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Thread Statistics | Show CCP posts - 43 post(s) |
bogeyman m
Minmatar Republic
351
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Posted - 2014.07.17 01:35:00 -
[781] - Quote
CCP Rattati wrote:The-Errorist wrote:Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same) take a look at the slot layout thread - stickied Links or it didn't happen.
Duct tape 2.0 ... Have WD-40; will travel.
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One Eyed King
Land of the BIind
2711
|
Posted - 2014.07.17 02:09:00 -
[782] - Quote
bogeyman m wrote: Links or it didn't happen.
https://forums.dust514.com/default.aspx?g=posts&t=168380&find=unread
This is how a minja feels
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
322
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Posted - 2014.07.18 08:27:00 -
[783] - Quote
I absolutely love everything I'm seeing.
Quote:* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
This however... You should warn people before you do things like this. It requires SP to be saved or else a lot of heavies will be useless in Planetary Conquest until they skill into Fitting Optimizations or ditch their sidearms.
I'll be sending a corp mail out now.
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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Meee One
Algintal Core Gallente Federation
911
|
Posted - 2014.07.18 09:08:00 -
[784] - 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 So....scouts are getting buffed (again).
Assaults are getting majorly buffed.
Sentinels are getting nerfed.
And logistics is getting nerfed.
Why isn't logistics getting a base stat buff?
Currently logistics has low: -eHP -Speed -Combat ability -Regen
It is the only suit that suffers so badly in all areas.
So,i propose a buff to either: -eHP (to represent why it's so slow) -Speed and Regen (to represent why it's so frail)
Come on CCP it deserves one of those!
Logis are hunted actively by every other suit,and are forced to brick tank to defend themselves.
That and it actually makes sense!
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
627
|
Posted - 2014.07.18 09:37:00 -
[785] - Quote
A PROPOSAL I know that CCP must have data or ideas that justify certain setups. I am also pleased that there has been a move to rectify many subjects to create an evolving game that achieves a greater balance and immersion.
My beef is with the MED Frame inequalities (LOGI and ASSAULT). There is a tension between the two because there is a lack of definition with the ASSAULT type MED frame. The LOGI is well defined and remains unique and is in a good place that will be better with the proper slot adjustments. The difficulty in CCPGÇÖs position is that it has yet to make the ASSAULT Frames the defining go to suits. IGÇÖm sure that if IGÇÖm not outright just stealing the idea by not crediting authors it is only that I agree with your positions and wanted to emphasize them again, but I offer this suggestion that I like.
Defining the MED Frames The SLOT ADJUSTMENT is a good start, but too little to move the ASSAULTS to where they will be a dominating force. It hardly seems logical that a LOGI is the same ASSAULT suit that sacrifices base stats (EHP, potential, speed, shield recharge, stamina and recharge, etc.) and their side arm (mostly) then gets to carry all this great equipment AND have more high(H) and low(L) slots.
The ASSAULT will only stand out when there is a defining difference between the two frames that makes the choice for a slayer obvious and the choice for a support role obvious.
Make the ASSAULTs mean. THE H/L SLOT LAYOUT of each MED FRAME equal to each other or higher for ASSAULTS. THE CPU/PG is EQUAL or higher for LOGIS but each can fit all Proto MODS and Proto GEAR (LOGI EQ and ASSAULT LW, SA) Keep the LOGI stats as they are now. ASSAULT stats as they are now, but more HP as planned.
First the LOGI A LOGIGÇÖs power in MODules and EQuipment Here the slot counts are all Equal to 8, 10, 12. BUT not all should be the same GÇô keeping a little flavor with the equipment bearers is cool. (and I support the Logi bonus changes)
UNIQUE Logis GÇô (3EQ, Side Arm, Module Focus) AMARR SIDE ARM (Best Choice GÇô Unique)ORMODULE Focused (IFF Bonuses Change) S- 2H/3L/2E + Side Arm S- 3H/3L/2E A- 2H/4L/3E + Side Arm A- 3H/4L/3E P- 3H/5L/3E + Side Arm P- 4H/5L/3E
CALDARI SIDE ARM (Equality - another SA option)ORMODULE Focused (Unique) S- 3H/2L/2E + Side Arm S- 3H/3L/2E A- 4H/2L/3E + Side Arm A- 4H/3L/3E P- 5H/3L/3E + Side Arm P- 5H/4L/3E
EQ SPECIFIC Logis GÇô (4EQ) GALLENTE S- 2H/3L/3E A- 2H/3L/3E P- 3H/5L/4E
MINMATAR S- 2H/2L/3E A- 3H/3L/3E P- 4H/4L/4E
Delivers Logis with equal slot counts (side arm = 1 EQ) Keeps them equal in tier movements.
