Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 30 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
155
|
Posted - 2014.07.10 23:48:00 -
[541] - Quote
Syeven Reed wrote:Tesfa Alem wrote:Syeven Reed wrote: 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 How do you switch to your mass driver if he has the supply depot?
I use the other supply depot.
Redline for Thee, but no Redline for Me.
CPM1 Candidate
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6239
|
Posted - 2014.07.10 23:53:00 -
[542] - Quote
Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug
Useful Links
Aeon Amadi for CPM1
|
m621 zma
Seraphim Initiative..
168
|
Posted - 2014.07.10 23:55:00 -
[543] - Quote
Harpyja wrote:CCP Rattati wrote:Malkai Inos wrote:The Nanite Injector WP scaling is great news. Is there any possibility of squeezing in tier based scaling for repair tools aswell? While to a lesser extent, they have the exact same problem of higher tiers being a clear downgrade in purely economic terms. Also, regarding OMS. Could you elaborate on why you believe further reducing the number of game modes, Pilots and AV infantry can participate in with their preferred playstyle, is necessary? Let me use a loaded question to articulate my concern: Would you say that non-AV capable infantry players require/deserve a vehicle free game mode for the sake of it, or is this decision purely driven by current balance issues and thus a (theoretically) temporary concession? Every single FPS game that I have played has a vehicle free TDM. I see no reason why DUST 514 should not have it. I am fine with vehicles moving to Dom and Skirm because they are objective based. Could you at least consider leaving LAV's available? Some matches that are on huge maps take forever to end because everyone has to run across the map just to get a few kills, then run back to a different corner of the map (this is in regular ambush where you can't call in any vehicles).
Heavy+hmg+lav=pain in the ass - just make the bigass maps a bit smaller. I'm tired of running 2 miles a battle to kill someone followed by another 2 mile jog back to where I started cos the red are all spawning there now.
|
ratamaq doc
Onslaught Inc RISE of LEGION
759
|
Posted - 2014.07.10 23:59:00 -
[544] - Quote
Aeon Amadi wrote:ratamaq doc wrote:Aeon Amadi wrote:[quote=ratamaq doc]
*Snip
Indulge me for a moment and answer this like a CPM Candidate question. What bonus would you give to the Assault classes to make them more attractive without taking away from the other roles? The argument was never about making Assaults better by discouraging Slayer Logis, don't misconstrue my argument, please. The Slayer Logi doesn't/didn't exist because the Assault bonus sucks, the Slayer Logi existed/exists because it has always been better than the Assault due to the fitting capabilities and bonuses. Logistics not only have more equipment slots, they have more slots in general on top of having more PG/CPU. For a while, they all had passive armor repair, the Cal Logi had a defensive shield bonus, the list goes on and on. Market data backs that up considering that Logistics have always been preferable to Assaults. Rewind back to 1.4/1.5, toss a Flaylock pistol (a sidearm no less) on them and they were god mode. As far as what bonus? Kind of a loaded question with Commandos competing with the offensive role, so appealing to the offensive role will start taking away from them.. Give a commando a 10% increase in damage, and an Assault a 10% increase in rate of fire, and they have the exact same DPS - one just is a bit more conservative on the ammo. Both of which have their pros and cons, Commandos having a second light weapon and durability while Assaults have a bit more speed and grenades but inevitably they're both slotted into the Slayer role. Now if Commandos had a magazine increase as opposed to a damage increase, then you could very easily say that the Commandos were the suppression unit and the Assaults were the offensive front-runners. But I doubt that will ever happen and that's not what this conversation is about. Ok next question. Do you think it is important to understand the entire context of the argument before giving your opinion? Because this discussion IS about a Buff to Assaults via their bonuses and Attributes, and the reason given for the change to Logis was that Data shows that the Logi is far more used than the Assault. In which we replied that the community has expressed time and time again that you don't rob Peter to pay Paul. Here were my suggestions on Buffing the Assault and why. [quote=ratamaq doc] But getting back to the real subject at hand, Assault Buff. The question that comes up that deserves the most though and community feedback is "What BONUS to