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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
255
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Posted - 2014.07.11 03:46:00 -
[571] - Quote
Agreed. The bonus Rattati that you change shouldn't affect SP investment. If so just give us a full Respec already. Yes I brought it up
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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jNs Vit4l
THE 300 SPARTANS
5
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Posted - 2014.07.11 03:53:00 -
[572] - Quote
501st Headstrong wrote:Agreed. The bonus Rattati that you change shouldn't affect SP investment. If so just give us a full Respec already. Yes I brought it up
I AGGREE!!!!!!! We speced into cal scouts for the precision not for a useless long range scans, if you ccp are going to CHANGE our bonus to a completetly other bonus then you have to give a respec for cal light frame / cal scout suits to whoever is speced into it so we can choose another role.
CEO of The 300 Spartans!
Leader FC of J PLATOON VIT4L (CFW)
CALDARI LOYALIST!!!
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JRleo jr
Xer Cloud Consortium
31
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Posted - 2014.07.11 04:18:00 -
[573] - 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. :) Caldari assault definitely needs and extra high slot and keep low slots the same I guess. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
256
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Posted - 2014.07.11 04:46:00 -
[574] - Quote
CCP Rattati, things to note:
The Assaults getting a buff are nice. As I stated earlier, Assaults may not be able to kill hostiles, they just have to keep fire on them long enough for Commandos to slay and such.
Heavies slay assaults, commandos, logis, and other heavies. Scouts flank and get behind the heavies. This was why I wanted their turn speed nerfed slightly. It balances out the insane DPS of the HMG and makes for a valid way to kill them instead of REs, which personally I find detestful, and I'm a bloody Matari Loyalist
Assaults however have slaying power of scouts because, as I proposed, Scouts get less ammo in their guns. Not so much less that it's crippling, but a small amount so an Assault can keep constant fire. A smart scout like a Caldari will know of their target before the Assault and kill them, Gallente cloak and run right up to close the distance, Amarr duke it out, and Minmatar (which you amazing buff to their PG and Kincats) can either tank shields and cloak with speed, or tank out both, or dampen. The suits are then balanced. The HMG overheat will mostly effect Heavy to Heavy combat, pointing the HMG at anything for around 3 seconds will kill that suit unless it's a heavy or well tanked Commando.
The Amarr Logi needs to keep its sidearm because as an Uplinks suit, it is a main target. I kill those logis first because they can bring in reinforcements. Yes, sidearms/dakka is more Minmatar like, but by that Logic then why is the Assault Rifle not called the Plasma Rifle? Why is the Swarm Launcher not a Caldari Weapon, as they use Missiles in Eve? Why is the Nova Knife, a Caldari Charge Weapon given to us Minmatar?
It is okay to have inconsistencies, Dust 514, and moreover Legion is not Eve Online, but with that comes the ability to deviate from certain plans. The Logis for the most part at this point are balanced. Just allow the Caldari more CPU and PG as Complex Shield Extenders are terribly costly to fit, and while four Low is a lot, and I don't run the suit, I don't see many Caldari Logistics, so something is wrong.
If anything, make it so their bonus increases the Nano-hives they can carry, and nerd the numbers. The original Nanohive- You can carry only one but for less PG and CPU than Militia
Ishukone Gauged for all other suits 3, but with less Nanites. Caldari gets 4. You need to sell the bonuses. My Min Logi able to carry 4 Nanohives, I just don't spam them. My hives last through an entire Ambush OMS, and I'm Minmatar. Caldari Logi isn't sellable. The Amarr Logi, is very nice because of that Sidearm, it's the only reason I considered it before I went Matari. It just adds so much, and you are taking that away. I recently as CCP for a respect. I was met with the answer, "It is not possible." Well...some people specced into the Amarr Logi and got proto sidearms JUST for that suit. Yes, they can use it on other suits, but maybe I don't want to. Once again this game is about choice. Giving suits slots allows you to run as YOU, the merc see fit. Forcing all the suits to be the same is nice, only bonuses alone can't sell a suit. By that logi, make all HEAVIES, SCOUTS, ASSAULTS, COMMANDOS, etc have the same slots, with only certain bonuses. It's not like Caldari don't tank shields, so they don't need Low Slots, or Amarr Armor, so they should get VERY high PG and low High slots, or the Min Logi is in a decent place since it Dual Tanks.
Basically, once you read this wall of text:
Slightly less, say 10-20% the amount of ammo scouts carry, change SENTINEL turn speed( basic heavy keeps turn speed but with takes the PG/CPU reduction as a result. Sentinels should tank hp but be hampered by movement, basic heavies should not be as HP hardcore, but have unrestricted mobility.)
