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) |
Cat Merc
Onslaught Inc RISE of LEGION
10839
|
Posted - 2014.07.12 00:29:00 -
[661] - Quote
Kalante Schiffer wrote:Giving assaults an hp buff wont help the assaults at all to what they are suppose to do which is to push, the scout already does that job even better than an assault which doesn't even makes any sense. The assault need bonuses that are rate of fire or damage to help them assault. Giving assaults 50 or 100 more hp will not help against those heavies who basically are like shooting a wall with three logis repping them. Extra HP will help immensly. My Commando feels fantastic to push with. Combined with a smaller frame and faster speed, it makes that extra that much more powerful.
Feline overlord of all humans - CAT MERC
|
m621 zma
Seraphim Initiative..
168
|
Posted - 2014.07.12 00:33:00 -
[662] - Quote
Increasing WP for OB's - ambush is just going to turn into one huge equipment spam fest with 2 teams each fighting in a pool of nanohives - can you not just remove OB's from ambush? |
Kalante Schiffer
Ancient Exiles.
650
|
Posted - 2014.07.12 00:56:00 -
[663] - Quote
Cat Merc wrote:Kalante Schiffer wrote:Giving assaults an hp buff wont help the assaults at all to what they are suppose to do which is to push, the scout already does that job even better than an assault which doesn't even makes any sense. The assault need bonuses that are rate of fire or damage to help them assault. Giving assaults 50 or 100 more hp will not help against those heavies who basically are like shooting a wall with three logis repping them. Extra HP will help immensly. My Commando feels fantastic to push with. Combined with a smaller frame and faster speed, it makes that extra that much more powerful. In PC if a scout hits you once that HP buff wont mean anything and by the second hit unless you have good strafe skills you will die. Right now assaults usually die at one to three maximum hits by the second hit you are basically toast because the assault do not have enough damage to fight back unless the shot gunner was really bad which is not the case because everyone in PC knows what they are doing. I could out strafe a scout three times and i would barely kill him or i die because i already got hit one time. The heavies are another problem i just dont see an HP buff really helping push those heavies in PC when they are the best heavies in the game getting repped by the best logies in the game.
|
Henchmen21
Planet Express LLC
1053
|
Posted - 2014.07.12 01:51:00 -
[664] - Quote
So much for my Amarr logi demo build. The side arm made it possible to get RE's/Proxies along with a PLC to finish em off.
Your game f'ing sucks, but I'll still play it, damn you! Turns out I wont.
|
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
102
|
Posted - 2014.07.12 02:01:00 -
[665] - Quote
Iron Toast wrote:Riptalis wrote:Need fix for vehicle collision damage! I'd rather see this than the ISK reduction for ADS. Possibly add a cheaper training' ADS that had the same flight characteristics as the ADS, but no turrets and maybe even no extra seats. I'm a new ADS pilot and collisions are by far my biggest death cause. I can usually escape AV, but crashes trying to learn maneuvers are expensive and the ADS handling is sufficiently different from the other DS I have to practice using it. Its called militia, already exists, very cheap. |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
102
|
Posted - 2014.07.12 02:04:00 -
[666] - Quote
Doc DDD wrote:Min logi has 12 slots gal logi has 12 slots Cal logi has 12 slots amar logi has 10 slots plus sidearm plus higher base stats. Ive always like the way logis were. 5,4,3 : 3,5,4 : 4,4,4 : and the amarr :) Goijg to hate to see the diversity in these slot loadouts gone. I know of they do it to logis they will eventually do it to the rest of us. |
KEROSIINI-TERO
The Rainbow Effect
1143
|
Posted - 2014.07.12 02:19:00 -
[667] - Quote
Aeon Amadi wrote: . .
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role? . .
Why would a supportive suit want to have a secondary weapon?
IN ORDER TO BRING A SUPPORTIVE LIGHT ARM FOR THE TEAM For Grudds sake. Fourth time I have to emphasize this.
Supportive weapon like laser, mass driver, swarm launcher or something of the sort. Yea yea with laser you can go 30/0 in an ambush yadi yaddi.
