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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1204
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Posted - 2014.07.10 04:08:00 -
[1] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in?
First, big kudos to Crazy Cat Lady for posting this up and starting the conversation.
Second, Change can be frustrating but may open up some opportunity for us Logi players.
Feedback on Hotfix Charlie possibly logo updates:
1) WP scaling for needles - spot on and long over due. I would propose a slightly different WP reward mechanism for consideration. Additionally, the nanite injector probably should be effected positively in some way by the Cal Logi racial bonus.
2) Speed nerd to Logi - bad call. The speed of the logi was never what made them a "slayer" the versatility and ability to increase damage or tank was the reason. I think you could actually make a decent case for slightly increasing the base movement rate of the Logi's but not increase the sprint speed since that is more useful in maintaining pace with heavies and scouts on the offense.
3) Evening out the number of modules - need more info on this one. This change, coupled with equipment slot changes, is a major overhaul and you might get close to "over homogenizing" the logi class if you aren't careful. Don't get me wrong, I'm very open to change but it must be carefully considered.
Possible smart ideas for consideration:
a) Require every equipment slot to be filled. Similar mechanic to requiring a weapon to be equipped; this will not harm logi's in any way since we are already filling the slots. It will, however, discourage folks from rocking all proto mods, weapons, and nades while leaving equipment slots.
b) Significant bonuses to sidearms. Let me be VERY clear, I'm not a proponent for requiring Logi's run sidearms but I'm OK with incentivizing us carrying sidearms. We could get a 5% reduction to CPU/PG use and 2% increase in Damage per level and that might very well be enough to incentivize fairly significant use of sidearms.
c) Look at opening up scaled bonus for equipment across all types. Basically you get the current racially assigned equipment bonus AND you get a smaller buff for the other equipment types.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1210
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Posted - 2014.07.10 15:03:00 -
[2] - Quote
Martin0 Brancaleone wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? How about NOT NERFING INJIECTORS WP? I was there when injectors were 40wp/revive and NOONE used them. At 25/50 wp? Being revived will be as rare as a miracle. An assist will give you the same wp as a revive, without needing to get yourself in danger/waste a equip slot/pg-cpu. With scouts having almost the same equip, better stealth, hp and speed and injectors having crap rewards logi will go extint. Have fun being drowned by people lamenting noone revive them.
I think a better way to look at WP for revives might be something like this: 1) you get a base WP award of 35 points per revive for all needles
2) Your WPs beyond the base revive are scaled based on the amount of HP you return to the revived player. Essentially you should get something similar to what you would get if you revived and repped a player up to x % HP.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1210
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Posted - 2014.07.10 15:27:00 -
[3] - Quote
One of the concepts I wanted to explore further with you guys is extended bonus beyond the primary racial equipment choice.
Several of us have mentioned it and i think it has a lot of merit if handled well. Any thoughts on proposals for how this might shake out?
Off the top of my head I was thinking something along the ideas of this:
Cal Logi 1) keeps current hive bonus (add increased effect for needles for Cal suits) 2) 2% decrease in spawn times from droplinks per level 3) 2% increase in rep tool range per level 4) 5% increase in range of active scanner per level
Gal Logi 1) Keeps current active scanner bonus 2) 1x additional spawn per level for drop links 3) 2% increase in rep tool effectiveness per level 4) 5% increase in nanite reservoir in hives per level
Min Logi 1) Keeps current rep tool bonus 2) 5% increased in dmg and blast radius of REs per level 3) 2% increase in nanite replenishment rate in hives per level 4) 2% decrease in spawn times from drop links per level
Amarr Logi 1) Keeps current drop link bonus 2) 5% increase in rep tool effectiveness 3) 2% increase in damage / blast radius for REs 4) 2% increase in nanite replenishment rate per level
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1211
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Posted - 2014.07.10 15:43:00 -
[4] - Quote
Guys...i might be looking for a couple hard core Logi Bro / Sis folks for the Biomassed show this weekend.
I'm looking for long time varsity level nominees to help represent the community... who do you folks want me to try and get on the show?
Ps... sounds like the Devs dig the show as well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1212
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Posted - 2014.07.11 03:38:00 -
[5] - Quote
Pokey Dravon wrote: You've got an interesting approach going on there Jay, let me brainstorm a bit on it. So below I've listed some of the most obvious choices for equipment and pointed out that each could get a bonus to 2 attributes.
