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Pokey Dravon
OSG Planetary Operations Covert Intervention
2249
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Posted - 2014.07.10 05:44:00 -
[1] - Quote
Alright there are a couple things at work here:
Role of the Logi I have always considered the Logistics to be the Support and Control class Dust, though not in the sense that many players think. To me, Logistics control the battlefield by providing spawn points, planting explosives, and hacking objectives. Support means Medical Support in the form of Rep tool and Injectors, Asset Support as in Nanohives, and Intelligence Support as in Scanners. But Logistics are also Combat Support, providing indirect and limited direct combat support to their teammates, which is why I fervently reject the GÇ£Sidearm Only LogiGÇ¥ because it severely gimps a key part of the Logi role, which is Combat Support.
Many will argue that Logistics Ships in EVE don't use guns at all, but I'd also argue that the logistics capabilities of of Logi suits is merely a fraction of what what Logistics ships in EVE can do. If Logi suits in Dust could completely out-rep and effectively negate incoming DPS like Logistics in EVE can, then I could support a sidearm only Logi. However, Dust Logistics fill a hybrid role, and as such a direct comparison is not very accurate.
That being said, the existence of the GÇ£Slayer LogiGÇ¥ is not so much a failure of the Logi being too good at killing, but rather that it's Assault brother isn't significantly better.
Survivability It is important to remember regardless of your role, you're useless if you're dead. Logistics have often been told that they need to be weak in order to be balanced but I disagree. If the support class is the easiest to kill and also has the most hindered offensive abilities in the game, it won't survive long enough to be considered useful. Don't misunderstand, I'm not advocating for the unkillable brick Logi's we had back in the day. However, the general survivability of the Medium Frame series as a whole (Logi and Assault) needs to be fairly consistent.
For those of you concerned about Slayer Logis, the concept I'm pushing is that while Logistics and Assault should have similar defenses, the Assault should be significantly better at killing, and thus would be the preferred slayer, whereas the logistics is still capable of surviving, it cannot dish out as much punishment as the Assault, and is such better suited for the Support and Control role.
Fitting The best way to make sure that both suits are viable in combat would be to give them very similar slot layouts and base stats. The Assault would likely have an extra slot as well as a slightly higher speed (I'm totally against the recent nerf to Logi speed, it should have stayed the same and given a speed buff to the Assault).
Currently Logi's have more resources to run their equipment, and more slots for flexibility. However in order to remain viable, they have to use those slots to compensate for dismally low base stats, and the fitting reduction bonus is simply too low. Considering a Proto logi will have 4 times more equipment than the Assault, yet its bonus only compensates for 25% resource reduction, the bonus is essentially a drop in the bucket. So now you have a suit which has to stack on tons of modules to stay alive as well as carry 2-3 more equipment than other classes, making is probably the most expensive suit to run in the entire game.
Required Equipment No other role requires you to equip something to play as it. The reason you're required to equip a gun/turret is because this is a FPS game, not a boxing game. Scouts are not required to fit a cloak, nor are Assaults required to fill all of their weapon slots, nor is a Sentinel required to use a heavy machine gun. Hard restrictions like forcing a player to fill all of their slots is distinctly NOT New Eden, and is a crude fix and bad game design.
Let's assume the Logi has similar PG/CPU and slot layout to an Assault, similar slots, but with 4 equipment instead of 1. The Logi has 2 choices here:
1. Equip no Equipment. His resources are still the same as the Assault and thus cannot equip any more defenses/off than an Assault (Lets assume the assault isnGÇÖt using equipment either), but also lacks a sidearm and offensive bonuses, thus making it about as survivable as an Assault, but with weaker offensive abilities and no support abilities.
2. Fill equipment slots. If we assume 25% reduction to equipment, the Logi equips 4 equipment for the cost of 3. At this point it's using the same resources to run 3 equipment vs the 1 equipment the Assault has, thus consuming resources that could have otherwise been put towards defenses.
Option 1 is what someone attempting to be a Slayer Logi would take, however as I outlined, he would gain no advantage by doing this, and this is a good thing. Option 2 is bad, because it hinders Logi's trying to play the support role but are getting screwed because their defenses are not up to snuff. Option 2 can be fixed however, and the issue lies in the rather weapon fitting bonus to equipment.
