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Thread Statistics | Show CCP posts - 2 post(s) |
Zindorak
CaUsE-4-CoNcErN
68
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Posted - 2014.07.10 11:34:00 -
[91] - Quote
Mortedeamor wrote:Fire of Prometheus wrote:Why would you remove the defining feature of the amarr logi? this all this
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Hawkings Greenback
Red Star. EoN.
159
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Posted - 2014.07.10 11:35:00 -
[92] - Quote
CCP Rattati wrote:Changes made to OP, logi speed not reduced plus some clarificications.
here
And here
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Shinobi MumyoSakanagare ZaShigurui
Cornballs Get Stonewalled
881
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Posted - 2014.07.10 13:10:00 -
[93] - Quote
Mikey Ducati wrote:
Logi's survivability rate is not as high thanks to the changes to reduce the slayer logi.
What does it matter what racial suit you pick when logis are the same across the board? It's that diversity that entices.
Especially since they said they wanted a dynamic battlefield. More and more CCP is changing that. Lets keep the variety and differences between the racial suits in game.
The first statement , I really didn't mind ... the changes because of their nature , they were able to fit more and the fact that you really didn't see the " SLAYER " logistics until prototype really didn't bother me too much and actually should have happened . You didn't see many advanced slayers because the suit wouldn't allow it . That suit at advanced now would be nice but I digress . I did miss for me being a Caldari logistics at the time , was the bonus to shield efficacy and the HP regen . I know it was just one HP but that one saved me many of times . Ask a Gal what any self-regen means and you will find out . It's something that's kind of needed now . To me if you want to give racial bonuses then it should be for what's obvious and that's Caldari = shields , Gal = self rep , Amarr = armor tank , Min = speed / stamina or damage out put if you choose but either or .
I say Gal rep because that's unique and no one else can claim that but Amarr can tank like a Gal so to me Amarr = tank .
The second one , look ... there is no diversity because of the racial bonuses that are in place . You see the majority of logistics as Min for the reps and Amar for the links and really .. only a few really used that suit for anti-vehicle but that changed soon after like the use of PM's . I don't like the fact that I have to invest in two or three if I want my racial suit ... different races to perform my role of anti-vehicle , being a medic and dropping uplinks seeing the bonus is what increases performance .
There will be no dynamic battlefield when you have racial bonuses that forces you to use items instead of highlighting that races strong suit and what they are known for .
I have to play a Gal Assault because I perform better with the Plasma Rifle than I do while using RR's and I'm Caldari . If this is the route that this game is going and that's where you basically can tell what someone is running just by looking at their HP's and weapons because everything is the same and it just becomes predictable like how vehicles are now , then those who play the game for variety will go else where .
What would appeal to them after that ?
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Dj grammer
Red Star. EoN.
274
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Posted - 2014.07.10 13:11:00 -
[94] - 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?
Play the role before before accusing people of slayer logi. Play the role. You think it is easy? Play the freaking role
why ccp?
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Doc DDD
TeamPlayers
192
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Posted - 2014.07.10 13:17:00 -
[95] - Quote
Cal logi needs it's cpu back that was nerfed a year ago
it doesn't need 4 equipment slots, terrible idea, can barely got 3 proto equip with max skills without using a complex cpu chip now you want to gimp the suit more?
Concentrate on the assault buff and revisit the logis later, biting off more than you can chew and its going to be a disaster.
Cal assault needs fastest regen for its shields out of all the suits, start there and leave logi slots alone. |
Martin0 Brancaleone
Maphia Clan Corporation
582
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Posted - 2014.07.10 13:40:00 -
[96] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in?
How about NOT NERFING INJIECTORS WP?
I was there when injectors were 40wp/revive and NOONE used them.
At 25/50 wp? Being revived will be as rare as a miracle.
An assist will give you the same wp as a revive, without needing to get yourself in danger/waste a equip slot/pg-cpu.
With scouts having almost the same equip, better stealth, hp and speed and injectors having crap rewards logi will go extint.
Have fun being drowned by people lamenting noone revive them. |
RayRay James
Molon Labe. General Tso's Alliance
221
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Posted - 2014.07.10 14:34:00 -
[97] - Quote
I-Shayz-I wrote: All 4 suits need to have the same number of total H/L slots.