Repair Tool: Range & Rate Scanner: Range & Precision Hive: Rate & Capacity Uplinks: Rate & Capacity Remotes/Mines: Damage & Radius
What if the suit got both bonuses for its racial equipment (Which would be what they have now) and then the full bonus for all others, but only on one of the two attributes. So for example: CalLogi +% To Capacity & Replenish/Repair Rate of Nanohives +% Precision of Scanners +% Range of Repair Tools +% Capacity of Uplinks
I'm also a personal fan of giving all Logi's fully bonuses to Remotes/Mines, I think its an interesting and fun mechanic to make the Logi's have their own form of AV but also be kind of the Tactician class by making traps and whatnot.
You idea is pretty sharp and perhaps the cleaner version. I was trying to maintain some distinct flavor for each logi and keep them distinct from each other...i also didn't want to lean too close to the "OP Line".
That said, I do like generally idea you are countering with...question (and I hate to ask) is your option a little too much of a buff? that's he only downside I see to your option.
Also...I am firmly in the camp that REs must be treated as equipment and not a weapon option. Giving logo's the bonus for RE's is a pretty legit idea. I would also tag them for equipment CPU/PG reduction like all other equipment.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1212
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Posted - 2014.07.11 03:39:00 -
[6] - Quote
Iron Wolf Saber wrote:
+1
Though I would hold off on any remote bonuses or proxy mine bonuses for the moment.
.....Aaaaannd cue the big change to RE's that CCP is cooking.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1212
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Posted - 2014.07.11 03:44:00 -
[7] - Quote
G Sacred wrote: Finally I would like to make a recommendation to CCP regarding Logistics. I think it is about time you gave the shield tanking bros a way to benefit from Logi besides Nanohives and revives. I would like to see some kind of shield transporting equipment. This coming from a Logibro who feels bad that he can't keep shield tanking teammates alive for long after they hit armor, and someone who plays a Caldari Heavy on occasion. Yes its nice having a logi bro rep me as I clear a room, and it has saved me occasionally. However, more often than not, I don't have enough reps on my armor to survive. .
Great call, +1.
This would give you more options for Rep tools essentially. Your options for rep tools could now have 3 factors you can balance when making equipment selection: armor rep, shield regen, vehicle reps. You could open up to having hybrids that do a bit of both as well.
Lot of possibilities with this one and it doesn't need to be an elaborate fix.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1212
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Posted - 2014.07.11 03:45:00 -
[8] - Quote
J4yne C0bb wrote:John Demonsbane wrote:Jaysyn Larrisen wrote:Guys...i might be looking for a couple hard core Logi Bro / Sis folks for the Biomassed show this weekend. I'm looking for long time varsity level nominees to help represent the community... who do you folks want me to try and get on the show? Ps... sounds like the Devs dig the show as well. I'm not exactly "varsity level", but I've been around the block a few times in my Amarr logi (major topic of the day, obviously) and I'd volunteer if I weren't working this weekend. So, I'd nominate Mortedeamor since she rocks the Amarr logi as well as anyone. (The other usual suspects would be CCL, Shayz, maybe RedBleach?) Yeah, RedBleach LeSanglant is a good choice, if only for his excellent primer The Logi Code.
RedBleach is pretty legit...great work in that thread.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1212
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Posted - 2014.07.11 03:46:00 -
[9] - Quote
John Demonsbane wrote:Jaysyn Larrisen wrote:Guys...i might be looking for a couple hard core Logi Bro / Sis folks for the Biomassed show this weekend. I'm looking for long time varsity level nominees to help represent the community... who do you folks want me to try and get on the show? Ps... sounds like the Devs dig the show as well. I'm not exactly "varsity level", but I've been around the block a few times in my Amarr logi (major topic of the day, obviously) and I'd volunteer if I weren't working this weekend. So, I'd nominate Mortedeamor since she rocks the Amarr logi as well as anyone. (The other usual suspects would be CCL, Shayz, maybe RedBleach?)
I'll have to put out the call then.
Mortdemor, Crazy Cat, John, Shayz...ping me on Skype or twitter and lets see if we can pull a couple of you on the show.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1215
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Posted - 2014.07.11 06:19:00 -
[10] - Quote
Pokey Dravon wrote:Jaysyn Larrisen wrote: You idea is pretty sharp and perhaps the cleaner version. I was trying to maintain some distinct flavor for each logi and keep them distinct from each other...i also didn't want to lean too close to the "OP Line".
