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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3680
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Posted - 2014.07.10 05:59:00 -
[61] - Quote
Pokey Dravon wrote:Equipment BonusesI 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.
I've proposed choice 2 in other threads so naturally that's what I vote for. It should be the existing racial bonus, plus 1/4 of whatever the other 3 bonuses are, so at level 5 you get your own bonus at level 5 plus the other ones at the equivalent of almost level 2.
Your point about slayer logis only existing because assaults were not good needs to be repeated 1000 times and drilled into certain cement headed *coughiwscough* peoples heads.
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.
Crucial fact: NOBODY who loves Amarr weaponry uses the Amarr logi as a slayer suit. They all use the assault. Why? Because it actually has a good bonus!
(Shocking, I know.)
(The godfather of tactical logistics)
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Dj grammer
Red Star. EoN.
274
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Posted - 2014.07.10 06:13:00 -
[62] - Quote
Crazy Cat Lady wrote:The following changes to the Logistics role have been proposed as part of Hotfix Charlie. CCP Rattati wrote:Hotfix Charlie
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
I would like to know the Logistic Community's thoughts on these proposed changes.Most of us would likely agree with the WP for Injectors. Looking forward to seeing better quality needles on the field The speed reduction is not something I personally support. The logistics role has changed a lot since "Scout 514" and reducing our speed will make it even harder for us to keep up with and support our squad/team. I would not like to see that any slower. Dj Grammer: Agreed. Do not decrease Logi speed. They are the slowest of the medium frames. Do not decrease the speed even further. Increasing the equipment slots for Caldari and Amarr also makes sense now that scouts have two slots- it seems a bit odd that a logi and scout should have the same number of slots in the first place. Also the Cal never really got any special prize (like the side arm) for losing that extra slot. Looking forward to seeing some more Caldari Logi's if this change comes through. Disappointed that the uplink bonus on the Amarr suit is still not fixed. Rather than playing around with the side-arm of the Amarr Logi - I would have liked to see this addressed first. Overall, its super exciting that our role is getting some attention
Anyone claiming that Logistics class need a nerf because of slayer logistics users please leave this thread now. The slayer logistics died post 1.7 or when 1.7 dropped. Pre 1.7 it was on the rage because the assaults were horrible.
Instead of nerfing the Logistics and the actual Logistics LogiBro users how about...oh i don't know....BUFF THE FREAKING ASSAULT CLASS!?!?!?!?!!?!?
ANYWAYS CCP Rattati do not decrease the Logistics speed. They are slow post 1.8 to keep up with squads to give out needs such as nano hives, repairing armor, reviving downed teammates, and a lot more. Also keep in mind that we live in the DUST world of scouts and heavys. Giving the scouts the additional equipment slot means that they can play pseudo logistics while already making the assaults look pointless at the same time.
Instead of a nerf making the already baited logistics class easier bait by scouts and heavys, how about a buff for one?
why ccp?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2252
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Posted - 2014.07.10 06:15:00 -
[63] - 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.
Like my ideas?
Pokey Dravon for CPM1
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Thang Bausch
Pierrot Le Fou Industries
185
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Posted - 2014.07.10 06:25:00 -
[64] - Quote
Hell Destroyer wrote:hey i know people speced into the ammar logi for one of two reasons. 1 they liked the bonus to uplink spawn time .2 they liked the logi that had a side arm which you are trying to get ride of.... i think if you want to mess with all of that you might as well give a respec because that isnt fair to take away the side arm that they speced into the suit for. i know im going to get hated on for saying respec but that is a big part when I used my logi a lot saved me many times over. and people will also say a side arm is useless which is false when you run lazer weaponry you need to avoid the over heat so you flip out your side arm and get the kill. again now you are going to say you are running it to slay but it is defensive.
I am not speced into amar logi, but I totally agree that they should get the option to respec. The sidearm always struck me as a nice feature that let people choose a logi that was closer to an assault, and I could see people choosing this logi for that very reason.
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Dj grammer
Red Star. EoN.