Can you explain why you believe this because I vehemently disagree. The uniqueness of each suit gave the opportunity to create unseen fits and play styles.
If every class of suit has the same H/L/E slots, what's the point of running one over the other short of suit specific bonuses (which I don't think makes enough of a reason, personally)? Why bother even having multiple suit types, we can just go back to beta days where there was one of each type of suit. Really easy to balance when there's only one of each class... |
Cross Atu
OSG Planetary Operations Covert Intervention
2572
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Posted - 2014.07.10 14:35:00 -
[98] - Quote
Quoted from the other hotfix thread
Cross Atu wrote:CCP Rattati wrote:All sorts of cool stuff Loving most of this so far CCP Rattati wrote:All,
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* 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
100% in favor of the iterative approach to balance. There are some pairings above with raise a bit of concern however regarding the order in which they're being selected. So here are my concerns. The Primary Objective is fine, in fact long needed. Having the primary facet of the objective be attained by an HP buff (especially of that really is just HP/raw buffer and not actually eHP) is concerning. The Assault niche is not defined by its tank nor even it's slots (though a look at those certainly does make sense) and pinning balance on an HP, or even eHP centric method is very likely to cause role/frame overlap issues between the Assault in light frames, logi frames and the eHP balance on heavy frames. Now that being said the Assault almost certainly does need some love when it comes to eHP, but as the primary or first metric to push rather than anything that helps define their niche and role as LW specialists, that's concerning it strikes me as unsettlingly similar to the logi bonus swap/equipment nerf from awhile back that was a bit too heavy on the 'symptomatic medicine' of addressing the immediate context rather than working for a more cohesive long view. The logistics equipment slot change has needed to happen since the role bonus was changed, it's a matter of internal racial value added from the effects of the role bonus. But removing the Amarr sidearm (especially while it's racial bonus is still improperly apply/bugged) really constrains that racial suit, eliminating and/or not supporting much of a unique role for it. Related, the WP scaling on injectors has been called for since closed beta so thank you for addressing that. It's greatly appreciated. I do have to say I'd hoped for an iteration on it with a more dynamic earnings bonus rather than a raw/hard coded one but I'm guessing this is a tech issue, so I won't look a gift horse in the mouth over this one. It does however highlight the issue of the entire equipment line. The fix to Injector scaling, while wonderful and long needed, is only part of the problem that needs to be addressed. And while there might be reasons that doing it all at once isn't idea, I notice a lack of any *overhaul and properly scale the equipment lineitem on the Delta or later list. Which makes this concerning. The long running equipment thread I started in closed beta round codex is still present and as yet had not comment from development since the hotfix cycle began. These issues are persistent, directly effect medium frame balance, and need to be addressed. CCP Rattati wrote: Still under tech evaluation
Bugs/issues that need Client update
Hotfix Delta or later
^Liking these overall 0.02 ISK as of this time Cross
Vote Cross Atu for CPM1- An emergent candidate
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Cross Atu
OSG Planetary Operations Covert Intervention
2574
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Posted - 2014.07.10 14:51:00 -
[99] - Quote
I-Shayz-I wrote:Making a video, and subscribing to this thread to stay up to date with current updates.
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. I have long disagreed with this iteration of the bonus and I still do. While it may not be a bug it does cripple the suit role reducing niche value. Usually the most likely time for a member of the squad to drop is also the time when they're most likely to see uplinks being cleared off the board, and when they're most likely to have squad/team mates who need to respawn in that area. Having that be the specific time when the bonus does not apply chokes the value of the bonus and thus the suit. It makes the Amarr logi, much like the current iteration of the Cal Scout, most valuable by simply hiding somewhere so their passive mechanics can benefit their squad. This doesn't really promote fun for active game play, rather it takes people out of the game by encouraging them to simply hide. In the present iteration of the mechanic one of the most effective ways to play the Amarr Logi (outside of some top level matches like PC) is to seed the uplinks, then hide in the redline or MCC and essentially afk the battle while racking up WP (and providing greater tactical value to your team than if you'd been Amarr Logi on the field). That, in my view, should not be the most rewarded/encouraged style of game play and as such the current method of apply the Amarr bonus is flawed and needs to change.
