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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1223
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Posted - 2014.07.12 14:54:00 -
[211] - Quote
Pokey - question on the proposed global rep tool bonus. Do you see all four races getting the same bonus or perhaps a Min / Gal with a rep range bonus and Amarr / Cal with an effectiveness bonus? (or some mix)
Either way the global or racially tuned option would work pretty well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3114
|
Posted - 2014.07.12 15:04:00 -
[212] - Quote
Jaysyn Larrisen wrote:Pokey - question on the proposed global rep tool bonus. Do you see all four races getting the same bonus or perhaps a Min / Gal with a rep range bonus and Amarr / Cal with an effectiveness bonus? (or some mix) Either way the global or racially tuned option would work pretty well.
Althought that would be interesting from a lore standpoint, it would probably be better to keep a some sort of role bonus like reps very similar. Maybe vary 1% either way, but making it a 'Logistics' would possibly be the correct option.
A global repair bonus for logis would definitely change a lot of what I'm discussing. I still like the idea of having two logis with a sidearm and two without, but that is because i've always really enjoying playing that kind of combat logi. Just enough equipment to support the squad with enough combat potency to keep up. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
|
Posted - 2014.07.12 15:32:00 -
[213] - Quote
ZDub 303 wrote:
Althought that would be interesting from a lore standpoint, it would probably be better to keep a some sort of role bonus like reps very similar. Maybe vary 1% either way, but making it a 'Logistics' Bonus would possibly be the correct option.
A global repair bonus for logis would definitely change a lot of what I'm discussing. I still like the idea of having two logis with a sidearm and two without, but that is because i've always really enjoying playing that kind of combat logi. Just enough equipment to support the squad with enough combat potency to keep up.
The common logi bonus using the rep tool probably would work better.
I actually think your idea of combat logi and support logi still works though. I run a Cal Logi as a full support logibro primarily and do see a lot of uses for the CQC sidearm...i'm just a little leery of giving up too much to simply secure a sidearm.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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bogeyman m
Minmatar Republic
334
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Posted - 2014.07.12 15:40:00 -
[214] - Quote
CCP Rattati wrote:Any more smart ideas that we can slot in? Make filling all equipment slots mandatory.
Duct tape 2.0 ... Have WD-40; will travel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2314
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Posted - 2014.07.12 18:53:00 -
[215] - Quote
Jaysyn Larrisen wrote:ZDub 303 wrote:
Althought that would be interesting from a lore standpoint, it would probably be better to keep a some sort of role bonus like reps very similar. Maybe vary 1% either way, but making it a 'Logistics' Bonus would possibly be the correct option.
A global repair bonus for logis would definitely change a lot of what I'm discussing. I still like the idea of having two logis with a sidearm and two without, but that is because i've always really enjoying playing that kind of combat logi. Just enough equipment to support the squad with enough combat potency to keep up.
The common logi bonus using the rep tool probably would work better. I actually think your idea of combat logi and support logi still works though. I run a Cal Logi as a full support logibro primarily and do see a lot of uses for the CQC sidearm...i'm just a little leery of giving up too much to simply secure a sidearm.
Well one thing we should seriously look at is the possibility of a Shield Transporter Tool. I was talking to some dudes in CPM0 the other day to get a better feel for what is possible in terms of new asset creation, it basically boiled down to "As long as the behavior exists in the game's coding and it doesn't require new art assets, its possible that the item could be created. Now as I'm sure many of your are aware, when Logi LAVs existed, specifically the Charybdis, it had a Shield Transporter (Repair) Tool built in, and I think it even had the Blue Lightning instead of the Yellow for Armor.
Now if that code still exists, it may be possible to patch together a Shield Transporter Tool by using the behavior and effect the old Logi LAV had. If THAT is all possible, I might argue that certain Logi races should a bonus to to the Armor Repair Tool, and others to the Shield Transporter Tool.
Like my ideas?
Pokey Dravon for CPM1
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3745
|
Posted - 2014.07.12 19:04:00 -
[216] - Quote
Pokey Dravon wrote: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=sharingSo 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.
Lol. The Amarr logi losing it's sidearm is an automatic deal breaker for me, so that is always assumed!