By doubling or tripling the equipment fitting bonus (50%-75% reduction), but giving Logistics similar PG/CPU to Assaults, their Effective PG/CPU is significantly higher, but only if they use equipment. Their Absolute PG/CPU is similar to Assaults though, so this offers Logi's zero advantage to not equipping equipment, but does not hinder or force Logis to fill their slots. Thus we have option 3.
3. Fill Equipment with 75% reduction bonus to equipment fitting. 4 Equipment costs similar to 1, the same as Assault. Remaining PG/CPU is similar to that of an assault, thus allowing the Logi to fit similar defenses, but lacking in sidearm/offensive bonuses makes them weaker offensively, but not useless.
I feel this is is the most balanced way to encourage equipment use by offering little advantage to not use it.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2249
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Posted - 2014.07.10 05:45:00 -
[2] - Quote
Equipment Bonuses I think that forcing players to only have bonuses to a single equipment but giving them 3-4 slots is kinda silly. Racial bonuses are sweet, but so are role bonuses. Logi's should be the best at using equipment, period, and even better at using their own racial equipment. I have two suggestions for reworked bonuses for equipment
1. Logi's get full bonus for their racial equipment, as well as full bonus for another race's equipment, such that each has a unique pair. For example Amarr: Bonus to Uplinks & Nanohives Caldari: Bonus to Nanohives & Scanners Gallente: Bonus to Scanners & Repair Tools Minmatar: Bonus to Repair Tool & Uplinks 2. Logi's get full bonus for their racial equipment, as well as a partial bonus for all other race's equipment.
I personally like 1 a bit more, but I imagine most will prefer 2. I'd be content with either option. On a side note, I'd actually like all Logi's to get some form of bonus to remote explosives and proximity mines. I feel it really suits their Control and Indirect Combat themes, and would certainly bring and interesting dynamic to those equipment.
Conclusion (Keep in mind I think more changes need to be made to all medium frames in general to properly balance them against Light and Heavy, however balancing Assault vs Logi is an important step as well)
- Logi's need similar survivability to Assaults. General defenses should be part of the frame suit, not the role. Variations will exist, but overall they should be similar
- Boost Equipment fitting bonus significantly (50%-75% reduction at level 5 instead of current 25%)
- Give Logi's similar slots and PG/CPU to assaults, but make their effective PG/CPU much higher, but only if equipment is used to take advantage of the larger reduction bonus.
- Expand bonuses for racial equipment to make it less restrictive.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2252
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Posted - 2014.07.10 06:15:00 -
[3] - Quote
John Demonsbane wrote: Pre 1.7 logis were the rage because assaults were no good, now scouts and heavies are the rage for the same reason. They do the same job as assaults, but better, and with the additional advantages of the other class. Strangely, by CCP logic, the answer to both scenarios is to nerf logis.
It comes down to a simple fact. If you want something to be good at something, give it bonuses to make it good at that something. Dont nerf everything else to reach the lowest common denominator. Assaults are the only role without a strong defining feature to hammer in the "THIS IS THE MOFO SLAYER SUIT" so people go to other classes instead. If you actually make the Assault perform like it SHOULD, then it will be its nature be better than the Logi.
I really dislike crude solutions like "oh, well, take away Logi's weapon" or "Force them to fill their slots!". Even with our limited developmental capabilities, there are far more eloquent (and often very simple) solutions to many of the problems we face.
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Pokey Dravon
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2256
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Posted - 2014.07.10 06:32:00 -
[4] - Quote
Dj grammer wrote: Right, we the logistics players only have the one light weapon. We are back-up not meant for frontline killing. I will ask people to do one thing. Spend all of your skill points into a logistics fit and tell me me how we are slayers. Also try to be an actual LogiBro. I will tell you right now it is not easy.
And its not even the one light weapon, if the assaults were kicking ass with damage buffs and weapon support skills, it would make them even better at the slayer role. And yes as was pointed out, the cost of a Logi suit is insane.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2267
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Posted - 2014.07.10 15:38:00 -
[5] - Quote
Terram Nenokal wrote:Instead of removing the sidearm from the amarr logi, why not give the gallente a sidearm too? I see both of these logi's in more of a toolbox role compared to the other two, and having a sidearm on them would give each side of the war a unique fighter style logistics role.
It's a tough call, but what is the Amarr logi's strength once the uplinks are down? Them having some teeth outside of their seemingly temporary logistics role gives mercs another secondary role after their job is done. They're still outclassed by assaults and commandos, even with the sidearm.
You could use that logic for the Caldari as well, once their hives go down, their bonus is useless. At least Gallente scanner or Minmatar repair tool cant be destroyed.
