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) |
Jadd Hatchen
Kinda New here
603
|
Posted - 2014.07.11 07:24:00 -
[601] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance.
The plan is to make logis better at what they do with good module efficacy bonuses. I'm reposting this from another thread in hopes that either your or Logibro will read it. You guys need to stop and ask yourselves what the role of the Caldari and Amarr logistics is on the field. They both drop passive equipment, and once that is done (literally takes about 1-2s to drop an uplink or nanohive) what is supposed to be their purpose on the battlefield? If you think all logis should then pull out their rep tool and start repairing, then why would anyone run anything but Minmatar Logi? Simply for aesthetics? If a logi suit is supposed to spend the majority of their time repping, then there is almost no reason for any other logi suit to exist than the min logi, because it is specifically bonused for that. The Minmatar and Gallente logi suits are centered around active equipment, that is, equipment you spend most of your time using. The Caldari and Amarr logi suits are centered around passive equipment, which leaves them free to pursue other non logistics tasks like slaying. This also makes sense as both of these passive equipment are meant to be more around the frontline, the Caldari and Amarr Logi need their combat efficacy to protect their passive equipment. You need to think about each suits role on the field and how to better reinforce that idea. Gallente/Minmatar Active Equipment High Mobility Low combat efficiency High Logistics efficiency Amarr/Caldari Passive equipment Low mobility Moderate combat efficiency Low logistics efficiency If you remove the sidearm on Amarr logi and give them a 4th equip slot, they just become a poor copy of the Min/Gal suits. They still have low logistics efficacy because their bonuses are not designed for logistics efficiency. If you serious about type-II versions. Then you need to completely rethink the bonuses so that the high logistics efficiency variant has a bonus to active equipment and the combat efficiency variant has a bonus to passive equipment to better reinforce the role of each suit. You would essentially need to make a set of medic suits centered entirely around the nanite injector and rep tool. While the combat version would be around passive equipment like hives and links. Every suit would have close to the same bonus, and the flavor would come from the slot layout. You could give the combat logi a L/S and the medic an S or S/S setup and boost the speed and hp of the medic up substantially to reinforce the role that they should be running around repping and reviving. If you move forward with this as it is though, you will essentially render the non-Minmatar logi suits obsolete. I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm.
OMG please don't! If any race would have MORE GUNS rather than any other stuffs it would be the Minmatar! Why do you guys seem to hate the Minmatar in this game?
|
Jadd Hatchen
Kinda New here
603
|
Posted - 2014.07.11 07:28:00 -
[602] - Quote
ZDub 303 wrote:CCP Rattati wrote:I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm. {snip} So (for example): 8 modules + 4 equip + L + nade for Gallente/Minmatar and: 7 Modules + 3 equip + L/S + nade for Amarr/Caldari
Okay this is WRONG! As now the FW for the Amarr/Caldari side would be the only side with the slayer capable logis and the Gal/Min side would suffer horribly for it in FW battles.
IF you do this (and I highly recommend that you don't), then it needs to be the Minmatar and NOT the Caldari that receive the extra sidearm slot!!!!
|
Jadd Hatchen
Kinda New here
603
|
Posted - 2014.07.11 07:45:00 -
[603] - Quote
bogeyman m wrote: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?
Exactly, if we are going to base logi bonuses on active vs. passive, then all four races need to have them both. I honestly would trade in my equipment slot on my M-Logi any day of the week for a sidearm slot!