It's not that I have a problem with dual bonuses per se, it's just that all the prior suggestions along those lines made, as you correctly pointed out, rather arbitrary pairings. The problem with those becomes that everyone would want the rep tool and maybe to a lesser extent the uplink bonuses (if it worked properly, of course).
With the exception of the Caldari having a rep tool bonus making the least sense, it would be hard to justify why the Gallente should get it over the Amarr, and vice versa. The proposed change to giving everyone a rep tool bonus naturally eliminates that, but then you wonder if the Minmatar logi, being a little squishier than the others, takes a hit. (Not that I care what befalls the shoe shiners union, as Cubs used to say, but naturally we need to be a littleobjective here)
The other thing is, I'm trying to push what I'd like to conceptually see in Charlie, which, unlike Rattati's vision of it being primarily a buff to assaults, I'd like to see it as a revival of both medium frames relative to lights.
Especially since I keep seeing proposals ranging from everyone to Rattati to IWS to Aeon Amadi with the same tired "nerf logis to buff assaults" rhetoric that has been floating around here since at least 1.4... it's still a bad approach, and while it at least had a modicum of logic behind it then, it's totally irrelevant now since this is scout/sentinel 514 we are playing today. Even still. the answer is the same now as it was then: If you want to buff assaults, then buff the damn assaults!
Which, speaking about the defensive bonuses going to both medium frames, that's a good start but remember that logi's to a large extent (Amarr being an exception) still have greater slot counts and fitting resources than the corresponding assault suit and so we do still need to make the logi's less able (but not impossible, of course) to fit in a combat-focused way, either by:
- Forcing all equipment slots to be filled, which sounds good (and tbh is something I've been pushing for like 8 months now), but I think I saw that it may not be easy to hot-fix, and it's honestly probably not as effective as we think it would be because there's nothing to stop people from just dropping some compact (or even higher tier triage) hives in the slots.
- A more elegant but harder to balance solution is to decrease logi fitting power while simultaneously increasing the fitting bonus to equipment. Still looking for the (again, probably 8+ months old so it's hard to find) original post I made on that subject. If I can't find it I'll just run the math again, it's not like it was super complex to begin with.
(The godfather of tactical logistics)
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2058
|
Posted - 2014.07.12 20:34:00 -
[217] - Quote
John Demonsbane wrote:Pokey Dravon wrote: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=sharingSo 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. Lol. The Amarr logi losing it's sidearm is an automatic deal breaker for me, so that is always assumed! It's not that I have a problem with dual bonuses per se, it's just that all the prior suggestions along those lines made, as you correctly pointed out, rather arbitrary pairings. The problem with those becomes that everyone would want the rep tool and maybe to a lesser extent the uplink bonuses (if it worked properly, of course). With the exception of the Caldari having a rep tool bonus making the least sense, it would be hard to justify why the Gallente should get it over the Amarr, and vice versa. The proposed change to giving everyone a rep tool bonus naturally eliminates that, but then you wonder if the Minmatar logi, being a little squishier than the others, takes a hit. (Not that I care what befalls the shoe shiners union, as Cubs used to say, but naturally we need to be a littleobjective here) The other thing is, I'm trying to push what I'd like to conceptually see in Charlie, which, unlike Rattati's vision of it being primarily a buff to assaults, I'd like to see it as a revival of both medium frames relative to lights. Especially since I keep seeing proposals ranging from everyone to Rattati to IWS to Aeon Amadi with the same tired "nerf logis to buff assaults" rhetoric that has been floating around here since at least 1.4... it's still a bad approach, and while it at least had a modicum of logic behind it then, it's totally irrelevant now since this is scout/sentinel 514 we are playing today. Even still. the answer is the same now as it was then: If you want to buff assaults, then buff the damn assaults! Which, speaking about the defensive bonuses going to both medium frames, that's a good start but remember that logi's to a large extent (Amarr being an exception) still have greater slot counts and fitting resources than the corresponding assault suit and so we do still need to make the logi's less able (but not impossible, of course) to fit in a combat-focused way, either by: - Forcing all equipment slots to be filled, which sounds good (and tbh is something I've been pushing for like 8 months now), but I think I saw that it may not be easy to hot-fix, and it's honestly probably not as effective as we think it would be because there's nothing to stop people from just dropping some compact (or even higher tier triage) hives in the slots. - A more elegant but harder to balance solution is to decrease logi fitting power while simultaneously increasing the fitting bonus to equipment. Still looking for the (again, probably 8+ months old so it's hard to find) original post I made on that subject. If I can't find it I'll just run the math again, it's not like it was super complex to begin with. Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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JP Acuna
Pendejitos
211
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Posted - 2014.07.12 20:37:00 -
[218] - Quote
Is it possible to give the G-I (STD) Gallente logistics some more hi/low slots? it only has 2 lows, too poor. At ADV it already has 2 hi's, 3 lows, why such a 'small beginning'? I don't even have a fitting with it. |
ZDub 303
Escrow Removal and Acquisition Dark Taboo
3115
|
Posted - 2014.07.12 21:06:00 -
[219] - Quote
Pokey Dravon wrote:Jaysyn Larrisen wrote:ZDub 303 wrote:
Althought that would be interesting from a lore standpoint, it would probably be better to keep a some sort of role bonus like reps very similar. Maybe vary 1% either way, but making it a 'Logistics' Bonus would possibly be the correct option.