the Assault would be attractive enough for you to leave your current suit?" So going from the thought that the Assault is suppose to be the best at killing people on the front lines, what bonuses make since to that role? So in my mind, this comes down to one thing which is Gun Game. Not tank, not mobility, not survivability, just straight Gun Game. Things in general that support your Gun Game are Range, Damage, Dispersion/Accuracy, and Reload or Sustained Fire. Each of these things the Assault Suit and by extension the Assault Heavy (Commando) Should be NOTICEABLY better at. Stick with me for a moment on this. How noticeable is the inherent ewar bonus the Scouts have? A little or a lot? How noticeable is the Heavy's EHP?, or the Logis versatility? Currently, the bonuses to Assault's Gun Game are correct, they just aren't Noticeable! I don't want to go into the who's should get which bonuses, but I think they should be something that when you have or read in stats you say to yourself "Damn that's awesome" So how about something along the lines of: Total reload bonus = 50% or more Range bonus = 15% or more (whatever would take the effective range into Optimal range for each weapon) Damage Bonus = Total %10 minimum, maybe more. Enough to jump a weapons power 2 tears and can't be negated by a different suit with a damage mod. Dispersion/Accuracy/Kick = enough to make the RR fire like an SMG Ammo/Mag size = What is it 15% now for Min? Make if 50% My point here is that I love FPS games, but no Assault (except for the Amarr's overhead bonus) has ever made me WANT one of their bonus. I feel like my natural Gun Game can easily compensate for the lack of having any of the Assault bonuses. I mean, for real, I am an FPS player with 60 mil SP and I don't have a single SP in Assault suits! Offer me one of the above and you'll sell me.
I'll say it again, forcing users out of the Combat Medic/engineer role by nerfing Logis is not going to create more assaults, it's going to create more Scouts.
YouTube
|
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
88
|
Posted - 2014.07.11 00:06:00 -
[545] - Quote
Aeon Amadi wrote:Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug I respect your opinions, but I am curious if you feel there is a resurgence now with the Amarr already having that sidearm? I personally do not see it in games. Pc or pubs. Im just curious. Are you for tiericide of Logis? Do you support removing the Amarrs sidearm? |
Omega Black Zero
Condotta Rouvenor Gallente Federation
68
|
Posted - 2014.07.11 00:34:00 -
[546] - Quote
Maybe innate ammo regen for assault class? Would free up a slot for equipment instead of assaults always having to pack nanohives. |
Vencio
Villore Sec Ops Gallente Federation
13
|
Posted - 2014.07.11 00:54:00 -
[547] - Quote
CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility.
True to the point and very precise, I am somewhat inclined to how these roles fit specifically based on racial alignment skills.
However, my point in here leaves me unconvinced as to how I feel about Gallente Scouts having greatly reduced their Damp from 5% to 3%....
I am certain not everyone agrees in me with this one, but considering Gallente Scout are indeed Stealth (Damp) Masters, why not have it back to our 5% Profile Dampener? The 1% range I feel is unncessesary for the Gallente as it should be directed towards Caldari Scout ( from 4% back to its 5%). Now I have no idea and thoughts about a Secondary bonus for Gallente instead of Range, but it will be greatly appreciate for the rest of Gallente Scouts such as myself to have our 5% Profile Dampener back.
|
ratamaq doc
Onslaught Inc RISE of LEGION
764
|
Posted - 2014.07.11 00:57:00 -
[548] - Quote
Vencio wrote:CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility. True to the point and very precise, I am somewhat inclined to how these roles fit specifically based on racial alignment skills. However, my point in here leaves me unconvinced as to how I feel about Gallente Scouts having greatly reduced their Damp from 5% to 3%.... I am certain not everyone agrees in me with this one, but considering Gallente Scout are indeed Stealth (Damp) Masters, why not have it back to our 5% Profile Dampener? The 1% range I feel is unncessesary for the Gallente as it should be directed towards Caldari Scout ( from 4% back to its 5%). Now I have no idea and thoughts about a Secondary bonus for Gallente instead of Range, but it will be greatly appreciate for the rest of Gallente Scouts such as myself to have our 5% Profile Dampener back.
The Amarr only has 2 high slots. You're going to be able to hide now with 2 complex dampeners where at the moment you need three to escape a Cal. By shifting the bonus, you guys are already getting a Buff.