ASSAULTS: Capable of being the most unique and powerful force out there. Lets make them that way. AMARR EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
CALDARI EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 3H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 4H/2L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 5H/3L/1E + Side Arm P- 5H/4L/1E + Side Arm
GALLENTE EQUAL to logi ORBETTER - Logi loses 1H for 4thEQ S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
MINMATAR EQUAL to logi ORBETTER Focus - Logi loses 1H for 4thEQ S- 2H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 3H/3L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 4H/4L/1E + Side Arm P- 5H/4L/1E + Side Arm
IN this way The COST of not being an ASSAULT is always less modules. Logis gain equipment but loses stat and 1 module. Scouts gain speed and equipment but lose stats and modules. Commandos gain HP and another LW but lose grenades and modules. Heavies gain HW and HP but lose modules.
ASSAULTs will be the Maximum warriors even if their bonuses are not all that people may want. The modules and better stats make them awesome regardless.
It makes the ASSAULTs versatile for battle and they may even give every class a run for their money as they will be the new Logi Slayer or Brick Scout that can suddenly do everything better than every other class (with the right module)GǪ but isnGÇÖt that what the ASSAULTs were meant to do? WerenGÇÖt the other classes supposed to sacrifice to take on another role? Not all roles are equal, but balance does not mean equality.
IGÇÖll work on some CPU/PG Calculations tomorrow to try to find that sweet spot where the MED frames can have the same CPU/PG and what percentages their Bonuses need to be at in order to accommodate such a move.
ThatGÇÖs all I got for now.
The Logi Code. Cross Atu for CPM1 - A logical choice
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Meee One
Algintal Core Gallente Federation
911
|
Posted - 2014.07.18 09:58:00 -
[786] - Quote
RedBleach LeSanglant wrote:A PROPOSAL I know that CCP must have data or ideas that justify certain setups. I am also pleased that there has been a move to rectify many subjects to create an evolving game that achieves a greater balance and immersion.
My beef is with the MED Frame inequalities (LOGI and ASSAULT). There is a tension between the two because there is a lack of definition with the ASSAULT type MED frame. The LOGI is well defined and remains unique and is in a good place that will be better with the proper slot adjustments. The difficulty in CCPGÇÖs position is that it has yet to make the ASSAULT Frames the defining go to suits. IGÇÖm sure that if IGÇÖm not outright just stealing the idea by not crediting authors it is only that I agree with your positions and wanted to emphasize them again, but I offer this suggestion that I like.
Defining the MED Frames The SLOT ADJUSTMENT is a good start, but too little to move the ASSAULTS to where they will be a dominating force. It hardly seems logical that a LOGI is the same ASSAULT suit that sacrifices base stats (EHP, potential, speed, shield recharge, stamina and recharge, etc.) and their side arm (mostly) then gets to carry all this great equipment AND have more high(H) and low(L) slots.
The ASSAULT will only stand out when there is a defining difference between the two frames that makes the choice for a slayer obvious and the choice for a support role obvious.
Make the ASSAULTs mean. THE H/L SLOT LAYOUT of each MED FRAME equal to each other or higher for ASSAULTS. THE CPU/PG is EQUAL or higher for LOGIS but each can fit all Proto MODS and Proto GEAR (LOGI EQ and ASSAULT LW, SA) Keep the LOGI stats as they are now. ASSAULT stats as they are now, but more HP as planned.
First the LOGI A LOGIGÇÖs power in MODules and EQuipment Here the slot counts are all Equal to 8, 10, 12. BUT not all should be the same GÇô keeping a little flavor with the equipment bearers is cool. (and I support the Logi bonus changes)
UNIQUE Logis GÇô (3EQ, Side Arm, Module Focus) AMARR SIDE ARM (Best Choice GÇô Unique)ORMODULE Focused (IFF Bonuses Change) S- 2H/3L/2E + Side Arm S- 3H/3L/2E A- 2H/4L/3E + Side Arm A- 3H/4L/3E P- 3H/5L/3E + Side Arm P- 4H/5L/3E
CALDARI SIDE ARM (Equality - another SA option)ORMODULE Focused (Unique) S- 3H/2L/2E + Side Arm S- 3H/3L/2E A- 4H/2L/3E + Side Arm A- 4H/3L/3E P- 5H/3L/3E + Side Arm P- 5H/4L/3E
EQ SPECIFIC Logis GÇô (4EQ) GALLENTE S- 2H/3L/3E A- 2H/3L/3E P- 3H/5L/4E
MINMATAR S- 2H/2L/3E A- 3H/3L/3E P- 4H/4L/4E
Delivers Logis with equal slot counts (side arm = 1 EQ) Keeps them equal in tier movements.