A global repair bonus for logis would definitely change a lot of what I'm discussing. I still like the idea of having two logis with a sidearm and two without, but that is because i've always really enjoying playing that kind of combat logi. Just enough equipment to support the squad with enough combat potency to keep up.
The common logi bonus using the rep tool probably would work better. I actually think your idea of combat logi and support logi still works though. I run a Cal Logi as a full support logibro primarily and do see a lot of uses for the CQC sidearm...i'm just a little leery of giving up too much to simply secure a sidearm. Well one thing we should seriously look at is the possibility of a Shield Transporter Tool. I was talking to some dudes in CPM0 the other day to get a better feel for what is possible in terms of new asset creation, it basically boiled down to "As long as the behavior exists in the game's coding and it doesn't require new art assets, its possible that the item could be created. Now as I'm sure many of your are aware, when Logi LAVs existed, specifically the Charybdis, it had a Shield Transporter (Repair) Tool built in, and I think it even had the Blue Lightning instead of the Yellow for Armor. Now if that code still exists, it may be possible to patch together a Shield Transporter Tool by using the behavior and effect the old Logi LAV had. If THAT is all possible, I might argue that certain Logi races should a bonus to to the Armor Repair Tool, and others to the Shield Transporter Tool.
I would be curious to get both of your guy's opinion on this.
If we can run a shield transporter tool, then I could see a strong case for giving that to Caldari Logi suits. Then... for far more variety we go back to Logi Bro's suggestion and completely split this whole combat logi idea into separate types (i and II) of suits. We could make it look something like this perhaps (a modification of Pokey's spreadsheet):
I've copied what I think is Pokey's current line of racial bonuses, I don't agree with them as I still believe Logi's should focus on pure HP and while assault suits should prefer regen but I include them for completeness.
I still believe we need about a 50% reduction to the ISK cost of proto level equipment. With it costing so little, I think the Medic type suits lacking a bonus wouldn't matter as much, as they could easily fit proto nanohives which do quite well without a bonus imo.
As you can see, I'm trying to keep the number of bonuses a suit gets as low as possible to prevent buggy code and general implementation issues that we see a lot with suit bonuses.
Comments? |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3749
|
Posted - 2014.07.12 21:57:00 -
[220] - Quote
Alaika Arbosa wrote: Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
Because it is one of the primary reasons I chose the suit back in the day, and the couple million SP or so I have invested in sidearms would be completely wasted.
Also, as I have said before, the Amarr logi bonus is the only one that is likely to require someone to lone wolf it from time to time. The sidearm saves my ass time and time again.
(The godfather of tactical logistics)
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Hawkings Greenback
Red Star. EoN.
178
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Posted - 2014.07.12 22:01:00 -
[221] - Quote
Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit.
That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus.
The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ?
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2315
|
Posted - 2014.07.12 22:09:00 -
[222] - Quote
Alaika Arbosa wrote: Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
The addition of a sidearm doesn't automatically make a suit suddenly be an assaulting class. Its fine to slightly blur the lines between classes because it adds diversity, just as long as those lines are not crossed. Adding a slight combat advantage with the sidearm while removing an equipment doesn't cross the line but it does provide players who want to push the edge of the Logi role a bit more with a playstyle that suits them. As I've stated before, I find the mentality that "Logi's are medical support only" to be very narrow minded and innacurate. I often run an injector on my Commando, am I then a "Not-Logistics Logistics"? Am I doing Commando wrong because I use equipment? I don't think so.
