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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 15:37:00 -
[181] - 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. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
|
Posted - 2014.07.11 15:38:00 -
[182] - Quote
M1tch Rapp wrote:What if you had a light weapon slot on a logi, but the suits were bonused fairly heavily with sidearm bonuses?
I hate the idea of sidearm only, but I think the slayer logi thing is such a sticking point for many. The logi suits aren't being used as slayer platforms anymore by competitive players but maybe something like this opens up the possibility of rational talk about logi suits by the masses.
I think the sidearm bonus is more effective when you are only carrying one weapon since the LW will remain the primary weapon option for the logi (really any suit that carries LW / S). You would have to have a really serious bonus to the sidearm that essentially upgraded the sidearm to being at least as effective as the carried LW.
More grenades carried (no more than 2x extra) and and mild fitting bonus to weapons seem like it might be a little better option.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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M1tch Rapp
Molon Labe. General Tso's Alliance
151
|
Posted - 2014.07.11 15:46:00 -
[183] - Quote
Jaysyn Larrisen wrote:M1tch Rapp wrote:What if you had a light weapon slot on a logi, but the suits were bonused fairly heavily with sidearm bonuses?
I hate the idea of sidearm only, but I think the slayer logi thing is such a sticking point for many. The logi suits aren't being used as slayer platforms anymore by competitive players but maybe something like this opens up the possibility of rational talk about logi suits by the masses. I think the sidearm bonus is more effective when you are only carrying one weapon since the LW will remain the primary weapon option for the logi (really any suit that carries LW / S). You would have to have a really serious bonus to the sidearm that essentially upgraded the sidearm to being at least as effective as the carried LW. More grenades carried (no more than 2x extra) and and mild fitting bonus to weapons seem like it might be a little better option.
Being able to carry a sidearm where the proto fits like an ADV and gets a bigger clip or something. Giving you the further ability to fit a better tank while carrying proto equipment.
I'm not saying I like it, but gimping the module slots on the logi suit just seems like a terrible idea (not saying that's what you are proposing, just looking at other proposals). It's too damn expensive to carry 4 pieces of proto equipment on a glass cannon.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2297
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Posted - 2014.07.11 15:52:00 -
[184] - Quote
ZDub, your comment about overly flatlining the equipment bonuses is exactly why I preferd the one racial bonus plus a single secondary racial bonus that makes sense. Adding too many bonuses and the Logi's all start looking the game.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Added an alternative which I actually prefer (barring the need to add the remote/proxy bonus Id like as well)
Like my ideas?
Pokey Dravon for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
|
Posted - 2014.07.11 15:57:00 -
[185] - Quote
ZDub 303 wrote:Jaysyn Larrisen wrote:ZDub 303 wrote:Here are links to everything i've posted on the subject. While my suggestions are certainly not the only path we can take to finding balance between the different racial logistics suits, I hope my concerns have sparked enough discussion for people to get an idea of how fragile the equipment based nature of the logistics really is. ..... https://forums.dust514.com/default.aspx?g=posts&m=2251431#post2251431 ZDUB...I really like the thought process on this but I will offer two points and would appreciate your opinion: 1) Shouldn't you take into account the tank style preference in speed / HP discussion? Strikes me the that the shield-centric Cal / Min logi suits should be the "faster" suits that favor regen over buffer. 2) I think if you have a more combat oriented logi (3x EQ and L/S and less mod slots as you propose) then they should get a minor buff for a weapon or grenade usage? Nothing earth shaking, perhaps a fitting bonus or secondary weapon skill or even an extra grenade you can carry. hm... So for the first question.. I might be a little confused on the question but here are my thoughts on it: Base stats for each suit already relatively define the speed and hp profile you should expect from each suit. The Logistics suits themselves have always favored buffer specifically because of their relatively low regen rates and move speed. You can't play a logi like a scout, you can't move/strafe as fast as a scout and you don't benefit from the increased base regeneration. These are the kinds of traits that define the capabilities of each class. A combat focused logi should always remain less capable