ASSAULTS: Capable of being the most unique and powerful force out there. Lets make them that way. AMARR EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
CALDARI EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 3H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 4H/2L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 5H/3L/1E + Side Arm P- 5H/4L/1E + Side Arm
GALLENTE EQUAL to logi ORBETTER - Logi loses 1H for 4thEQ S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
MINMATAR EQUAL to logi ORBETTER Focus - Logi loses 1H for 4thEQ S- 2H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 3H/3L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 4H/4L/1E + Side Arm P- 5H/4L/1E + Side Arm
IN this way The COST of not being an ASSAULT is always less modules. Logis gain equipment but loses stat and 1 module. Scouts gain speed and equipment but lose stats and modules. Commandos gain HP and another LW but lose grenades and modules. Heavies gain HW and HP but lose modules.
ASSAULTs will be the Maximum warriors even if their bonuses are not all that people may want. The modules and better stats make them awesome regardless.
It makes the ASSAULTs versatile for battle and they may even give every class a run for their money as they will be the new Logi Slayer or Brick Scout that can suddenly do everything better than every other class (with the right module)GǪ but isnGÇÖt that what the ASSAULTs were meant to do? WerenGÇÖt the other classes supposed to sacrifice to take on another role? Not all roles are equal, but balance does not mean equality.
IGÇÖll work on some CPU/PG Calculations tomorrow to try to find that sweet spot where the MED frames can have the same CPU/PG and what percentages their Bonuses need to be at in order to accommodate such a move.
ThatGÇÖs all I got for now.
You're an idiot. Logis have about 30 more eHP than their scout counterparts yet are slower than the more heavily tanked assaults.
And you want to screw logistics over even more?
If logistics had higher eHP than assaults or higher speed/regen then you wouldn't seem like such a moron.
It takes 5 module slots minimal for a logistics to equal an assaults base stats,the problem isn't slots the problem is equipment.
The only reason "slayer logistics" was/is a problem is because of our ability to carry gear and support.
Assaults want to kill and support,which is why most "slayers" moved to scouts.
CCP needs to herd these players into the mindset of kill -or- support, not kill -and- support.
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
628
|
Posted - 2014.07.18 10:13:00 -
[787] - Quote
Meee One wrote:RedBleach LeSanglant wrote:A PROPOSAL
RedBleach is Awesome
You're an idiot. Logis have about 30 more eHP than their scout counterparts yet are slower than the more heavily tanked assaults. And you want to screw logistics over even more? If logistics had higher eHP than assaults or higher speed/regen then you wouldn't seem like such a moron. It takes 5 module slots minimal for a logistics to equal an assaults base stats,the problem isn't slots the problem is equipment. The only reason "slayer logistics" was/is a problem is because of our ability to carry gear and support. Assaults want to kill and support,which is why most "slayers" moved to scouts. CCP needs to herd these players into the mindset of kill -or- support, not kill -and- support.
Logis are not meant to be equal to assaults. The role of the logistics class is to specialize in equipment. For that we pay price. If Logistics had Higher HP or Regen than assaults we would again be the Slayer Logis. Slayer Logi's were an issue when the bonuses offered supreme protection and out doing all the classes in their roles. Slayers moving to scouts is another signal that the Assault class is broken.
Your last point I agree with. I am moving to make that a reality by defining the roles.
You and I just have separate views on how to accomplish that. - I don't see buffing logis to be the best as solving the issue.
The Logi Code. Cross Atu for CPM1 - A logical choice
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Meee One
Algintal Core Gallente Federation
911
|
Posted - 2014.07.18 11:08:00 -
[788] - Quote
RedBleach LeSanglant wrote:Meee One wrote:RedBleach LeSanglant wrote:A PROPOSAL
RedBleach is Awesome
You're an idiot. Logis have about 30 more eHP than their scout counterparts yet are slower than the more heavily tanked assaults. And you want to screw logistics over even more? If logistics had higher eHP than assaults or higher speed/regen then you wouldn't seem like such a moron. It takes 5 module slots minimal for a logistics to equal an assaults base stats,the problem isn't slots the problem is equipment. The only reason "slayer logistics" was/is a problem is because of our ability to carry gear and support. Assaults want to kill and support,which is why most "slayers" moved to scouts. CCP needs to herd these players into the mindset of kill -or- support, not kill -and- support. Logis are not meant to be equal to assaults. The role of the logistics class is to specialize in equipment. For that we pay price. If Logistics had Higher HP or Regen than assaults we would again be the Slayer Logis. Slayer Logi's were an issue when the bonuses offered supreme protection and out doing all the classes in their roles. Slayers moving to scouts is another signal that the Assault class is broken. Your last point I agree with. I am moving to make that a reality by defining the roles. You and I just have separate views on how to accomplish that. - I don't see buffing logis to be the best as solving the issue. Logis are meant to be equal with assaults,just not at assaulting.
logistics isn't just some pee yellow suit made of garbage and tape (except for maybe the minmatar one :p)
logistics is the master support,not the assaults re.tarded cousin.