Hawkings Greenback wrote:Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit. That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus. The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ?
I'm a little curious on your reasoning behind not liking the bonus? I'd also like to point out that I proposed Remotes as well as Proxy mines, making the Minmatar Logistics extremely good at indirect AV as well as battlefield control by allowing them to better lock down choke points. I'll add as a side note that I hate the "Ultimate Frisbee" playstyle with remotes, and would advocate some work to be done on them, specifically delay between deployment and detonation in order to make them more of a defensive tool and less of an offensive weapons against infantry.
Like my ideas?
Pokey Dravon for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
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Posted - 2014.07.12 22:10:00 -
[223] - Quote
ZDub 303 wrote:JP Acuna wrote:Is it possible to give the G-I (STD) Gallente logistics some more hi/low slots? it only has 2 lows, too poor. At ADV it already has 2 hi's, 3 lows, why such a 'small beginning'? I don't even have a fitting with it. That is a general problem with std suits in general imo. We really need to push CCP to buff the slot count on STD/ADV suits to help decrease the currently incredible combat potential differences that exists between the tiers of dropsuits. [quote=Pokey Dravon][quote=Jaysyn Larrisen][quote=ZDub 303] I would be curious to get both of your guy's opinion on this. If we can run a shield transporter tool, then I could see a strong case for giving that to Caldari Logi suits. Then... for far more variety we go back to Logi Bro's suggestion and completely split this whole combat logi idea into separate types (i and II) of suits. We could make it look something like this perhaps ( a modification of Pokey's spreadsheet): I've copied what I think is Pokey's current line of racial bonuses, I don't agree with them as I still believe Logi's should focus on pure HP and while assault suits should prefer regen but I include them for completeness. I still believe we need about a 50% reduction to the ISK cost of proto level equipment. With it costing so little, I think the Medic type suits lacking a bonus wouldn't matter as much, as they could easily fit proto nanohives which do quite well without a bonus imo. As you can see, I'm trying to keep the number of bonuses a suit gets as low as possible to prevent buggy code and general implementation issues that we see a lot with suit bonuses. Comments?
First... ref STD/ADV dropsuits. I would honestly look at just dropping ISK prices across the board and eliminate the current STD level. I don't see that happening anytime soon but I figured I would put it out there.
I will say that running full-on Logi a very shaky financial edge. One bad game and you hemorrhage ISK...it's more efficient to run HAVs than logi suits in a lot of cases and that's a problem. If we reduced proto equipment with a flat 50% we would need to adjust ADV / STD / MLT as well. I'm not where I can get onto the Dust client to check prices but my gut tells me we would perhaps need to have more targeted or precise ISK reductions to bring things in line.
Ok, On to your comment on Type I and Type II suits. I was unfamiliar with idea so i'm coming into it cold and that makes it a nice mental exercise. I like the additional suit variety and if there were multiple specializations across the frames then I would be much more favorable to the concept. I don't think we can recommend splitting the logi class unless there are corresponding plans to do the same for other suit lines and that might be too big of a bite at the apple for CCP in regards to Dust at the moment.
Broadly - I'm a huge fan of having rep tool options that provide choices for us. I think you could even shape the bonuses quite a bit when you have those options. Of the top of my head I would look at something kinda like this:
Amarr / Gal - High efficiency / moderate range modifiers to armor rep and no modifiers to shield reps.
Minmatar - Moderate efficiency bonus both armor and shield reps and a high rep range bonus (similar to what they have now)
Cal - High efficiency / moderate range modifiers to shield rep and no modifiers to armor reps
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1224
|
Posted - 2014.07.12 22:16:00 -
[224] - Quote
Hawkings Greenback wrote:Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit. That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus. The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ?
Good question.
This comes down to categorizing REs as equipment and treating it as such for game play and not a weapon (note that you skill them through the weapon skill tree). I would look at mild damage buff per level or perhaps a blast radius increase would be more viable.
If we want to categorize / incentives use of the RE as a weapon then you should have to choose whether to equip that OR a grenade. You'll also notice that the RE is one of the few items in the game that doesn't have any kind of bonus, perk, or buff from racial lines, skills, or modules.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Hawkings Greenback
Red Star. EoN.
