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Aeon Amadi
Edimmu Warfighters Gallente Federation
6226
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Posted - 2014.07.10 19:47:00 -
[511] - Quote
Regis Blackbird wrote:Sgt Kirk 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! But...Cal Logi still doesn't need a sidearm... Please explain to me how the Caldari Logi gets stronger by removing one high slot of the currently five he have at proto level (+plus the removal of an equipment slot I guess), and adding a sidearm? I for one support the idea. zDub 303 made a very convincing argument.
Right, but this is an argument that could just as easily be solved if we had cross-racial bonuses on the Logis, opening up more avenues of play.
Useful Links
Aeon Amadi for CPM1
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Nocturnal Soul
Immortal Retribution
3548
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Posted - 2014.07.10 19:52:00 -
[512] - Quote
Wow this took a turn for the worst.
Run, hide in fear while you can for the Amarr Scout is on the hunt!
Changes to the A-logi is the embodiment ofCCPLogic
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ratamaq doc
Onslaught Inc RISE of LEGION
751
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Posted - 2014.07.10 20:07:00 -
[513] - 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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MARTIN uu
brigada z
0
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Posted - 2014.07.10 20:13:00 -
[514] - Quote
Hola quieres unirte o ser reclutado por favor necesito tu ayuda por favor te lo recompensare https://dust514.com/recruit/cfiGoD/
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Syeven Reed
G0DS AM0NG MEN
753
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Posted - 2014.07.10 20:17:00 -
[515] - Quote
RedPencil wrote:Can you increase walking speed when equip knife? This please.
Twitter MajLagSpike
CPM Application
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6230
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Posted - 2014.07.10 20:31:00 -
[516] - Quote
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..?
Useful Links
Aeon Amadi for CPM1
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Syeven Reed
G0DS AM0NG MEN
754
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Posted - 2014.07.10 20:34:00 -
[517] - Quote
Cat Merc wrote:Syeven Reed wrote:CCP Rattati wrote:Light damage mods is high on my list for Assault efficacy bonuses Can we have them moved to low powered slots too? So... Basically... Armor Assaults will be forced to dual tank? Because we don't have anything, count, ANYTHING other than extenders to put into high slots without damage mods. OK, I spoke without any explanation. What I wanted to get across was heavily tanked suits with high DPS (but it's an old problem).
Going by what Rattati has said though we may be getting code-breakers for high slots... So thats something!
I'll stop now..
Twitter MajLagSpike
CPM Application
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ratamaq doc
Onslaught Inc RISE of LEGION
753
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Posted - 2014.07.10 20:39:00 -
[518] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
14560
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Posted - 2014.07.10 20:48:00 -
[519] - Quote
ratamaq doc wrote:What bonus would you give to the Assault classes to make them more attractive without taking away from the other roles? Second grenade slot, among other stuff
The Future
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Cat Merc
Onslaught Inc RISE of LEGION
10804
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Posted - 2014.07.10 20:57:00 -
[520] - Quote
Syeven Reed wrote:Cat Merc wrote:Syeven Reed wrote:CCP Rattati wrote:Light damage mods is high on my list for Assault efficacy bonuses Can we have them moved to low powered slots too? So... Basically... Armor Assaults will be forced to dual tank? Because we don't have anything, count, ANYTHING other than extenders to put into high slots without damage mods. OK, I spoke without any explanation. What I wanted to get across was heavily tanked suits with high DPS (but it's an old problem). Going by what Rattati has said though we may be getting code-breakers for high slots... So thats something! I'll stop now.. Oh please, I didn't run an armor assault suit with more than 500 armor for ages now.
The bricked armor suits die faster, they can only survive one engagement without a logi glued to their ass.
Even then I often take advantage of their lackluster speed and regeneration to take them down easily.
Feline overlord of all humans - CAT MERC
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
522
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Posted - 2014.07.10 21:23:00 -
[521] - 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..? Sometimes I wonder if we are forgetting what fun is. Being a scanbot is not a fun role. Neither is having passive equipment bonuses and then spending your time sticking to the ass of a heavy with your inferior rep tool.
The most fun I've had with a Medium Suit was the Minmatar Logi. A set of rep tool + nanite injector + nanohive (though it sucks that nanohives don't simply restock at supply depots), combined with a combat rifle and the fact that this Logi is really fast, is incredibly enjoyable. You run around and either kill or heal depending on what is needed. It's like you have power over life and death. Meanwhile, Gallente Logi - Especially if you are playing solo or with a squad of uncoordinated randoms - is quite boring to play. Scanning is one of the less interesting functions in this game.
I'm actually starting to question the existence of the Assault. Why can't it be a combined Medium suit?