Assaults are (supposed) to be the master combat suit.
The problem is everyone is treating logistics like it's a dingleberry clinging to an assaults butt hairs.
When in all actuality,logistics is standing equal with assaults not lesser in any way.
No one respects logistics which is why fools like you post such stupidity as if you're a genius.
Logis deserve respect for choosing to set aside their own needs for the needs of their allies,not "well hurr logistics is s'posed te suck".
logistics deserves a buff,to either eHP or speed/regeneration.
logistics isn't second class and shouldn't be treated as such.
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Mejt0
Made in Poland... E-R-A
193
|
Posted - 2014.07.18 12:12:00 -
[789] - Quote
Every comment i read, it is : more hp,more hp, give us more hp!
You want hp? Go for heavy. Your logis already have 800+ehp, assaults needs bonuses,regen not again HP.
If you need heavys hp to med frame, youre bad.
-~-~-~-Caldari Loyalist-~-~-~-My CreoDron wont miss any of you
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Hawkings Greenback
Red Star. EoN.
185
|
Posted - 2014.07.18 13:02:00 -
[790] - Quote
Mejt0 wrote:Every comment i read, it is : more hp,more hp, give us more hp!
You want hp? Go for heavy. Your logis already have 800+ehp, assaults needs bonuses,regen not again HP.
If you need heavys hp to med frame, youre bad.
My logi does not roll with 800+ ehp & I suspect many others do not either. Have you ever tried to keep up with a heavy when you are plated upto the eyeballs ?
I have seen scouts with more hp than I have so please ( not just you ) stop generalising.
It is a simple concept really, make the assault suits better. The hard part is doing that without making all other classes useless.
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Deathonswift
SINISTER DEVELOPMENTS
6
|
Posted - 2014.07.18 14:33:00 -
[791] - Quote
Hawkings Greenback wrote:My logi does not roll with 800+ ehp & I suspect many others do not either. Have you ever tried to keep up with a heavy when you are plated upto the eyeballs ?
Ferroscale... If you're getting still getting shot up too quickly you're using the wrong logistics suit. Each suit has a stat tendency for different situations.
Darkness shrouds as Fire purges. I am the Wraith.
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Maken Tosch
DUST University Ivy League
8871
|
Posted - 2014.07.18 15:49:00 -
[792] - Quote
Well, it's about time you guys are looking into fixing the colors. I want my Scout 'Kindred's sexy red-n-white back.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Hawkings Greenback
Red Star. EoN.
185
|
Posted - 2014.07.18 16:04:00 -
[793] - Quote
Deathonswift wrote:Hawkings Greenback wrote:My logi does not roll with 800+ ehp & I suspect many others do not either. Have you ever tried to keep up with a heavy when you are plated upto the eyeballs ? Ferroscale... If you're getting still getting shot up too quickly you're using the wrong logistics suit. Each suit has a stat tendency for different situations.
Of course ferroscale.
Why would I be using the wrong suit if I am getting shot up too quickly ?
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
632
|
Posted - 2014.07.18 17:53:00 -
[794] - Quote
Meee One wrote:RedBleach LeSanglant wrote:Meee One wrote:[quote=RedBleach LeSanglant]
RedBleach is Awesome
Logis are not meant to be equal to assaults. The role of the logistics class is to specialize in equipment. For that we pay price. If Logistics had Higher HP or Regen than assaults we would again be the Slayer Logis. Slayer Logi's were an issue when the bonuses offered supreme protection and out doing all the classes in their roles. Slayers moving to scouts is another signal that the Assault class is broken. Your last point I agree with. I am moving to make that a reality by defining the roles. You and I just have separate views on how to accomplish that. - I don't see buffing logis to be the best as solving the issue. Logis are meant to be equal with assaults,just not at assaulting. logistics isn't just some pee yellow suit made of garbage and tape (except for maybe the minmatar one :p) logistics is the master support,not the assaults re.tarded cousin. Assaults are (supposed) to be the master combat suit. RedBleach is a Genius logistics deserves a buff,to either eHP or speed/regeneration. logistics isn't second class and shouldn't be treated as such.
