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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Xak Arji
Opus Arcana Covert Intervention
57
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Posted - 2014.07.14 04:30:00 -
[721] - Quote
I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. |
Cheydinhal Guard
Abandoned Privilege Top Men.
127
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Posted - 2014.07.14 06:06:00 -
[722] - Quote
Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6295
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Posted - 2014.07.14 09:31:00 -
[723] - Quote
John Demonsbane wrote:Leeroy Gannarsein wrote:Aeon Amadi wrote:John Demonsbane wrote: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? I'm a lot more likely to respond when people aren't trolling with 'herp derp your' in sum kinna anti-logi club'. Yeah, I'm cool with the Amarr Logi keeping it's sidearm because it makes a lot of sacrifices to have it. Same fitting slots as assault, slower than the other logis, less equipment slots. I said -WAY BACK- at the beginning of all this that I was on the fence about whether or not we should remove it and only even considered it because CCP Rattati made a convincing argument that it being unique was stupid and I figured that by removing it, we had more opportunity to increase it's effectiveness in other areas. It wasn't because 'herpitty derp aeon duzznt like logis cuz reasons' and defaulting to that isn't going to impress anyone. That was kind of unnecessary; I don't think John meant any offence by what he said, and to be quite honest, I'm not sure where you found it, considering it's true you were against any logi having a sidearm. Yeah, IDK Aeon, I mean, it's a true statement, no trolling needed or implied. There are currently two camps, the one who wants the Amarr to keep it's sidearm and the one that doesn't. You were quite firmly in the latter group, at least initially. If you have changed your mind, that's one less (pretty influential) person I need to try to convince otherwise. ...Of that, at least. I still think the Amarr logi needs work, as RedBleach beautifully pointed out. It's fitting power is abysmal and it needs another low, even with the sidearm. But that's another discussion.
It's never that black and white and sorry if I misconstrued what you were asking but when you ignore all other facets and reasoning to focus entirely on the -one- aspect - my understanding the plausibility as to why there was consideration to removing the sidearm from the Amarr Logi - then yes, it comes off as implied trolling. Please don't make assumptions about where I stand on a situation unless you're willing to take everything into consideration.
Here's the post where I literally said, word for word, that I was on the fence about it and could understand the reasoning as to why they considered removing it. And again, I was only ever on the fence about it because I felt that there was more to gain in it's place. Once more, this isn't about simply removing the sidearm, there is -far- more to it than just that.
Here's another link that'll help paint the rest of the picture.
Useful Links
Aeon Amadi for CPM1
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1480
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Posted - 2014.07.14 11:58:00 -
[724] - Quote
If you want to do this:
CCP Rattati wrote:* Primary Objective Assault buff You should not do this:
Quote:* Blaster turret accuracy improvements, both Small and Large Or this:
Quote:* Reduced ADS ISK price You don't really think it's the invisible scouts and corridor camping heavies that get farmed by ADSes and blaster tanks, do you? |
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
40
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Posted - 2014.07.14 13:27:00 -
[725] - Quote
Spreadsheet with all the data?
The Blazing Intellect Machine
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KrazyEyeKilla
Nyain San General Tso's Alliance
34
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Posted - 2014.07.14 13:30:00 -
[726] - Quote
Not one one to comment on logis as am I not as experienced in the role as other people but I like the current slot/equipment layout . It gives it the races a more distinct flavor. |
RKKR
The Southern Legion Final Resolution.
968
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Posted - 2014.07.14 15:23:00 -
[727] - Quote
WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. |
Nirwanda Vaughns
426th Infantry
645
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Posted - 2014.07.14 15:27:00 -
[728] - Quote
RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell.
base the WP on the injecter amount so if you use the specialist LP store injector you get 100, use the standard Wyr get 80, 50 for th eadv ect.
Rolling with the punches
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Pvt Numnutz
Prophets of the Velocirapture
1714
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Posted - 2014.07.14 16:27:00 -
[729] - Quote
Ryme Intrinseca wrote:Quote:* Reduced ADS ISK price You don't really think it's the invisible scouts and corridor camping heavies that get farmed by ADSes and blaster tanks, do you? Foolish biped! Scouts are the tastiest of all morsels! Only takes one missile. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.14 16:50:00 -
[730] - Quote
RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. |
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RKKR
The Southern Legion Final Resolution.
969
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Posted - 2014.07.14 16:57:00 -
[731] - Quote
ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved.
Let's remove the injectors all together then, a dead guy has no overview of the battle, he has no clue when he needs to ask for help, you guys are just to impatient to wait for a revive/to much invested with your ego's on KDR (in a unbalanced game )/...