178
|
Posted - 2014.07.12 22:23:00 -
[225] - Quote
Pokey Dravon wrote:Alaika Arbosa wrote: Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
The addition of a sidearm doesn't automatically make a suit suddenly be an assaulting class. Its fine to slightly blur the lines between classes because it adds diversity, just as long as those lines are not crossed. Adding a slight combat advantage with the sidearm while removing an equipment doesn't cross the line but it does provide players who want to push the edge of the Logi role a bit more with a playstyle that suits them. As I've stated before, I find the mentality that "Logi's are medical support only" to be very narrow minded and innacurate. I often run an injector on my Commando, am I then a "Not-Logistics Logistics"? Am I doing Commando wrong because I use equipment? I don't think so. Hawkings Greenback wrote:Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & RE bonus
Amarr Logi - Rep bonus & droplink bonus
Gal Logi - Rep Bonus & Scan bonus
Cal Logi - Rep Bonus & Hive bonus
That's pretty legit. That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus. The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ? I'm a little curious on your reasoning behind not liking the bonus? I'd also like to point out that I proposed Remotes as well as Proxy mines, making the Minmatar Logistics extremely good at indirect AV as well as battlefield control by allowing them to better lock down choke points. I'll add as a side note that I hate the "Ultimate Frisbee" playstyle with remotes, and would advocate some work to be done on them, specifically delay between deployment and detonation in order to make them more of a defensive tool and less of an offensive weapons against infantry.
Sorry I got back to this thread & have kinda glanced over some of the posts
I bolded the bit that would concern me, mainly because we all know that it would get abused unless like you say some additional changes were brought in.
My other concern is that the other racial bonus provide things that allow there team mates to kill red dots whereas the minnie bonus allows the logi to kill things.
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Hawkings Greenback
Red Star. EoN.
178
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Posted - 2014.07.12 22:32:00 -
[226] - Quote
Had you considered the Minnie bonus to be for the nanite injector, my reasoning being that as a race they are the ultimate recyclers so no clone goes to waste & is brought back to life to be put back to use.
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2060
|
Posted - 2014.07.12 23:07:00 -
[227] - Quote
Pokey Dravon wrote:Alaika Arbosa wrote: Why would it be a deal breaker if the Amarr Logi were to be brought into line with the other Logi suits while getting a different though equivalent bonus to the others?
I am just curious, personally, I don't see it as being a real Logi, it is the "Not-Assault Assault" IMHO
The addition of a sidearm doesn't automatically make a suit suddenly be an assaulting class. Its fine to slightly blur the lines between classes because it adds diversity, just as long as those lines are not crossed. Adding a slight combat advantage with the sidearm while removing an equipment doesn't cross the line but it does provide players who want to push the edge of the Logi role a bit more with a playstyle that suits them. As I've stated before, I find the mentality that "Logi's are medical support only" to be very narrow minded and innacurate. I often run an injector on my Commando, am I then a "Not-Logistics Logistics"? Am I doing Commando wrong because I use equipment? I don't think so. Well, first off, I have never stated that "Logis are Medical Support Only", I actually find that mentality to be deplorable as well. IMHO, Logi are intended for "Battlefield Facilitation" and should be the natural leaders for their team. After all, they have the easiest time deploying equipment for the benefit of their team due to the number of Equipment slots they have.
However, Logi have always had a single Light Weapon Slot with no Sidearm as a way to force them to rely on their team as much as their team is supposed to rely on them.
I've played Logi for so long that I at times forget that I have a Sidearm when I am running around in something else. IMHO, it is uncharacteristic of Logi and goes against the established grain of what it is to be a Logi for them to have two weapons (not counting Grenades or RE/Prox).
In closing, my Minmando "Heavy Assault" fit has a Wiyrkomi on it. I've heard legitimate surprise in peoples voices when they realize that I am running a PRO Needle on a Commando suit, personally, IDK why it surprises them.
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3115
|
Posted - 2014.07.12 23:27:00 -
[228] - Quote
Jaysyn Larrisen wrote:
First... ref STD/ADV dropsuits. I would honestly look at just dropping ISK prices across the board and eliminate the current STD level. I don't see that happening anytime soon but I figured I would put it out there.