You are right that Logistics is not a second class suit. But it must also pay a price to carry the equipment it does. If it and the assaults were the same, but the logi could also carry all that equipment there would be no need for an assault. There is a price for specialization into equipment - you either get it or you dont.
It really sounds like you just need to be heard and feel justified in you opinions. Very Well: Are LOGIs too squishy? Yes. Do they need a buff? Yes. But none of that is what I was addressing, I was addressing slot adjustments.
I have been a logi since the begining. Yes, so long ago... since the beginning before the open beta. Who Respects Logis? I do - dedicated alot of time to writing a guide for beginning logis. Who respecs to Logi? I did, every time the option was available. Who still plays logi? I do.
And I still think The slot adjustments will further define the roles and with a little buff later in the HP/Regen/Protection department maybe we can have a solid defense one day too like the other MED FRAME. This is still a FPS and logis must still be a viable choice for attacking as well has equipment handling/support.
The Logi Code. Cross Atu for CPM1 - A logical choice
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3812
|
Posted - 2014.07.18 20:01:00 -
[795] - Quote
Meee One wrote:RedBleach LeSanglant wrote:
RedBleach is Awesome
You're an idiot. (Followed by a lot more drivel. And another post with even more)
Just stop. RedBleach knows as much or more about being a logi as anyone, that certainly includes you. You will not win any allies or sway anyone's opinion spouting off like that.
Especially since what is apparently your basic premise is terribly flawed. Nobody ran "slayer logistics" because of the ability to use equipment. That was just the cherry on top.
(The godfather of tactical logistics)
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Zindorak
CaUsE-4-CoNcErN
147
|
Posted - 2014.07.18 20:56:00 -
[796] - Quote
I hope KInKats will have a lower fitting reduction. They are ridiculously hard to fit. 11 pg on the Militia version? thats BS |
knight guard fury
Carbon 7 Iron Oxide.
1126
|
Posted - 2014.07.18 21:41:00 -
[797] - Quote
RedBleach LeSanglant wrote:A PROPOSAL I know that CCP must have data or ideas that justify certain setups. I am also pleased that there has been a move to rectify many subjects to create an evolving game that achieves a greater balance and immersion.
My beef is with the MED Frame inequalities (LOGI and ASSAULT). There is a tension between the two because there is a lack of definition with the ASSAULT type MED frame. The LOGI is well defined and remains unique and is in a good place that will be better with the proper slot adjustments. The difficulty in CCPGÇÖs position is that it has yet to make the ASSAULT Frames the defining go to suits. IGÇÖm sure that if IGÇÖm not outright just stealing the idea by not crediting authors it is only that I agree with your positions and wanted to emphasize them again, but I offer this suggestion that I like.
Defining the MED Frames The SLOT ADJUSTMENT is a good start, but too little to move the ASSAULTS to where they will be a dominating force. It hardly seems logical that a LOGI is the same ASSAULT suit that sacrifices base stats (EHP, potential, speed, shield recharge, stamina and recharge, etc.) and their side arm (mostly) then gets to carry all this great equipment AND have more high(H) and low(L) slots.
The ASSAULT will only stand out when there is a defining difference between the two frames that makes the choice for a slayer obvious and the choice for a support role obvious.
Make the ASSAULTs mean. THE H/L SLOT LAYOUT of each MED FRAME equal to each other or higher for ASSAULTS. THE CPU/PG is EQUAL or higher for LOGIS but each can fit all Proto MODS and Proto GEAR (LOGI EQ and ASSAULT LW, SA) Keep the LOGI stats as they are now. ASSAULT stats as they are now, but more HP as planned.
First the LOGI A LOGIGÇÖs power in MODules and EQuipment Here the slot counts are all Equal to 8, 10, 12. BUT not all should be the same GÇô keeping a little flavor with the equipment bearers is cool. (and I support the Logi bonus changes)
UNIQUE Logis GÇô (3EQ, Side Arm, Module Focus) AMARR SIDE ARM (Best Choice GÇô Unique)..........ORMODULE Focused (IFF Bonuses Change) S- 2H/3L/2E + Side Arm................................S- 3H/3L/2E A- 2H/4L/3E + Side Arm ................................A- 3H/4L/3E P- 3H/5L/3E + Side Arm.................................P- 4H/5L/3E
CALDARI SIDE ARM (Equality - another SA option)......ORMODULE Focused (Unique) S- 3H/2L/2E + Side Arm ....................................S- 3H/3L/2E A- 4H/2L/3E + Side Arm .....................................A- 4H/3L/3E P- 5H/3L/3E + Side Arm .....................................P- 5H/4L/3E
EQ SPECIFIC Logis GÇô (4EQ) GALLENTE S- 2H/3L/3E A- 2H/3L/3E P- 3H/5L/4E
MINMATAR S- 2H/2L/3E A- 3H/3L/3E P- 4H/4L/4E
Delivers Logis with equal slot counts (side arm = 1 EQ) Keeps them equal in tier movements.