Assaults get ammo bonuses to total ammo capacity as well as in clip. No need for reload bonus, that is Commando Logis stay as, unhomogenized. Amarr keeps side arm, gets more PG. Caldari gets whatever they need, ask those guys.
Boom, Hotfix Charlie, along with everything you proposed.
Discuss
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3716
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Posted - 2014.07.11 05:00:00 -
[575] - Quote
bogeyman m wrote:Original post courtesy of John Demonsbane: https://forums.dust514.com/default.aspx?g=posts&m=2237028#post2237028My 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)
Thanks for the link. Ive decided I like the second option I proposed better, and fleshed it out a little better in this thread over in GD.
The short version is that every logi suit keeps their current 10% (and 5%) bonus to whatever it is they get a bonus for, like spawn times for the Amarr.
Then, instead of pairing up races in whatever fashion, just give every logi every bonus, but substantially weaker. Example: Minmatar gets 10% to reps per level, for 50% at PRO. Every other logi suit gets 3%, for 15% at PRO. Not as good as the primary, but nothing to scoff at.
As it stands now, unless you are using one specific piece of equipment, a scout can do the logi's job just as well. With this change you separate the classes again, because as we all know, the major problem with medium frames is that scouts do their job just as well (or better). This would no longer be the case as far as logi's are concerned.
(The godfather of tactical logistics)
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:34:00 -
[576] - Quote
RKKR wrote:Jadd Hatchen wrote:P14GU3 wrote:Thats all well and good IWS, but coming from someone who was a gallente logi from beta-the most recent respec, carrying a swarm with no sidearm is a death wish. The PLC is not very good at AV or anti-infantry, and the MD (although one of my favorite weapons) and laser are no where near the "AV" mark. If the PLC was in a better place you could get away with calling it the "logi's AV," but its not worth it. Swarms with a sidearm or nothing at all. So now I'm reduced to a repping forgers while the enemy team has AV. I think you are doing it wrong... The AV equivalent for a logi suit is supposed to be prox mines or remote explosives, and you can add in the AV nades as some extra if you like. Any decent tanker spots (or has someone spotting) those. Also good luck in getting close enough to a decent tanker to throw those AVs in a slow ass, small pool stamina suit without getting shot into pieces.
Again you're doing it wrong... Logi's are support and shouldn't be trying to do this solo.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:38:00 -
[577] - Quote
P14GU3 wrote:Jadd Hatchen wrote:P14GU3 wrote:Thats all well and good IWS, but coming from someone who was a gallente logi from beta-the most recent respec, carrying a swarm with no sidearm is a death wish. The PLC is not very good at AV or anti-infantry, and the MD (although one of my favorite weapons) and laser are no where near the "AV" mark. If the PLC was in a better place you could get away with calling it the "logi's AV," but its not worth it. Swarms with a sidearm or nothing at all. So now I'm reduced to a repping forgers while the enemy team has AV. I think you are doing it wrong... The AV equivalent for a logi suit is supposed to be prox mines or remote explosives, and you can add in the AV nades as some extra if you like. I have been doing remotes for a long time now, basically since the swarm nerf. Swarms are in a better place now, and I would rather not die 50% of the time trying to place 3 remotes on the tailpipe. Besides, you will rarely ever get a GOOD tanker with that.
WTF? Placing remotes on a tailpipe!!! That's like **** they do in movies that is not realistic. You place remotes at choke-points and on road where you know the tank will have to cross over them and then blow them up. If you do it right with some support from your AV guys they will chase them over the choke point and they won't have time to think about checking or scanning for the things before retreating over them and then boom. You have to be able to outsmart and predict where the enemy is going to go to use the RE's properly. People that think they are for instant gratification by putting them on jeeps and tanks are cute and get more attention, but as you've already discovered it will get you dead more times than it's worth.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:40:00 -
[578] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Appia Vibbia wrote:
IMO, Logistics have too many High and Low slots while at the same time their bonuses being limited to only a single Equipment make them no better at being a support player than any other suit. to me that is not a good place.
Logi bonus needs to make them better at using all equipment (not just fitting it). Assault bonus needs to make them better at assault role
This is why I fracking voted for you . I just can't get enough of the truth and people who love the same . It would be better if Logistics had a bonus that increases the efficacy of all equipment not just race related items . Making the bonuses separate depending on race just created a oversaturation of one races logi or assault or any suit or role for that matter . I for one am Caldari but I had to speck into Minmatar to be a medic and Amarr to lay hives and anti-vehicle . This is just too much and should be a choice and not mandatory . I'm forced to speck into another races items which excluded my own .