274
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Posted - 2014.07.10 06:27:00 -
[65] - Quote
Pokey Dravon wrote: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 at killing ****. 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.
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.
why ccp?
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
179
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Posted - 2014.07.10 06:30:00 -
[66] - Quote
The slaylogi tears were stupid. If a logi decides to kill and not follow a heavy all day like a dog, that's his choice. As long as he's dropping nano reppers and supporting a team, I didn't see a problem. When I logi'd, I maimed and murdered on the battlefield and I stopped for hurt mercs to give them support. I like to kill reds and support blues. What's the big deal about that? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2256
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Posted - 2014.07.10 06:32:00 -
[67] - 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.
Like my ideas?
Pokey Dravon for CPM1
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Iron Wolf Saber
Den of Swords
15845
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Posted - 2014.07.10 06:38:00 -
[68] - Quote
I like you pokey.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Stile451
Red Star. EoN.
344
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Posted - 2014.07.10 06:55:00 -
[69] - Quote
I am not going to be happy if I lose my sidearm slot on my Amarr logi.
I-Shayz-I wrote:Amarr Logi bonus is working correctly as the uplinks revert to their normal times when the player dies or switches suits, but will return back to their enhanced times when the player is in the Amarr Logi. From what I remember a dev saying a while back the bonus was supposed to be attached to the suit that dropped it, not the current suit. In any case the uplinks still don't get the bonuses sometimes even when I'm wearing an Amarr logistics suit. |
Jace Silencerwolf
Outcasts For Hire
2
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Posted - 2014.07.10 07:09:00 -
[70] - Quote
Jack 3enimble wrote:Give the Cal logi its old CPU and PG back. only if they lose a low slot or people like usuckatdust will use it as a slayer again (he runs a proto caldari logi with 588 shield and 624 armor with a kaal rail rifle and I think 1-2 compact hives) |
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J4yne C0bb
Molon Labe. General Tso's Alliance
424
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Posted - 2014.07.10 07:36:00 -
[71] - Quote
I really don't think logis are the problem these days, so i don't know where all this is coming from, but to address some of the points:
1) Remove Amarr logis sidearm slot: I'm not skilled into one, but I have to say, I'd be pretty pissed if I were. I wouldn't frak with this, Rattati. It's a nice suit that fills the roll of "combat engineer", a logi that doesn't focus on rez/rep/resupply -- would be sorry to see that option taken away. I've considered skilling into one to carry swarms or mass driver, but still do logistics. The only reason I can see removing it is that now you can do all this with the Commando class now, but still, it's nice to keep.
2) Speed reduction: No. Why? Whose complaining about how fast logis move? And further, logis need to be able to keep up with their squad; you know, the thing they are supposed to be, well, supporting? I don't see any good reason for this.
3) Remove cloak bonus: Meh. Does any logi actually run cloaks anyway? I can fit one on my Min suit, but all you are is a blurry thing with a big red arrow over your head to any scout in the area. Remove, don't remove, who cares? We got way bigger fish to fry.
4) Equipment slots: Yeah, just give all logis 3, 4 at proto for all but Amarr, if they get to keep their sidearm -- that's the tradeoff, you get a sidearm, but no 4th equipment slot.
CCP Rattati wrote:Any more smart ideas that we can slot in? I like Jaysyn Larrisen's ideas regarding all logi EQ slots being filled, which I think is probably a pretty good guard against future slayer-logi abuse; also a logi sidearm bonus. I'd consider running a N7-A or M209, if it meant I had more room for advanced or proto EQ. But give me the option, don't just take it away. The reason logis run light weapons is to stay competitive on the battlefield, so I still want that option if I want it.
You can probably consider removing Light Weapons for heavies now, but I don't think it really matters anymore -- you'd have to be dense to run L on a heavy suit now, when the Commando bonuses to L are so much better.... but if you want to be a dummy, you should be free to do so.