|
Nocturnal Soul
Immortal Retribution
3576
|
Posted - 2014.07.11 07:45:00 -
[604] - Quote
Jadd Hatchen wrote:ZDub 303 wrote:CCP Rattati wrote:I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm. {snip} So (for example): 8 modules + 4 equip + L + nade for Gallente/Minmatar and: 7 Modules + 3 equip + L/S + nade for Amarr/Caldari Okay this is WRONG! As now the FW for the Amarr/Caldari side would be the only side with the slayer capable logis and the Gal/Min side would suffer horribly for it in FW battles. IF you do this (and I highly recommend that you don't), then it needs to be the Minmatar and NOT the Caldari that receive the extra sidearm slot!!!! Ha ha nope
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
|
Jadd Hatchen
Kinda New here
603
|
Posted - 2014.07.11 07:59:00 -
[605] - Quote
501st Headstrong wrote: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
*I* have, but I know that everyone hasn't. I also only repair for a heavy in pairs like that when I know we have reliable voice comms and they know not to leave me behind. But that is usually not the case all the time and is frustrating if you want to do logi when you cannot find a decent heavy partner.
Also, why is there such a freaking tiny hitbox for repair tools only? It's too small in many cases.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8729
|
Posted - 2014.07.11 08:00:00 -
[606] - Quote
I applaud the decision to swap the Amarr logi sidearm to an equipment. As someone part of a corporation that only uses Amarr suits, having the odd logi out was always more of a handicap than anything. Sure it was unique, but unique isn't always better and rarely balanced. Well organized squads don't need a logi with a sidearm, they have assaults and commandos floor that. What they need it's someone who can bring all the equipment. None of this "Amarr/Caldari low logi efficiency in exchange for some combat, all logistics needs 4 equipment at proto.
Amarr are the good guys
Their way of the Commando seems right and noble
|
Aran Abbas
Goonfeet Special Planetary Emergency Response Group
427
|
Posted - 2014.07.11 09:20:00 -
[607] - Quote
Hi Rattati,
If I fit 4 militia drop uplinks, I can only have one uplink active at a time, right? Should I not be able to have 4 active uplinks at the same time since I'm expending 4 slots? Maybe something to consider as part of the Amarr bonus, or all round? |
Jack McReady
DUST University Ivy League
1493
|
Posted - 2014.07.11 09:20:00 -
[608] - Quote
501st Headstrong wrote: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 or maybe you need to learn to fit kin cats on your heavies :) |
Skybladev2
LUX AETERNA INT RUST415
119
|
Posted - 2014.07.11 10:35:00 -
[609] - Quote
Any chance of mCRUs WP?
<[^_^]>
|
Regis Blackbird
DUST University Ivy League
333
|
Posted - 2014.07.11 10:48:00 -
[610] - Quote
Hmm, after some more thinking I am on the fence on the question about Logi sidearm. I can see both sides point, but there is a lot of talk about shifting bonuses around, which the OP states nothing about:
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.
It could be nice to have some clarification if changing the current logi bonuses are on the table for Charlie?
As far as I see it:
- Current Logi bonuses stays as is: Give Caldari a sidearm and remove the slots you think is necessary to keep it in line with its "passive" equipment. Keep Amarr as is.
OR
- Change (distribute) the Logi bonuses: Each race have at least a "passive and "active" equipment bonus. Go right ahead and remove the sidearm and equalise the slot numbers, as proposed.
If the goal is to make Logis do Logi stuff (only), the second option is the best, I agree. But it has to come together with modification to the current bonuses.
Just my opinion, |
|
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3097
|
Posted - 2014.07.11 10:50:00 -
[611] - Quote
Jadd Hatchen wrote:ZDub 303 wrote:CCP Rattati wrote:I am actually considering your proposal of adding a sidearm to Caldari logis, changing one of the high/low slots to sidearm. {snip} So (for example): 8 modules + 4 equip + L + nade for Gallente/Minmatar and: 7 Modules + 3 equip + L/S + nade for Amarr/Caldari Okay this is WRONG! As now the FW for the Amarr/Caldari side would be the only side with the slayer capable logis and the Gal/Min side would suffer horribly for it in FW battles. IF you do this (and I highly recommend that you don't), then it needs to be the Minmatar and NOT the Caldari that receive the extra sidearm slot!!!!
