a terrible terrible idea. Logis need to stay alive and in a dust where rail rifles can engage within 80 meters, and HMGs destroy you close range, which should i give up HP or equipment just to be able to shoot back. This would rather encourage me to become a slayer logi. i simply cannot risk my good equipment and suit on 1 side arm, (which would only be either the magsec or smg) so i might as well ditch the equipment and go for kills. Cant we just buff the assaults without destroying the other suits. Then downgrade from a Duvolle to a GEK? Is it really too much to ask for?
I was using GEK's for a long time on my Gallente Assault suit ya know. WIth maxed fitting skills.
Feline overlord of all humans - CAT MERC
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Ld Collins
Molon Labe. General Tso's Alliance
160
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Posted - 2014.07.10 13:18:00 -
[413] - 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.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* 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.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity
Could you increase the damage of proximity mines to 1000 so I can stop using a logi suit with 3 equipment slots?
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Nirwanda Vaughns
426th Infantry
637
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Posted - 2014.07.10 13:22:00 -
[414] - Quote
on the Assault changes can the Gallente Assault and logi have the lowslots swapped? it'd make more sense even though i'm primarily logi i always thought the slots have been wrong way round and also increase PG/CPU on the gal assault and lower on gall logi to compensate
Rolling with the punches
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Martin0 Brancaleone
Maphia Clan Corporation
581
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Posted - 2014.07.10 13:27:00 -
[415] - Quote
* WP for injectors, STD/ADV/PRO 25/50/75 WP
Worst idea ever.
I remember when injectors gave 40wp only, NOONE used them because the risk is not worth it when you can just shoot a huy to get same/more wp.
If this change goes live the forum will be drowned by people lamenting that noone revives them, while at the same time refusong to use a injectors bucause it wont be worth the isk/effort/cpu-pg.
Why should anyone fit a basic injector when an asdists will give you the same wp withouany drawback? Why use an advanced when a kill or a couple spawns on a militia uplink give me the sme wp?
Stop listening to the odiots crying farning, they'll be the same one crying because noone revives thir precious proto suit. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3688
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Posted - 2014.07.10 13:31:00 -
[416] - Quote
I'll repost this from another thread too:
John Demonsbane wrote:Exactly. IWS and Rattati, I will give a nice simple explanation for why the Amarr logi's role is suited for a sidearm and others are not. As RedBleach said, great for solo operations. Why is that important? It's a tacticians suit. (If you click the link in my signature, you will see that I have put some thought into the matter and am not just throwing it up on the fly. ) Let's use the minmatar logi as an example. It has a bonus to rep tools. Useless if nobody is around, great if you are running with the pack. In contrast, the Amarr logis bonus is arguably the opposite. At the very least, it is not appreciably enhanced by others being around. What's the better place for an uplink? An area where 5 people already are, or somewhere off on the flank to create a rally point or new attacking front? Obviously the latter. Would it be better out in the open or more hidden? Again, the latter. So in this case, which of the 2 logi suits, if they are fulfilling their primary role (as designated by their bonus) is more likely to find itself on a lone wolf operation (and thus be in greater need of a sidearms to defend itself)? If you said Amarr, you are correct. So, based on its bonus there is a perfectly logical non-slayer reason for the sidearm to exist. In addition, none of the elite laser weapon slayer types do their thing in the Amarr logi suit. They use the assault or commando because they actually have a bonus that works!
(The godfather of tactical logistics)
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
152
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Posted - 2014.07.10 13:33:00 -
[417] - Quote
Cat Merc wrote:Tesfa Alem wrote:Cat Merc wrote:A small idea I had.
How about increasing light weapon fitting requirements by 35%, and giving Assaults/Commandos a corresponding fitting reduction?
Sidearms become a low CPU/PG option for non slayer suits, Heavies will be less likely to use those with the CPU/PG reduction and Heavy weapon fitting bonuses.
This makes Sidearm vs Light weapon an actual choice, rather than some fun fitting you run once in a while. Non slayer suits that want the same slaying power would have to do sacrifices, just like non scouts trying to fit cloaks. This is a terrible terrible idea. Logis need to stay alive and in a dust where rail rifles can engage within 80 meters, and HMGs destroy you close range, which should i give up HP or equipment just to be able to shoot back. This would rather encourage me to become a slayer logi. i simply cannot risk my good equipment and suit on 1 side arm, (which would only be either the magsec or smg) so i might as well ditch the equipment and go for kills. Cant we just buff the assaults without destroying the other suits. Then downgrade from a Duvolle to a GEK? Is it really too much to ask for? I was using GEK's for a long time on my Gallente Assault suit ya know. WIth maxed fitting skills.
I 'm talking about struggling to scrape ADV weapons onto the suits. PG and cpu is already razor thin. I build my logis around the equipment and HP but thinking along your lines would make me build around the weapon. Ethier an standard or mlt light weapon or SMG with low HP and good equipment or become a better slayer than assaults with a duvolle with survivable suit but crappy equipment.
Redline for Thee, but no Redline for Me.
CPM1 Candidate
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CCP Rattati
C C P C C P Alliance
3889
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Posted - 2014.07.10 13:38:00 -
[418] - Quote
Thang Bausch wrote:* 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.
Have you considered adding a fitting bonus for damage mods in addition to light weapon fitting bonus, or add a fitting bonus for the sidearm too. The latter would keep differentiation between the commando and assault.
Light damage mods is high on my list for Assault efficacy bonuses
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
3891
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Posted - 2014.07.10 13:42:00 -
[419] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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RKKR
The Southern Legion Final Resolution.
961
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Posted - 2014.07.10 13:45:00 -
[420] - Quote
CCP Rattati wrote: I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
Doesn't that make your argument that the Alogi don't need a sidearm to differentiate assaults and logi's invalid?
It's also still unclear about what the total low/high slots are going to be for all the logi-suits and the CPU/PG...Adding a sidearm to the callogi isn't going to help their CPU fitting (as is mentioned a few times already). |
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