If you do anything with heavies, you could probably consider adjusting CPU/PG requirements on the suits. It's way too easy to fit proto weapons/modules on an advanced suit, which I think is the source of much of the heavy qq these days. If you want to run Boundless on an advanced suit, you shouldn't be able to run complex modules either... fair's fair. Don't frak with my turn speed though, it didn't work the last time we did it.
Min Logi | aka Punch R0ckgroin, fatboy
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Guiltless D667
42
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Posted - 2014.07.10 07:37:00 -
[72] - Quote
I don't see any justification to lower the speed of logi where in the minmatar logis case is one of this selling points,it just looks like a nerf you just threw in there to be honest and if assaults are going to be potentially faster than logis by comparison with armor anyway, why do it? I really don't care for removal of the cloaking bonus on logis since the concept of a stealth piece of equipment being used on a logi for stealth never sat right with me,that's what scouts are for.
WP spread between needles I can see is logical, giving incentive to spec into higher tier needles,just mean less Wp for my cheaper suits where I skipped putting a high tier needle to save space but was counterbalanced by a decent quality rep tool.
"Move all logistics to the same number of Equipment slots per tier...." Q:So do all logis get 3 slots through all tiers or 4 compare to scout's 2.commando's 1 and assault's 1? See a pattern here?
"....Same total of high and low slots as well per tier." Q:Will CCP be changing the configuration of H/L slots if the total H/L slots for all logi suits are all the same before Charlie?
A Strange Game.
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
182
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Posted - 2014.07.10 07:44:00 -
[73] - Quote
If people are so concerned with slayer logis then here's an idea: how about we remove ALL weapons from the logi dropsuit? Boom, no more "slayer" logi. |
J4yne C0bb
Molon Labe. General Tso's Alliance
424
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Posted - 2014.07.10 07:59:00 -
[74] - Quote
Mikey Ducati wrote:If people are so concerned with slayer logis then here's an idea: how about we remove ALL weapons from the logi dropsuit? Boom, no more "slayer" logi. What's your point here? Those early days of 1.0 were fraking miserable for everybody but Cal logis, and you know it. No one wants to see that crap return.
The Cal logi suit was ridiculous in the amount of CPU/PG it had -- which is why I suggested that heavy be looked at, cause I suspect it might be the same problem. I've got core to 5, and cpu and engineering to 2, and I can fit just about anything I want on an Amarr heavy suit.
Min Logi | aka Punch R0ckgroin, fatman
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
184
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Posted - 2014.07.10 08:21:00 -
[75] - Quote
Miokai Zahou wrote:Mikey Ducati wrote:Miokai Zahou wrote:
Name calling just proves you have no counter to an argument so I'll just take my leave and say that you're idea is wrong and you should feel bad.
The only counter I am offering is intelligence. Not even that, its just basic common sense. Some things I figured should go without saying. In other words, there should be an understanding without taking the time to explain the simplistic. Yes, a merc should be able to customize as long as its is well within the guidelines.. An assault cannot fit a HMG because of its powergrid costs. Meaning, the suit powers the weapon. The suit also uses CPU to process its functionality, where the CPU cost come in. We haven't even discussed the weight and heat matters. But a sentinel can fit a RR. Because the weapon's CPU and PG costs are not as high. The weight is light. Weapon heat is not a problem. So I responded the way I did because lets just be honest, you wanted to be a smart butt about it. Oh and why you quoted the post that was made to respond to the other guy? Is that your alt? I'm not being a smart but about it. Your idea is just plain wrong. The hmg doesn't take up very much cpu or power grid to use at all for an assault suit (after cpu/power grid mods if your not maxed out in the skills) I'm countering your logic about 'everything should be customizable' which thid stament is a false perception. What is happening here is that you want the heavy suit to fill out both the slayer role and the tanker 'I kick your ass with a hmg' role. Lets think logically then. A heavy suit was designed to carry weapons that no normal suit can via an exoskeleton hence why they have such a tremendous amount of health points but the down side is that the suits design means that it shouldn't be able to carry light weapons (or side arms) due to the large scale the hands/arms/whatever need to be to hold said heavy guns. In the beginning there was only a few roles in dust which is the scout class, assault class, logi class and heavy class. Then came the commando a little later on down the track. Now back then the heavy class was only meant to use the light weapons for range combat as a place holder until longer ranged heavy weapons came in - but didn't due to stuff. With CCP Rattati making roles more defined it only makes sense logically that the commando suit fills the role of the 'heavy with the light weapon' and not the Sentinel. Tl;dr your wrong because you love your Sentinel and light weapon combo and should feel bad. Also I'm no alt nor is the guy/girl I just defend people when I feel like it. I hope that too many words in one post doesn't hurt your head as you seem to fail at understanding what the 'H' stands for in the Sentinel suit fitting section.