Are you guys daft? The logi suits already have a fitting bonus for all equipment as it's PRIMARY bonus. It's the secondary that differs for each racial variant and if you make that one the same for all of them, then why have different suits?
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:47:00 -
[579] - Quote
Nocturnal Soul wrote:As you can see only ONE guy likes the change to the A-logi ONE!!! Let that sink in for a bit.
So far every argument for the sidearm to stay on the A-Logi boils down to, "... I wants my logi to be an AV platform..." Which is NOT what a LOGI is meant to do. It IS what an Assault is meant to do. It is also another reason why many players are using Logi's instead of Assault for that role.
Just because people have been using something the wrong way all this time doesn't make it any more correct. Take a look at the HMG dispersion before they fixed it and it acted more like a laser beam than a spray and pray gun. It worked fine back then for those that knew how to use it, but it still got changed to how it is now because that was the way it was supposed to work.
The sidearm slot on Logi's and Scouts should NOT be there. It is the main reason that Assaults have lost their role in this game.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 05:55:00 -
[580] - Quote
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 suits in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but 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.
And that's the problem! You say it right there when you say "scout logi's"!!! There should be no such thing. Scouts are scouts and logi's are logi's. Because this clear definition has been blurred by the scouts having an extra slot issue, you have been blinded to the fact that logi's shouldn't be assault or AV capable like the Assault Dropsuits should be. That is why more people are playing logi's than assault.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
258
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Posted - 2014.07.11 05:56:00 -
[581] - Quote
No, assaults have lost this role in the game because Scouts can do what Assaults can. It boils down to slaying. A scout is for relaying intel, hence the passive scans. The problem, they can also kill. Change their ammo in their guns, not limit what they can shoot with. Logis don't slay anymore, I don't understand why people say this. We tank maybe, but I can only take so many core grenade meant to kill my heavy by i get pissed off and tank out my suit. The same goes for "slayer" logis. Assaulting as I keep saying, it prepares for the enemy to falter. If the Assault can break through the enemy defense, great, If not, you have your Scout go in or around with passive intel. They say what they have. The Assaults, which could get a range enhancement and clip bonus for suppressive fire, stop the enemy from advancing if possible, killing off any scouts that were ahead in scouting. Commandos provide extra firepower along with fast logis. Heavies push and move the line up.
Scouts are doing their job, they just kill too well. Making them only use side arms is a bad idea, as then it is extremely hard for them to kill. What part of sidearm would allow a scout to kill a tanked out suit. Why are you forcing players to max out a submachine gun or an ion pistol? Cool, two Caldari Scouts wasting all their ammo with Ishukone Subs. Cute, but not what an FPS is about.
Assaults need to be killers. Commandos, better killers than assaults Heavies, best killers Scouts. killers if they get behind you or have backup or if they're just plain BADBUTT Logis, Can kill if needed
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
258
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Posted - 2014.07.11 05:59:00 -
[582] - Quote
Jadd Hatchen 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 suits in general, in pubs there are enough WP farmers running rep tools to keep the numbers high but 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. And that's the problem! You say it right there when you say "scout logi's"!!! There should be no such thing. Scouts are scouts and logi's are logi's. Because this clear definition has been blurred by the scouts having an extra slot issue, you have been blinded to the fact that logi's shouldn't be assault or AV capable like the Assault Dropsuits should be. That is why more people are playing logi's than assault.
People are playing more logi than Assault because they can tank hp while having Equipment if their team needs it. Scouts are prevalent because of the small hitboxes and bonuses. The Minmatar and Amarr assaults are out in great numbers because people, including myself, do get kills with them.
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:00:00 -
[583] - Quote
Darth-Carbonite GIO wrote:CCP Rattati wrote: Bugs/issues that need Client update Pilot stacking bug
Can you clarify this? I was under the impression that the stacking of bonuses for dropship gunners was intended to be a reward for skill points invested in the role, not a bug. I don't believe this is as much of an issue as people seem to think it is. Not only is it a massive investment of skill points and time on the part of the pilot/gunner, but by fitting an extra turret it reduces the dropship's fitting capabilities and creates a risk-reward scenario. If it has to be changed in some way, can we at least reward gunners with some sort of bonus for their chosen profession and allocation of time? Perhaps cut the ROF bonus in half or allow gunners to otherwise apply tangible buffs to the vehicles they are riding in.