Still any one of those weps is a lolfit without a sidearm, no matter how murderous they are in optimal conditions.
:-S
|
KEROSIINI-TERO
The Rainbow Effect
1143
|
Posted - 2014.07.12 02:22:00 -
[668] - Quote
Centurion molokov wrote:Can you make SP just a LITTLE bit easier and faster to get? Its pretty bad for me as i don't grind much for skill points but have 1 million sp waiting to be transfered
Play just a little bit more, okay? The game is nice to play and thru playing you can get more nice things to play with.
:-S
|
knight guard fury
Carbon 7 Iron Oxide.
1098
|
Posted - 2014.07.12 02:29:00 -
[669] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity
-keep ambush oms but remove vehicles. instalations and such provide either teams with benifits.
-dont change the logi's slot layouts because im pretty sure all logi's would go against that
-how much will the ADS cost and can you do something about the python collision dmg being too high?
-are missiles in the redline going to be no longer a threat to be from 300+ meters away from them?
- can you bring back intel kills with the team if you bring back team scans only if were not in a squad?
-does this mean we will not take unexpected fall damage even though we turned on inertia damps.
also can dropships and HAV's have their own separate Mod.s like hardeners, and... well yeah just hardeners?
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
|
XxVEXESxX
Molon Labe. General Tso's Alliance
20
|
Posted - 2014.07.12 02:47:00 -
[670] - Quote
Ydubbs81 RND wrote: You guys make it seem like the suits actually do the shooting lol. Why wouldn't the amarr suit be as strong as the cal scout suit after this bonus?
Also...the precision on amarr is horribad because you shouldnt' be able to use modules to enhance your bonus without giving up something. On Caldari, it's ideal because most of our tank comes from shields. So, it slows cal scouts from using enhancers because it makes the suit gimpy. An amarr gets most of its tank from low slots so they can stack double enhancers (which will be more than enough) and still have most of their health.
I remember the benefit from using a min logi suit before because you could stack damage mods and still stack armor to give you over 700hp of health. You shouldn't be able to do that...it should be a give and a take.
You have a good point. But the amarr will have good precision with a 25+- meter range which isnt like the 65+- meter range and precision on the cal currently. If they want anything near as good as the current cal scout they have to gimp their tank like you are saying they should.
I think the change is fair with no range bonus on the amarr scout forcing them to sacrifice to exceeded their limit at a cost of their tank while the cal sacrifices nothing and can get 70meters ez.
"Diversity in thought through constructive thinking."
|
|
Dj grammer
New Age Empire. General Tso's Alliance
280
|
Posted - 2014.07.12 03:07:00 -
[671] - Quote
Even Though I am a Minmatar Logistics DO NOT TAKE AWAY THE SIDEARM SLOT FROM AMARR LOGISTICS!!!! Amarr Logis are more combat oriented to begin with and I have yet seen anyone argue about being killed by an Amarr logi because they had a sidearm. CCP I am giving a warning ahead of time that this will cause problems between the community and you if this were to go though. I also know you guys are tired of hearing respec so take my advice, you take that slot away expect people to ask for respecs or see a further decrease in player retention for this game.
why ccp?
|
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
90
|
Posted - 2014.07.12 03:28:00 -
[672] - Quote
My input,
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.------Definitely
* A slight HMG heat buildup increase---Increase dispersion instead
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.------Maybe, depending on how much
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.------All around AI reduction please
* Blaster turret accuracy improvements, both Small and Large-----Increase a little
* 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. -----Yes
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.-----Keep Codebreakers in Lows. Otherwise, yes
* Nova Knife hit detection and damage improvement-----Yes
* Reduced small rail range compared to sniper range----Sure
* 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.-----No. I like the variety we have now
* WP for injectors, STD/ADV/PRO 25/50/75 WP-----Please yes. Less reward for rusty needles
* Reactive Plates to 1-2-3 hp/s----Yes
* OB WP doubled----Increased, yes, but not doubled. Maybe 3000-3600?