Would you really want to give up one of your equipment slots and a module slot on the min logi for a sidearm? I predict community outrage at that change. Min Logi, with its rep bonus is one of the most powerful logistics suits in the game. I suspect the numbers for Min Logi already greatly outnumber the other logi suits.
Faction warfare? I see your point but FW is not limited to racial suits and should never be limited in that way. Even if it was, what you're describing is called asymmetric warfare and its not inherently bad when balanced correctly. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3097
|
Posted - 2014.07.11 11:03:00 -
[612] - Quote
I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
If anything, I personally feel that unbonused prototype equipment is already quite powerful as it is and it is not necessary to have additional global bonuses to all of it. The singular bonus each race gets is truly its own distinction. If everyone else got half of the min bonus to rep tools, I honestly believe it would probably cause the min logi to become irrelevant, as higher EHP is attainable on other suits and half of the rep bonus is not enough to really make the min logi unique.
An easy solution to the global bonus problem, which doesn't require the addition and testing of half measure racial bonuses is to buff the global logi fitting bonus to 15% per level. This would further reinforce that higher tier equipment is desirable and make the cost of upgrading from std to pro on any single piece of equipment relatively small. Of course another big issue with proto equipment is its isk cost, its fairly substantial to deck out a proto logi suit in proto modules and proto equipment.
A reduction in the cost of adv and pro equipment would encourage the use of higher tier equipment on all logi suits, thus increasing the overall quality of equipment logis would bring to the field, without having to create potentially broken bonuses or risk making certain prototype equipment overpowered with the creation of additional bonuses. This cost reduction would probably need to be on the order of 33-50%, I would say a cost curve of 5k - 7k - 12k for std - adv - pro would be just about right, a full set of 4 proto equip should be approximately 50k, about the same as a basic prototype weapon.
The increase to a global fitting bonus also requires a rebalance of CPU/PG on each suit as well. I think that its perfectly fine though, the logi suits need a module count and fitting rework in general anyways (hence what has sparked this discussion). |
iKILLu osborne
Hellstorm Inc League of Infamy
60
|
Posted - 2014.07.11 11:14:00 -
[613] - Quote
jNs Vit4l wrote: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. if you seen my angry, ball's busted , comments on this thread and another you know i agree.
again i say rattati you have done an incredible job but if you plan to change our role(never done before someone in the office hates caldari) we deserve a respec in that respective area
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
|
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1460
|
Posted - 2014.07.11 12:04:00 -
[614] - Quote
Zatara Rought wrote:CCP Rattati wrote:Zatara Rought wrote:Brush Master wrote:Would like more details on making logis all the same number of equipment slots. How many slots are you going to get? As someone that runs support logi almost all the time, for pub matches, 3 can get you by but for PC battles 4 allows you to be a full support logi with all areas you can support with.
+1 on scaled wp for injector. I imagine it'll be 4 across the board. Fix the amarr logi's bonus to apply even after death!!!! please? So "good" uplinks can be left on the field, while you change to another logi? I think this is working as intended. Who suggested that? Can we not distinguish the 2? In competitive play you simply don't have the luxury of using the amarr because you WILL die, and then your logi investment was worthless aside from link spam perhaps. AT LEAST make it so that if you die and respawn as an amarr logi the links place on previous lives retain the bonus. Can you really justify making a class's bonus useless because you don't want people swapping out afterwards? Seems like a really weak argument. THIS! As Z says, you die in PC, especially as a logi, which lacks the HP/DPS of a heavy or stealth/passive scan of a scout. This makes Amarr useless because it's the ONLY logi that relies on dumping stuff to be used later... by which time you've died. Minmatar logi bonus, applies immediately. Gallente bonus, applies immediately. Even Caldari applies immediately in practice because you usually drop nanohives when you or a team mate need ammo or reps RIGHT NOW.