If that even happends, I want to choose on which guy my repper lock on, which guy my hives work for, which guy can spawn on my uplink . |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.14 17:01:00 -
[732] - Quote
RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then, a dead guy has no overview of the battle, he has no clue when he needs to ask for help, you guys are just to impatient to wait for a revive/to much invested with your ego's on KDR (in a unbalanced game )/... If that even happends, I want to choose on which guy my repper lock on, which guy my hives work for, which guy can spawn on my uplink . I meant when you press cancel you shouldnt be revived. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.14 17:04:00 -
[733] - Quote
ACT1ON BASTARD wrote:RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then, a dead guy has no overview of the battle, he has no clue when he needs to ask for help, you guys are just to impatient to wait for a revive/to much invested with your ego's on KDR (in a unbalanced game )/... If that even happends, I want to choose on which guy my repper lock on, which guy my hives work for, which guy can spawn on my uplink . I meant when you press cancel you shouldnt be revived. Sometimes ill get killed by a tank and im about to come in with a forge and a militia guy with a needle will revive me over and over Right in front of the tank or some enemies, its annoying as hell, you do want this fixed right? |
RKKR
The Southern Legion Final Resolution.
969
|
Posted - 2014.07.14 17:20:00 -
[734] - Quote
ACT1ON BASTARD wrote: Sometimes ill get killed by a tank and im about to come in with a forge and a militia guy with a needle will revive me over and over Right in front of the tank or some enemies, its annoying as hell, you do want this fixed right?
1) What didn't you get about the cooldown effect about reviving multiple times? You should have plenty of time to press respawn/cancel/select your other fitting.
2) No, a HAV that isn't able to kill the guy that is reviving you isn't really a threat, a HAV occupied with farming you? Better for my team.
3) see point 2: Doesn't matter if it's a HAV or infantry
4) Yes it's annoying, but thank you for agreeing that it's only those MLT users doing it.
5) Your SOMETIMES doesn't win from inpatient gamer who just want to respawn, injectors will be useless.
6) Nice alt.
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knight guard fury
Carbon 7 Iron Oxide.
1103
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Posted - 2014.07.14 18:38:00 -
[735] - Quote
heres an idea, since Nanite injectors inject nanite's into you. it is very unreasonable and un-lore like for nanites to be fully loaded back into the nanite injector. so, what if N.I had a cool down of 5-10 seconds, so if you are being farmed, it will be less often, and if you are planning on being revived but there is combat for your allies it will give both people time to revive again or just spawn away.
or give an option to accept and deny but that doesnt make since since nanites are supposed to revive you no matter what, since they aren't programmed to listen, but just do stuff.
this way it will fix injector farming and will give time for the enemy to kill the farmer so you wont be revived again.
SP earned perday/week
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smoking the kind
RestlessSpirits
43
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Posted - 2014.07.14 18:54:00 -
[736] - Quote
CCP Rattati wrote: 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.
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
hi, first I have some questions; When you say "OB WP doubled" do you mean WP rewarded or WP cost to obtain an OB?
With the LP increase will that be increased for both win/lose payouts?
Can you separate Ambush from Ambush OMS with out a client side patch? Separating them and keeping both game modes would allow players an option to play ambush with or with out mechanized support.
In my opinion the ADS needs much love as far a the camera angle on the vehicle and the color of the reticle getting lost with the colors of the ADS, but that's not for here. A major price reduction would be nice, say the same price as a gunlogi/magrugar or cheaper would truly be fair.
Thank you CCP Rattati and any of the other CCP folks that have been showing us you care about this game and its supporters, there have been some really good things being fixed on the server side and it is awesome that it has been accomplished with out a client side patch. Keep up the good work and I hope you have a big trick up your sleeve for september, "Please say jet packs"
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Mountain Doody
3dge of D4rkness
43
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Posted - 2014.07.14 20:49:00 -
[737] - Quote
Please keep the Amarr Logi sidearm slot, it adds a lot of flavor, who wants all the suits to be the same |
KEROSIINI-TERO
The Rainbow Effect
1156
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Posted - 2014.07.14 21:19:00 -
[738] - 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.
Prime example: Laser Rifle. Who would in their serious mind try their best with only a laser, which by the way is a squad support weapon.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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medomai grey
WarRavens Final Resolution.
863
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Posted - 2014.07.14 21:49:00 -
[739] - Quote
There's been a lot more Amarr Logistics resistance to the proposed changes than anticipated. So I came to share my thoughts on the matter.
Access to a sidearm makes it feasible to use a wider variety of light class guns because my sidearm could compensate for any weakness a light gun might have; such as lasers, swarm launchers, snipers, etc. So as you'd imagine, I'm quite fond of my sidearm slot.
On the other hand, the proposal would take away my sidearm slot in exchange for another equipment slot which I have a fitting bonus for, allowing for more CPU/PG intensive fits, and a/more hi or/and low slot(s) to further customize my suit. Not exactly the horrible trade off so many are making it out to be.
If we keep the sidearm, I'll carry on as I always have. If the proposed changes get implemented, I'll adapt and abuse what I got in exchange for the sidearm slot. I'm happy either way.