Quote:I don't feel that any single logistics suit is better than another...and the proposed changes (while slightly weird), make sense to me in terms of overall balancing. All 4 suits need to have the same number of total H/L slots, and Caldari shouldn't feel restricted for fitting space. I have to respectfully disagree here, I really like racial flavor and am dismayed by the idea of it's existence on the Logi frames being relegated to the skill buffs alone.
But it was my impression that only the equipment slots are being normalized, no?
Quote:I saw a suggestion that Rattai mentioned in the feedback thread...something about increasing the fitting reduction of equipment and reducing cpu/pg. I do not support this UNLESS they do something about the invisible bonus to nanohives that the Nanocircuitry skill gives.
Rattai, PLEASE give us your opinion on this and whether you plan on giving all equipment this bonus, whether you will remove it and adjust fitting values for logistics accordingly (or adjust nanohive and injector requirements), or if you just would rather ignore it. Fully agreed, all bonuses should be visible and the whole equipment line (skills and more) needs a rework to be internally cohesive with itself, both internal and external to the various sub-types.
Vote Cross Atu for CPM1- An emergent candidate
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Cross Atu
OSG Planetary Operations Covert Intervention
2574
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Posted - 2014.07.10 14:53:00 -
[100] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? Plausibility of Logistics' equipment bonus applying to racial allies' equipment to a lesser extent..? For instance the Amarr Logi getting (if my numbers are right) a 5% bonus to Nanites and 2.5% bonus to Ammo Replenish speed/repair. Half of what the Caldari Logistics gets. Still gives incentive to specialize but takes a lot of the edge off of some Logistics being far more useful than others while accounting for lack of racial equipment. Yes, Pokey was suggesting something like this awhile back and I was surprised it didn't get more traction. Thanks for bringing this idea up Aeon
Having a more 'segmented' bonus to equipment, much as the commando does to damage types, would keep specializations, keep lore in place (allies) and create more possibility for emergent uses rather than being fully pigeon holed by a single sub-category of equipment.
Vote Cross Atu for CPM1- An emergent candidate
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Killar-12
The Exemplars Top Men.
2923
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Posted - 2014.07.10 14:56:00 -
[101] - Quote
Needle WP Good Cloak Irrelevant Speed Nerf Detrimental All slots filled Good Slot Change Good
Here's my issues Logis are fine but Could the Amarr and Cal Logis be fixed so that their bonuses stick and don't disappear after death
and Make the PG/CPU reduction on the Logi, Assault and Scout FLAT bonuses I know it sounds a bit nuts but for a newer player it's a big deal and can help them greatly.
21-Day EVE Trial
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1210
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Posted - 2014.07.10 15:03:00 -
[102] - Quote
Martin0 Brancaleone wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? How about NOT NERFING INJIECTORS WP? I was there when injectors were 40wp/revive and NOONE used them. At 25/50 wp? Being revived will be as rare as a miracle. An assist will give you the same wp as a revive, without needing to get yourself in danger/waste a equip slot/pg-cpu. With scouts having almost the same equip, better stealth, hp and speed and injectors having crap rewards logi will go extint. Have fun being drowned by people lamenting noone revive them.
I think a better way to look at WP for revives might be something like this: 1) you get a base WP award of 35 points per revive for all needles
2) Your WPs beyond the base revive are scaled based on the amount of HP you return to the revived player. Essentially you should get something similar to what you would get if you revived and repped a player up to x % HP.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Poonmunch
Sanguis Defense Syndicate
1029
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Posted - 2014.07.10 15:03:00 -
[103] - 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
I'm not a dedicated logi but I'm offering my opinion.
Full disclosure: I'm a dedicated sniper but I do occasionally use logi suits for sniping.
Overall I think the best idea is the increase in WP for injectors. This plays to the natural role for dedicated logis.
The speed reduction isn't a great idea. Dedicated logis need to get from place to place quickly to support their teams.
Removing the cloak bonus is probably a good idea. If you want to run a cloak, you should sacrifice elsewhere.
I can understand the logic behind harmonizing equipment slot numbers but I would expect that this might cause loss of the differences between the suits. The same goes with harmonizing the number of high and low slots. There will likely be some suits that benefit more from this than others. Will the PG and CPU be left as they are? Is the goal to make all the logi suits the same?