There is effectively no bonus on the Amarr in competitive play. You're only getting the same uplink spawn times as any other logi, which get other bonuses on top of that. I stopped using my proto Amarr logi for link-laying (or anything else) because it does it worse than my Gal or Cal scouts. If you want Amarr logi to actually be worth using the bonus should apply so long as you're in any Amarr logi. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1461
|
Posted - 2014.07.11 12:21:00 -
[615] - Quote
Also, I'd sooner keep the Amarr logi sidearm, thanks. And how about some more PG while we're at it? At proto level with max skills you can only fit proto uplinks (what the suit is supposed to be for) by fitting advanced modules, advanced rifle, and basic sidearm and nades. Other suits do not have to make such severe compromises at proto. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3723
|
Posted - 2014.07.11 12:25:00 -
[616] - Quote
ZDub 303 wrote:I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
If anything, I personally feel that unbonused prototype equipment is already quite powerful as it is and it is not necessary to have additional global bonuses to all of it. The singular bonus each race gets is truly its own distinction. If everyone else got half of the min bonus to rep tools, I honestly believe it would probably cause the min logi to become irrelevant, as higher EHP is attainable on other suits and half of the rep bonus is not enough to really make the min logi unique.
An easy solution to the global bonus problem, which doesn't require the addition and testing of half measure racial bonuses is to buff the global logi fitting bonus to 15% per level. This would further reinforce that higher tier equipment is desirable and make the cost of upgrading from std to pro on any single piece of equipment relatively small. Of course another big issue with proto equipment is its isk cost, its fairly substantial to deck out a proto logi suit in proto modules and proto equipment.
A reduction in the cost of adv and pro equipment would encourage the use of higher tier equipment on all logi suits, thus increasing the overall quality of equipment logis would bring to the field, without having to create potentially broken bonuses or risk making certain prototype equipment overpowered with the creation of additional bonuses. This cost reduction would probably need to be on the order of 33-50%, I would say a cost curve of 5k - 7k - 12k for std - adv - pro would be just about right, a full set of 4 proto equip should be approximately 50k, about the same as a basic prototype weapon.
The increase to a global fitting bonus also requires a rebalance of CPU/PG on each suit as well. I think that its perfectly fine though, the logi suits need a module count and fitting rework in general anyways (hence what has sparked this discussion).
Excellent ideas. Back when all the fools were asking for sidearm only logis I had counter-proposed a similarly huge reduction with a proportionate reduction in the fitting power of the suit. It's so far back I'm having trouble finding a link, but I did at least so e of the math.. I'll have to look again later.
@hatchen: I'm not sure what you are talking about, exactly, but neither of the biggest offenders in the uprising kill logi days had sidearms. (Those being gallente and Caldari) They were OP because of the massive tank they could fit while simultaneously having inherent 5hp/s armor reps and having the fitting power to not sacrifice anything else, like a proto weapon, core locus nades, and triage hives. Sidearms had nothing to do with it.
(The godfather of tactical logistics)
|
The dark cloud
The Rainbow Effect
3504
|
Posted - 2014.07.11 12:29:00 -
[617] - Quote
Would the people please stop trying to give assaults a fitting bonus to armor/shield extenders please? This wont solve the issue that they cannot kill a heavy quickly before it turns on his HMG to drill you with plenty of holes. I say it again: give assaults a rate of fire buff to increase their DPS. Assaults should be highly focused on damage output and not tanking till you look like a heavy with a rail rifle.
Any 1 remember the day when there was the "bugged" federation assault rifles that had a rate of fire set at 1000? thats what we would get on assaults with a 25% rate of fire bonus (5% per lvl). It would not be OP cause only assaults had access to that kind of firepower, no scouts and aswell no scrub heavys that would fit a AR. And how i get on that number is pretty easy:
AR ROF= 800 +25%= 1000
And why is every 1 so affraid that the time to kill would possibly go down? Hell i would love it if i have a chance fighting a heavy and not just allways have to run away cause a heavy with a logi is a no go in allmost every encounter. I would rather fight a assault with a rate of fire buff then a damn heavy that gets repped. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1461
|
Posted - 2014.07.11 12:38:00 -
[618] - Quote
Having messed about on protofits I can confirm that the Amarr scout will be disgustingly OP if they just shift the current Caldari precision bonus to it. The Caldari presently does at least have the drawback of being quite hard to fit; the Amarr will basically be the same suit but with a near-infinite amount of fitting.