* LP payout increased x-fold----Not x-fold. Increase a little bit.
* Remove Ambush OMS or remove Vehicles from Ambush OMS------Either separate the modes in the Battle finder or do nothing. I don't mind OMS with vehicles.
* Reduced ADS ISK price----No. ADS should be expensive, but effective. I want a sense of accomplishment in costing an enemy pilot a decent bit of ISK when I beat them.
Still under tech evaluation * Disabling passive Scan sharing with squads----I like the idea of sharing in a small radius. If not possible, then remove shared passives. * Suicide/Bleedout/Overview option properly enforces that revival is not possible-----Have a x second delay before needle is possible. During this x second period, you can choose to bleed out. * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free----I have no objection with price reduction. Don't do free though.
CPM1 Candidate
Youtube
|
JRleo jr
Xer Cloud Consortium
35
|
Posted - 2014.07.12 03:50:00 -
[673] - Quote
Argetlam Thorson wrote:My input,
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.------Definitely
* A slight HMG heat buildup increase---Increase dispersion instead
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.------Maybe, depending on how much
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.------All around AI reduction please
* Blaster turret accuracy improvements, both Small and Large-----Increase a little
* 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. -----Yes
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.-----Keep Codebreakers in Lows. Otherwise, yes
* Nova Knife hit detection and damage improvement-----Yes
* Reduced small rail range compared to sniper range----Sure
* 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.-----No. I like the variety we have now
* WP for injectors, STD/ADV/PRO 25/50/75 WP-----Please yes. Less reward for rusty needles
* Reactive Plates to 1-2-3 hp/s----Yes
* OB WP doubled----Increased, yes, but not doubled. Maybe 3000-3600?
* LP payout increased x-fold----Not x-fold. Increase a little bit.
* Remove Ambush OMS or remove Vehicles from Ambush OMS------Either separate the modes in the Battle finder or do nothing. I don't mind OMS with vehicles.
* Reduced ADS ISK price----No. ADS should be expensive, but effective. I want a sense of accomplishment in costing an enemy pilot a decent bit of ISK when I beat them.
Still under tech evaluation * Disabling passive Scan sharing with squads----I like the idea of sharing in a small radius. If not possible, then remove shared passives. * Suicide/Bleedout/Overview option properly enforces that revival is not possible-----Have a x second delay before needle is possible. During this x second period, you can choose to bleed out. * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free----I have no objection with price reduction. Don't do free though.
Most I agree with you Although proto needle needs more points givin, otherwise I just will use std or adv and rep, pro needles need 120 wp or so.
Max level brony.
My special magic is trolling.
|
deezy dabest
Sacred Initiative of Combat Killers IMMORTAL REGIME
756
|
Posted - 2014.07.12 04:46:00 -
[674] - Quote
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.
So your intention is to force the Amarr logi to stay in battle while significantly reducing its ability to defend itself? All of the other logis have a natural defense mechanism while the Amarr is left to fend for itself.
It really saddens me to see CCPs old style of taking the easy way out coming back around just when I was even starting to have hope that Dust would be around for years to come. I am glad that I have stayed strong since fanfest and not spent another cent on this game, thanks for making it easier to continue this trend.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
|
ACT1ON BASTARD
Amarr Templars Amarr Empire
25
|
Posted - 2014.07.12 06:23:00 -
[675] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity What is the pilot stacking bug?
|
ACT1ON BASTARD
Amarr Templars Amarr Empire
25
|
Posted - 2014.07.12 06:31:00 -
[676] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity Can you fix the small railgun hit detection it rarely ever registers, and please leave the amaar logi alone its not even op.
|
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1468
|
Posted - 2014.07.12 08:55:00 -
[677] - Quote
Doc DDD wrote:Min logi has 12 slots gal logi has 12 slots Cal logi has 12 slots amar logi has 10 slots plus sidearm plus higher base stats. Not higher base stats. Higher HP but lower speed, the same as with all other Amarr suits. But only the logi has to put up with fewer slots than other races' equivalent.