But I guess the time frame for fun fixes is over and now we can only create balance in order to have balanced team makeups. Which is still more fun than everyone running around in murder drive-bies or insta-kill RRs and 1500 eHP. |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
439
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Posted - 2014.07.10 21:25:00 -
[522] - Quote
CCP Rattati wrote:ZDub 303 wrote:Remove the sidearm from the only proto suit i've been able to afford and that pretty much seals the deal for me to never return to Dust.
I understand the idea of normalizing the slot layouts but I feel its the wrong way to go personally. The sidearm on the Amarr Logi is what made that suit fun. Having experienced having a sidearm and 3 equipment I could never go back to only having a single weapon.
I honestly can't see a reason why you would run a logistics suit over a scout unless you want to run a minmatar medic suit.
Amarr logi bridged the gap between minmatar medic and scout-logis. If you look at the numbers, something tells me the Amarr and Minmater logi suits probably greatly outnumber the caldari and gallente logis now. Its not hard to imagine why that might be, uplinks and rep tools are by far the most useful equipments available.
I would love to see the number on logi sutis in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but in general they are becoming rather underpowered in general.
With scouts and heavies the way they are after 1.7 and 1.8 it seems that straight buffs to the medium suits make more sense to me. imho... adding a sidearm to caldari and doing a slot normalization that way makes much more sense. You have caldari and amarr as 'combat logi' suits with bonuses more oriented towards being near the frontline (uplinks and ammo) while minmatar and gallente logis would be more inclined to focus on their 'active equipment' using rep tools and scanners more in general and not being so inclined to need a sidearm. 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.
but with the changes you have suggested so far you are just making them all good in the same way, except for the racial bonus, which min has the best hands down.... why would I want to use any other logi suit, if they all have the same slot lay out but the min gets a rep bonus?
what is the incesntive to skill into the others if you do this? |
Fire of Prometheus
Alpha Response Command
5233
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Posted - 2014.07.10 21:27:00 -
[523] - Quote
Repost from other thread:
Linky to original thread
#1Posted: 2014.07.10 21:22 | Report | Edited by: Fire of Prometheus 1 Please do not remove the sidearm slot from the amarr logi.
It is quite literally the defining feature of the amarr logi. Countless times, I've been caught in the middle of combat, with no cover fire, so I've had to deal my own. And when I run out if ammo in my main gun at the same time as my opponent, I can easily just switch to my secondary and finish the guy off.
The amarr logi to me, is my ideal non commando suit (at least for my play style etc.). The amarr logi perfectly bridges the gap between assault and logi through its sidearm slot. It can dole out damage when needed, and provide superb logi support at the same time. I'm what I call a "lazy logi". Now what I mean by this is that, if I'm in a logi suit and no one in my squad is in dire need of logi ing, I don't do logi, I simply use my logi suit to provide cover fire etc. Now before you call me a "murder logi", know that I have dedicated logi fits that are built around the amarr logi. My true logi fits on my amarr logi, are able to perform the duties of a true logi, but is still able to carry out the same tasks as a slightly above average assault (due to its sidearm). With that being said, I have come to the conclusion that opposite of the min logi being the "true medic", the amarr logi is a veritable "combat engineer/medic". It can hold it's own in a firefight and still can compete with the other logi suits when it comes down to the wire. I would argue that next down from the commando suit, the amarr logi is the most versatile suit in the game, due to the sidearm slot.
I went amarr logi before they got sidearms, and since they got them, I feel like the amarr logi has finally been put on an equal playing field (especially post 1.8 where the bonus is, IMO brutal to say the least).
So my request: if you remove my amarr logis sidearm slot, I demand that those who are specced into it, be given a refund of the sp that was spent into it (ya I know, everyone will say "if he gets a refund, how come I didn't?" So this probably won't happen, but I can say I tried)
Please tank into consideration what I have said when you make your final decision, the amarr logi is it's own unique role and has some of the most diverse fitting capabilities in the game due to its ability to fit a sidearm.
Fire
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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The Infected One
Fatal Absolution General Tso's Alliance
1364
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Posted - 2014.07.10 21:31:00 -
[524] - 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
Agreed, I specced into min scout because of the knives, if knives are being brought up to min scouts current levels, why would anyone chose min scout over any other scout suit? With gal being able to damp and or hack better due to the low slots, or cal being able to see it hack better if code breakers are being moved to high slots. Where does that leave the min scout with no actual bonuses that set it apart from the rest of the scouts. It truly will be the worst of the worst scouts.
Some clarification would be appreciated.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Arkena Wyrnspire
Fatal Absolution
15282
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Posted - 2014.07.10 21:58:00 -
[525] - Quote
Iron Wolf Saber wrote:Gimmie Infantry Ammo Cache that uses weapon upgrade skills for my low slots?