ASSAULTS: Capable of being the most unique and powerful force out there. Lets make them that way. AMARR EQUAL to logi........................ORBETTER - Logi loses 1EQ for SA S- 2H/3L/1E + Side Arm.............S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm.............A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm.............P- 4H/5L/1E + Side Arm
CALDARI EQUAL to log.........................ORBETTER - Logi loses 1EQ for SA S- 3H/2L/1E + Side Arm.............S- 3H/3L/1E + Side Arm A- 4H/2L/1E + Side Arm..............A- 4H/3L/1E + Side Arm P- 5H/3L/1E + Side Arm..............P- 5H/4L/1E + Side Arm
GALLENTE EQUAL to logi........................ORBETTER - Logi loses 1H for 4thEQ S- 2H/3L/1E + Side Arm.............S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm.............A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm.............P- 4H/5L/1E + Side Arm
MINMATAR EQUAL to logi........................ORBETTER Focus - Logi loses 1H for 4thEQ S- 2H/2L/1E + Side Arm.............S- 3H/3L/1E + Side Arm A- 3H/3L/1E + Side Arm.............A- 4H/3L/1E + Side Arm P- 4H/4L/1E + Side Arm.............P- 5H/4L/1E + Side Arm
IN this way The COST of not being an ASSAULT is always less modules. Logis gain equipment but loses stat and 1 module. Scouts gain speed and equipment but lose stats and modules. Commandos gain HP and another LW but lose grenades and modules. Heavies gain HW and HP but lose modules.
ASSAULTs will be the Maximum warriors even if their bonuses are not all that people may want. The modules and better stats make them awesome regardless.
It makes the ASSAULTs versatile for battle and they may even give every class a run for their money as they will be the new Logi Slayer or Brick Scout that can suddenly do everything better than every other class (with the right module)GǪ but isnGÇÖt that what the ASSAULTs were meant to do? WerenGÇÖt the other classes supposed to sacrifice to take on another role? Not all roles are equal, but balance does not mean equality.
IGÇÖll work on some CPU/PG Calculations tomorrow to try to find that sweet spot where the MED frames can have the same CPU/PG and what percentages their Bonuses need to be at in order to accommodate such a move.
ThatGÇÖs all I got for now.
this seems like a good idea but im not quiet sure though. but it does look like a way to go at it for tiercide
SP earned perday/week
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Greiv Rabbah
KiLo.
11
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Posted - 2014.07.18 22:25:00 -
[798] - Quote
CCP Rattati wrote:Malkai Inos wrote:The Nanite Injector WP scaling is great news. Is there any possibility of squeezing in tier based scaling for repair tools aswell? While to a lesser extent, they have the exact same problem of higher tiers being a clear downgrade in purely economic terms. Also, regarding OMS. Could you elaborate on why you believe further reducing the number of game modes, Pilots and AV infantry can participate in with their preferred playstyle, is necessary? Let me use a loaded question to articulate my concern: Would you say that non-AV capable infantry players require/deserve a vehicle free game mode for the sake of it, or is this decision purely driven by current balance issues and thus a (theoretically) temporary concession? Every single FPS game that I have played has a vehicle free TDM. I see no reason why DUST 514 should not have it. I am fine with vehicles moving to Dom and Skirm because they are objective based.
every single mmo i have played has a market, but that doesnt stop dust not having one. i think that removing a game mode that a specific class prefers just because other classes prefer not to be forced to play it doesnt make sense. it breaks the player experience by saying "you leveled up this way, so now you cant play the whole game" and that is AWFUL. let vehicles and AV run in OMS it makes sense and makes ambush MORE than just a deathmatch. just break up the queues so that infantry can select ambush and vehicles can select OMS |
Greiv Rabbah
KiLo.
11
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Posted - 2014.07.18 22:51:00 -
[799] - Quote
Dragonmeballs wrote:[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 *
* Installation buff, with a range and AI review, reduction of granted WP for destruction.
* Remove Ambush OMS or remove Vehicles from Ambush OMS]
Thank you for the communication Rattati.