They fixed the Amarr assault in the last patch by putting it on slot parity with other assaults, hopefully they will do the same for the logi in this one. |
Sinboto Simmons
SVER True Blood Dark Taboo
6233
|
Posted - 2014.07.12 10:23:00 -
[678] - Quote
Just pointing out a few things.
1-Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
1-(I'd like to point out that many Minja are shield tankers, this change will add incentive to armor tank and in turn brick tank. Or be extremely vulnerable if they are indeed pure shield tank, which is extremely dangerous for the already low ehp Minja.)
2-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.
2-(Good this gives the Amarr a good bonus and increases the chance of Ewar mods in the low to increase range.) (Although Cal will be more tanked now....)
3-Remove Ambush OMS or remove Vehicles from Ambush OMS.
3-(Is it not possible to separate the two? I actually enjoy a tank's presence on the field personaly, they ad a new layer to combat reducing the boring 'who's got the biggest gun/ehp' matches everyone seems to want....)
4-( Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.)
4-(Please take care of the turrets that shoot at objectives/have too much LOS)
5-(Reduced ADS ISK price.)
5-(Please dont make the same mistake as you did with tanks here, an extremely effective weapon need not cost pennies.)
6-(LP payout increased x-fold)
6-(no complainant, increase to FW play perhaps? Sneaky as always CCP.....)
Hope flaylock gets fixed in delta.
Pardons if these have already been pointed out, haven't slept more than 5 hours in close to three days.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
526
|
Posted - 2014.07.12 10:30:00 -
[679] - Quote
aaaasdff ertgfdd wrote:Iron Toast wrote:Riptalis wrote:Need fix for vehicle collision damage! I'd rather see this than the ISK reduction for ADS. Possibly add a cheaper training' ADS that had the same flight characteristics as the ADS, but no turrets and maybe even no extra seats. I'm a new ADS pilot and collisions are by far my biggest death cause. I can usually escape AV, but crashes trying to learn maneuvers are expensive and the ADS handling is sufficiently different from the other DS I have to practice using it. Its called militia, already exists, very cheap. There are no militia ADS, you ******* idiot. ADS can only be played with a medium SP investment and a huge ISK investment. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6260
|
Posted - 2014.07.12 11:42:00 -
[680] - Quote
KEROSIINI-TERO wrote:Aeon Amadi wrote: . .
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role? . .
Why would a supportive suit want to have a secondary weapon? IN ORDER TO BRING A SUPPORTIVE LIGHT ARM FOR THE TEAM For Grudds sake. Fourth time I have to emphasize this. Supportive weapon like laser, mass driver, swarm launcher or something of the sort. Yea yea with laser you can go 30/0 in an ambush yadi yaddi. Still any one of those weps is a lolfit without a sidearm, no matter how murderous they are in optimal conditions.
So than don't bring a support weapon to the fight... You have a Light Weapon slot, that's pretty diverse in and of itself for a main weapon. Saying that you need a sidearm to make use of your support weapon in a support role to be more combat effective, on top of having the capability to have some incredible defense, is asking for everything.
IMO, should only be able to choose two out of Offense/Defense/Support. I don't see "because I want to use a support weapon" as a valid reason why we should give any other Logistics a sidearm - the Amarr works well enough with it because it makes some actual sacrifices to have that sidearm. Maybe try using that if you want to roll support weapons. What we certainly don't need is a Caldari Logi with a sidearm, thing is already combat effective without.
Focus on the equipment. Encourage Logistics to actually utilize the stuff that they're designed to use.
Useful Links
Aeon Amadi for CPM1
|
|
Leeroy Gannarsein
Legio DXIV
425
|
Posted - 2014.07.12 13:17:00 -
[681] - Quote
Aeon Amadi wrote:KEROSIINI-TERO wrote:Aeon Amadi wrote: . .
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role? . .