I'm not really sure it's the low slots that need more modules.
You have long since made your choice. What you make now is a mistake.
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Zelda Harkinian
Isuuaya Tactical Caldari State
49
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Posted - 2014.07.10 22:21:00 -
[526] - Quote
so calscouts are losing their scan precisions? huh... well, I guess we had our fun long enough and poor amarr scouts really need something.
With codebreakers moving to high slot, it will be interesting to see what kind of fittings calscouts will create. So far you can personalize your play style much much more with low slots than you can with high slots, so I'm glad we're getting more high slot options. |
Jotun Izalaru
Goonfeet
148
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Posted - 2014.07.10 22:38:00 -
[527] - Quote
since you're improving knife damage can you also improve the MinScout's melee? something marginal like 10 or 20 will do just fine. As melee is ineffective, i'm sure no one will complain and you can safely filter out the people who do as meaningless noise.
thanks! |
Cat Merc
Onslaught Inc RISE of LEGION
10807
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Posted - 2014.07.10 22:38:00 -
[528] - Quote
Hey Rattati, you know that it takes 550 matches to reach level 10 in FW? I think that's enough to justify 4x the LP reward, besides the other stuff like higher risk.
Or you could cut that back to the original number in the dev blog saying 200 matches.
Feline overlord of all humans - CAT MERC
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
86
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Posted - 2014.07.10 22:54:00 -
[529] - Quote
Zelda Harkinian wrote:so calscouts are losing their scan precisions? huh... well, I guess we had our fun long enough and poor amarr scouts really need something.
With codebreakers moving to high slot, it will be interesting to see what kind of fittings calscouts will create. So far you can personalize your play style much much more with low slots than you can with high slots, so I'm glad we're getting more high slot options. Someome explain this to me. Cal and Gal both currently have a range bonus. Cal has precision, and gal has dampening. So if cal is losing precision whats its other bonus? |
Zelda Harkinian
Isuuaya Tactical Caldari State
49
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Posted - 2014.07.10 22:58:00 -
[530] - Quote
aaaasdff ertgfdd wrote:Zelda Harkinian wrote:so calscouts are losing their scan precisions? huh... well, I guess we had our fun long enough and poor amarr scouts really need something.
With codebreakers moving to high slot, it will be interesting to see what kind of fittings calscouts will create. So far you can personalize your play style much much more with low slots than you can with high slots, so I'm glad we're getting more high slot options. Someome explain this to me. Cal and Gal both currently have a range bonus. Cal has precision, and gal has dampening. So if cal is losing precision whats its other bonus? well, it has a range bonus and it can regenerate shields crazy fast. If we're losing precisions though I think it would be nice if we had a slightly larger bonus to our scan range.
but in terms of bonus, If calscouts have to lose a bonus I'm glad it was the precision. range amplification is a low slot module and calscouts have the worst low slots of any suit out there. we can still stack precision modules and have room to spare for other stuff, but one range amplification module effectively closes off tons of other options that we could have on low slots. |
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6235
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Posted - 2014.07.10 23:04:00 -
[531] - Quote
ratamaq doc wrote: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?
The argument was never about making Assaults better by discouraging Slayer Logis, don't misconstrue my argument, please. My argument was to prevent Slayer Logis from being better than Assaults as they generally have been since Uprising was released.
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.
Useful Links
Aeon Amadi for CPM1
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Zelda Harkinian
Isuuaya Tactical Caldari State
51
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Posted - 2014.07.10 23:07:00 -
[532] - Quote
what if assaults had crazy godlike stamina? |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
86
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Posted - 2014.07.10 23:10:00 -
[533] - Quote
Aeon Amadi wrote:ratamaq doc wrote: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? 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. In the past I would have agreed completely. But think about it, Logis are not the slayers they were back in the day, not by half. And even back then it was mostly Cal and Gal, for along time just Caldari really. I think the focus should be on buff Assaults first, then look at logis. Not both at the same time. |
Booby Tuesdays
Ahrendee Mercenaries
623
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Posted - 2014.07.10 23:13:00 -
[534] - Quote
Zelda Harkinian wrote:what if assaults had crazy godlike stamina? The Amarr Scout already does, and all I have heard are complaints.
Melee Weapon of Choice: Nokia-3310 Prof. V
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6235
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Posted - 2014.07.10 23:16:00 -
[535] - Quote
aaaasdff ertgfdd wrote: In the past I would have agreed completely. But think about it, Logis are not the slayers they were back in the day, not by half. And even back then it was mostly Cal and Gal, for along time just Caldari really. I think the focus should be on buff Assaults first, then look at logis. Not both at the same time.
Agree completely, and if I had my way, we wouldn't even touch Logistics until Hotfix Delta.