in combat than a true combat centric class. Just like EVE, I don't necessarily believe that shield users should automatically be faster just because they use shields, but the nature of shields in Dust requires that you have to rely on your regeneration somewhat if you want to play on an equal field to armor based suits. This is a tough discussion in its own right, and i'm not sure it necessarily defines the logistics discussion. I will say this though... and you've probably already figured it out from my posts. If we normalize the capabilities of each logistics suit in terms of racial bonuses, then the most desired and viable logistics suit will almost automatically be defined by the state of armor/shield balance. As the current meta remains armor focused, I feel the Gallente suit will remain the most combat capable logistics suit, should they all be changed to have no sidearm. I do believe it makes more sense to have a shield focused and armor focused suit for each 'role' in the logistics field, which in line with the current meta. The Caldari remains a shield focused combat logi while the Min remains a shield focused support logi. The same thoughts apply to the Amarr and Gallente respectively. and for the second question: Absolutely not, the combat logi role I propose should never have a combat focused bonus. The combat logi is acting as a hybrid, and should absolutely pay the hybrid price for it. Logistics suits should always have logistics bonuses, the combat logi should still remain a logistics focused suit, just with more combat potential than a true 4 equip logistics. The price you pay for playing combat logi over, say, an assault or scout is that you receive no bonus for the combat focus of the play style. This is how you balance the 'Slayer Logi' problem. I hope that answers some of your thoughts.
In regards to the shield / amor tank question - that was in response to your comment that, broadly, the Cal / Amar should be slower and with more HP as opposed to your Gal / Min counterparts. The suit speed for example for the Gal / Cal is the same and they have the same raw HP value but with swapped shield / armor values. It sounded like you were talking about changing the base values of those suits which is where my question was generated.
In reference to the comment on not having combat related bonus for Logis...i see your point, however, I don't think it's as clear cut as that. The loss of the mod slots versus the pure support module doesn't make sense to me in relation to the other changes. The other piece of that is that if you are treating the Amarr and Cal as more combat logistics oriented suits they should get some minor fitting bonus for at least one of the weapon slots. The simple addition of a sidearm doesn't off-set things.
The fitting equipment fitting advantage of the GAL / Min suits would still overshadow the other two suits from an efficiency and effectiveness standpoint.
The other piece of that is that your premise (which i don't necessarily disagree with) is based purely on arbitrary racial equipment bonuses. Assuming the assault suits get a proper buff / optimization it might very well leave the Amarr / Cal logi suits in a bad spot. Not good enough to be true offensive options and not good enough to be high value team support. I think it would be a fine line in making those two suits drop much lower in the relative value...particularly at higher end play.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1220
|
Posted - 2014.07.11 16:00:00 -
[186] - Quote
M1tch Rapp wrote:
Being able to carry a sidearm where the proto fits like an ADV and gets a bigger clip or something. Giving you the further ability to fit a better tank while carrying proto equipment.
I'm not saying I like it, but gimping the module slots on the logi suit just seems like a terrible idea (not saying that's what you are proposing, just looking at other proposals). It's too damn expensive to carry 4 pieces of proto equipment on a glass cannon.
I don't think it will buy as much CPU / PG as you think....you would have to at least be able to trade the appropriate amount of CPU/PG to fit the requisite tier tank mod (buffer or regen).
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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M1tch Rapp
Molon Labe. General Tso's Alliance
151
|
Posted - 2014.07.11 16:05:00 -
[187] - Quote
Jaysyn Larrisen wrote:M1tch Rapp wrote:
Being able to carry a sidearm where the proto fits like an ADV and gets a bigger clip or something. Giving you the further ability to fit a better tank while carrying proto equipment.
I'm not saying I like it, but gimping the module slots on the logi suit just seems like a terrible idea (not saying that's what you are proposing, just looking at other proposals). It's too damn expensive to carry 4 pieces of proto equipment on a glass cannon.
I don't think it will buy as much CPU / PG as you think....you would have to at least be able to trade the appropriate amount of CPU/PG to fit the requisite tier tank mod (buffer or regen).