They have a tremendous amount of HP because they are point defenders. Why they are given a 50 caliber weapon in the first place.
You're arguing to "win" on the internet and its stupid. I just explained to you why the all weapons can fit on the Sentinel as opposed to Assault that cannot handle a HMG.
Also, you're making assumptions. I use a sentinel, yes. But I do not use my Sen with a RR. My Sen only carries FG and HMG. If other people choose to do so, I don't get upset that they are doing it. I just make a personal mockery of them by killing them. Simple as that.
Again, players need to understand that because you might choose to make a set up a certain way doesn't mean the next player will do so. It's fairly simple to kill a Sentinel with a light weapon. In fact, it can be argued that the light weapon puts them at a disadvantage. That is, if you know how to exploit it. But that's for you and others to find out. Maybe read the Art of War or something.
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
184
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Posted - 2014.07.10 08:25:00 -
[76] - Quote
J4yne C0bb wrote:Mikey Ducati wrote:If people are so concerned with slayer logis then here's an idea: how about we remove ALL weapons from the logi dropsuit? Boom, no more "slayer" logi. What's your point here? Those early days of 1.0 were fraking miserable for everybody but Cal logis, and you know it. No one wants to see that crap return. The Cal logi suit was ridiculous in the amount of CPU/PG it had -- which is why I suggested that heavy be looked at, cause I suspect it might be the same problem. I've got core to 5, and cpu and engineering to 2, and I can fit just about anything I want on an Amarr heavy suit.
My point could be found in my post quite simply. I don't speak in riddles. If people hate the slayer logi so much...better yet for your understanding of my point...if people despise slayer logis then the weapon should be removed since its so highly frowned upon with the general discussion community that a logistics players can actually kill too.
I see no problem slayer logis because I have been killed by everything in Dust before. So why does it matter that there are "slayer logis"? I like a guy who can give me reps and then drop the rep tool to pop some melons with me near the frontline.
Not trying to be smart, but do you understand my point now? |
J4yne C0bb
Molon Labe. General Tso's Alliance
424
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Posted - 2014.07.10 09:25:00 -
[77] - Quote
Mikey Ducati wrote:J4yne C0bb wrote:Mikey Ducati wrote:If people are so concerned with slayer logis then here's an idea: how about we remove ALL weapons from the logi dropsuit? Boom, no more "slayer" logi. What's your point here? Those early days of 1.0 were fraking miserable for everybody but Cal logis, and you know it. No one wants to see that crap return. The Cal logi suit was ridiculous in the amount of CPU/PG it had -- which is why I suggested that heavy be looked at, cause I suspect it might be the same problem. I've got core to 5, and cpu and engineering to 2, and I can fit just about anything I want on an Amarr heavy suit. My point could be found in my post quite simply. I don't speak in riddles. If people hate the slayer logi so much...better yet for your understanding of my point...if people despise slayer logis then the weapon should be removed since its so highly frowned upon with the general discussion community that a logistics players can actually kill too. I see no problem slayer logis because I have been killed by everything in Dust before. So why does it matter that there are "slayer logis"? I like a guy who can give me reps and then drop the rep tool to pop some melons with me near the frontline. Not trying to be smart, but do you understand my point now?
Alright, fair enough, I probably came on a little strong there.