That said, I do like generally idea you are countering with...question (and I hate to ask) is your option a little too much of a buff? that's he only downside I see to your option.
Also...I am firmly in the camp that REs must be treated as equipment and not a weapon option. Giving logo's the bonus for RE's is a pretty legit idea. I would also tag them for equipment CPU/PG reduction like all other equipment.
Entirely possible that it may be too much of an equipment buff, like I stated before I'd prefer each logi get full bonuses for 2 pieces of equipment, rather than a sweeping reduced bonus for all equipment. This is primarily because I think it makes them feel more unique from one another, rather than slightly better than the others at a particular equipment.
My idea was a bit more of a tiered buff with a Max bonus to primary racial equipment option, moderate to light bonus for the others.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1218
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Posted - 2014.07.11 14:17:00 -
[11] - Quote
501st Headstrong wrote:LEAVE. THE. LOGI. ALONE
There is no reason at all why they should be changed, unless it's to give the Amarr more CPU/PG. I demand a suit respec if Logis only can have Sidearms, and why nerf our speed? Do you realize that putting armor plates makes us slow enough?!
The cloak: haha lol I saw a Min Logi do that. Guess what, he died by a Militia Locus Grenade. The Cloak Logi is fine.
Just....focus on ANY other thing in the game...Please don't nerf me. Please? There aren't any slayer Logis anymore. If you die by a Logi and I out strafe your LW and sidearm, you got issues bro.
Furthermore, I kill because I have proficiency, you know, the thing Logis invest in, as well as Rapid Reload.
Slayer Logis exist when we put Core Focused Reps on each other. And Amarr Logis definitely are not the ones slaying these days.
Stay away from my logi, I'm begging you CCP
I think you might want to review some of the Hotfix Charlie notes from CCP Rattati. They are legitimately trying to optimize medium suits (Assautls / Logi) and I'm pretty sure the answer isn't to "Leave The Logi Alone".
CCP Rattati has already dropped the notion of lowering movement speed and after some pretty good forum kung-fu by ZDUB he might even be considering adding a sidearm to Cal Logi. He's also looking at adding equipment slots to Cal / Gal / Amarr.
No one is really looking at a nerf to logi suits....it's just a bit of the interconnected issue with making Assault suits better. The easiest answer to that is make Assaults better at offensive gameplay and Logi's better at supporting our team. None of that should equal a nerf...far from it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1218
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Posted - 2014.07.11 14:20:00 -
[12] - Quote
Alaika Arbosa wrote:Only change I saw that I would make was the reduction to CPU/PG for Light/Sidearm weapons. If it were up to me solely (which I know it isn't), I'd tie that to their racial weapons, they would still be able to fit other weapons, they'd just be less advantageously fitted than they would be if they fitted their racial weapons.
I really disagree with that. I think you should get a corresponding bonus to what the Assaults have which is a blanket CPU/PG reduction for LW. In fact, CCP Rattati is looking at a similar resources cost reduction for heavy suits.
Additionally...with the current array of sidearms you don't have anywhere near the parity that you have in the LW rifle class.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1218
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Posted - 2014.07.11 14:26:00 -
[13] - Quote
Good work, Pokey.
I really do think that REs need to be in the mix for Equipment.
I'll open myself up to some hate face but if you don't treat REs like equipment to incentives usage by logi suits then make the RE an option in the grenade slot - you have to choose one or the other.
The RE fits in an equipment slot but is skilled from the Weapons skill tree (same one as Grenades). I think the distinction needs to be made.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1219
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Posted - 2014.07.11 15:12:00 -
[14] - Quote
ZDUB...you hit the nail not the head.
Conceptually, the 4 logi suits should all be able to supply a baseline level of logi / team support that is optimized for their role. The flavor or specialization in the racial variances should give you the tactical and game play variety.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
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Posted - 2014.07.11 15:20:00 -
[15] - Quote
ZDub 303 wrote:Here are links to everything i've posted on the subject. While my suggestions are certainly not the only path we can take to finding balance between the different racial logistics suits, I hope my concerns have sparked enough discussion for people to get an idea of how fragile the equipment based nature of the logistics really is. ..... https://forums.dust514.com/default.aspx?g=posts&m=2251431#post2251431
ZDUB...I really like the thought process on this but I will offer two points and would appreciate your opinion:
1) Shouldn't you take into account the tank style preference in speed / HP discussion? Strikes me the that the shield-centric Cal / Min logi suits should be the "faster" suits that favor regen over buffer.