I'd prefer that you left the bonuses as they are. But if you HAVE to move the precision bonus at least reduce it to 3% per level so it's in line with the Caldari and Gallente bonuses to range and dampening respectively. |
JRleo jr
Xer Cloud Consortium
31
|
Posted - 2014.07.11 12:44:00 -
[619] - Quote
The dark cloud wrote:Would the people please stop trying to give assaults a fitting bonus to armor/shield extenders please? This wont solve the issue that they cannot kill a heavy quickly before it turns on his HMG to drill you with plenty of holes. I say it again: give assaults a rate of fire buff to increase their DPS. Assaults should be highly focused on damage output and not tanking till you look like a heavy with a rail rifle.
Any 1 remember the day when there was the "bugged" federation assault rifles that had a rate of fire set at 1000? thats what we would get on assaults with a 25% rate of fire bonus (5% per lvl). It would not be OP cause only assaults had access to that kind of firepower, no scouts and aswell no scrub heavys that would fit a AR. And how i get on that number is pretty easy:
AR ROF= 800 +25%= 1000
And why is every 1 so affraid that the time to kill would possibly go down? Hell i would love it if i have a chance fighting a heavy and not just allways have to run away cause a heavy with a logi is a no go in allmost every encounter. I would rather fight a assault with a rate of fire buff then a damn heavy that gets repped. I don't want rof My rr runs out of ammo fast enough already... |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
101
|
Posted - 2014.07.11 13:08:00 -
[620] - Quote
JRleo jr wrote:The dark cloud wrote:Would the people please stop trying to give assaults a fitting bonus to armor/shield extenders please? This wont solve the issue that they cannot kill a heavy quickly before it turns on his HMG to drill you with plenty of holes. I say it again: give assaults a rate of fire buff to increase their DPS. Assaults should be highly focused on damage output and not tanking till you look like a heavy with a rail rifle.
Any 1 remember the day when there was the "bugged" federation assault rifles that had a rate of fire set at 1000? thats what we would get on assaults with a 25% rate of fire bonus (5% per lvl). It would not be OP cause only assaults had access to that kind of firepower, no scouts and aswell no scrub heavys that would fit a AR. And how i get on that number is pretty easy:
AR ROF= 800 +25%= 1000
And why is every 1 so affraid that the time to kill would possibly go down? Hell i would love it if i have a chance fighting a heavy and not just allways have to run away cause a heavy with a logi is a no go in allmost every encounter. I would rather fight a assault with a rate of fire buff then a damn heavy that gets repped. I don't want rof My rr runs out of ammo fast enough already... I currently have 3 of the 4 assaults, and I like them and their bonus. I think they are unique and fun. |
|
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
101
|
Posted - 2014.07.11 13:12:00 -
[621] - Quote
The dark cloud wrote:Would the people please stop trying to give assaults a fitting bonus to armor/shield extenders please? This wont solve the issue that they cannot kill a heavy quickly before it turns on his HMG to drill you with plenty of holes. I say it again: give assaults a rate of fire buff to increase their DPS. Assaults should be highly focused on damage output and not tanking till you look like a heavy with a rail rifle.
Any 1 remember the day when there was the "bugged" federation assault rifles that had a rate of fire set at 1000? thats what we would get on assaults with a 25% rate of fire bonus (5% per lvl). It would not be OP cause only assaults had access to that kind of firepower, no scouts and aswell no scrub heavys that would fit a AR. And how i get on that number is pretty easy:
AR ROF= 800 +25%= 1000
And why is every 1 so affraid that the time to kill would possibly go down? Hell i would love it if i have a chance fighting a heavy and not just allways have to run away cause a heavy with a logi is a no go in allmost every encounter. I would rather fight a assault with a rate of fire buff then a damn heavy that gets repped. Im not sure I want the assaults that powerful. I think they are almost in a good place vs every suit except heavys, and they may be getting nerfed. |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
834
|
Posted - 2014.07.11 13:18:00 -
[622] - Quote
Idea about Logi / Assault balance...