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Pokey Dravon
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Posted - 2014.07.10 16:11:00 -
[6] - Quote
Jaysyn Larrisen wrote: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
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.
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Pokey Dravon
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2271
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Posted - 2014.07.10 16:18:00 -
[7] - Quote
Iron Wolf Saber wrote:
+1
Though I would hold off on any remote bonuses or proxy mine bonuses for the moment.
Agreed, that would be a big much all at once, but it's something I'd like people to start thinking about at the very least.
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Pokey Dravon
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Posted - 2014.07.10 16:55:00 -
[8] - Quote
AngelflamesP wrote:Hey here is a proposal! after using small Rail gun turrets i have this to say... just like the Rail Rifle some shots taht you shoot do no register just like the rail rifle at one point I propose a fix for that and a new reticle for the weapon as well.
I'm a little confused on that that relates to the to topic of Logistics?
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Pokey Dravon
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2274
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Posted - 2014.07.10 17:56:00 -
[9] - Quote
SHANN da MAN wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? I have an idea, but I don't know if you can do it server side only ... Fill ONE of each Race's Logi Equipment slots with whatever YELLOW BPO Equipment (Similar to Starter Fit Yellow Modules) their Race is Bonused in: Amarr - Uplink Caldari - Nanohive Gallente - Scanner Minmatar - Rep Tool Make these Yellow BPO Equipment Modules the same Tier as the Logi Suit: STD Logi gets STD Yellow Module ADV Logi gets ADV Yellow Module PRO Logi gets PRO Yellow Module It's only one Equip slot, the others will still be empty for CPU/PG versatility This would allow you to maintain the higher CPU/PG required to Fit Logi Suits but would limit the ability of players to leave the Equipment slots empty and use the extra CPU/PG to build 'Slayer Logi's' (one Equip slot would always have something in it) It would also encourage players to use the equipment that the suit is bonused for, as it will be automatically fitted (like Starter Fittings). Players will still have the ability to cover the Yellow Module with a different or higher tier module so versatility isn't affected.
https://forums.dust514.com/default.aspx?g=posts&m=2250761#post2250761
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Pokey Dravon
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Posted - 2014.07.10 19:39:00 -
[10] - Quote
AngelflamesP wrote:Pokey Dravon wrote:AngelflamesP wrote:Hey here is a proposal! after using small Rail gun turrets i have this to say... just like the Rail Rifle some shots taht you shoot do no register just like the rail rifle at one point I propose a fix for that and a new reticle for the weapon as well. I'm a little confused on that that relates to the to topic of Logistics? I may be wrong but i do recall a dev saying about any propositions ;P
Context man. Context. lol
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Pokey Dravon
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Posted - 2014.07.10 21:55:00 -
[11] - Quote
843-Vika wrote:@Pokey Dravon
so let me get this straight.....
you want logis to have more reduction to equipment pg/cpu bonus?
for what reason?
so that a logi can now carry 2 different reping hives as well as 2 ammo hives, and on top of that be able fit high end shield and armor mods?
ummmmm............we had that already.......remember.........it was called 1.? ( forget which patch number it was ).................when it was impossible to kill a loge even with a point blank hmg
Overall their base resources would be reduced to that similar to the assault, so at most they would be able to fit slightly weaker defenses than an assault and the bonus would allow them to still fit a gambit of equipment. They would howerer be lacking in the offensive abilities that othe suits get, thus making them sub-part to the norm in terms of offense.
The reason the previous "Slayer Logi" issue was such a problem is because even with the equipment cost reduction, their base resources far exceeded that of other suits, allowing them to forgoe some equipment in exchange for stupidly high defense. The reduction of the base resources and the increase of the equiptment fitting bonus avoids this issue.
I'm not advocating that the logi have identical defenses to the Assault, but they need to be similar enough such that they can stay alive in high-fire situations with other units. I would tenitivly suggest the Assault have slightly more base resources, slightly higher speed, and 1 more slot on their main tanking set.
As for Hybrid tanking, I think in general medium frames need another pass as to discourage hybrid tanking, but that's something I'd tackle further down the line.
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Pokey Dravon
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2280
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Posted - 2014.07.10 22:23:00 -
[12] - Quote
843-Vika wrote:If they reduced the base cpu/pg of the logi suits then i would agree 100%, that would be a great idea. But since logi's have huge cpu/pg resources especially with the cpu/pg passive skills, giving them even lower equipment reduction bonus would be a bad thing.