Actually I have to agree with this. This is one of the few cases where I think that, you CCP, should take a look at this bug and how to retain it as an improvement on gameplay. Maybe knock down the current small turret bonuses by half so that when both the pilot and the gunner have them maxed out they get the same benefit as they would have if only one set of skills applied.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:02:00 -
[584] - Quote
Beld Errmon wrote:Mauren NOON wrote:PANDA UZIMAKI wrote:[quote=CCP Rattati]All,
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Pilot stacking bug
removing vehicles from ambush all together huh? I wouldn't advice it seeing that that's where all the proto stompers get their fastest kills and like I said before the only people to put them in like is vehicle support. Now you can listen to the requests of the many rattati or you can listen to the request of the ones who are actually right on this subject.
Reducing ADS prices is just a TERRIBLE IDEA I MEAN THINK ABOUT IT no im just kidding its awesome crazy over priced please do that there weak as heck anyways they need love for once.
and by the pilot stack bug do you mean the gunner being able to shoot the full say 70% faster but in return the pilot only being able to shoot say only his 40% if that's what he has his skill lvl on?
He would be right....that helps dropships and gunners. It makes python able to do AV. I wouldn't call that a bug. It's an incentive for putting all of that sp into that skill no, its a bug and people exploit the F out of it, its not the nice small numbers that duna pet states, its more like gunner gets 120% dmg 100% rof and twice as much ammo, couldn't be fixed sooner.
Or keep the bug like I suggested and just half the bonuses so that they are more reasonable.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
258
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Posted - 2014.07.11 06:02:00 -
[585] - Quote
I agree with the above post
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:09:00 -
[586] - Quote
Finn Colman wrote:Jadd Hatchen wrote:??? What? Seriously? I was only posting about them everyday for a week a couple weeks back! How quickly people forget things. These are still problems in the game.
In addition, the scout dropsuits being better at assault than assaults are is sitll a problem and won't be fixed by the proposed Charlie fixes. Instead Scouts need to either loose their sidearm slot (still have the light weapons slot that can be used for either light weapons or sidearms) or reduce the number of equipment slots to ONLY one just like everyone else that is NOT a logi! In either case the appropriate amount of PG/CPU reduction for the loss of either slot needs to be done concurrently to ensure that brick tanking scouts doesn't become the norm after that.
Why remove a slot from scouts? Because the original idea before cloaks was that Scouts should either gain an equipment slot and loose a sidearm slot to be able to do this OR they maintain the two weapon layout (one light with one sidearm) but do NOT gain an extra equipment slot.
Right now, a scout can cloak and still use all the same weapons an assault can which makes the scout more deadly than an assault for gunplay. This blurs the lines between the Assault and the Scout roles. Additionally, because they have TWO equipment slots, this make them into a "mini-logi" and this blurs the roles between Logi and Scout.
So by either removing the extra equipment slot or by removing the extra weapon slot (sidearm one) and the CPU/PG that goes with that slot removal, then you make the Scout have to choose it's role carefully. I personally would like to see the removal of the sidearm slot from the Scout suit much like the Logi has it removed. This makes it clear what the role of the Scout is to be in my mind.
Whoa, watch that generalisation. I cannot fit a light weapon, good modules, and a cloak at the same time on my Min scout. If I fit a cloak, it means I'm down to two sidearms and the lowest CPU/PG modules I can fit. I'd like to think that that is an okay balance. Really though, I just don't think cloaks are useful to me, though I have seen many people using them better than I do.
Huh? You're fitting skills must be very lacking then because I can fit a decent assault rifle (sometime when froggy I'll fit a mass driver or PLC instead) and a good sidearm (SMG) with cloak, decent enough tank to keep me alive and still have that extra equipment slot to use for a spare uplink or nanohive (sometimes an RE). If I want to go max tank, then I only use one of the equipment slots for a cloak and leave the second one EMPTY! Since CCP calculated the total PG/CPU for the suit to be using both equipment slots, that means if I do not fill one then I get a LOT of extra CPU/PG for the other things. And when I do that, it's like turning a Scout into an Assault only with the benefit of the CLOAK!
You ever play HALO on maps with the rocket launchers and cloaking? It's like doing that and the other guy doesn't know what hit him and if you keep doing it to him he finally gets fed up and quits. You can say it's a fair match all you want to, but in the end who would ever want to stick to the assault rifle and no cloak vs. the cloaky rocket launcher guy?