Sorry for bad English =)
>>> Legion rdy! <<<
|
Dj grammer
Red Star. EoN.
279
|
Posted - 2014.07.11 13:42:00 -
[623] - Quote
John Psi wrote:Idea about Logi / Assault balance...
No, my simple fix is to buff assaults if you are worried about logistics slayers. make assaults worth running.
why ccp?
|
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3097
|
Posted - 2014.07.11 14:39:00 -
[624] - Quote
John Demonsbane wrote: Excellent ideas. Back when all the fools were asking for sidearm only logis I had counter-proposed a similarly huge reduction with a proportionate reduction in the fitting power of the suit. It's so far back I'm having trouble finding a link, but I did at least so e of the math.. I'll have to look again later.
@hatchen: I'm not sure what you are talking about, exactly, but neither of the biggest offenders in the uprising kill logi days had sidearms. (Those being gallente and Caldari) They were OP because of the massive tank they could fit while simultaneously having inherent 5hp/s armor reps and having the fitting power to not sacrifice anything else, like a proto weapon, core locus nades, and triage hives. Sidearms had nothing to do with it.
All I meant with the spam ad nauseum post was that, if we flatten the bonus differential between suits, then the most popular logi suit just becomes the one with the most EHP and will be the spammed/fotm logi suit. It doesn't necessarily refer to logis themselves being fotm, but I think it was quite clear back in early uprising that the cal logi was probably used far more than any other logi suit because it could do the same tasks (logi wise) as most other logis but it could also fit a massive tank on top of it. The other bonuses couldn't compare to a cal logi with shield extender bonus, it was by far the most powerful in terms of non-logi tasks.
Making all logis have 4 equipments and cross bonuses just flattens the playing field. Once again the most desired logi becomes the one that is most combat capable... which, with low move speed and no sidearm means the one with the most theoretical EHP. I would place my money on Gallente being the most desired logi if these changes some of the CPM1 candidates are pushing would go into place. You would find a small group of niche players that are okay with the slight bonus to rep tools min logis get, and shield users favoring caldari. Then a few Amarr only RP players using Amarr Logi... the rest would spam Gallente as it has the highest EHP and virtually the same logistics potential.
This is the reason why I'm saying go one way or the other. Split us into 2/2 combat/pure logistics where two have 3 equip and a sidearm. Or split the logistics group entirely into Medic and Combat Logistics. Give all Medics the same bonus (rep tools and nanite injectors) and create a separate suit, the 'Combat Logistics' for deployable equipment (Nanohives and Uplinks). At that point, the scanner becomes neutral with no bonus, making it equally viable for scouts and logi suits. The scanner would likely require a buff to bring it back into parity. With a system like this, the racial differential is purely for flavor and that's it.
i just don't think Logistics require THAT much change (Splitting it into separate suit types). But if we start 'normalizing' logistics suits we stand to ruin the fragile balance that has already been achieved as it is. |
Stefan Stahl
Seituoda Taskforce Command
667
|
Posted - 2014.07.11 14:51:00 -
[625] - 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. :) I'd like to cut down on the list of things to be changed.
I think the amount of discussion has shown that it is very difficult to predict the results from changing assaults, logis, sentinels and scouts all at once. Just for good measure there even are blaster changes in the original post. Maybe some AV changes too?
Basically I'd like to remind everyone that maybe we should focus on taking one step at a time. That has proven very effective before.
If I were to choose the aspect of the role interactions that need fixing the most I'd say we need to look at why Scouts are so popular in the slaying department. Personally I always go to Scout suits when I want to shoot people in the face in pubs. Assaults are just worse at that.