Also think about how much cloaked scouts are a problem, now add in logis that can abuse cloaks as well. Since cloaks are equipment the cpu/pg would be greatly reduced for that as well.
To be honest anything you do to a logi will leave people the option to use it as a slayer instead of a support, and i think CCP is trying to get logi's to be more of a supportive role as they were intended to be.
Well that's kinda key to my proposal, the increase to the reduction bonus MUST be paired with a decrease to the current base PG/CPU, otherwise that would be overpowered as ****. I do apologize if that was unclear in my original post.
Also they're changing it so the Logi's equipment bonus does not work for Cloaks, so that is non-issue.
As for Logi slayers you can't really look at it the same way as you used to. Sentinels and Scouts were a lot weaker back then, then they got proper role bonuses and are now the primary suits used in competitive play because they got a lot better, whereas the Assaults and Logis were largly left behind. Keep in mind that survivability does not make a suit "A Slayer", it just makes it viable in competitive play. What DOES make a slayer are skills and abilities thats boost offensive capabilities, abilities which this proposale of Logi's do not have, but Assaults do.
Medium frames in general need to be balanced against Light and Heavy, and then differentiate their roles be giving Assaults additional offensive abilities, and Logistisics additional support abilities.
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Pokey Dravon
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Posted - 2014.07.11 05:38:00 -
[13] - Quote
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.
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Pokey Dravon
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Posted - 2014.07.11 06:44:00 -
[14] - Quote
Sounds good, I'm putting together a preliminary proposal we can all use as a starting point for some more concrete discussion about this. I'll hopefully have a link to the spreadsheet up here tonight.
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Pokey Dravon
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Posted - 2014.07.11 07:04:00 -
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Alaika Arbosa wrote:Pokey Dravon wrote:Sounds good, I'm putting together a preliminary proposal we can all use as a starting point for some more concrete discussion about this. I'll hopefully have a link to the spreadsheet up here tonight. Include something about profile triggers, please. What I mean by profile triggers is this: If enemy & within X meters & scan profile >Y, Prox goes boom Y = Profile Trigger Just in case you were wondering what I meant by that. If this were to be included, Prox could act as not only AV mines, but also as AP mines.
I think detection range of proxy mines would make an excellent addition to the Logi bonuses I was talking about and had planned to put it in there for a more mid-term addition. Glad to see others had the same idea.
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Pokey Dravon
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Posted - 2014.07.11 14:03:00 -
[16] - Quote
Here's a rough preliminary document we can use as a starting point:
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
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Pokey Dravon
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Posted - 2014.07.11 15:17:00 -
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Jaysyn Larrisen wrote: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.
Id consider this a short term, immediate change proposal. In general there are some fundamental changes I would make to how bonus progression works but that would need to be a philosophy applied to all suits, not just mediums. In the mid-term, absolutely add the bonuses for remotes/proxies.
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Pokey Dravon
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Posted - 2014.07.11 15:52:00 -
[18] - Quote
ZDub, your comment about overly flatlining the equipment bonuses is exactly why I preferd the one racial bonus plus a single secondary racial bonus that makes sense. Adding too many bonuses and the Logi's all start looking the game.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Added an alternative which I actually prefer (barring the need to add the remote/proxy bonus Id like as well)
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Pokey Dravon
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Posted - 2014.07.11 16:25:00 -
[19] - Quote
ZDub, I feel that general tanking mechanic should be determined by the frame and not the role. The Slay Logi is discouraged because the resources without equipment is less than that of an assault. That paired with the lack of offensive bonuses make it a pretty ****** faux-Assault. I think that the Logi needs to have some sort of survivability bonus to keep up with the assault, though not exceed it. Now if it was a slightly weaker version of the Assault's bonus, that's reasonable.
As stated at the time this is preliminary, so by no means is any of this a finalized idea in my mind. I purposefully left the secondary bonus in the alternative without a integer because I think it may be best to make it a weaker bonus, meaning that the racially appropriate suit will still exceed any secondary bonus the other suit may have.
Also as I stated off on the left there, Amarr Logi should retain it's sidearm, it's removal takes away much of its appeal.
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Pokey Dravon
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Posted - 2014.07.11 17:00:00 -
[20] - Quote
ZDub 303 wrote: I looked at the spreadsheet again and scrolled a little further right and noticed you intend to give those bonuses to the assault suits too. Your idea is more to reinforce the tanking style of each race and less about survivability of any specific suit type. I like that a lot actually... would this 'racial bonus' extend to all suits of a particular racial type? Possibly with lower values... 2% for lights, 5% for mediums, and 8-10% for heavies perhaps?