But the problem with this is game balance -- you shouldn't be able to perform those roles equally, not by way of suit stats, at any rate. Being powerful in one area should result in being deficient in another. You shouldn't be able to rez, rep, and resupply, and also murder everything that moves, and be able to tank your suit, otherwise there's no point in playing other roles, or even having them. By that same token, we may as well just remove all the medium suits except one, and let people fit it any way they want.
And if you like logis who are not afraid of the front lines, and know how to both rep and pop a cap in someone's ass, hit me up sometime, I'll roll with you :)
Min Logi | aka Punch R0ckgroin, fatman
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Hawkings Greenback
Red Star. EoN.
159
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Posted - 2014.07.10 09:32:00 -
[78] - Quote
I like Pokey Dravons idea.
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1255
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Posted - 2014.07.10 09:35:00 -
[79] - Quote
This is F**King stupid guys!
WHAT ARE YOU ALL TALKING ABOUT!? to be honest I am not too sure why the logi is even being discussed, I thought the assaults needed a little love guys..
PLEASE DO NOT PUT IDEAS INTO CCPs HEAD LIKE THIS YOU BUNCH OF MORONS
LEAVE THE LOGI ALONE..the only thing wrong with any logi is the post-nerfed cal logi since like 1.2 or whenever. The CPU nerf really damaged that suit, so much it was a dead suit in my inventory up until the most recent dropsuit respec. I found somebody making sense of what to do with it https://forums.dust514.com/default.aspx?g=posts&t=167784&find=unread
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
Logi mk.0 - Commando gk.0 - Scout gk.0
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
187
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Posted - 2014.07.10 09:39:00 -
[80] - Quote
J4yne C0bb wrote: Alright, fair enough, I probably came on a little strong there.
But the problem with this is game balance -- you shouldn't be able to perform those roles equally, not by way of suit stats, at any rate. Being powerful in one area should result in being deficient in another. You shouldn't be able to rez, rep, and resupply, and also murder everything that moves, and be able to tank your suit, otherwise there's no point in playing other roles, or even having them. By that same token, we may as well just remove all the medium suits except one, and let people fit it any way they want.
And if you like logis who are not afraid of the front lines, and know how to both rep and pop a cap in someone's ass, hit me up sometime, I'll roll with you :)
Cool, sounds like some fun. |
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Pvt Numnutz
Prophets of the Velocirapture
1685
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Posted - 2014.07.10 09:52:00 -
[81] - Quote
o7 crazy cat, I recently speced into C-logi and am thoroughly enjoying the role. I have my adv suit and nanocircuitry to 4, unfortunately I'm gonna have to get some more fitting skills before I go on to 5. Just for the record, I'm not being a slayer logi or a hive spammer, I follow my squad and keep them well stocked for the next push (or at least try, I'm still getting use to the role ) I also serve on the line though though in more of a long range support capacity with my RR as I'm much weaker.
Anyway, from what I have experienced so far my only gripe is about the reduced speed. Its pretty hard to keep up with my assault counterparts as it is and deliever them the supplies or revives they need. Moving at the speed of a heavy would be fine for a M-logi (tho it wouldn't make lore sense) because his bonus is to reps, but my cal logi serves medium frames just as much as heavies, sometimes even more so. The speed that I move at now is fine, I require some cover fire when moving to a contested area but I am worth the attention if their clips are running low or need some armor, or both. I feel that if I was any slower I would become more of a liability to my squad rather than a sight for sore eyes. |
Scar Scrilla
Escrow Removal and Acquisition Dark Taboo
275
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Posted - 2014.07.10 09:54:00 -
[82] - Quote
No matter what, if you are really taking away the sidearm from my Proto "CombatLogi" at least give us a triple SP event (cuz a respec is not gonna happen) as incentive please. Cuz for me, the sidearm-believe it or not- was one of the two reasons to skill into A-Logi way back almost a year ago.
As the suit's description says: ... " it is also the only Logistics suit with a sidearm".
Why nerf diversity?