You are right, it wouldn't. Like I said, I don't particularly like the idea myself. More of a possible compromise for all the folks with hard-ons for logis.
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 16:05:00 -
[188] - 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... |
M1tch Rapp
Molon Labe. General Tso's Alliance
151
|
Posted - 2014.07.11 16:11:00 -
[189] - Quote
It may have been discussed already, but I'm just now getting the stomach to even talk about logi stuff after all the QQ for the last 6 months.
To me the spam issue would have been solved by removing the 480 variants of each type of equipment. Then provide a skill bonus as you level up the skill to V. Further bonused by the logi suits themselves.
This way the max deployed comes into play, instead of just having suits set up with all the different variants allowing for 20+ nanohives or uplinks that some people throw out.
Sorry to derail what looks like some solid suit bonus/slot discussion, just thought it should be mentioned as the spam issue is something people hate on logis the most for. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 16:19:00 -
[190] - 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? |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2298
|
Posted - 2014.07.11 16:25:00 -
[191] - Quote
ZDub, I feel that general tanking mechanic should be determined by the frame and not the role. The Slay Logi is discouraged because the resources without equipment is less than that of an assault. That paired with the lack of offensive bonuses make it a pretty ****** faux-Assault. I think that the Logi needs to have some sort of survivability bonus to keep up with the assault, though not exceed it. Now if it was a slightly weaker version of the Assault's bonus, that's reasonable.
As stated at the time this is preliminary, so by no means is any of this a finalized idea in my mind. I purposefully left the secondary bonus in the alternative without a integer because I think it may be best to make it a weaker bonus, meaning that the racially appropriate suit will still exceed any secondary bonus the other suit may have.
Also as I stated off on the left there, Amarr Logi should retain it's sidearm, it's removal takes away much of its appeal.
Like my ideas?
Pokey Dravon for CPM1
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ADAM-OF-EVE
Dead Man's Game Dark Taboo
1556
|
Posted - 2014.07.11 16:31:00 -
[192] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in?
lol if we were smart we would be doing something else until after you fix this fix lol :)
All Hail Legion
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 16:42:00 -
[193] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2298
|
Posted - 2014.07.11 17:00:00 -
[194] - Quote
ZDub 303 wrote: I looked at the spreadsheet again and scrolled a little further right and noticed you intend to give those bonuses to the assault suits too. Your idea is more to reinforce the tanking style of each race and less about survivability of any specific suit type. I like that a lot actually... would this 'racial bonus' extend to all suits of a particular racial type? Possibly with lower values... 2% for lights, 5% for mediums, and 8-10% for heavies perhaps?
I could see a pretty convincing argument that logi base stats could be bumped up to (or close to) assault levels to help increase their survivability, especially if we normalize the slot layout between the two classes.
As to the comment on that... would it make more sense to make the Minmatar base recharge delay lower while giving them a recharger module bonus?
I do, personally, believe that Caldari would be very viable if they returned to a buffer tank type with an extender bonus. This reinforces that they perfer longer range engagements where shield hp is preferred somewhat over recharge rate?
Rep bonus on Gallente.. check - 100% agreed.
Armor plate speed penalty may not be that viable for an already terribly slow set of suits for Amarr... would an Armor plate value bonus make more sense? I always felt that Amarr are the EHP kings, slow but massive buffer tanks...
Actually I was kinda knocking around the idea that each of the 3 frames get their own "type" of tanking.
Mediums are Active tank and focus more on HP regeneration (Amarr is a bit of a black sheep here unfortunately) Heavies are Buffer tank and focus on having a lot of HP but unable to get it back quickly Lights are Speed tanked, low HP with decent regeneration but rely on getting behind cover and quickly flanking to avoid direct fire and combat.