I will say that running full-on Logi can be a very shaky financial edge. One bad game and you hemorrhage ISK...it's more efficient to run HAVs than logi suits in a lot of cases and that's a problem. If we reduced proto equipment ISK cost with a flat 50% we would need to adjust ADV / STD / MLT as well. I'm not where I can get onto the Dust client to check prices but my gut tells me we would perhaps need to have more targeted or precise ISK reductions to bring things in line.
Ok, on to your comment on Type I and Type II suits. I was unfamiliar with idea so i'm coming into it cold and that makes it a nice mental exercise. I like the additional suit variety and if there were multiple specializations across the frames then I would be much more favorable to the concept. I don't think we can recommend splitting the logi class unless there are corresponding plans to do the same for other suit lines and that might be too big of a bite at the apple for CCP in regards to Dust at the moment.
Broadly - I'm a huge fan of having rep tool options that provide choices for us. I think you could even shape the bonuses quite a bit when you have those options. Of the top of my head I would look at something kinda like this:
Amarr / Gal - High efficiency / moderate range modifiers to armor rep and no modifiers to shield reps.
Minmatar - Moderate efficiency bonus both armor and shield reps and a high rep range bonus (similar to what they have now)
Cal - High efficiency / moderate range modifiers to shield rep and no modifiers to armor reps
Correct, the prices of most equipment would need to be adjusted, but I do want lower end equipment to remain relatively similar in cost to now. This encourages the use of higher end equipment for the fits that can afford it (logis).
I would be really careful about adjusting rep bonus. When it comes to repairing, it's not about the race of the suit repairing but the race of the suit being repaired. We don't want to make certain suits undesirable to squads of x suit. Since racial logi suits are very expensive to skill into (SP Cost), forcing any dedicated logi to have to skill into many suits just to suit the squad they are running worries me. I also don't want these bonuses to define the suit so strongly. I can see where you're coming from in terms of flavor but I would say reduce the differences a bit. It keeps the flavor without making any one suit downright undesirable.
For example... Min could have its current 10% range bonus while Cal has 5% and Amarr/Gal have 8%. It's enough for flavor without going crazy.
I see your worry about bring type II suits to logi without ever having plans of doing type II to other suits.
We could consider a third spec off medium suits? Make these completely separate. Or rework this idea of combat logi into a second light frame suit, consider we will likely never see pilot suits.
I just love the idea of combat logi, I love my sidearm. I know it's not for everyone but I think it's a niche a lot of people would enjoy, even if it's just situationally. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2315
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Posted - 2014.07.12 23:41:00 -
[229] - Quote
Hawkings Greenback, yes some work on the remotes would need to happen. Primarily I see them being more as a push for the more indirect combat that the Minmatar and Logistics are known for, allowing them to set up minefields and traps to drastically reduce enemy movement and route them
Hawkings Greenback wrote: Had you considered the Minnie bonus to be for the nanite injector, my reasoning being that as a race they are the ultimate recyclers so no clone goes to waste & is brought back to life to be put back to use.
Nanite injectors are not widely used, and I dont think a bonus to them would really encourage the use of that suit.
Like my ideas?
Pokey Dravon for CPM1
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2060
|
Posted - 2014.07.12 23:49:00 -
[230] - Quote
Pokey Dravon wrote:Hawkings Greenback, yes some work on the remotes would need to happen. Primarily I see them being more as a push for the more indirect combat that the Minmatar and Logistics are known for, allowing them to set up minefields and traps to drastically reduce enemy movement and route them Hawkings Greenback wrote: Had you considered the Minnie bonus to be for the nanite injector, my reasoning being that as a race they are the ultimate recyclers so no clone goes to waste & is brought back to life to be put back to use.
Nanite injectors are not widely used, and I dont think a bonus to them would really encourage the use of that suit. I love you no homo.
This is what Logi should be know for, Minmatar too since they are Dust/Project Legion's "OL" (Original Logis)
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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D3LTA iKidd'YuNOT
D3LTA FORC3 C0VEN
2
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Posted - 2014.07.13 01:54:00 -
[231] - Quote
As an Amarr Logi user I ask you not to take my sidearm as its the only reason i chose it rather than speccing back into my Cal Logi. I used to be Cal Logi and Gal Assault and wanted to be the best of both...