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:19:00 -
[587] - Quote
Eko Sol wrote: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. YOU ARE DOING IT WRONG. Get with the facts. Look I wouldn't be so frustrated if you agreed that you are screwing us for a "bigger picture". Sure why not. But you actually think you know better than us, the remaining players. The side arm is not what makes the A-Logi the A-logi. The bonus is. The Side Arm is a plus that we have gotten used to and have found our niche with. It is the weakest logi without it. You aren't making it better. HOw many people have to tell you this? How many hours do we all need to play as A-Logi to show this to you? Let us know so we can do it. At this point, I think you are making this change on whim and selfishness. I think you guys are doing this to sell more Aur by getting people to skill into new suits, etc. and thus using real world money to support you guys. I don't think this is authentically for the greater good of the game because the greater good. The logis are just different enough to warrant an actual decision. make them the same and everyone will be Min Logi in the future. EVERYONE. It's the fastest, decent CPU/PG, the best bonus, etc. Everyone will eventually be a Min logi OR not logi at all. Currently you see logis. Cal = slayer logi Gal = tanker logi Min = Versatile, support Amarr = AV-ish, spawn specialistYour statements don't explain it well. "It's different and I don't like different" isn't good enough to convince us. You do whatever you want, it's your game and I just play it. Don't make the change YET. Get a new discussion on it and push it to delta. Ease people into it. We don't want it or like it so doing it isn't better for us. Or we get a respec. It's different and not like the others so you are making it like the others. Thus it isn't what I spent my hours and AUR (boosters) to have. I should have all A-Logi SP refunded to include the A-Med SP but I'll deal if that doesn't happen.
WTF??? Actually you are the one that has misconceptions on what a LOGISTIC dropsuit is meant to do. They are not meant to be fighting directly themselves except when needed as a last defense option. As a combat medic they are suppose to worry about reviving your friendlies. As a repairer, they are supposed to repair armor on suits and vehicles and installations. As a supplier they are supposed to generate more ammo for everyone else so they don't run out. As a beacon expert they are supposed to be able to light the beacons for the other dropsuits to drop onto. As a demolitions expert they are supposed to protect/mine important areas/objectives. In every case, they support and are NEVER meant to be a "slayer", "tanker", or "anti-vehicle" expert. So the only one that you kinda got right in your description above is the Minmatar one.
But why do you have this wrong impression of what a Logi Dropsuit does? Because the Logi Dropsuit has been exploited to be one thing or another that it was not meant to be ever since they were introduced to this game. Originally they were exploited to be slayers (which is why people prefer them over assault). Then they were exploited for tanking (making them better than Heavies). Then they were exploited for anti-vehicle (again making them preferred over AV heavies and AV assaults). Do you see the issue now? Logis should NOT be better than Assaults and Heavies at the jobs that Assaults and Heavies were meant to fulfill.
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Lynn Beck
Fooly Cooly. Anime Empire.
2031
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Posted - 2014.07.11 06:24:00 -
[588] - Quote
Frog sxcout can fit all it damn well pleases.
Try fitting even HALF of what your Frog can fit on a Minja, and cry in furious tears ad it crumples at 3 mods and a gun.
Minja can fit: 3 kincats 2 extenders 1 damp
1 M1 locus 1 pro knife 1 adv CR
Frog can fit: 2 extenders 3 kincats 1 damp
PRO nade PRO cr PRO knives
And: K-2 nano K-2 nano or stable uplink
Why is there such an insane disparity in fitting? Same PG costs, but minja can't even fit a decent gun, let alone even FILLING his equips.
Frog on the other hand, fits DAMN NEAR FULL PROTO
I think this happened back when they were introducin the racial scouts, ad originally the Minja was going to have L+S + 1 Eq
The rest were going to have L + 2 Eq
When they changed the eq/ sidearm disparity, by 'don't give them extra fitting' we didn't mean 'don't touch them afterwards' because, comparing a Proto Eq to a Proto Sidearm is terrible.
Sidearm is like 8-12 PG, while an EQ goes to upwards of 12-20 PG, thus probably explains why Minja is so effin short on fitting, but EVEN then, we can't even fit 1 equip, let alone our modules halfway decently.
I wish i could ask Ratatti to carefully mull over fitting costs for each module, and each suit's fitting capabilities, because then he could say 'hmm, Pg on Codebreakers is insane... And, identical to Armor Repairs.'
'Well, the Kincats cost more CPU than scanning mods, and they're also prohibitive on PG.' 'Shield extenders aren't being fitted on shield suits because they cost 2x the CPU, but cost identical PG.'