Ultimately I'd like to tie these bonuses to the Frame skill itself, so for example instead of the Caldari Logistics getting the +5% to Shield Rechargers / Lvl of Caldari Logistics, it would be /Lvl of Caldari Medium Frames. This gives the Frame skill more of a purpose and also allows players to go into Caldari Assault, and start off with that same bonus to defenses right off the bat. Though you would need to do all frames at the same time, so I'm holding off on that for the moment and just tying the skill to the Logi skill.
As for the specific bonuses, I've been really conflicted on if the Caldari should get rechargers or if they should get regulators, and then the Minmatar getting whatever the Caldari doesn't use. The Amarr are tricky, I really wanted to avoid giving them more HP since as I outlined above, that's more of a Heavy thing. However the Amarr are the brick tanks of EVE, so I felt reducing the speed penalty allowed them to put more plates on, but didn't directly give them more HP. It is admittedly not an ideal bonus so I'm open to suggestions.
Like my ideas?
Pokey Dravon for CPM1
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3100
|
Posted - 2014.07.11 17:10:00 -
[195] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2298
|
Posted - 2014.07.11 17:40:00 -
[196] - Quote
Well my primary concern is making Heavies too self sufficient by allowing them to regenerate their massive base HP too quickly. Essentially I'm trying to encourage certain tanking styles with each frame, and trying to avoid adding raw HP since I think that's when things start to get really problematic.
I think reduction to the penalties of extenders/plates is pretty solid for the heavy brick tankers, speed penalty reduction for plates would be a wet dream for many Amarr and Gallente Heavies, same goes for the reduced recharge penalty for Caldari and MInmatar.
Like my ideas?
Pokey Dravon for CPM1
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3738
|
Posted - 2014.07.12 05:07:00 -
[197] - Quote
Looks like I fell way behind on this discussion. RL strikes again.
My quick 2 cents:
1) We have to strictly avoid any offensive bonuses for logi suits. A sidearm, in and of itself, is a sufficient "bonus" to make an Amarr logi suit more combat-oriented than the others, all else being equal. Survivability bonuses are maybe a little different, but as we saw with the old cal logi bonus or the global inherent armor reps, supposedly "defensive" bonuses will often be highly desirable to slayers.
2) Any thoughts on my proposal of a small global logi bonus? I totally agree with zdub that pokey's proposal really makes the non-minmatar logi's even more obsolete, but if you made the additional bonuses small, what you really accomplish is making all the logi suits more desirable for support-oriented players than scout suits currently are.
(The godfather of tactical logistics)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2305
|
Posted - 2014.07.12 07:18:00 -
[198] - Quote
John Demonsbane wrote:Looks like I fell way behind on this discussion. RL strikes again.
My quick 2 cents:
1) We have to strictly avoid any offensive bonuses for logi suits. A sidearm, in and of itself, is a sufficient "bonus" to make an Amarr logi suit more combat-oriented than the others, all else being equal. Survivability bonuses are maybe a little different, but as we saw with the old cal logi bonus or the global inherent armor reps, supposedly "defensive" bonuses will often be highly desirable to slayers.
2) Any thoughts on my proposal of a small global logi bonus? I totally agree with zdub that pokey's proposal really makes the non-minmatar logi's even more obsolete, but if you made the additional bonuses small, what you really accomplish is making all the logi suits more desirable for support-oriented players than scout suits currently are.
1. I think the Amarr always kind of slightly fall off the edge of the role and blur the line with another, the Amarr Logi with sidearm is a good example of this as it has a sidearm like an assault but (albeit limited) gear like a Logi. I don't think its is necessarily a bad thing, as it appeals to those who may want a little of both worlds and are ok with less of a focus.
Keep in mind that the defensive bonuses I've outlined are also being given to Assaults who DO have offensive bonuses, meaning that while a Logi can put up similar defenses, the Assault will still "Out-Slay" them, meaning it will always be the superior slayer to the logi.