"Si tacuisses, philosophus mansisses"
"Go and hack the letter(s)" - UN1TE
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Mortedeamor
Amarr Templars Amarr Empire
1799
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Posted - 2014.07.10 10:14:00 -
[83] - Quote
Crazy Cat Lady wrote:The following changes to the Logistics role have been proposed as part of Hotfix Charlie. CCP Rattati wrote:Hotfix Charlie
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
I would like to know the Logistic Community's thoughts on these proposed changes.Most of us would likely agree with the WP for Injectors. Looking forward to seeing better quality needles on the field The speed reduction is not something I personally support. The logistics role has changed a lot since "Scout 514" and reducing our speed will make it even harder for us to keep up with and support our squad/team. I would not like to see that any slower. Increasing the equipment slots for Caldari and Amarr also makes sense now that scouts have two slots- it seems a bit odd that a logi and scout should have the same number of slots in the first place. Also the Cal never really got any special prize (like the side arm) for losing that extra slot. Looking forward to seeing some more Caldari Logi's if this change comes through. Disappointed that the uplink bonus on the Amarr suit is still not fixed. Rather than playing around with the side-arm of the Amarr Logi - I would have liked to see this addressed first. Overall, its super exciting that our role is getting some attention
1 the amar logi has 3 equipment ...thats 1 more than the best scout 2 the amar logi is not speed tankable..its not viable sure you could make it go fast..but at the sacrifice of everything else..and even then your only as fast as the slowest natural speed tanker..(fits only usefull for uplinks) 3 ccp is ruining dust again...i was really hoping the string of proper fixes..was going to continue and then they go and decide to nerf the only class that isnt out of place. 4 they keep deleting everything i have to say on this subject ...wonder why? 5 ive had this logi since day one.and this is a deliberate attempt to ruin some of the only good aspects of dust.
these fixes they make no sense they are not needed ccp is fuckin up again and you scrubs are cheering for it...sighs im of to play planetside 2
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MEDICO RITARDATO
Maphia Clan Corporation
110
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Posted - 2014.07.10 10:51:00 -
[84] - Quote
...
Respec?
If the age is on the clock you are ready for the c**k
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
865
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Posted - 2014.07.10 11:09:00 -
[85] - Quote
I'm kind of confused here about all these people asking for the assault suit to be buffed, so that the Logistics suit doesn't need a nerf.
What exactly would constitute a buff of this nature? Assault suits can already kill other suits within 1-2 seconds, should some kind of buff occur that makes their kills more instant? Such as merely grazing Scouts and Logistics causes them to die?
Last I checked, we had almost capped the possible limits of TTK (time to kill) by having everything die within a second of combat, and now the devs are slowly pulling back from that so that they actually have some room to work with things.
It's kind of like the bars on an equalizer set, if you push everything up to the limit, you cannot balance the sound by pushing higher, because the sliders can't realistically go up any further (and if you did splice in an addition to allow the sliders to go higher, it would be the exact same effect as if you had just lowered everything else, but with lots more work) So they've been sliding things down in an attempt to get all the bars into relative ratios that seem acceptable...
So, what is acceptable for the ratios between classes? And where are we trying to go with this?
Mortedeamor wrote:
ccp is ruining dust again...i was really hoping the string of proper fixes..was going to continue and then they go and decide to nerf the only class that isnt out of place. -- ive had this logi since day one.and this is a deliberate attempt to ruin some of the only good aspects of dust.
these fixes they make no sense they are not needed ccp is fuckin up again
You should have seen this kind of thing coming down the tracks from a mile away, with what happened to tanks and whatnot. They are trying to classify tanks as "support" so they nerfed them. Oh wait, aren't Logistics classified as "support" too? Seems like a very connected change if you ask me. :/
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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shaman oga
Nexus Balusa Horizon
2402
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Posted - 2014.07.10 11:21:00 -
[86] - Quote
I'm a jack of all trades now, but my main role on field has always been the logi and here is my opinion on hotfix charlie proposed changes.
Same equipment slot for all logi (and no sidearm for the Amarr) Good change, it partially kills diversity but if you have choosen logi to play as a real logi you should be happy to have 1 more equipment slot.