The buff of the installation is good. Even making them indestructible before hacking is better (there shouldn't be a lot of risk free WPs as it hurts the game). A turret isn't a threat until it is in play but reducing the WP for destruction is counter productive. If installations were to be a leverage-able asset just like supply depots this hot fix could be a game changer.
Removing vehicles from OMS (assuming installations will still exist in OMS) will completely change the dynamic of OMS. The counter to strong installations is WP for destruction and/or the LAV/HAV. Ambush OMS could end up being a mode between Ambush and Skirmish. Instead of just running around in packs killing other mercs some thought would have be given to dealing with the installations as well. I think that would make things interesting!
Maintaining an installation also needs to be given some thought as well. Even if these things have increased health a proto forge gun or PLC is going to make short work of them. There needs to be an effective way to restore the health of the installation. Thoughts anyone? thoughts aside from giving ppl a reason to use axis rep tools or adding logistics vehicles back into the game? no, none.... |
Meee One
Algintal Core Gallente Federation
914
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Posted - 2014.07.18 23:07:00 -
[800] - Quote
RedBleach LeSanglant wrote:Meee One wrote:RedBleach LeSanglant wrote:Meee One wrote:[quote=RedBleach LeSanglant]
RedBleach is Awesome
Logis are not meant to be equal to assaults. The role of the logistics class is to specialize in equipment. For that we pay price. If Logistics had Higher HP or Regen than assaults we would again be the Slayer Logis. Slayer Logi's were an issue when the bonuses offered supreme protection and out doing all the classes in their roles. Slayers moving to scouts is another signal that the Assault class is broken. Your last point I agree with. I am moving to make that a reality by defining the roles. You and I just have separate views on how to accomplish that. - I don't see buffing logis to be the best as solving the issue. Logis are meant to be equal with assaults,just not at assaulting. logistics isn't just some pee yellow suit made of garbage and tape (except for maybe the minmatar one :p) logistics is the master support,not the assaults re.tarded cousin. Assaults are (supposed) to be the master combat suit. RedBleach is a Genius logistics deserves a buff,to either eHP or speed/regeneration. logistics isn't second class and shouldn't be treated as such. You are right that Logistics is not a second class suit. But it must also pay a price to carry the equipment it does. If it and the assaults were the same, but the logi could also carry all that equipment there would be no need for an assault. There is a price for specialization into equipment - you either get it or you dont. It really sounds like you just need to be heard and feel justified in you opinions. Very Well: Are LOGIs too squishy? Yes. Do they need a buff? Yes. But none of that is what I was addressing, I was addressing slot adjustments. I have been a logi since the begining. Yes, so long ago... since the beginning before the open beta. Who Respects Logis? I do - dedicated alot of time to writing a guide for beginning logis. Who respecs to Logi? I did, every time the option was available. Who still plays logi? I do. And I still think The slot adjustments will further define the roles and with a little buff later in the HP/Regen/Protection department maybe we can have a solid defense one day too like the other MED FRAME. This is still a FPS and logis must still be a viable choice for attacking as well has equipment handling/support. You might run a logistics suit,but you clearly don't respect it because you are suggesting another suit be better instead of equal.
let me give you an IRL example: -When transporting gems or money in large amounts,what type of vehicle is used? Answer? An armored car. (slow with high armor)
It's slow but it can survive heavy gunfire,now let us make a Dust comparison: -When transporting equipment in large amounts,what type of suit is used? Answer? A logistics suit. (slow with low armor)
See the point? Assaults are the tip of the spear,logistics is the shaft while scouts are thd notch that holds the tip in place,and heavies are the pomel.
Assaults are supposed to be good at 1 thing : killing. Logis are supposed to be the best/fastest hackers,and suppliers. (ya know master support) Scouts are supposed to be the best recon,not killers,and not hackers. (best stealth hackers) Heavies are supposed to be the best point defense,not the best killers. (Holding off an enemy doesn't mean killing them)
If assaults are buffed too much it screws over logistics. How? Because they are equals yet one is getting left far behind "bekuz et haz te be week fer assaults te keel better".
CCP look at scouts,they're weak yet people are using them far more than assaults,chew on that one far a while.
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knight guard fury
Carbon 7 Iron Oxide.
1126
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Posted - 2014.07.19 01:54:00 -
[801] - Quote
i think it would be best to give us the option o not being forced to equip a weapon, what could it possible hurt to give us an option to not have a weapon
SP earned perday/week
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
635
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Posted - 2014.07.19 05:01:00 -
[802] - Quote
knight guard fury wrote:i think it would be best to give us the option o not being forced to equip a weapon, what could it possible hurt to give us an option to not have a weapon
That could be fun, I know a few logis that are sworn pacifists that would love that option. Don't know if I could do it though.