2) I think if you have a more combat oriented logi (3x EQ and L/S and less mod slots as you propose) then they should get a minor buff for a weapon or grenade usage? Nothing earth shaking, perhaps a fitting bonus or secondary weapon skill or even an extra grenade you can carry.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
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Posted - 2014.07.11 15:38:00 -
[16] - Quote
M1tch Rapp wrote:What if you had a light weapon slot on a logi, but the suits were bonused fairly heavily with sidearm bonuses?
I hate the idea of sidearm only, but I think the slayer logi thing is such a sticking point for many. The logi suits aren't being used as slayer platforms anymore by competitive players but maybe something like this opens up the possibility of rational talk about logi suits by the masses.
I think the sidearm bonus is more effective when you are only carrying one weapon since the LW will remain the primary weapon option for the logi (really any suit that carries LW / S). You would have to have a really serious bonus to the sidearm that essentially upgraded the sidearm to being at least as effective as the carried LW.
More grenades carried (no more than 2x extra) and and mild fitting bonus to weapons seem like it might be a little better option.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
|
Posted - 2014.07.11 15:57:00 -
[17] - Quote
ZDub 303 wrote:Jaysyn Larrisen wrote:ZDub 303 wrote:Here are links to everything i've posted on the subject. While my suggestions are certainly not the only path we can take to finding balance between the different racial logistics suits, I hope my concerns have sparked enough discussion for people to get an idea of how fragile the equipment based nature of the logistics really is. ..... https://forums.dust514.com/default.aspx?g=posts&m=2251431#post2251431 ZDUB...I really like the thought process on this but I will offer two points and would appreciate your opinion: 1) Shouldn't you take into account the tank style preference in speed / HP discussion? Strikes me the that the shield-centric Cal / Min logi suits should be the "faster" suits that favor regen over buffer. 2) I think if you have a more combat oriented logi (3x EQ and L/S and less mod slots as you propose) then they should get a minor buff for a weapon or grenade usage? Nothing earth shaking, perhaps a fitting bonus or secondary weapon skill or even an extra grenade you can carry. hm... So for the first question.. I might be a little confused on the question but here are my thoughts on it: Base stats for each suit already relatively define the speed and hp profile you should expect from each suit. The Logistics suits themselves have always favored buffer specifically because of their relatively low regen rates and move speed. You can't play a logi like a scout, you can't move/strafe as fast as a scout and you don't benefit from the increased base regeneration. These are the kinds of traits that define the capabilities of each class. A combat focused logi should always remain less capable in combat than a true combat centric class. Just like EVE, I don't necessarily believe that shield users should automatically be faster just because they use shields, but the nature of shields in Dust requires that you have to rely on your regeneration somewhat if you want to play on an equal field to armor based suits. This is a tough discussion in its own right, and i'm not sure it necessarily defines the logistics discussion. I will say this though... and you've probably already figured it out from my posts. If we normalize the capabilities of each logistics suit in terms of racial bonuses, then the most desired and viable logistics suit will almost automatically be defined by the state of armor/shield balance. As the current meta remains armor focused, I feel the Gallente suit will remain the most combat capable logistics suit, should they all be changed to have no sidearm. I do believe it makes more sense to have a shield focused and armor focused suit for each 'role' in the logistics field, which in line with the current meta. The Caldari remains a shield focused combat logi while the Min remains a shield focused support logi. The same thoughts apply to the Amarr and Gallente respectively. and for the second question: Absolutely not, the combat logi role I propose should never have a combat focused bonus. The combat logi is acting as a hybrid, and should absolutely pay the hybrid price for it. Logistics suits should always have logistics bonuses, the combat logi should still remain a logistics focused suit, just with more combat potential than a true 4 equip logistics. The price you pay for playing combat logi over, say, an assault or scout is that you receive no bonus for the combat focus of the play style. This is how you balance the 'Slayer Logi' problem. I hope that answers some of your thoughts.