The lack of uplink bonus on the Amarr suits should be fixed.
I'm not sure what to think about the Amarr suit losing its sidearm slot.
Munch
Anyone who buys AUR now is a fool.
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Cat Merc
Onslaught Inc RISE of LEGION
10783
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Posted - 2014.07.10 15:05:00 -
[104] - Quote
Yay! Crazy Cat Lady!
*Meows*
Feline overlord of all humans - CAT MERC
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Cross Atu
OSG Planetary Operations Covert Intervention
2574
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Posted - 2014.07.10 15:06:00 -
[105] - Quote
Mikey Ducati wrote:Alcina Nektaria wrote:Also, if you would like to make some changes, please take light weapons off of Sentinel suits. If you want to use a rail rifle, use a commando. It's already hard enough breaking through the armor of a Sentinel and it's impossible to get anywhere when you're getting shot in the face with a light weapon. Just stop it. If we go down the path of forcing people to change how they play with making sure light weapons can't fit on sentinels then this will have a ripple effect. This game is about customization. Because you don't use it and its a headache to you, doesn't mean that we should just not allow the freedom of customization to others. Lets not force people to play how we want them to play. /sort of off topic This contention is why I'm a firm advocate of making the Assault viable by honing their niche as Light Weapon specialists. They'd be more effective at long range combat than a Sentential with a LW, they'd be more effective than a "Slayer Logi" (without nerfing the logi frame to make actual support logi even more squishy) and they'd have some role definition that wasn't just about ubiquitous durability (eHP is something that every role wants, and even needs, to some degree and in some form, everybody needs to not just die to provide any role value regardless of their role, so balancing around that is questionable at best).
It begins to address so many contentious problems if the Assaults are given the love that role needs by honing their optimum Light Weapon usage.
Vote Cross Atu for CPM1- An emergent candidate
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shaun spies shaun
Prawnstar101
2
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Posted - 2014.07.10 15:11:00 -
[106] - Quote
Put my game on and realized I need to change my fits as my Caldari logistics suit is over on the CPU. This seriously sucks, really started enjoying my fits.
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Cross Atu
OSG Planetary Operations Covert Intervention
2576
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Posted - 2014.07.10 15:21:00 -
[107] - Quote
Jaysyn Larrisen wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? First, big kudos to Crazy Cat Lady for posting this up and starting the conversation. Second, Change can be frustrating but may open up some opportunity for us Logi players. Feedback on Hotfix Charlie potential Logi updates:1) WP scaling for needles - spot on and long over due. I would propose a slightly different WP reward mechanism for consideration. Additionally, the nanite injector probably should be effected positively in some way by the Cal Logi racial bonus. 2) Speed nerf to Logi - bad call. The speed of the logi was never what made them a "slayer" the versatility and ability to increase damage or tank was the reason. I think you could actually make a decent case for slightly increasing the base movement rate of the Logi's but not increase the sprint speed since that is more useful in maintaining pace with heavies and scouts on the offense. 3) Evening out the number of modules - need more info on this one. This change, coupled with equipment slot changes, is a major overhaul and you might get close to "over homogenizing" the logi class if you aren't careful. Don't get me wrong, I'm very open to change but it must be carefully considered. Possible smart ideas for consideration:a) Require every equipment slot to be filled. Similar mechanic to requiring a weapon to be equipped; this will not harm logi's in any way since we are already filling the slots. It will, however, discourage folks from rocking all proto mods, weapons, and nades while leaving equipment slots empty. b) Significant bonuses to sidearms. Let me be VERY clear, I'm not a proponent for requiring Logi's run sidearms but I'm OK with incentivizing us carrying sidearms. We could get a 5% reduction to CPU/PG use and 2% increase in Damage per level and that might very well be enough to incentivize fairly significant use of sidearms. c) Look at opening up scaled bonus for equipment across all types. Basically you get the current racially assigned equipment bonus AND you get a smaller buff for the other equipment types. Responding in order by numbered list
- Spot on - With the side note that if the Cal Logi gets a racial buff to Injectors (not opposed to it) the other three races need some secondary bonus as well (this is actually a positive way to foster emergent game play IMO).