John, Thanks for having my back o7
The Logi Code. Cross Atu for CPM1 - A logical choice
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JRleo jr
Xer Cloud Consortium
68
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Posted - 2014.07.19 05:06:00 -
[803] - Quote
knight guard fury wrote:i think it would be best to give us the option o not being forced to equip a weapon, what could it possible hurt to give us an option to not have a weapon You could always use a bp or flp...
Max level brony.
My special magic is trolling.
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The dark cloud
The Rainbow Effect
3633
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Posted - 2014.07.19 14:56:00 -
[804] - Quote
May i ask why you reduce the range on small rails? The optimal range is 200m and effective range is 300m (falloff with reduced damage!). This is a vital point for small railguns to engage other dropships in air to air combat. And sniper rifles have a range of about 600m so how can you even compare a vehicle turret to a infantry weapon? If there are scrubs complaining about it cause some guy parked a gorgon on a roof shoting infantry then they didnt even tried to fight back. |
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CCP Rattati
C C P C C P Alliance
4551
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Posted - 2014.07.19 15:06:00 -
[805] - Quote
Edited OP
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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PLAYSTTION
GamersForChrist
195
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Posted - 2014.07.19 15:08:00 -
[806] - Quote
KEEP AMBUSH OMS but remove vehicles and or make it its own option in battle finder.
If OB WP x2 means from 2500 to 5000 i think it should stay at 2500
And i think the WP for injectors should stay the same so that there is a reason for low level medics to want to heal you
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
Open Beta Vet 26mil sp
R.I.P Dust 514
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Mejt0
Made in Poland... E-R-A
196
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Posted - 2014.07.19 15:40:00 -
[807] - Quote
PLAYSTTION wrote:KEEP AMBUSH OMS but remove vehicles and or make it its own option in battle finder.
If OB WP x2 means from 2500 to 5000 i think it should stay at 2500
And i think the WP for injectors should stay the same so that there is a reason for low level medics to want to heal you
Thats bad. Why making av and veh users unable to play game mode? Maybe remove infiantry? You see how stupid it sounds?
Thats just stupid. I know people who have 25m + sp just in tanks, and they wouldnt play ambush only because noobs like you never tries to fihtg them back?...
PS. forgot to mention AV guys, but these real who have seriously invested sp into it.
-~-~-~-Caldari Loyalist-~-~-~-My CreoDron wont miss any of you
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richiesutie 2
The Rainbow Effect
885
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Posted - 2014.07.19 16:05:00 -
[808] - Quote
Mejt0 wrote:PLAYSTTION wrote:KEEP AMBUSH OMS but remove vehicles and or make it its own option in battle finder.
If OB WP x2 means from 2500 to 5000 i think it should stay at 2500
And i think the WP for injectors should stay the same so that there is a reason for low level medics to want to heal you
Thats bad. Why making av and veh users unable to play game mode? Maybe remove infiantry? You see how stupid it sounds? Thats just stupid. I know people who have 25m + sp just in tanks, and they wouldnt play ambush only because noobs like you never tries to fihtg them back?... PS. forgot to mention AV guys, but these real who have seriously invested sp into it. I think everyone would be totally fine with a vehicle only mode.....
compilation of Patch/build notes
Check it out! :)
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Adipem Nothi
Nos Nothi
3073
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Posted - 2014.07.19 16:05:00 -
[809] - Quote
CCP Rattati wrote: * Remove Ambush OMS or remove Vehicles from Ambush OMS
Victory in Ambush is no longer governed by vehicle count; this is a distinct improvement. I favor doing the same for OMS.
Ambush OMS matches tend to be a 'bit more tactical than regular Ambush matches. For example, at the start of an OMS match, a Scout does well to locate/flank the enemy and deploy Uplinks behind their line. The tactic is far less rewarding in regular Ambush, as the match is generally 1/3-1/2 over by the time your 2-3 Uplinks are in position.
OMS installations also make for more interesting combat. Supply Depots give defensive units (like Heavies and Logis) something to defend. If turret installations are improved (and vehicles removed), these emplacements could become valuable in slowing the momentum of hostile steamroll.
OMS has lots of potential. It would a shame to yank it on account of ADS/HAV.
Shoot scout with yes...
- Ripley Riley
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The dark cloud
The Rainbow Effect
3638
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Posted - 2014.07.19 17:14:00 -
[810] - Quote
CCP Rattati wrote:Edited OP thank you . You make me a happy incubus pilot cause i love dogfights vs pythons. |
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