In regards to the shield / amor tank question - that was in response to your comment that, broadly, the Cal / Amar should be slower and with more HP as opposed to your Gal / Min counterparts. The suit speed for example for the Gal / Cal is the same and they have the same raw HP value but with swapped shield / armor values. It sounded like you were talking about changing the base values of those suits which is where my question was generated.
In reference to the comment on not having combat related bonus for Logis...i see your point, however, I don't think it's as clear cut as that. The loss of the mod slots versus the pure support module doesn't make sense to me in relation to the other changes. The other piece of that is that if you are treating the Amarr and Cal as more combat logistics oriented suits they should get some minor fitting bonus for at least one of the weapon slots. The simple addition of a sidearm doesn't off-set things.
The fitting equipment fitting advantage of the GAL / Min suits would still overshadow the other two suits from an efficiency and effectiveness standpoint.
The other piece of that is that your premise (which i don't necessarily disagree with) is based purely on arbitrary racial equipment bonuses. Assuming the assault suits get a proper buff / optimization it might very well leave the Amarr / Cal logi suits in a bad spot. Not good enough to be true offensive options and not good enough to be high value team support. I think it would be a fine line in making those two suits drop much lower in the relative value...particularly at higher end play.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
|
Posted - 2014.07.11 16:00:00 -
[18] - Quote
M1tch Rapp wrote:
Being able to carry a sidearm where the proto fits like an ADV and gets a bigger clip or something. Giving you the further ability to fit a better tank while carrying proto equipment.
I'm not saying I like it, but gimping the module slots on the logi suit just seems like a terrible idea (not saying that's what you are proposing, just looking at other proposals). It's too damn expensive to carry 4 pieces of proto equipment on a glass cannon.
I don't think it will buy as much CPU / PG as you think....you would have to at least be able to trade the appropriate amount of CPU/PG to fit the requisite tier tank mod (buffer or regen).
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1222
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Posted - 2014.07.12 14:23:00 -
[19] - Quote
bogeyman m wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? Add visual identifier for the repairee that they are being repped.
This would be a pretty legit add that would help folks out quite a bit; you get a direction cue when getting hit..give one when getting healed.
If it's a relatively easy fix I strongly encourage CCP to look into it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1222
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Posted - 2014.07.12 14:28:00 -
[20] - Quote
Pokey Dravon wrote:Just had a thought, I remembered an interesting tidbit of information about the description of the Repair Tool and looked it up. Quote:"By projecting a focused harmonic beam into damaged materials, the repair tool channels construction nanites to return the targeted matter to its original state. Its on-board processor interfaces with a forward-facing sensor suite, instantly recognizing vehicles, devices, and personal armour based on microscopic manufacturer's tags. The beam, a bi-channel GÇ£hollow laserGÇ¥, simultaneously acts as both a containment field and transport medium for the nanite swarm, which works to sift unwanted particles from the structure, undo ionization, and reconstruct the atomic patterns of the material.
The repair tool has several design innovations, the most surprising probably being the incorporation of Amarr focusing crystal technology. Beyond that, the device also makes use of an advanced K7 nano static co-processor on par with Caldari planet side missile tracking systems and a 55x5 reverse current power cell configuration rarely used beyond self-sustaining Gallente drone units. The result is an elegant tool combining the best technology from several very different design philosophies." We've all assumed that the Repair Tool, being Minmatar, should be tied to the Minmatar suit. However if you want to play with the lore a bit, it's actually really tied to all 4 races. Now the reason the Minmatar Logi is considered the most useful in PC is because of the repair tool bonus. That being said, lets consider giving that bonus to all Logis as part of the role bonus, and replacing the current Minmatar bonus with the remote bonus I had mentioned before. So now all 4 Logis have the most popular bonus, and thus the choice comes down to personal playstyle based off of the racial role. Now we can stop there or we can add in a secondary bonus, thus giving each Logi 3 equipment they're proficient in. I've outlined these two options in the spreadsheet. Keep in mind for the Dual Bonus option, I just picked arbitrary pairs and are loosely based off racial themes when possible, so the pairs themselves are negotiable. https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1223
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Posted - 2014.07.12 14:54:00 -
[21] - Quote
Pokey - question on the proposed global rep tool bonus. Do you see all four races getting the same bonus or perhaps a Min / Gal with a rep range bonus and Amarr / Cal with an effectiveness bonus? (or some mix)
Either way the global or racially tuned option would work pretty well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
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Posted - 2014.07.12 15:32:00 -
[22] - Quote
ZDub 303 wrote:
Althought that would be interesting from a lore standpoint, it would probably be better to keep a some sort of role bonus like reps very similar. Maybe vary 1% either way, but making it a 'Logistics' Bonus would possibly be the correct option.