- Yep - Glad to see the update removing the proposed speed nerf.
- Needed to happen to promote internal Logi balance due to the way the equipment discount scales. The down side being that it also effects suit wide slot balance and other aspects of the slot configuration may need to be reworked to maintain balance. Possible downside is if it's part of a trend to homogenize the racial logis which would be a crying shame.
- a) <-- I'm Usually not a fan of requirements like this, but in this case I'd support it. The support logi is in need of love to be ISK/risk vs reward efficient but the "killer bee" effect prevents that from happening. Filling your equipment slots at least ameliorates this issue.
- b) <-- Interesting, I'll have to give this further thought before I can comment constructively.
- c) <-- Would be a good way to promote emergent game play and provide a more dynamic ability to balance each logi role.
0.02 ISK Cross
Vote Cross Atu for CPM1- An emergent candidate
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Cross Atu
OSG Planetary Operations Covert Intervention
2576
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Posted - 2014.07.10 15:24:00 -
[108] - Quote
Appia Vibbia wrote:Jaysyn Larrisen wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? First, big kudos to Crazy Cat Lady for posting this up and starting the conversation. Second, Change can be frustrating but may open up some opportunity for us Logi players. Feedback on Hotfix Charlie possibly logo updates:2) Speed nerd to Logi - bad call. The speed of the logi was never what made them a "slayer" the versatility and ability to increase damage or tank was the reason. I think you could actually make a decent case for slightly increasing the base movement rate of the Logi's but not increase the sprint speed since that is more useful in maintaining pace with heavies and scouts on the offense. . . . c) Look at opening up scaled bonus for equipment across all types. Basically you get the current racially assigned equipment bonus AND you get a smaller buff for the other equipment types. Speed is inherently tied to base movement speed. Sprint is (movement) * 1.4 * (other modifiers). I'd actually really like to see the base movement speed of all frames the same with each role having a different sprint modifier. e.g. Gallente Scout, Assault, Logistics, Sentinel, and Commando all move at 5.45m/s while all Minmatar suit move at 5.6m/s. All Sentinel suits sprint modifier on 1.2, Commando 1.25, Logi 1.3, Assault 1.35 and scout 1.5 Logistics need a bonus to all support equipment
That's a very interesting idea and merits further investigation. I hope CCP R opens up a thread on this subject (perhaps for consideration as soon as Delta?) to discuss this idea.
o7 Cross
Vote Cross Atu for CPM1- An emergent candidate
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1210
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Posted - 2014.07.10 15:27:00 -
[109] - Quote
One of the concepts I wanted to explore further with you guys is extended bonus beyond the primary racial equipment choice.
Several of us have mentioned it and i think it has a lot of merit if handled well. Any thoughts on proposals for how this might shake out?
Off the top of my head I was thinking something along the ideas of this:
Cal Logi 1) keeps current hive bonus (add increased effect for needles for Cal suits) 2) 2% decrease in spawn times from droplinks per level 3) 2% increase in rep tool range per level 4) 5% increase in range of active scanner per level
Gal Logi 1) Keeps current active scanner bonus 2) 1x additional spawn per level for drop links 3) 2% increase in rep tool effectiveness per level 4) 5% increase in nanite reservoir in hives per level
Min Logi 1) Keeps current rep tool bonus 2) 5% increased in dmg and blast radius of REs per level 3) 2% increase in nanite replenishment rate in hives per level 4) 2% decrease in spawn times from drop links per level
Amarr Logi 1) Keeps current drop link bonus 2) 5% increase in rep tool effectiveness 3) 2% increase in damage / blast radius for REs 4) 2% increase in nanite replenishment rate per level
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Gelhad Thremyr
Never 2 Late
324
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Posted - 2014.07.10 15:30:00 -
[110] - Quote
Give the logi a radar range bonus for passive scans !!!!!!! Its a support unit it should be like a home base to stick with...or give it high precision passive detection at close range, since the range amp has been quite nerfed, it would come handy to defeat the pervasive scout slayers that one shot everybody with shotguns ! A natural team counter that would bring balance to the scout\ heavy pervasiveness in the game... |
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Terram Nenokal
Molon Labe. General Tso's Alliance
346
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Posted - 2014.07.10 15:31:00 -
[111] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2267
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Posted - 2014.07.10 15:38:00 -
[112] - 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.