I could see a pretty convincing argument that logi base stats could be bumped up to (or close to) assault levels to help increase their survivability, especially if we normalize the slot layout between the two classes.
As to the comment on that... would it make more sense to make the Minmatar base recharge delay lower while giving them a recharger module bonus?
I do, personally, believe that Caldari would be very viable if they returned to a buffer tank type with an extender bonus. This reinforces that they perfer longer range engagements where shield hp is preferred somewhat over recharge rate?
Rep bonus on Gallente.. check - 100% agreed.
Armor plate speed penalty may not be that viable for an already terribly slow set of suits for Amarr... would an Armor plate value bonus make more sense? I always felt that Amarr are the EHP kings, slow but massive buffer tanks...
Actually I was kinda knocking around the idea that each of the 3 frames get their own "type" of tanking.
Mediums are Active tank and focus more on HP regeneration (Amarr is a bit of a black sheep here unfortunately) Heavies are Buffer tank and focus on having a lot of HP but unable to get it back quickly Lights are Speed tanked, low HP with decent regeneration but rely on getting behind cover and quickly flanking to avoid direct fire and combat.
Ultimately I'd like to tie these bonuses to the Frame skill itself, so for example instead of the Caldari Logistics getting the +5% to Shield Rechargers / Lvl of Caldari Logistics, it would be /Lvl of Caldari Medium Frames. This gives the Frame skill more of a purpose and also allows players to go into Caldari Assault, and start off with that same bonus to defenses right off the bat. Though you would need to do all frames at the same time, so I'm holding off on that for the moment and just tying the skill to the Logi skill.
As for the specific bonuses, I've been really conflicted on if the Caldari should get rechargers or if they should get regulators, and then the Minmatar getting whatever the Caldari doesn't use. The Amarr are tricky, I really wanted to avoid giving them more HP since as I outlined above, that's more of a Heavy thing. However the Amarr are the brick tanks of EVE, so I felt reducing the speed penalty allowed them to put more plates on, but didn't directly give them more HP. It is admittedly not an ideal bonus so I'm open to suggestions.
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Pokey Dravon
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Posted - 2014.07.11 17:40:00 -
[21] - Quote
Well my primary concern is making Heavies too self sufficient by allowing them to regenerate their massive base HP too quickly. Essentially I'm trying to encourage certain tanking styles with each frame, and trying to avoid adding raw HP since I think that's when things start to get really problematic.
I think reduction to the penalties of extenders/plates is pretty solid for the heavy brick tankers, speed penalty reduction for plates would be a wet dream for many Amarr and Gallente Heavies, same goes for the reduced recharge penalty for Caldari and MInmatar.
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Pokey Dravon
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Posted - 2014.07.12 07:18:00 -
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John Demonsbane wrote:Looks like I fell way behind on this discussion. RL strikes again.
My quick 2 cents:
1) We have to strictly avoid any offensive bonuses for logi suits. A sidearm, in and of itself, is a sufficient "bonus" to make an Amarr logi suit more combat-oriented than the others, all else being equal. Survivability bonuses are maybe a little different, but as we saw with the old cal logi bonus or the global inherent armor reps, supposedly "defensive" bonuses will often be highly desirable to slayers.
2) Any thoughts on my proposal of a small global logi bonus? I totally agree with zdub that pokey's proposal really makes the non-minmatar logi's even more obsolete, but if you made the additional bonuses small, what you really accomplish is making all the logi suits more desirable for support-oriented players than scout suits currently are.
1. I think the Amarr always kind of slightly fall off the edge of the role and blur the line with another, the Amarr Logi with sidearm is a good example of this as it has a sidearm like an assault but (albeit limited) gear like a Logi. I don't think its is necessarily a bad thing, as it appeals to those who may want a little of both worlds and are ok with less of a focus.
Keep in mind that the defensive bonuses I've outlined are also being given to Assaults who DO have offensive bonuses, meaning that while a Logi can put up similar defenses, the Assault will still "Out-Slay" them, meaning it will always be the superior slayer to the logi.
