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Thread Statistics | Show CCP posts - 2 post(s) |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3098
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Posted - 2014.07.11 14:58:00 -
[1] - Quote
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.
I have some serious concerns that we could find ourselves back in a situation where there is only one 'viable' logistics suit and the other 3 are purely for flavor/RP... I really don't want to see us fall back into that situation (Cal Logi, pre 1.4 anybody?)
https://forums.dust514.com/default.aspx?g=posts&m=2250052#post2250052
https://forums.dust514.com/default.aspx?g=posts&m=2251431#post2251431
https://forums.dust514.com/default.aspx?g=posts&m=2253127#post2253127
https://forums.dust514.com/default.aspx?g=posts&m=2253147#post2253147
https://forums.dust514.com/default.aspx?g=posts&m=2253428#post2253428 |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
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Posted - 2014.07.11 15:37:00 -
[2] - Quote
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. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
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Posted - 2014.07.11 16:05:00 -
[3] - Quote
So your first proposal is essentially a flattening of bonused, which is exactly what i'm worried about.
Why would I run Min Logi when I can get half that bonus on Gal Logi but with far better tank and slot layout?
These are the kinds of questions that theorycrafters and FOTM spammers will ask themselves. You are giving 60% of the rate bonus to Gallente, that last 2% per level is likely not worth it except for the few diehard reppers. The Gallente logi in your first proposal seems almost universally better to me than the Min logi.
I'm also not sure we need a general buff to the capabilities of proto equipment on the order of 10%-50% based on your stats. I also see such a large list of bonuses and all I can think to myself is how 80% of them will be broken on patch day... I discuss in one of my posts that we could just generally reduce the cost of proto equipment to encourage logis to use more of it and thereby increasing our logistics capability naturally, without adding in 12-16 new bonuses across four suits. Either way could technically work, but i kind of like my proposal better because it encourages specialization and diversity and it doesn't flatten the bonus differential between sutis.
The alternative you proposed looks better, although I don't think logi suits need EHP or any sort of combat focused bonus. Those kinds of bonuses just encourage the slayer logi condition. A well balance module layout and appropriate values for fitting resources is all that is needed for logis imo.
The secondary bonus effect still worries me though... look at your proposal for Min Logi... it pretty much renders Amarr Logi obsolete... especially if we normalize to 4 equip and no sidearm. Rep bonus and most of Amarr's uplink bonus? Sign me up! No reason to play Amarr Logi in this scenario, the nanohive capacity doesn't make up for it... Proto nanohives do just fine without a bonus.
These are my thoughts and concerns... I know not everyone feels this way... but its the way you think when you play hyper-competitively (PC level kind of stuff). "What gives me the most advantage over my opponent?" and then spam it until its nerfed... |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 16:19:00 -
[4] - Quote
Jaysyn Larrisen wrote: 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 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.
Okay yeah... So I see your thoughts there. The idea that a shield user should be faster than an armor user of the same type makes sense and is correct. I just think that support focused logis need the extra speed to offset a lack of offensive capability, they are supposed to move around and support the team where needed. I worry about giving too much speed to this idea of a combat logi just to ensure we don't overshadow the capabilities of the assault class persay. When I speak of these differences, they would probably have to be relatively minor... You might be right, variance in move speed may not be appropriate at all.
For the second part... keep in mind... with a loss of a module and an equipment slot, they should be doing quite well in the fitting department compared to Min/Gal Logis and have plenty of fitting space to fit decent weaponry without a fitting bonus.
Now... if these changes did go through and the community finds the combat potential of these logi suits to be lacking, then changes can be made in future hotfixes. This is an iterative process and things are never right the first time. However... don't underestimate the combat potential of a sidearm. I do quite well with the Amarr logi, despite it being labelled as one of the weakest logi suits, purely because I have a Min ASMG for CQC.
I think you would find that once sidearms are looked at in a future hotfix, this idea of a combat logi could be quite viable. Its not for everyone though, its all about variety of playstyles right? |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 16:42:00 -
[5] - Quote
Pokey Dravon wrote: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.
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?
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. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 17:10:00 -
[6] - Quote
Pokey Dravon wrote: 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.
Hm... I wonder if they could add bonuses like that.. like they do in EVE... it would certainly make things more interesting and give the basic frame skill a purpose.
It feels like its getting overly complex though... You're trying to figure out 12 bonuses where 4 might be okay. Does the tanking style of any one race really change all that much when you think about it?
I guess lets think about this and list out viable racial bonuses... 1. Armor Plate Bonus 2. Shield Extender Bonus 3. Shield Recharger Bonus 4. Shield Regulator Bonus 5. Armor Plate Speed Penalty 6. Shield Extender Recharge Delay Penalty 8. Armor Repair Bonus 9. Ferroscale Bonus (?) 10. Cardiac Reg Bonus (?) 11. Kinetic Catalyzer Bonus (?) 12. Myofibril Stim Bonus (?)
Those last 4 feel maybe a little specific... Same with targeting specific modules like Energizers and Reactive Plates... the Shield Extender Penalty may be kind of 'meh' as well.
You could consider making med and heavy frame bonuses the same and then have light frames be specific since they dont need any more focus on hp. That leaves you with 8.. much more simple. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3114
|
Posted - 2014.07.12 15:04:00 -
[7] - Quote
Jaysyn Larrisen wrote: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.
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' 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. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3115
|
Posted - 2014.07.12 21:06:00 -
[8] - Quote
Pokey Dravon wrote: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.
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? |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3115
|
Posted - 2014.07.12 23:27:00 -
[9] - Quote
Jaysyn Larrisen wrote:
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 can be 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 ISK cost 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
Correct, the prices of most equipment would need to be adjusted, but I do want lower end equipment to remain relatively similar in cost to now. This encourages the use of higher end equipment for the fits that can afford it (logis).
I would be really careful about adjusting rep bonus. When it comes to repairing, it's not about the race of the suit repairing but the race of the suit being repaired. We don't want to make certain suits undesirable to squads of x suit. Since racial logi suits are very expensive to skill into (SP Cost), forcing any dedicated logi to have to skill into many suits just to suit the squad they are running worries me. I also don't want these bonuses to define the suit so strongly. I can see where you're coming from in terms of flavor but I would say reduce the differences a bit. It keeps the flavor without making any one suit downright undesirable.
For example... Min could have its current 10% range bonus while Cal has 5% and Amarr/Gal have 8%. It's enough for flavor without going crazy.
I see your worry about bring type II suits to logi without ever having plans of doing type II to other suits.
We could consider a third spec off medium suits? Make these completely separate. Or rework this idea of combat logi into a second light frame suit, consider we will likely never see pilot suits.
I just love the idea of combat logi, I love my sidearm. I know it's not for everyone but I think it's a niche a lot of people would enjoy, even if it's just situationally. |
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