Once we identify which specific change would put Scouts back into their sneaky ways we can look at which other roles need improvement next. Let's focus on the most pressing issue first.
[Edit] 666 likes. Don't like me. Don't you dare!
... Thank you Mr. Sole Fenychs. Very nice to learn your true personality. I hate you. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11373
|
Posted - 2014.07.11 14:57:00 -
[626] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Me and Cat have suggested revisions to some of the current assault bonuses and have made our suggestions, are there any plans to do any assault bonus changes in Charlie or future hotfixes? if so, can you share any? I think that the addition of a slot to Amarr Assault, on top of their high PG/CPU has shown how effective a fitting buff can be. We will be looking better at efficacy bonuses in Delta. 1 A)I was concerned about the racial bonuses of the Caldari and Gallente assaults. Any plan to change those specific bonuses? 1 B) The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR. 1 C) Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons. 2) I noticed earlier you mentioned you won't be giving assaults more slots, can you give us an approximate number of how much HP you would give assaults? 3 A) Would it be possible to make some bonuses not tied to skills? example, all assaults having a built-in 15% efficacy modifier to damage mods? I would love these sorts of built-in bonuses. 3 B) If possible, can you do it? 4) Are you still planning on the removal of the Amarr logi sidearm, and giving it more equipment in exchange? /me awaits answers
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
524
|
Posted - 2014.07.11 15:01:00 -
[627] - Quote
KAGEHOSHI Horned Wolf wrote: /me awaits answers
Random thought: Caldari Assault could get a fire duration bonus by having lower RoF but higher damage per bullet.
Probably not the best idea, but it would fit the spirit of "let's increase magazine size". It's a debuff for close-range encounters, though. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3099
|
Posted - 2014.07.11 15:15:00 -
[628] - Quote
Kick reduction for Caldari Assault would do wonders for that class imo. The ARR kicks like a fiend, the MSMG does too.
If the standard RR is still too powerful as a weapon in general, a slight kick increase could help balance it while making the cal assault even more viable.
The Amarr is still one of the few suits with a desirable benefit, and I think it should stay that way.
The Min Assault has a solid bonus for the CR, I've not heard much complaints and as someone who has used the CR I feel that would remain a desirable bonus.
Now... the assault rifle... as a long long time user of the assault rifle, you know which weapon is probably the most fun I have ever had the pleasure of using in Dust? The Balac's AR... omg what a downright amazing weapon.
A RoF bonus to the Gallente Assault could make that just right. RoF is king of CQC, and the AR would be much better at CQC with it. The concern here of course is that it could make the suit overpowered, as RoF is a DPS increase.... hm...
Its a bit complex but increasing RoF on the AR while increasing Clip/Ammo Capacity and Deceasing damage so that DPS remains close to the same is a possibility for making the Gal Assault unique and not making it overpowered.
Another possibility would be to make a new Plasma Rifle variant (I know... confusing) with the same kind of stats as a Balac's... give it insanely high PG/CPU like the Cloak and give Gal Assault a specific fitting bonus for it.
I do think the weapon fitting reduction assault bonus is a tad bit underwhelming myself, a straight increase to PG and CPU makes more sense, freeing up the Assault bonus to be something more interesting. |
XxVEXESxX
Molon Labe. General Tso's Alliance
17
|
Posted - 2014.07.11 15:52:00 -
[629] - Quote
Assault buff: We want them strong but not too strong. There was a day when medium suits dominated and we need not revert to those old days. Maybe the Clip increase could be applied to all assaults. Add .5 efficiency to damage mods per level on Minmatar to give them a new bonuse and use it supplement for their lower ehp but equal dps when compared to other assaults. Keep bonuses on rest the other assaults the same along with the ehp buff proposed for charlie.
Commando: In a great place. Good dps. Great utility. Strong when applied with support. Reload time is great. Good job CCP.