Why would a supportive suit want to have a secondary weapon? IN ORDER TO BRING A SUPPORTIVE LIGHT ARM FOR THE TEAM For Grudds sake. Fourth time I have to emphasize this. Supportive weapon like laser, mass driver, swarm launcher or something of the sort. Yea yea with laser you can go 30/0 in an ambush yadi yaddi. Still any one of those weps is a lolfit without a sidearm, no matter how murderous they are in optimal conditions. So than don't bring a support weapon to the fight... You have a Light Weapon slot, that's pretty diverse in and of itself for a main weapon. Saying that you need a sidearm to make use of your support weapon in a support role to be more combat effective, on top of having the capability to have some incredible defense, is asking for everything. IMO, should only be able to choose two out of Offense/Defense/Support. I don't see "because I want to use a support weapon" as a valid reason why we should give any other Logistics a sidearm - the Amarr works well enough with it because it makes some actual sacrifices to have that sidearm. Maybe try using that if you want to roll support weapons. What we certainly don't need is a Caldari Logi with a sidearm, thing is already combat effective without. Focus on the equipment. Encourage Logistics to actually utilize the stuff that they're designed to use.
I was under the impression that they were suggestig removing a slot in exchange for the sidearm - essentially it'd be just like the Amarr Logistics only with a preference for shields.
I would like it if the two suits had 5/3 and 3/5 layouts respectively; that way their off-tank is minimal but their main-tank can be significantly supplemented. I can't say I'm a big fan of adding an equipment slot, although I was the other day and could probably be convinced that way.
Essentially, rather than the MinLogi or GalLogi where they're actively logi-ing, even if it is only once per 40s, Amarr and Caldari logistics have no active ability. I'm not really sure about the whole 'CalLogi getting a sidearm' thing, to be frank; it seems to me that CalLogi's bonus is far more 'instant' in the sense that you don't drop hives for someone else to use five minutes down the track; you drop them because someone needs ammo or health now. As opposed to Amarr Logistics whose bonus basically requires that it be a competent combat suit, simply because its bonus does not function when it's dead. Were this changed I could possibly see fit to removing the sidearm (though I'd not be happy about it).
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6262
|
Posted - 2014.07.12 13:53:00 -
[682] - Quote
Leeroy Gannarsein wrote:
I was under the impression that they were suggestig removing a slot in exchange for the sidearm - essentially it'd be just like the Amarr Logistics only with a preference for shields.
I would like it if the two suits had 5/3 and 3/5 layouts respectively; that way their off-tank is minimal but their main-tank can be significantly supplemented. I can't say I'm a big fan of adding an equipment slot, although I was the other day and could probably be convinced that way.
Essentially, rather than the MinLogi or GalLogi where they're actively logi-ing, even if it is only once per 40s, Amarr and Caldari logistics have no active ability. I'm not really sure about the whole 'CalLogi getting a sidearm' thing, to be frank; it seems to me that CalLogi's bonus is far more 'instant' in the sense that you don't drop hives for someone else to use five minutes down the track; you drop them because someone needs ammo or health now. As opposed to Amarr Logistics whose bonus basically requires that it be a competent combat suit, simply because its bonus does not function when it's dead. Were this changed I could possibly see fit to removing the sidearm (though I'd not be happy about it).
So in my mind it isn't about 'sacrifices' per se, but more about the actual functioning of the suit. As it is, Amarr is a reasonable combat suit. Without a sidearm it might as well just spam the links and hide behind everyone else. Were the bonus' functionality changed it'd be more like the CalLogi in that it can afford to die simply because people will still be using its bonus.
NB: I am not suggesting I should be able to switch suits and keep the bonus. I'd suggest that it'd make a lot more sense if, as long as I am/was in an Amarr Logistics I'm benefiting from the bonus. As soon as I'm in a different suit? Gone. My links are just like everyone else's and I might as well be Minmatar.
Yeh, it's kind of a shoddy system overall to be honest. The whole thing about it though is that this appeal to 'racial equipment' was botched from the beginning and is entirely arbitrary. It goes off looks, if anything. I have notes from closed beta when we had CreoDron Dropuplinks, CreoDron/Allotek Nanohives, Viziam Repair Tools... Not sure how many of those are still in game but the fact that they exist(ed) goes to show that the equipment isn't restricted to certain races and we're more apt to provide a trickle-down effect to the other logistics.