Nerf on movement speed Not needed at all, logi are alredy slower than assaults, we don't need to be even slower than commando suits, our job is to bak up troops, if we can't follow them it become a problem.
Mandatory equipment slot You say it's too harsh, i say it's your role, there is no point to be a logi if you don't use all your equipment slots, if you don't want to just skill assault suit or any other suit in the game.
Cloaked logi Well, i really don't see the problem, use a cloak on my logi it's a thing a would not do, if not for trolling, but that another point. Again, i can't see the problem, cloaked scouts are far more effective than a cloaked logi.
WP for revive Seems legit, better injector=more WP, but reviving it's still too slow and if i have a rep tool i will still gain more WP with a STD injector (in most of the case), more an assault thing than a logi thing.
While we are at it, i want to remind 2 things:
- There is no point to skill another logi if you have already one (except if you like the suit), mainly because the bonus set is awful, to much focused on a single equipment, in my opinion it should be focused on survivability.
- Slot layout of STD suits in certain races is worse than militia suit (hint gal), please change it as soon as possible.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
83
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Posted - 2014.07.10 11:25:00 -
[87] - Quote
Crazy Cat Lady wrote:The following changes to the Logistics role have been proposed as part of Hotfix Charlie. CCP Rattati wrote:Hotfix Charlie
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
I would like to know the Logistic Community's thoughts on these proposed changes.Most of us would likely agree with the WP for Injectors. Looking forward to seeing better quality needles on the field The speed reduction is not something I personally support. The logistics role has changed a lot since "Scout 514" and reducing our speed will make it even harder for us to keep up with and support our squad/team. I would not like to see that any slower. Increasing the equipment slots for Caldari and Amarr also makes sense now that scouts have two slots- it seems a bit odd that a logi and scout should have the same number of slots in the first place. Also the Cal never really got any special prize (like the side arm) for losing that extra slot. Looking forward to seeing some more Caldari Logi's if this change comes through. Disappointed that the uplink bonus on the Amarr suit is still not fixed. Rather than playing around with the side-arm of the Amarr Logi - I would have liked to see this addressed first. Overall, its super exciting that our role is getting some attention Im not happy with what amounts to tiericide with the logi suits as I am sure this will follow to the others. I like my freedom and choice. Removing the sidearm from Amarr is bad imo, its the suits defining characteristic.
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Nirwanda Vaughns
426th Infantry
637
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Posted - 2014.07.10 11:25:00 -
[88] - Quote
not logi related but adding a bonus to the Minmatar commando to have +1 RE/Prox carried/active per level would help focus its AV role a little too.
as for the logis then balancing the Eqipment across the board would be a nice touch perhaps
3 - STD 4 - ADV 5 - PRO
but leaving CPU/PG as is but increasing equipment reduction bonus slightly perhaps to 6 or 7% per level. this would at least help combat the all powerful gallente slayer logi by favoring use of equipment over tanking it out.
also add skill bonus to the equipment operation skills.
Active Scanner Op - 2% cooldown per level Drop Uplink Deployment - +1 Spawn per level Nanocircuitry - 2% Nanites per level Repair Tool Op - 2% repair amount and range per level
its only a small increase to give new players benefit of actually training the skills and still keeps racial focus by also enhancing them further on their respective logi suit. amarr drop uplinks get 5 more spawns per level but someone with proto uplinks can still be competetive to a std/adv amarr logi seeign as they've put extra time into skillign into them. it rewards logis further for investing in their equipment
Rolling with the punches
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Fire of Prometheus
Alpha Response Command
5230
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Posted - 2014.07.10 11:31:00 -
[89] - Quote
Why would you remove the defining feature of the amarr logi?
I can use all 4 proto commandos ^.^
CCP, at least fix my ck.0 commandos colour scheme...he looks like the Michelin man
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Mortedeamor
Amarr Templars Amarr Empire
1803
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Posted - 2014.07.10 11:33:00 -
[90] - Quote
Fire of Prometheus wrote:Why would you remove the defining feature of the amarr logi? this all this |
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