Like my ideas?
Pokey Dravon for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1211
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Posted - 2014.07.10 15:43:00 -
[113] - Quote
Guys...i might be looking for a couple hard core Logi Bro / Sis folks for the Biomassed show this weekend.
I'm looking for long time varsity level nominees to help represent the community... who do you folks want me to try and get on the show?
Ps... sounds like the Devs dig the show as well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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shaun spies shaun
Prawnstar101
2
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Posted - 2014.07.10 15:43:00 -
[114] - Quote
Jack 3enimble wrote:Give the Cal logi its old CPU and PG back.
Agree!! |
Cross Atu
OSG Planetary Operations Covert Intervention
2578
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Posted - 2014.07.10 15:43:00 -
[115] - Quote
Pokey Dravon wrote: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. This is why balancing slots "in a void" is going to most likely net sub-par results. There are a lot of logical reasons to do or not to do, most things if their conceptual context is paired down too far. (As Pokey rightly points out).
With the current iterative balance approach ideally I'd like to see the Assaults get their polish pass (one not focused on the eHP which every role needs in some manner to be viable) and then bring the support logi up to snuff.
Medium frames are, when the expense of risk vs reward is considered, in a weak spot right now. Ideally I'd like to see that fixed with solid niche definition for the Logi support play and the Assault Light Weapon specialist role being honed before we start to make more foundational changes.
Vote Cross Atu for CPM1- An emergent candidate
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Jaqen Morghalis
Abandoned Privilege Top Men.
346
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Posted - 2014.07.10 15:52:00 -
[116] - Quote
Ugh, I'm getting tired of having to change how I play every time CCP gets it into their head to "fix" something.
Originally, I had specced my Caldari Logi for repairing and reviving. Then, when they added the racial bonuses, CCP decided (for me) that I should be more effective at dropping hives than repping.
Fair enough, but if I had've known when I created my character that this would happen, I would've probably picked Mini Logi instead for the rep bonuses.
But that's ok, I adapted, re-tooled my fittings accordingly and now I spam hives all match. It's a little dull, but I can get pretty good WP out of it (besides, it's nice to be at the top of the scoreboard every once in a while, even if I do so with 0 kills lol )
But now they're talking about messing with Logis AGAIN?
Why? Who the hell was complaining about Logis? |
The-DON of-DOT-MAFIA
The DOT MAFIA
42
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Posted - 2014.07.10 15:54:00 -
[117] - Quote
Jack 3enimble wrote:Give the Cal logi its old CPU and PG back.
CAL logi's use a slot for CPU upgrades, because of this imbalance. So YES a reset to old CPU/PG specs. is a valid request.
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Kam Elto
KILL-EM-QUICK RISE of LEGION
350
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Posted - 2014.07.10 15:58:00 -
[118] - Quote
how about giving armor reppers the same tiered WPs as is proposed for the needles. other than that leave the logis alone. |
Hawkings Greenback
Red Star. EoN.
166
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Posted - 2014.07.10 15:58:00 -
[119] - 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
I like the idea of additional bonus to other equipment for logis. Will this cause issues, in terms of potential lag, when you swap into another race suit in terms of the server side. Basically if I go from an Amarr to a Caldari will there be an issue when the server has to then sort out the calculations of 4 different bonus to equipment that is already out ? Baring in mind there are 32 players & of them a few will be logis.
Sorry if that seems like I'm a little thick
If that is the case would it be easier to do some thing slightly different, these are from earlier in this thread :
bogeyman m wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? Change the equipment bonus amounts. Maybe something like: Logi racial equip bonus = +40% Logi non-racial bonus = +20% Non-Logi equip bonus = 0%
Pokey Dravon wrote: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. ]
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Terram Nenokal
Molon Labe. General Tso's Alliance
347
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Posted - 2014.07.10 16:00:00 -
[120] - Quote
Pokey Dravon wrote: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.
Good point, and I had considered that. It would make sense for the Caldari as much as the Gallente. My reasoning for suggesting the Gallente in particular was mainly so that each side of the war would have a fighter logi and a utility logi. |
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