A global repair bonus for logis would definitely change a lot of what I'm discussing. I still like the idea of having two logis with a sidearm and two without, but that is because i've always really enjoying playing that kind of combat logi. Just enough equipment to support the squad with enough combat potency to keep up.
The common logi bonus using the rep tool probably would work better.
I actually think your idea of combat logi and support logi still works though. I run a Cal Logi as a full support logibro primarily and do see a lot of uses for the CQC sidearm...i'm just a little leery of giving up too much to simply secure a sidearm.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
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Posted - 2014.07.12 22:10:00 -
[23] - Quote
ZDub 303 wrote:JP Acuna wrote:Is it possible to give the G-I (STD) Gallente logistics some more hi/low slots? it only has 2 lows, too poor. At ADV it already has 2 hi's, 3 lows, why such a 'small beginning'? I don't even have a fitting with it. That is a general problem with std suits in general imo. We really need to push CCP to buff the slot count on STD/ADV suits to help decrease the currently incredible combat potential differences that exists between the tiers of dropsuits. [quote=Pokey Dravon][quote=Jaysyn Larrisen][quote=ZDub 303] I would be curious to get both of your guy's opinion on this. If we can run a shield transporter tool, then I could see a strong case for giving that to Caldari Logi suits. Then... for far more variety we go back to Logi Bro's suggestion and completely split this whole combat logi idea into separate types (i and II) of suits. We could make it look something like this perhaps ( a modification of Pokey's spreadsheet): I've copied what I think is Pokey's current line of racial bonuses, I don't agree with them as I still believe Logi's should focus on pure HP and while assault suits should prefer regen but I include them for completeness. I still believe we need about a 50% reduction to the ISK cost of proto level equipment. With it costing so little, I think the Medic type suits lacking a bonus wouldn't matter as much, as they could easily fit proto nanohives which do quite well without a bonus imo. As you can see, I'm trying to keep the number of bonuses a suit gets as low as possible to prevent buggy code and general implementation issues that we see a lot with suit bonuses. Comments?
First... ref STD/ADV dropsuits. I would honestly look at just dropping ISK prices across the board and eliminate the current STD level. I don't see that happening anytime soon but I figured I would put it out there.
I will say that running full-on Logi a very shaky financial edge. One bad game and you hemorrhage ISK...it's more efficient to run HAVs than logi suits in a lot of cases and that's a problem. If we reduced proto equipment with a flat 50% we would need to adjust ADV / STD / MLT as well. I'm not where I can get onto the Dust client to check prices but my gut tells me we would perhaps need to have more targeted or precise ISK reductions to bring things in line.
Ok, On to your comment on Type I and Type II suits. I was unfamiliar with idea so i'm coming into it cold and that makes it a nice mental exercise. I like the additional suit variety and if there were multiple specializations across the frames then I would be much more favorable to the concept. I don't think we can recommend splitting the logi class unless there are corresponding plans to do the same for other suit lines and that might be too big of a bite at the apple for CCP in regards to Dust at the moment.
Broadly - I'm a huge fan of having rep tool options that provide choices for us. I think you could even shape the bonuses quite a bit when you have those options. Of the top of my head I would look at something kinda like this:
Amarr / Gal - High efficiency / moderate range modifiers to armor rep and no modifiers to shield reps.
Minmatar - Moderate efficiency bonus both armor and shield reps and a high rep range bonus (similar to what they have now)
Cal - High efficiency / moderate range modifiers to shield rep and no modifiers to armor reps
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
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Posted - 2014.07.12 22:16:00 -
[24] - Quote
Hawkings Greenback wrote:Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit. That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus. The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ?
Good question.
This comes down to categorizing REs as equipment and treating it as such for game play and not a weapon (note that you skill them through the weapon skill tree). I would look at mild damage buff per level or perhaps a blast radius increase would be more viable.
If we want to categorize / incentives use of the RE as a weapon then you should have to choose whether to equip that OR a grenade. You'll also notice that the RE is one of the few items in the game that doesn't have any kind of bonus, perk, or buff from racial lines, skills, or modules.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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