2. The problem really boils down to...how small? The bonus needs to be small enough so that each logi still feels unique, but strong enough so that people actually care. Like +1% to repair tool rate per level is a small bonus, but someone who wants to run as a Pocket-Logi Scout isn't going to really be turned off by that lack of 1%/Lvl bonus. So how much is enough? 2%? 3%? At that point it's pushing that Flatlined-Logi levels and we find ourselves at the previous problem.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
So we have the two options, the Flatline with a weak bonus across all equipment but threatens to make Logis feel too similar, and then the Specialist which gets two specialties, the primary being the full bonus and the secondary being either a full or reduced bonus.
We just covered the issues with the Flatline, so looking at the Specialist; Is it the concept of the dual bonus that you don't like? Or just the particular pairs that I whipped up? Also assume Amarr Logi gets to keep the sidearm.
Like my ideas?
Pokey Dravon for CPM1
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Nothing Certain
Bioshock Rejects
954
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Posted - 2014.07.12 08:41:00 -
[199] - Quote
Alcina Nektaria wrote:Miokai Zahou wrote: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. Well going by your logic of freedom of customization I want my assault suit to use the hmg then. Well said, well said. My concern with this is: Why does the slot say "H" for HEAVY, yet a light weapon can be put on it?
If I can carry a heavy weight then I can carry a light weight, the reverse is not true.
I don't care either way, just pointing out that there is more than one logical argument.
Because, that's why.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2306
|
Posted - 2014.07.12 09:03:00 -
[200] - Quote
Just had a thought, I remembered an interesting tidbit of information about the description of the Repair Tool and looked it up.
Quote:"By projecting a focused harmonic beam into damaged materials, the repair tool channels construction nanites to return the targeted matter to its original state. Its on-board processor interfaces with a forward-facing sensor suite, instantly recognizing vehicles, devices, and personal armour based on microscopic manufacturer's tags. The beam, a bi-channel GÇ£hollow laserGÇ¥, simultaneously acts as both a containment field and transport medium for the nanite swarm, which works to sift unwanted particles from the structure, undo ionization, and reconstruct the atomic patterns of the material.
The repair tool has several design innovations, the most surprising probably being the incorporation of Amarr focusing crystal technology. Beyond that, the device also makes use of an advanced K7 nano static co-processor on par with Caldari planet side missile tracking systems and a 55x5 reverse current power cell configuration rarely used beyond self-sustaining Gallente drone units. The result is an elegant tool combining the best technology from several very different design philosophies."
We've all assumed that the Repair Tool, being Minmatar, should be tied to the Minmatar suit. However if you want to play with the lore a bit, it's actually really tied to all 4 races. Now the reason the Minmatar Logi is considered the most useful in PC is because of the repair tool bonus. That being said, lets consider giving that bonus to all Logis as part of the role bonus, and replacing the current Minmatar bonus with the remote bonus I had mentioned before.
So now all 4 Logis have the most popular bonus, and thus the choice comes down to personal playstyle based off of the racial role. Now we can stop there or we can add in a secondary bonus, thus giving each Logi 3 equipment they're proficient in. I've outlined these two options in the spreadsheet. Keep in mind for the Dual Bonus option, I just picked arbitrary pairs and are loosely based off racial themes when possible, so the pairs themselves are negotiable.
https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Like my ideas?