Medium frame EHP is not medium
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Bad Heal
Escrow Removal and Acquisition Dark Taboo
135
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Posted - 2014.07.14 22:01:00 -
[740] - Quote
Please, for assaults, make the damage mod Efficiency more desirable than tanking. |
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Xak Arji
Opus Arcana Covert Intervention
58
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Posted - 2014.07.14 23:26:00 -
[741] - Quote
Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him.
Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip. |
Xak Arji
Opus Arcana Covert Intervention
58
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Posted - 2014.07.14 23:43:00 -
[742] - Quote
Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him.
Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apart any medium suit. And is essenally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip. |
Xak Arji
Opus Arcana Covert Intervention
58
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Posted - 2014.07.15 00:00:00 -
[743] - Quote
Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. |
Cheydinhal Guard
Abandoned Privilege Top Men.
128
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Posted - 2014.07.15 00:29:00 -
[744] - Quote
Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him. Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip.
The cloak doesn't make you invisible. On top of that the dampening bonuses have been nerfed to hell. A big chunk of the playerbase has adapted to cloaks, you should too. The shotgun is supposed to be deadly at close ranges, that's the point. I have a proposal. Spec into a scout suit and the shotgun and use that for a month. You'll see it's not as easy as it looks.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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knight guard fury
Carbon 7 Iron Oxide.
1114
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Posted - 2014.07.15 01:38:00 -
[745] - Quote
medomai grey wrote:There's been a lot more Amarr Logistics resistance to the proposed changes than anticipated. So I came to share my thoughts on the matter.
Access to a sidearm makes it feasible to use a wider variety of light class guns because my sidearm could compensate for any weakness a light gun might have; such as lasers, swarm launchers, snipers, etc. So as you'd imagine, I'm quite fond of my sidearm slot.
On the other hand, the proposal would take away my sidearm slot in exchange for another equipment slot which I have a fitting bonus for, allowing for more CPU/PG intensive fits, and a/more hi or/and low slot(s) to further customize my suit. Not exactly the horrible trade off so many are making it out to be.
If we keep the sidearm, I'll carry on as I always have. If the proposed changes get implemented, I'll adapt and abuse what I got in exchange for the sidearm slot. I'm happy either way.
the amarr logi is the only combat logi, so it deserves a side arm in trade for 1 less equipment and low or high slot
SP earned perday/week
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3780
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Posted - 2014.07.15 02:17:00 -
[746] - Quote
Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS.
The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other.
As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit.
It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame.
(The godfather of tactical logistics)
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Xak Arji
Opus Arcana Covert Intervention
58
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Posted - 2014.07.15 02:31:00 -
[747] - Quote
Cheydinhal Guard wrote:Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him. Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip. The cloak doesn't make you invisible. On top of that the dampening bonuses have been nerfed to hell. A big chunk of the playerbase has adapted to cloaks, you should too. The shotgun is supposed to be deadly at close ranges, that's the point. I have a proposal. Spec into a scout suit and the shotgun and use that for a month. You'll see it's not as easy as it looks.
I HAVE specced into the scout/shot gun. Give a heavy a go. You'll see the are different play styles, buton almost equal terms, listen. All I'm saying is the KDR of shot gun vs heavy is usually the same of equally skilled players. If not the shot gunner has more kills about 60 percent of the time. If one gets adjusted, so does the other. |
Cheydinhal Guard
Abandoned Privilege Top Men.
128
|
Posted - 2014.07.15 03:22:00 -
[748] - Quote
Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him. Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip. The cloak doesn't make you invisible. On top of that the dampening bonuses have been nerfed to hell. A big chunk of the playerbase has adapted to cloaks, you should too. The shotgun is supposed to be deadly at close ranges, that's the point. I have a proposal. Spec into a scout suit and the shotgun and use that for a month. You'll see it's not as easy as it looks. I HAVE specced into the scout/shot gun. Give a heavy a go. You'll see the are different play styles, buton almost equal terms, listen. All I'm saying is the KDR of shot gun vs heavy is usually the same of equally skilled players. If not the shot gunner has more kills about 60 percent of the time. If one gets adjusted, so does the other. The KDR of a shotgun shotgun scout and a heavy are usually the same? Right i'll believe that when i see scouts mowing down 2-3 people at a time over and over again. Anyway the point is a RoF nerf would put the shotgun in Flaylock land. There goes the best counter to heavies.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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bogeyman m
Minmatar Republic
345
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Posted - 2014.07.15 03:26:00 -
[749] - Quote
John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.)
One sidearm = one equipment... Done.
Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done.
Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done.
Not sure what all the hassle is. Git 'er dun!
PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled.
PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled.
PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.)
Duct tape 2.0 ... Have WD-40; will travel.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1357
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Posted - 2014.07.15 03:52:00 -
[750] - Quote
For Rattati: I know earlier you mentioned a speed buff for minmitar scouts, and i was interested in knowing whether or not this would actually happen.
Thanks!
"Minmitar Scout" and "Masochist" are synonyms.
Kills-Archduke Ferd1nand
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