YouTube
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6241
|
Posted - 2014.07.11 00:58:00 -
[549] - Quote
aaaasdff ertgfdd wrote:Aeon Amadi wrote:Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug I respect your opinions, but I am curious if you feel there is a resurgence now with the Amarr already having that sidearm? I personally do not see it in games. Pc or pubs. Im just curious. Are you for tiericide of Logis? Do you support removing the Amarrs sidearm?
Not sure we have the same definition of tieracide. Tieracide, to me, would be getting rid of Standard/Advanced on all the suits and then balancing around Prototype - something I've been wanting done since I first played the game back in 2012 and something that seems to be happening in Legion.
Personally, I'd rather cross-racial bonuses be implemented so that racial logistics aren't getting -just- the bonus to their own equipment.
Useful Links
Aeon Amadi for CPM1
|
voidfaction
Void of Faction
308
|
Posted - 2014.07.11 01:01:00 -
[550] - Quote
Vencio wrote:CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility. True to the point and very precise, I am somewhat inclined to how these roles fit specifically based on racial alignment skills. However, my point in here leaves me unconvinced as to how I feel about Gallente Scouts having greatly reduced their Damp from 5% to 3%.... I am certain not everyone agrees in me with this one, but considering Gallente Scout are indeed Stealth (Damp) Masters, why not have it back to our 5% Profile Dampener? The 1% range I feel is unncessesary for the Gallente as it should be directed towards Caldari Scout ( from 4% back to its 5%). Now I have no idea and thoughts about a Secondary bonus for Gallente instead of Range, but it will be greatly appreciate for the rest of Gallente Scouts such as myself to have our 5% Profile Dampener back. Amarr being the new scout hunter with at best an 18db precision a gal scout will only need 1 complex and 1 basic dampener to have 17db profile without a cloak. gal don't need 5% per level. gal will still need 2 complex dampeners and proto cloak to beat the gal logi focus scanner but that will be rare and with a nice warning if we are scanned.
|
|
DeathwindRising
ROGUE RELICS
418
|
Posted - 2014.07.11 01:03:00 -
[551] - Quote
Iron Wolf Saber wrote:Sole Fenychs wrote:Cat Merc wrote:Can I haz Type II Assault? I miss chromosome I see Type II suits mentioned multiple times in this thread. What did they do? Edit: Vrain Matari wrote: ROF is a dps increase. A 25% dps increase at lvl 5 suit operation is going to drive TTL through the floor. Not interested in going down that road again.
It does differentiate Assault and Commando, though. RoF isn't a flat DPS increase, but instead a trade of sustained fire for damage output. It forces earlier reloads. Meanwhile, Commandos get more flat damage. Essentially, this would mean that Commandos are about using their armor and dual light weapons to prolong fights and suppress enemies, while Assaults are the ones doing killing blows with their high DPS, nimble feet and grenades. If we go from this, we might actually differentiate the roles properly. Type IIs are a different variant of the suit that has the same role as the type I but drastically different slot layout. For example a Type II assault may have a second EQ slot but gives up all but 1 of its non tank slots for it.
Also had different base stats. I'd trade an equipment slot for better base stats. More shield hp, higher shield recharge, shorter delays, more speed for less armor. |
Sgt Kirk
Fatal Absolution
6458
|
Posted - 2014.07.11 01:07:00 -
[552] - Quote
CCP Rattati wrote:... Possibly moving Codebreakers to High slot. I'd like to state that if you did move the Codebreakers to high slots, which I hope you will, you will need to reduce the PG Requirement of them which needed to happen anyway.
This is a codebreaker module (Complex), why does it take more PG than a complex shield extender and the same PG as a complex armor repair?
It's things like this in the game that discourage anything other than brick tanking. You make defensive modules easy as pie to fit but these little support modules cost ten-fold (that means more) than what they should.