This isn't to say that all Logistics should get bonuses to all Equipment - not at all. Although, having a dual bonus just makes sense. Amarr specializing in Drop Uplinks with a bonus to - I dunno - repair tools as a secondary. Not as good as Minmatar but still effective. That way they're not "twiddling their thumbs" as it was so vibrantly described but at the same time they're not trying to over-ride yet another combat role.
The overall goal, I think, is to encourage players to WANT to use those support options instead of just leaving the equipment slots blank and jacking up armor/shields to ridiculous levels solely because they can and we provide them the means to do so. I don't think it's too late for Logistics to actually utilize equipment to dynamically change the match and I seriously don't think we should default to, "Welp, mechanics suck, guess we'll make it another combat role" just yet.
Might as well just run Scout at that point what with it having two equipment slots anyway.
Useful Links
Aeon Amadi for CPM1
|
bogeyman m
Minmatar Republic
331
|
Posted - 2014.07.12 13:56:00 -
[683] - Quote
Leeroy Gannarsein wrote:So in my mind it isn't about 'sacrifices' per se, but more about the actual functioning of the suit. As it is, Amarr is a reasonable combat suit. Without a sidearm it might as well just spam the links and hide behind everyone else.
So... Just like always then? Bazinga!
Leeroy Gannarsein wrote:NB: I am not suggesting I should be able to switch suits and keep the bonus. I'd suggest that it'd make a lot more sense if, as long as I am/was in an Amarr Logistics I'm benefiting from the bonus. As soon as I'm in a different suit? Gone. My links are just like everyone else's and I might as well be Minmatar. Pffttt. You wish.
Duct tape 2.0 ... Have WD-40; will travel.
|
Leeroy Gannarsein
Legio DXIV
427
|
Posted - 2014.07.12 14:07:00 -
[684] - Quote
Aeon Amadi wrote:Leeroy Gannarsein wrote:
I was under the impression that they were suggestig removing a slot in exchange for the sidearm - essentially it'd be just like the Amarr Logistics only with a preference for shields.
I would like it if the two suits had 5/3 and 3/5 layouts respectively; that way their off-tank is minimal but their main-tank can be significantly supplemented. I can't say I'm a big fan of adding an equipment slot, although I was the other day and could probably be convinced that way.
Essentially, rather than the MinLogi or GalLogi where they're actively logi-ing, even if it is only once per 40s, Amarr and Caldari logistics have no active ability. I'm not really sure about the whole 'CalLogi getting a sidearm' thing, to be frank; it seems to me that CalLogi's bonus is far more 'instant' in the sense that you don't drop hives for someone else to use five minutes down the track; you drop them because someone needs ammo or health now. As opposed to Amarr Logistics whose bonus basically requires that it be a competent combat suit, simply because its bonus does not function when it's dead. Were this changed I could possibly see fit to removing the sidearm (though I'd not be happy about it).
So in my mind it isn't about 'sacrifices' per se, but more about the actual functioning of the suit. As it is, Amarr is a reasonable combat suit. Without a sidearm it might as well just spam the links and hide behind everyone else. Were the bonus' functionality changed it'd be more like the CalLogi in that it can afford to die simply because people will still be using its bonus.
NB: I am not suggesting I should be able to switch suits and keep the bonus. I'd suggest that it'd make a lot more sense if, as long as I am/was in an Amarr Logistics I'm benefiting from the bonus. As soon as I'm in a different suit? Gone. My links are just like everyone else's and I might as well be Minmatar.