And sure, it's gotten better since the early days but you ask me to pick between Gal Assault and Gal Logi right now, probably go with the Gallente Logi because the slot layout is better, the fitting cost reduction to equipment trumps weaponry, and dispersion reduction doesn't hardly do jack of [redacted] when it only really applies to the Assault Rifle and Shotgun. All at the cost of a little survivability (covered by the fitting) and some speed. But even then it's bonus toward active scanners is competing with Scouts' passive scans.
To expand on my earlier point though, I feel like the only real bonus we can give Assaults at this point without them bleeding into other roles is a regeneration bonus. Armor repair, shield recharge, stuff like that. Damage/rate of fire shoehorns the Commandos, fitting reductions on weaponry just aren't worth it, and extraneous bonuses like dispersion/reload speed are covered by other skills.
Useful Links
Aeon Amadi for CPM1
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Booby Tuesdays
Ahrendee Mercenaries
623
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Posted - 2014.07.10 23:17:00 -
[536] - Quote
What about 100 WP for using the State Kaalakiota 100% revive injector? Or would this injector stay at 75 WP as well? It looks like you are trying to reward WP per % armor revived, so 100% = 100 WP? They are really expensive and are also the only reason I fight for the Caldari. Getting to level 4 loyalty playing solo has been the epitome of Hard Mode...
Melee Weapon of Choice: Nokia-3310 Prof. V
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
86
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Posted - 2014.07.10 23:18:00 -
[537] - Quote
ratamaq doc wrote: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? Personally as someone who owns 3 of the 4 assaults, I dont have a problem against Logis, just scouts and heavys. As far as the bonuses go I like them. I think the suits need some ewar tweaks, give us better precision and range for offensive capabilities. And a little more cpu pg so that I can tank and carry a proto weapon and at least a adv level sidearm. And im good with my assault really. But tiericide on Logis just feels wrong man.
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
39
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Posted - 2014.07.10 23:28:00 -
[538] - Quote
A question I still have is that are you guys adding any slots for the assault. I have a huge proposal if you guys add one additional high slot to the advance minmatar assault. Thus, standard will have 3 high slot, advance 4 high slot, and proto 5 high slots.
The Blazing Intellect Machine
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
86
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Posted - 2014.07.10 23:30:00 -
[539] - Quote
Aeon Amadi wrote:aaaasdff ertgfdd wrote: In the past I would have agreed completely. But think about it, Logis are not the slayers they were back in the day, not by half. And even back then it was mostly Cal and Gal, for along time just Caldari really. I think the focus should be on buff Assaults first, then look at logis. Not both at the same time.
Agree completely, and if I had my way, we wouldn't even touch Logistics until Hotfix Delta. And sure, it's gotten better since the early days but you ask me to pick between Gal Assault and Gal Logi right now, probably go with the Gallente Logi because the slot layout is better, the fitting cost reduction to equipment trumps weaponry, and dispersion reduction doesn't hardly do jack of [redacted] when it only really applies to the Assault Rifle and Shotgun. All at the cost of a little survivability (covered by the fitting) and some speed. But even then it's bonus toward active scanners is competing with Scouts' passive scans. To expand on my earlier point though, I feel like the only real bonus we can give Assaults at this point without them bleeding into other roles is a regeneration bonus. Armor repair, shield recharge, stuff like that. Damage/rate of fire shoehorns the Commandos, fitting reductions on weaponry just aren't worth it, and extraneous bonuses like dispersion/reload speed are covered by other skills. Yes but it matters. I was in my adv cal assault yesterday. I had std scrambler, and std mag sec. I was fighting Grease Spillet on the back steps of the Gal research facility that leads down to the CRU. I had him down to half armor in his proto Gal Assault and he had my shields depleted.
I switched to sidearm and unloaded a clip from my magsec and then began backing up the steps, second tier, as I continued to back up the third tier he came flying around the second tier looking right up at me, but thanks to my reload bonus as soon as his head popped around those steps I put him down, with some strafing and luck I survived. But I marked it in my head right then, I said wow my bonus just saved my a$$.
Not the first time either! I cant tell you how many times that Mini assault suit bonus with my rs 90 has kept me alive from multiple scouts, or given me enough ammo in a clip to finish a hvy in his range. |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
155
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Posted - 2014.07.10 23:45:00 -
[540] - Quote
Cat Merc wrote:Tesfa Alem wrote: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. Great, then you can't have both slayer, tank and equipment power Scouts will be affected by that too, so don't worry about that hehe.
not being able to fight back with my equipment will force me to be a dedicated slayer with higher HP and a proto gun. I mean since dust is overrun with minmatar logis killing everything left right and center
Redline for Thee, but no Redline for Me.
CPM1 Candidate
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