Besides Codebreakers other ludicrously high resource modules are: Any of the Biotics (Red, Blue, and Green), and PG extenders.
see you space cowboy...
|
DeathwindRising
ROGUE RELICS
418
|
Posted - 2014.07.11 01:12:00 -
[553] - Quote
Sole Fenychs wrote:DeathwindRising wrote:The True Inferno wrote: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) not having racial bonuses allows lesser beings to contaminate the races with outlandish fittings. in other words, having racial bonuses encourages players to use specific items on specific suits. this allows for easier balancing, as "correct" fits will be easy to predict. its done that way in eve online. the freedom you speak of come from not being forced to fit according to bonuses, at the cost of lesser general effective use of the suit. i think all item should have bonuses of reduce fitting costs when used with racial dropsuits. it would give more distinction between the races So, basically, you want to make the fitting system into a pointless gimmick. There is no point in customization if there's an optimal way of doing things. Unfortunately, Dust doesn't have the necessary systems in place to allow for racial synergies of loadouts, instead of doing hacky bonuses.
There's no customization now lol. Apparently dual tanking for max hp is niche?
We need the bonuses so we can get away from crap like dual tanking. There's no incentive for anyone to do anything other than stack hp and have a logi follow you around with a repper because guess what? That's the "optimal" way of doing things right now. |
Lynn Beck
Fooly Cooly. Anime Empire.
2031
|
Posted - 2014.07.11 01:24:00 -
[554] - Quote
Removing the sidearm from the Amarr logi IS NOT the end of the world, and it could always be reintroduced as an ALL RACE INCLUDED type II, trading an equipment and maybe a slot for its' sidearm.
Same with assaults, we coul.d introduce a Type II with only 87 off-tank HP, and has 100-200 added HP to its' main type.
Example:
Minmatar Assault Type I 25 hp/s recharge 4/6 shield delays X.xx movement speed 4/3 slot layout 220/165 HP
Type II: 35 HP/s 5/7 shield delays X.xx - .1 slower 5/2 layout 310/87 base HP
Caldari Assauly Type I: 30 hp/s 6/8 delays X.xx movement 5/2 layout 280/135 hp
Type II: 40 HP/s 7/9 delays X.xx movement 4/3 layout 380/65 HP
As a primarily shield tanker, this sounds like changin too much between types, but it still stresses my point, we can always add in a Type II to bring back what was taken, while giving EVERY RACE the same capabilities, increasing overall variety.
Why have Amarr lacking a TRUE heavy hugger, just to have some hybrid logi that is shite at both roles, when we could give all races a Hybrid logi, and a Heavy hugger.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
|
CCP Frame
C C P C C P Alliance
3000
|
Posted - 2014.07.11 01:26:00 -
[555] - Quote
I would like to remind everyone that:
CCP Rattati wrote:This is the narrative and any, all or none of the ideas may end up being implemented.
Please keep your feedback as constructive as possible, and we will listen. :)
CCP Frame
|
|
LegacyofTable
Planetary Response Organisation FACTION WARFARE ALLIANCE
18
|
Posted - 2014.07.11 02:01:00 -
[556] - Quote
CCP Frame wrote:I would like to remind everyone that: CCP Rattati wrote:This is the narrative and any, all or none of the ideas may end up being implemented.
Please keep your feedback as constructive as possible, and we will listen. :)
Has changing the Militia Medic fits from having a nanite injector to a repair tool been discussed for charlie? I saw it as a suggestion a while ago in another thread. Would reaaaallly love to have that change.
Licensed Thales Hunter
Total Thales taken - 18
|
The Eristic
Dust 90210
556
|
Posted - 2014.07.11 02:04:00 -
[557] - Quote
DUST Fiend wrote: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
I'd kinda be ok with that IF you had to use two different types of grenade. Anything enabling further Core Locus spam is not what this game needs. Sleeks and Contacts desparetly need to be better, though, and by better, I mean they need to give us some reason to use them other than the lulz.
Reality is the original Rorschach.
Verily! So much for all that.
|
Sgt Kirk
Fatal Absolution
6462
|
Posted - 2014.07.11 02:08:00 -
[558] - Quote
The Eristic wrote:DUST Fiend wrote: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 I'd kinda be ok with that IF you had to use two different types of grenade. Anything enabling further Core Locus spam is not what this game needs. Sleeks and Contacts desparetly need to be better, though, and by better, I mean they need to give us some reason to use them other than the lulz. I'd like to add that the Assault Bonus to weapon reduction should count for grenades as well.
see you space cowboy...
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2148
|
Posted - 2014.07.11 02:10:00 -
[559] - Quote
aaaasdff ertgfdd wrote: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. This is a great point. All those little Assault bonuses peeps are proposing really add up. Problem is it's hard to quantify.