Yeh, it's kind of a shoddy system overall to be honest. The whole thing about it though is that this appeal to 'racial equipment' was botched from the beginning and is entirely arbitrary. It goes off looks, if anything. I have notes from closed beta when we had CreoDron Dropuplinks, CreoDron/Allotek Nanohives, Viziam Repair Tools... Not sure how many of those are still in game but the fact that they exist(ed) goes to show that the equipment isn't restricted to certain races and we're more apt to provide a trickle-down effect to the other logistics. This isn't to say that all Logistics should get bonuses to all Equipment - not at all. Although, having a dual bonus just makes sense. Amarr specializing in Drop Uplinks with a bonus to - I dunno - repair tools as a secondary. Not as good as Minmatar but still effective. That way they're not "twiddling their thumbs" as it was so vibrantly described but at the same time they're not trying to over-ride yet another combat role. The overall goal, I think, is to encourage players to WANT to use those support options instead of just leaving the equipment slots blank and jacking up armor/shields to ridiculous levels solely because they can and we provide them the means to do so. I don't think it's too late for Logistics to actually utilize equipment to dynamically change the match and I seriously don't think we should default to, "Welp, mechanics suck, guess we'll make it another combat role" just yet. Might as well just run Scout at that point what with it having two equipment slots anyway.
Look, the thing is when I'm running my Amarr Logi I don't want to run a combat role, but I've not much option. If I wanted to play a combat role I could Assault, HMG Sentinel or CalScout. When I'm in my Logistics suit, though, my bonus only applies when I'm alive. To that end, then, Amarr Logistics should be capable of performing a combat role better than other logis, but it should certainly not in any way compete with assaults or heavies, and I think at the moment it's in a reasonably good place relative to Amarr Assault in that sense.
The mechanics being as poor as they are and as unchangeable as they are, I don't see much choice in our options. I don't want another combat suit. What I want is a suit capable of defending itself. Against an equally skilled, equally SP-invested Assault or Sentinel my Logistics frame should always die, that's unarguable. I should, however, stand a better chance of surviving (if only thanks to crappy mechanics).
Forgive me if I've totally misconstrued your point, or if I've rambled completely off topic, or if I'm just rehashing points I (or you, I guess) have made already; I shouldn't be trying to think this late at night :)
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
|
Sylwester Dziewiecki
Interregnum.
326
|
Posted - 2014.07.12 16:30:00 -
[685] - Quote
CCP Rattati wrote: * Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
CCP Rattati, could you do something with Gallente Scout skill bonus?
Gallente scout currently have "+1% to Dropsuit scan radius", and "3% to scan profile dampener" - scan profile bonus is useful, and it makes Gallente scout what he supposed to be. But that scan radius bonus do not change much, it is giving just +1 meter at lvl 5 to scan radius. Militia Range Amplifier adds +25% to scan radius, you need to admit it's quite funny comparison to what you get after spending so much SP in Gallente scout.
So, could that first bonus some how reinforce second one, but not in CPU/PG reduction like Minmatar and Codebreaker, because it will give nothing. First bonus could for example adding +2% per level to Profile Dampener decreases profile bonus of dropsuit - I like when bonuses force player to use specific items. One of the risone why I skilled Gallente scout was that it has most low, now that Codebreaker will be in high slots I wouldn't mind to get some hacking passive bonuses, but unfortunately it's not fitting to Gallente.. ultimately second bonus could be just bigger.
Nosum Hseebnrido
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3745
|
Posted - 2014.07.12 18:05:00 -
[686] - Quote
Aeon Amadi wrote: Yeh, it's kind of a shoddy system overall to be honest. The whole thing about it though is that this appeal to 'racial equipment' was botched from the beginning and is entirely arbitrary. It goes off looks, if anything. I have notes from closed beta when we had CreoDron Dropuplinks, CreoDron/Allotek Nanohives, Viziam Repair Tools... Not sure how many of those are still in game but the fact that they exist(ed) goes to show that the equipment isn't restricted to certain races and we're more apt to provide a trickle-down effect to the other logistics.
This isn't to say that all Logistics should get bonuses to all Equipment - not at all. Although, having a dual bonus just makes sense. Amarr specializing in Drop Uplinks with a bonus to - I dunno - repair tools as a secondary. Not as good as Minmatar but still effective. That way they're not "twiddling their thumbs" as it was so vibrantly described but at the same time they're not trying to over-ride yet another combat role.