Sadly, that will have to wait until Legion 2.0
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:30:00 -
[589] - Quote
Hawkings Greenback wrote:CCP Rattati wrote:All,
. . . stuff As a logi I would like to add my opinion to this conversation. Before I continue I apologise because it seems like I have more questions than feedback Not sure why the need for a speed reduction when even with an enhanced kincat on an ADV Min logi suit i can struggle to keep up ( some ) heavies. On this basis are you looking to reduce the speed on the heavies as well ? Isn't a logis role to support the battlefield ? How am i supposed to do that if I can't keep up with the battlefield ? I have spent SP into being able to run & fit kincats to allow me to be more mobile because the logi always seems to slow. Oh and before anyone says anything about stacking tank mods, I always look to get a balance between the best equipment I can fit then look at the best tank I can run. I like my logi to be mobile not a static WP pinata winnebago lumbering around the battlefield. Is the 'standardisation' of logi equipment slots a way of justifying why scouts have 2 equipment slots ? I do understand the need to balance slot layout between the races but I have never felt that the Amarr logi suffered unduly by having 1 less module slot & gaining the sidearm slot. A lot of people were sold on the idea of a 'combat' logi, especially me. Place the uplinks & defend the area. Or push & attack & move the front line up with uplinks, then defend them. i don't know, I feel as if I play a different game to the one CCP sees sometimes. Cloak bonus, meh I could care less. I can't do anything cloaked. I wouldn't loose sleep over some one running a crazy speed damped cloak shotgun logi, not when scouts can do that much better already. WP for injectors, brilliant & about time. I love the scaling with SP investment & cost. I also hope you look at the option of choosing whether to be revived once a player is downed also. Maybe to reduce the spam a bit more is too reduce the initial WP reward for a rez & have bonus WP reward if the rez'd player stays alive for a period of time. I am pretty sure this was suggested a long time ago.
I have to agree that as a dedicated logi that has to keep up with a Heavy Suit 1005 of the time, I am already UNABLE to do so as they will be sprinting to make a kill and if I have the rep tool on them then I am limited to a WALKING ONLY pace and thus loose out on gaining any Guardian WPs and become the brightly lit yellow target that cannot run away because that yellow beam means I can only walk and not run.
It's not that the Amarr "suffer" for not having the extra equipment slot. It's the opposite... The other races suffer for not having the sidearm slot. With a sidearm slot on a logi (back when they had them) I would always fit a Mass Driver and an SMG or a PLC with SMG or a Swarm Launcher with SMG. This makes it so that no one wants to play an assault as the logi does it better.
Honestly, I don't care about the cloak one way or another either, but I will say that with 4 slots, loosing one to a cloak means that I can cross open areas more safely without being picked off by snipers all the time.
I like the WP for injectors idea too... now to hope that it actually works right.
I think it would be awesome if they just made one simple change... You already have a push button to call for help/revive on the death-screen. Why not default it so that the bleeding out player icon doesn't show up on the screen/map for the injector wielder until after this help/revive me button is pushed. Then and only then will they show up for being revived.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:33:00 -
[590] - Quote
P14GU3 wrote: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. So why not give ALL the logis a side-arm. Your arguement is, we have to because its the only one with a sidearm.. so why do you have to take it away? Why not give the other logis a sidearm if its such a huge dilema. The only reason the sidearm was taken away was to differentiate from assault. But the suits are soo much different than they were then. You can differentiate them through the bonuses.
Because that's what they all had originally and it was found that the logi-slayer class was born! And no one wanted to play an Assault ever again. So they "fixed" that back in beta, only they didn't completely fix it as they left it on the Amarr which was dumb and is why Amarr Logi's are probably the best ones right now.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:36:00 -
[591] - Quote
deezy dabest wrote: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.
The amarr should not lose its sidearm. The amarr logi bonus most requires you to stay in your logi for a true benefit for the team and gives up an equipment slot to be viable in such a way. Also another slot on the Amarr logi only increases uplink spam which is not needed.
Why not ask CCP to make the Amarr Logi bonus continue to applie as long as they don't change out of an Amarr Logi suit? This would make more sense to fix the issue you are describing here, rather than continue to make the A-Logi more slayer like than the assault suits are. |
Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:38:00 -
[592] - Quote
Lorhak Gannarsein wrote:I don't really mind having seven slots on my Amarr Logi, though I would like a fourth equipment.
But if the cost of that (of either of those) is my sidearm, I don't want it.
My sidearm is only valuable in niche situations, and offers a point of difference from the other logis.