2. The problem really boils down to...how small? The bonus needs to be small enough so that each logi still feels unique, but strong enough so that people actually care. Like +1% to repair tool rate per level is a small bonus, but someone who wants to run as a Pocket-Logi Scout isn't going to really be turned off by that lack of 1%/Lvl bonus. So how much is enough? 2%? 3%? At that point it's pushing that Flatlined-Logi levels and we find ourselves at the previous problem.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
So we have the two options, the Flatline with a weak bonus across all equipment but threatens to make Logis feel too similar, and then the Specialist which gets two specialties, the primary being the full bonus and the secondary being either a full or reduced bonus.
We just covered the issues with the Flatline, so looking at the Specialist; Is it the concept of the dual bonus that you don't like? Or just the particular pairs that I whipped up? Also assume Amarr Logi gets to keep the sidearm.
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Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2306
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Posted - 2014.07.12 09:03:00 -
[23] - Quote
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
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Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2314
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Posted - 2014.07.12 18:53:00 -
[24] - Quote
Jaysyn Larrisen wrote: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.
Well one thing we should seriously look at is the possibility of a Shield Transporter Tool. I was talking to some dudes in CPM0 the other day to get a better feel for what is possible in terms of new asset creation, it basically boiled down to "As long as the behavior exists in the game's coding and it doesn't require new art assets, its possible that the item could be created. Now as I'm sure many of your are aware, when Logi LAVs existed, specifically the Charybdis, it had a Shield Transporter (Repair) Tool built in, and I think it even had the Blue Lightning instead of the Yellow for Armor.
Now if that code still exists, it may be possible to patch together a Shield Transporter Tool by using the behavior and effect the old Logi LAV had. If THAT is all possible, I might argue that certain Logi races should a bonus to to the Armor Repair Tool, and others to the Shield Transporter Tool.
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Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2014.07.12 22:09:00 -
[25] - Quote
Alaika Arbosa wrote: Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
The addition of a sidearm doesn't automatically make a suit suddenly be an assaulting class. Its fine to slightly blur the lines between classes because it adds diversity, just as long as those lines are not crossed. Adding a slight combat advantage with the sidearm while removing an equipment doesn't cross the line but it does provide players who want to push the edge of the Logi role a bit more with a playstyle that suits them. As I've stated before, I find the mentality that "Logi's are medical support only" to be very narrow minded and innacurate. I often run an injector on my Commando, am I then a "Not-Logistics Logistics"? Am I doing Commando wrong because I use equipment? I don't think so.
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 ?
I'm a little curious on your reasoning behind not liking the bonus? I'd also like to point out that I proposed Remotes as well as Proxy mines, making the Minmatar Logistics extremely good at indirect AV as well as battlefield control by allowing them to better lock down choke points. I'll add as a side note that I hate the "Ultimate Frisbee" playstyle with remotes, and would advocate some work to be done on them, specifically delay between deployment and detonation in order to make them more of a defensive tool and less of an offensive weapons against infantry.
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Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2014.07.12 23:41:00 -
[26] - Quote
Hawkings Greenback, yes some work on the remotes would need to happen. Primarily I see them being more as a push for the more indirect combat that the Minmatar and Logistics are known for, allowing them to set up minefields and traps to drastically reduce enemy movement and route them
Hawkings Greenback wrote: Had you considered the Minnie bonus to be for the nanite injector, my reasoning being that as a race they are the ultimate recyclers so no clone goes to waste & is brought back to life to be put back to use.
Nanite injectors are not widely used, and I dont think a bonus to them would really encourage the use of that suit.
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Pokey Dravon
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Posted - 2014.07.13 06:49:00 -
[27] - Quote
John Demonsbane wrote:Holy crap, it's a Checkmate sighting! Anyway, I found it. Actually only about 6 months old, it was an interesting read going back through those old threads from pre 1.7 to 1.8. A couple people pretty accurately predicted the rise of scouts and the death of medium frames, even before the final patch notes for 1.8. So, the bottom line is this: If you are seriously that concerned that logi's are going to infringe on the assault role (while inexplicably ignoring the massive contribution 1.8-era scouts made to the death of the assault), just go forward with another CPU/PG decrease and simultaneously increase the fitting bonus to equipment. Done properly, you should be able to make essentially the same exact support-oriented fitting you can now, but be very much hampered trying to make an offensively-minded logi fitting, as in the example I linked.
Yeeeep. Effective PG/CPU remains similar, but only when using equipment. Absolute PG/CPU is lowered to that similar of assaults, meaning at no point can a Logi out-class an assault in terms of defenses, but it comes close so its still able to survive, even if its offensive abilities are much lower.
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