An Assault with smallish(say approx. 2% per level) bonuses to sprint, hardening, reload, dispersion, ammo, melee, resupply, respawn is a much harder animal to put down. In the hands of a good operator, who can exploit those bonuses to create and deny opportunities at multiple points in an engagement, the Assault suit would apply pressure more effectively than any other suit.
Which is their job after all. Those bonuses i've listed are really enough, with damage bonuses added the suit would be a monster.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2148
|
Posted - 2014.07.11 02:15:00 -
[560] - Quote
Aeon Amadi wrote:aaaasdff ertgfdd wrote:Aeon Amadi wrote:Go ahead and give the Caldari/Amarr Logistics their sidearms. If there's a resurgence of Slayer Logis and players aren't utilizing Logistics for the support role they're intended to be, it'll be evident almost immediately. /shrug I respect your opinions, but I am curious if you feel there is a resurgence now with the Amarr already having that sidearm? I personally do not see it in games. Pc or pubs. Im just curious. Are you for tiericide of Logis? Do you support removing the Amarrs sidearm? Not sure we have the same definition of tieracide. Tieracide, to me, would be getting rid of Standard/Advanced on all the suits and then balancing around Prototype - something I've been wanting done since I first played the game back in 2012 and something that seems to be happening in Legion. Personally, I'd rather cross-racial bonuses be implemented so that racial logistics aren't getting -just- the bonus to their own equipment. Agree completely(Edit: on the cross racial bonuses, not that other thing). The logi bonuses as implemented are a drag on the game. Any logi should be more effective with equipment than any other suit. If we want to bonus them further for racial flavour, fine, but no logi should be dissuaded from a repping(or any other support) role because they are the wrong race.
PSN: RationalSpark
|
|
bogeyman m
Minmatar Republic
327
|
Posted - 2014.07.11 02:28:00 -
[561] - 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. THIS^
So if their argument is that they need something active to go with their passive equipment bonus, will the Minmatar and Gallente Logis also get passive bonuses to go with their actives?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
|
bogeyman m
Minmatar Republic
327
|
Posted - 2014.07.11 02:39:00 -
[562] - 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..? Original post courtesy of John Demonsbane: https://forums.dust514.com/default.aspx?g=posts&m=2237028#post2237028
My comment that relates to this string: Regarding equipment bonuses, I like the idea of giving each race both an active (rep tools or scanners) and a passive (uplinks or nanohives) equipment bonus with primary/secondary bonuses like you suggested. Maybe like this: Minmatar = rep tool (p) + nanohives (s) Amarr = uplinks (p) + rep tool (s) Gallente = scanner (p) + uplinks (s) Caldari = nanohives (p) + scanner (s)
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
|
bogeyman m
Minmatar Republic
327
|
Posted - 2014.07.11 02:53:00 -
[563] - Quote
Jack McReady wrote: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.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
|
iKILLu osborne
Hellstorm Inc League of Infamy
54
|
Posted - 2014.07.11 02:56:00 -
[564] - Quote
i've been told that the cal scout precision is being nerfed (again), if this is true i expect a respec cause precision is why i chose cal scout because i am a hunter, though i doubt this demand will be met, if not i'm done. Not spending a whole month grinding towards another proto suit class, and i'm getting sick and tired of scrubs getting on forum and crying because they don't know how to counter someone's fit so they call it op, first it was blaster tanks, then rail tanks, then gallente scout , then cal scout, then after everything got nerfed and they was still getting there ass kicked they started saying buff the assualt nerf the hmg. i'm sick of it, get good or go play cod
here is a joke, so an amarr scout walks in lol
|
Mima Sebiestor
Vengeance Unbound
1
|
Posted - 2014.07.11 03:05:00 -
[565] - Quote
CCP Rattati wrote:
* 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.
I like all of the proposed changes. However, I would like to add to that which I have quoted. Mainly because I do believe the medium suit scale is tipping to the logi side from both a strong logi fit and a weak assault fit.