Pokey Dravon for CPM1
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ACT1ON BASTARD
Amarr Templars Amarr Empire
25
|
Posted - 2014.07.12 10:26:00 -
[201] - Quote
Alcina Nektaria wrote: So....you want to break the Logistics role even more? Come on, the equipment was already broken!! The worst idea ever was to change the spawn times and modify the nanohives. Absolutely ridiculous. Also, what is the point of changing the slots on the suits. They are set the way they are for a reason, they are fit to coincide with the racial benefits and makeup of the actual suit itself. Not to mention, if you have your logi fitted correctly, it's already slow enough AND it's meant to be able to heal other infantry. How is it supposed to do that if they are barely able to keep up with a heavy? Silly, just silly. Please leave the logistics suits alone or if you want to do anything to them, fix the equipment that you broke in the first place. Maybe take a look at the tanks. Take away the ability for them to stack damage modifiers because they already do enough damage in the first place. To add to this, maybe look at doing something about dropships so they don't explode when a feather touches them? How about that? This isnt about logis, its about nerfing logis so assaults will be more common. I see how ccp`s trying to get assaults right but nerfing logis to do that seems uneccesary. Remember that update when av got nerfed and tanks got buffed at the same time and it was hell.Its going to be just like that.I suggest you guys at ccp just buff assaults this update then see if logis need to be nerfed for people to go assault. |
bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:09:00 -
[202] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Add quick-swap between rep tools and primary weapon - like assaults have between primary and secondary weapons.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:11:00 -
[203] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Make the existing request help button mandatory to summon help and show a revive marker.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:13:00 -
[204] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Reduce Logi scan profiles by 5db
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
332
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Posted - 2014.07.12 14:15:00 -
[205] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Add visual identifier for the repairee that they are being repped.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:20:00 -
[206] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? (Not specifically Logi related)
Remove inherent armour repair from Gallente. Why the only race to get it? They have plenty of slots to fit an armour repair mod already. Any bonuses should be to the repair mods only.
If they keep inherent armour rep, then nerf shield regen suitably to balance vs other races.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:23:00 -
[207] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Fix phantom revive markers and marker placement.
Duct tape 2.0 ... Have WD-40; will travel.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1222
|
Posted - 2014.07.12 14:23:00 -
[208] - Quote
bogeyman m wrote:CCP Rattati wrote:Any more smart ideas that we can slot in? Add visual identifier for the repairee that they are being repped.
This would be a pretty legit add that would help folks out quite a bit; you get a direction cue when getting hit..give one when getting healed.
If it's a relatively easy fix I strongly encourage CCP to look into it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1222
|
Posted - 2014.07.12 14:28:00 -
[209] - Quote
Pokey Dravon wrote:Just had a thought, I remembered an interesting tidbit of information about the description of the Repair Tool and looked it up. Quote:"By projecting a focused harmonic beam into damaged materials, the repair tool channels construction nanites to return the targeted matter to its original state. Its on-board processor interfaces with a forward-facing sensor suite, instantly recognizing vehicles, devices, and personal armour based on microscopic manufacturer's tags. The beam, a bi-channel GÇ£hollow laserGÇ¥, simultaneously acts as both a containment field and transport medium for the nanite swarm, which works to sift unwanted particles from the structure, undo ionization, and reconstruct the atomic patterns of the material.
The repair tool has several design innovations, the most surprising probably being the incorporation of Amarr focusing crystal technology. Beyond that, the device also makes use of an advanced K7 nano static co-processor on par with Caldari planet side missile tracking systems and a 55x5 reverse current power cell configuration rarely used beyond self-sustaining Gallente drone units. The result is an elegant tool combining the best technology from several very different design philosophies." We've all assumed that the Repair Tool, being Minmatar, should be tied to the Minmatar suit. However if you want to play with the lore a bit, it's actually really tied to all 4 races. Now the reason the Minmatar Logi is considered the most useful in PC is because of the repair tool bonus. That being said, lets consider giving that bonus to all Logis as part of the role bonus, and replacing the current Minmatar bonus with the remote bonus I had mentioned before. So now all 4 Logis have the most popular bonus, and thus the choice comes down to personal playstyle based off of the racial role. Now we can stop there or we can add in a secondary bonus, thus giving each Logi 3 equipment they're proficient in. I've outlined these two options in the spreadsheet. Keep in mind for the Dual Bonus option, I just picked arbitrary pairs and are loosely based off racial themes when possible, so the pairs themselves are negotiable. https://docs.google.com/spreadsheets/d/18i0Z93RGQbZD-_OMwXmYDJk4ORDBml5Xq_2k_4sF8UY/edit?usp=sharing
Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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bogeyman m
Minmatar Republic
332
|
Posted - 2014.07.12 14:43:00 -
[210] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? (Not specifically Logi related)
Make all vehicles show up on TacNet.
Duct tape 2.0 ... Have WD-40; will travel.
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