To expand, Amarr Logistics currently has thirteen slots, where all the other logis have fourteen. This appears to be a remnant from the original introduction wherein the Amarr frames had lower slot layouts than the other races did, which is to say, it is not because a sidearm is arbitrarily more valuable than another slot (which I don't think it is, necessarily).
Increasing the CalLogi equips would bring it up to 15, increasing further the divide. In that vein I think it would be reasonable for Amarr Logistics to have an increased equipment slot capacity anyway.
I'd also like for it to have at least CPU/PG quantities in line with the other suits, if not more as compensation for the lower slots (as appeared to be the old logic with the Assault).
I don't think that it is fair that you're A-Logi can have a sidearm. I miss the days of using a Mass Driver and having an SMG as backup on my M-Logi suit. If I cannot have that benefit that makes your suit more viable than an Assault, then what gives you the right to have it?
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:48:00 -
[593] - Quote
P14GU3 wrote:Iron Wolf Saber wrote:P14GU3 wrote:Booby Tuesdays wrote:So, you are basically buffing 2 logis, and slightly nerfing all of them? Is the Amarr logi now going to be slower than a Min Commado? The Min Logi already is the second lowest HP suit in the game, and you are going to make it even slower? Por que? The low HP suits have at least been marginally faster than the rest. It's hard enough to outrun an HMG as a Min Logi, and now I'm going to be slower, while everyone else is faster AND has higher eHP? I'm so confused by this logic.... The logic seems to be assaults are garbage and people use logis more, so we have to make logis worse than assaults are. 12 pages of this and I havent seen any other reason... I dont think we need to make logis just plain out worse than assaults; just not as desired for attack in comparison to assaults. Assaults should be superior in pressing the enemy Logis should be superior in pressing their allies forward. And a PG/CPU buff isnt going to do it. As long as a Rail Rifle is the same on a logi as it is on an assault, nothing will change. The assaults need a real bonus, a reason to be used. As long as logis have the same damage output and more equipment, they will be the go to medium frame. The issue is not logis, its assaults. Edited the weapon used in the example, because as ScR is NOT the same on a logi as a Assault, therefore the amarr assault ACTUALLY gets used.
You know, you are right, but your implementation is incorrect. I think that in addition to having a fitting bonus to all light weapons on the assault suit, they should also get fitting bonuses to their racially based tanking option... What do I mean?
Amarr Assault get a bonus to fitting armor plates and fero plates. Gallente Assault get a bonus to fitting reactive plates and armor repairers. Caldari Assault get a bonus to fitting shield extenders. Minmatar Assault get a bonus to fitting shield rechargers and reactive plates.
These would all be in addition to a fitting bonus for all light weapons on the assault suits and the current bonuses to damage for using specific racial guns on assault suits.
This will make Assaults more able to fit more tank like the logi's get to do because the logis have more PG/CPU than the Assaults. This is because the Logi's have to fit all that equipment, but if they don't fit the equipment, then they can abuse all that PG/CPU for tank instead. But if the Assault gets a bonus that lets them fit even more tank, then they will be more desired for this than the Logis. Combine that with a bonus for fitting and damage for light weapons on the Assault and you have more reason to use the Assault for upfront fighting/slaying than the logis.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:51:00 -
[594] - Quote
Finn Colman wrote:A medi-scout's view on Amarr heavies losing their sidearms (main non-story based points will be Underlined, bolded and Italicised:
When I began in Dust I took a through look before buying any new suits. I looked at every class and every race. Out of all of them, the Amarr appeared to me as the worst. They simply don't fit my preferences. They have the highest health, at an expense to speed. I liked their weapons better than the rest (this was before all of the new sidearms and rifles), but their suits to me were just awful.
I only skilled into their heavy suit because it was the only one at the time.
In logistics I found that the only interesting ones were the Amarr and the Minmatar. The Minmatar were my favourite drop suit race because they are the fastest, and in terms of a useful logi bonus, the Minmatar had the best. There was only one reason I even considered Ammar, and that was the sidearm.
But, again I moved on to the scouts. Of course I picked the fastest suit I could get, the Minmatar scout. At first I was just an average Minja wannabe. It wasn't until later that I found that I could be a medic in a scout suit.
This has been my main fit ever since.
And this fact that you only considered the A-Logi because of it's sidearm only demonstrates how much of a huge advantage this gives that suit over all of the other logi suits.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:54:00 -
[595] - Quote
P14GU3 wrote:Lorhak Gannarsein wrote:KAGEHOSHI Horned Wolf wrote:Also, might be beating a dead horse, but I really think the Amarr logi should keep the sidearm and not gain the equipment, it would be a fair tradeoff for having less equipment than other logis, and thus balanced. I can adapt to the loss of the sidearm if I need to though, I have a proto Amarr logi, and I don't think the changes would be too disruptive.