Remove light weapons (slayer) from the logistic (support) role. Except in the case of Amarr and Caldari; allow them to retain the light weapon (no sidearm) at the cost of fewer equipment slots and speed. They drop stuff, and should have plenty of time to shoot. Modify the Gallente and Minmatar suits so they can only fit a sidearm, with the bonus of having more equipment slots and speed. They spend more time scanning and repairing, and should spend less time with a weapon drawn.
With this, I would also like to include a modification of the scan duration/animation. If a scanner has a 5 second duration, let it have a 5 second animation. If nothing is shown in the first second, they can turn and look for targets. If/when a target is found and they turn away, it immediately disappears from radar. This keeps them focused on looking (supporting), and removes finding/killing from range (slaying). Let the duration be a max, which can terminate when needed by drawing your weapon. It also allows the scanner to function more like any suits scan ability, which does not continue to function (track) when range is exceeded. It should not continue to act as both a scanner and a tracker. Maybe later we could introduce trackers, which would require the physical tag of a shot fired. This greater support role should also follow with a greater Intel Kill Assist bonus.
The WP increase for level of needle used looks great. Could we not do the same for the level of deployed uplinks and hives? You might have to remove the ability for this equipment to remain on the field, upon selecting a new suit (either from spawn or supply), but this should have been implemented a long time ago to maintain a financial risk for using equipment. If I drop proto equipment and change to a different suit, I will not risk any isk, yet still earn an orbital/war barge strike faster. This last change may also remedy the need to increase the WP cost for such strikes.
P.S. My bias is from always playing a Minmatar logi. |
iKILLu osborne
Hellstorm Inc League of Infamy
55
|
Posted - 2014.07.11 03:19:00 -
[566] - Quote
bogeyman m wrote:Jack McReady wrote: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.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
|
bogeyman m
Minmatar Republic
327
|
Posted - 2014.07.11 03:23:00 -
[567] - Quote
iKILLu osborne wrote:bogeyman m wrote:Jack McReady wrote: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.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor So does an ACR, and it's easier to fit.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
|
Doc DDD
TeamPlayers
199
|
Posted - 2014.07.11 03:27:00 -
[568] - Quote
Ratattati, with the proposed changes to the logi suits the only suit worth spec cong would be:
Min logi
All suits will have the same layout making the bonus reps of the min logi the only useful logi.
Amar losing sidearm makes it even more garbage and not worth speccing for links.
Cal is garbage and already inferior to gall and min before impending slot nerf. Can barely stack shields as is with only 3 equip. Stacking armor and standing on triage with bonus is only viable build so LETS NERF ITS ABILITY TO ARMOR STACK!
Gal is better at everyrhing than Cal, can at least tank armor and scan, losing a high slot won't make any difference as shields suck anyway.
if Cal loses a low (which it shouldn't ) it needs cpu buff and possibly sidearm SINCE YOU ARE MORE INTERESTED IN NERFING A SHIELD BASED SUIT BEFORE FIXING SHIELDS.
Homogenized slot numbers DOES NOT BALANCE THE SUITS. |
iKILLu osborne
Hellstorm Inc League of Infamy
55
|
Posted - 2014.07.11 03:28:00 -
[569] - Quote
bogeyman m wrote:iKILLu osborne wrote:bogeyman m wrote:Jack McReady wrote: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.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor So does an ACR, and it's easier to fit. he probably don't want to skill into a fotm that will most likely suffer another nerf and it cost more(i believe)
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
|
jNs Vit4l
THE 300 SPARTANS
5
|
Posted - 2014.07.11 03:43:00 -
[570] - Quote
iKILLu osborne wrote:i've been told that the cal scout precision is being nerfed (again), if this is true i expect a respec cause precision is why i chose cal scout because i am a hunter, though i doubt this demand will be met, if not i'm done. Not spending a whole month grinding towards another proto suit class, and i'm getting sick and tired of scrubs getting on forum and crying because they don't know how to counter someone's fit so they call it op, first it was blaster tanks, then rail tanks, then gallente scout , then cal scout, then after everything got nerfed and they was still getting there ass kicked they started saying buff the assualt nerf the hmg. i'm sick of it, get good or go play cod
Couldnt aggree more!!
CEO of The 300 Spartans!
Leader FC of J PLATOON VIT4L (CFW)
CALDARI LOYALIST!!!
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 30 :: one page |
First page | Previous page | Next page | Last page |