The overall goal, I think, is to encourage players to WANT to use those support options instead of just leaving the equipment slots blank and jacking up armor/shields to ridiculous levels solely because they can and we provide them the means to do so. I don't think it's too late for Logistics to actually utilize equipment to dynamically change the match and I seriously don't think we should default to, "Welp, mechanics suck, guess we'll make it another combat role" just yet.
Might as well just run Scout at that point what with it having two equipment slots anyway.
That's exactly the point of having some cross-racial bonuses, like this.
I think in large part we are barking up the wrong tree with this whole discussion in that we are focusing on differentiating the medium frames, which made sense back in 1.3 or 1.4, but is tbh, totally meaningless now. I'll say it again:
Logi's are not more popular than assaults because they are better than assaults. It's because scouts are better than assaults!
Nobody who wants to play an assault role has moved en masse to logi suits in the past 6 months. They've moved to scouts! (or one of the heavy frames).
By the same token, imo, the relative popularity of the minmatar logi is because it's bonus is the only one that is totally worth not using a scout suit to do the job:
- The Amarr logi bonus is kinda broken, as we've mentioned, and even I use a gal scout to place a lot of my uplinks. - The Caldari bonus is kinda meh for anything but repair hives (see: usuckatdust) - WTF would you use a gallente logi when you can get permascans with a cal scout and don't have to stop shooting to do it?
We should focus on making ALL the medium frames different and superior at their designated role than heavy or light frames. This whole medium frame civil war is unproductive.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3745
|
Posted - 2014.07.12 18:08:00 -
[687] - Quote
Also, Aeon, are you saying you are now OK with the Amarr logi keeping the sidearm and just don't want to move it over to the cal as well? Or are you still in the no sidearms for any logi camp?
(The godfather of tactical logistics)
|
Ydubbs81 RND
Ahrendee Mercenaries
3235
|
Posted - 2014.07.12 22:57:00 -
[688] - Quote
XxVEXESxX wrote:Ydubbs81 RND wrote: You guys make it seem like the suits actually do the shooting lol. Why wouldn't the amarr suit be as strong as the cal scout suit after this bonus?
Also...the precision on amarr is horribad because you shouldnt' be able to use modules to enhance your bonus without giving up something. On Caldari, it's ideal because most of our tank comes from shields. So, it slows cal scouts from using enhancers because it makes the suit gimpy. An amarr gets most of its tank from low slots so they can stack double enhancers (which will be more than enough) and still have most of their health.
I remember the benefit from using a min logi suit before because you could stack damage mods and still stack armor to give you over 700hp of health. You shouldn't be able to do that...it should be a give and a take.
You have a good point. But the amarr will have good precision with a 25+- meter range which isnt like the 65+- meter range and precision on the cal currently. If they want anything near as good as the current cal scout they have to gimp their tank like you are saying they should. I think the change is fair with no range bonus on the amarr scout forcing them to sacrifice to exceeded their limit at a cost of their tank while the cal sacrifices nothing and can get 70meters ez. Edit: slot layout can also be looked at by ccp so this could be a move in the right direction. Cal early warning. Amarr short range certainty.
The range is really not needed.....scouts really do not need to use modules. The precision bonus will do just fine. Range bonus isn't groundbreaking....the codebreaking bonus is a better bonus than range
Removed all hope with this post
|
JP Acuna
Pendejitos
211
|
Posted - 2014.07.12 23:14:00 -
[689] - Quote
Nice to see an assault buff.
I like my current Gal bonus to dispersion and kick, so please don't remove it |
bogeyman m
Minmatar Republic
336
|
Posted - 2014.07.13 01:49:00 -
[690] - Quote
John Demonsbane wrote:-snip- By the same token, imo, the relative popularity of the minmatar logi is because it's bonus is the only one that is totally worth not using a scout suit to do the job. -snip-
I cracked your coded mesage:
... imo ... the minmatar logi is ... the only one that is totally worth ... using ...
I couldn't agree more. Welcome to the dark side.
Duct tape 2.0 ... Have WD-40; will travel.
|
|
|
|
|
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 |