Heavy: My bane but Is in the perfect place. Perfect dps to keep everything in balance. Great ehp to remain viable against assaults and commandos. Over heat will tone down their mobility. No need to touch turn speed or anything else. Another great job.
Logi: First im very happy that runspeed is no longer proposed. Right now I think logies fit right in the pocket and require a good balance in their fit to put themselves at the speed range of other suit playstyles. As far as the equipment change I didnt see that coming. The sidearm on the Amarr was an obvious change but if we make viable assault changes I cant see why the amarr logi cant be that blur in fittings that CCP Rouge has mentioned. It will make a support assault that in theory should have less ehp/runspeed/dps/pg/cpu forcing electronic modules and rely heavily on playstyle and fitting to work.
Id support the cal logi getting the eqipment making it a long range logistics with the amarr being odd man out with 3.
Sidenote: Oh the poor logi. I have to say I do miss the 5 repair from before. I wasnt a slayer logi but it help a great deal to support by allowing a great balance between ehp/rps. Since the change I have not been able to achieve a decent feel of survivability to repairs per second on my suit. Ive forgone ehp for speed/repair /ewar and now under most if not all circumstance I am the first to die while supporting from any large splash effect weapons like granades.
Logis need some sort of sustainable ability if they are going to be viable going forward. With ehp going up on many of the suits since the loss of the repairs I fear I will not live long enough under front line support conditions due to the inability to self sustain while supporting. Please dont mistake me asking for anything offensive but like they say a great defense is a good offense and balance to assaults could allow a look back at logis defensive dept.
I hope with the buff to reactives this will alleviate this issue but CCP if you can please keep an eye out for this moving forward.
Scouts: Ewar distribution like Minmatar master of none but speed, caldari range, gal damps and amarr precision. Hit box fix removing false hit markers. Perfection.
"Diversity in thought through constructive thinking."
|
Bradric Banewolf
D3ATH CARD
189
|
Posted - 2014.07.11 16:12:00 -
[630] - Quote
[quote=CCP Rattati]All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
There is a god!
* A slight HMG heat buildup increase
I can see that!
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
I can see that!
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
Thank you!
* Blaster turret accuracy improvements, both Small and Large
It's fine!!!! The whole tank problem in 1.7 was the overuse of blaster tanks with far to much range and accuracy!!! They shouldn't be sniping infantry from 100 meters with it!!! It should be fiercely accurate on tanks, but inaccurate on troops! They can make up for the inaccuracy with the amount of rounds they have, and armor on the tank...... kinda like the crappy gallente weapons huh?!
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
I'm lost on the whole scout discussion?! I just now they eat ammo, are too fast, and don't seem to die all while killing heavy at will from 10 meters away?! They don't need cloaks since they have profile dampening, precision enhancement, and range amplification, but that's just me?! The cloak is a crutch and gimmick that basically makes it easier for them to get around, but if they are good scouts they would be good at it without the cloak! My opinion. Still say they should only carry scout weapons ( sidearms, sniper rifles, shotguns, etc.) Why do they need all these buffs and bonuses, and the light weapons as well? There is no down side to being a scout currently?! They have two equipment slots, as much armor/shield potential as assault, all weapons available, and they are invisible for crying out loud?!
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
OK I can see that!
* Nova Knife hit detection and damage improvement
Shotgun hit detection is still here and there?! Maybe take a second look at that too? No pressure.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
Pass time for this as it will increase risk/reward, and force squad members to work together!
* Reactive Plates to 1-2-3 hp/s
Could this be a possible mini buff for the gallente assault?!!! Wow! There is a god!
* OB WP doubled
I welcome the challenge! It will encourage better squad performance!
* LP payout increased x-fold
NICE!
* Remove Ambush OMS or remove Vehicles from Ambush OMS
FINALLY!
Overall good news! I only ask that the favoratism stops.
"Anybody order chaos?"
|
|
|
|
|
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 |