Also, you reeeeaaaally should put the high/low slot thing in the original post, would have saved me a lot of typing about the slot inequalities. I want the sidearm, that's a given. But I would prefer an equipment to a mod slot; improve my logi, not my slaying. But there are two other logis with extra equipment, if you wanted the equipment over a sidearm, why not go min/gal? We specced amarr for a reason, that reason was links (broken atm) and a sidearm. Thats it...
And I went Minmatar for everything because I wanted to support only one side of the Faction Warfare stuff. So if you give one side a benefit and no similar one or a counter to it to the other side, then you are creating a situation for imbalance in the races. I still hate that the Amarr and Minmatar don't have vehicles or turrets.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:56:00 -
[596] - Quote
Mauren NOON wrote:Man... if they actually implement that logi nerf....people will hate devs even more o.O this is a sign Rattati, don't do it. Community say NAY
Community says nay because community likes to exploit the imbalance the current setup creates. Asking a crack user to regulate their crack usage like this is dumb.
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Jadd Hatchen
Kinda New here
599
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Posted - 2014.07.11 06:58:00 -
[597] - Quote
Lorhak Gannarsein wrote:P14GU3 wrote:Lorhak Gannarsein wrote:KAGEHOSHI Horned Wolf wrote:Also, might be beating a dead horse, but I really think the Amarr logi should keep the sidearm and not gain the equipment, it would be a fair tradeoff for having less equipment than other logis, and thus balanced. I can adapt to the loss of the sidearm if I need to though, I have a proto Amarr logi, and I don't think the changes would be too disruptive.
Also, you reeeeaaaally should put the high/low slot thing in the original post, would have saved me a lot of typing about the slot inequalities. I want the sidearm, that's a given. But I would prefer an equipment to a mod slot; improve my logi, not my slaying. But there are two other logis with extra equipment, if you wanted the equipment over a sidearm, why not go min/gal? We specced amarr for a reason, that reason was links (broken atm) and a sidearm. Thats it... This is what I meant; to expand, I don't want my logi to be a slayer suit. Adding a slot and keeping the sidearm is heading in that direction. I would much rather keeping the sidearm for self-defence and having another equipment slot to round out my layout.
I would love to get a sidearm slot on my M-Logi and loose an equipment to get it. I also recognize how useful and unbalancing this situation is to the logis that don't get to have a sidearm. That is why it is broken and needs to go away.
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Jadd Hatchen
Kinda New here
603
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Posted - 2014.07.11 07:02:00 -
[598] - Quote
Eko Sol wrote:Mauren NOON wrote:I'm a proto amarr commando and I don't want assaults to have that skill because the only thing commandos have going for them is 2 lights. And giving amarr assault a damage and heat build up bonus will be as broken as Rihanna's jaw bone..... Good Ol Rihanna jokes. That's a ride or die chick I swear. My type though so I can't bash on her. Anyway. My suggestion stands at a stamina regen decrease, 10% speed increase, 10% base HP increase, movement penalty (i.e. armor plates) reduction per level. Maybe add an entire nade slot and increase passive scan a little maybe a base of 35. The only thing I can think of that I might be able to jump on board with as far as logi's are concerned is logis can't fit Damage mods. Problem solved. People will be assault for the DPS. Thoughts?
Actually I like this idea! But instead implement it differently... Make all damage mods cost like double/triple what they are now and then give assaults and commando's a fitting bonus for both sidearm and light weapon damage mods. Give Heavy suits a fitting bonus for the heavy damage mods. And give scouts a fitting bonus for the sidearm damage mods. The logi's will be the only suits that will have to pay full "price" for fitting damage mods then.
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Jadd Hatchen
Kinda New here
603
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Posted - 2014.07.11 07:15:00 -
[599] - Quote
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.
That's not what's causing the issue. The issue is that I cannot run with my repair tool locked onto my Heavy bro, so if he sprints, then is is faster and I loose lock on him around corners and then have a delay before I can relock onto him again.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
258
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Posted - 2014.07.11 07:17:00 -
[600] - Quote
Jadd Hatchen 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. That's not what's causing the issue. The issue is that I cannot run with my repair tool locked onto my Heavy bro, so if he sprints, then is is faster and I loose lock on him around corners and then have a delay before I can relock onto him again.
Learn when to run after your heavy, when to rep. Tell him to stop. Use the Six Kin Triage or Lai Dai Flux so that isn't a problem
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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