Edit: Or Respec for me if you do. |
Gemini Cuspid
113
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Posted - 2014.07.13 04:07:00 -
[232] - Quote
Only thing I would say about my Amarrian Logi fit: you ARE the moving target that EVERY OTHER CLASS goes for. The goal of the logi as per launch was really an incubus of playing as a support member with the ideal role of scouts being able to monitor ahead and rely and a variety of backup from the assault class and heavy. Now back to present day....
Most players AVOID heavies and most scouts still have the flexibility and SP to rely on far ranged weapons to win shoot outs with assaults and logis. So the logi is essentially a walking brick of a weight that, when push comes to shove, players aren't going on that heavy they're instead going after that logi and there's a 100% ISK bet in my hand that says you're pretty screwed with expecting anyone else giving you a nano~injector.
That's the overall problem WITH log in the hotfix: you made them more of a target than ever before and thereby break their abilit for any support because the only class they can team up with, heavy, is the class that no one is aiming to target. If you theoretically assume that the heavy is going to "shield" the logic you're assumption is wrong; a logi is DEPENDING on that Heavy to kill everything before the logi dies.
Likewise, with the addition of self-repair armors versus launch as well as less squad groupings and Assault classes being the other irrelevant class, I mean yeah. There's not much anyone can do to save Logi as a class in general without breaking other stuff. Not surprised by any of this so it's not like I'm crying over it either. Frankly they should just offer the respec option right about now. |
KING CHECKMATE
Holdfast Syndicate Amarr Empire
5272
|
Posted - 2014.07.13 04:12:00 -
[233] - 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
GÖª Note that the scout only really has one equipment slot since using a scout and NOT equiping a cloak is just ignoring one of the the purposes of the scout. Not to mention not making use of its SCOUT BONUS , and you would be endangering yourself considering the significant EHP difference there is nowadays between a true scout ( not HP tanked ) and any other frame.
GÖª True i have a Scout/Logi fit that works pretty decent with uplinks/repair tool and needle, but besides the db and Scan precision im actually at a small disadvantage considering how strong AA is i cannot dodge perfectly and without cloak one doesnt last much. Plus, i missing important equipment Logi-Bonuses
Continue.
Stealth Storm
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3755
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Posted - 2014.07.13 04:24:00 -
[234] - Quote
Holy crap, it's a Checkmate sighting!
Anyway, I found it. Actually only about 6 months old, it was an interesting read going back through those old threads from pre 1.7 to 1.8. A couple people pretty accurately predicted the rise of scouts and the death of medium frames, even before the final patch notes for 1.8.
So, the bottom line is this: If you are seriously that concerned that logi's are going to infringe on the assault role (while inexplicably ignoring the massive contribution 1.8-era scouts made to the death of the assault), just go forward with another CPU/PG decrease and simultaneously increase the fitting bonus to equipment.
Done properly, you should be able to make essentially the same exact support-oriented fitting you can now, but be very much hampered trying to make an offensively-minded logi fitting, as in the example I linked.
(The godfather of tactical logistics)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2317
|
Posted - 2014.07.13 06:49:00 -
[235] - Quote
John Demonsbane wrote:Holy crap, it's a Checkmate sighting! Anyway, I found it. Actually only about 6 months old, it was an interesting read going back through those old threads from pre 1.7 to 1.8. A couple people pretty accurately predicted the rise of scouts and the death of medium frames, even before the final patch notes for 1.8. So, the bottom line is this: If you are seriously that concerned that logi's are going to infringe on the assault role (while inexplicably ignoring the massive contribution 1.8-era scouts made to the death of the assault), just go forward with another CPU/PG decrease and simultaneously increase the fitting bonus to equipment. Done properly, you should be able to make essentially the same exact support-oriented fitting you can now, but be very much hampered trying to make an offensively-minded logi fitting, as in the example I linked.
Yeeeep. Effective PG/CPU remains similar, but only when using equipment. Absolute PG/CPU is lowered to that similar of assaults, meaning at no point can a Logi out-class an assault in terms of defenses, but it comes close so its still able to survive, even if its offensive abilities are much lower.
Like my ideas?
Pokey Dravon for CPM1
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pegasis prime
PROTO WOLVES
1782
|
Posted - 2014.07.13 09:26:00 -
[236] - Quote
Herrick Arcos wrote:First off I have to say hello to Crazy Cat Lady... Its been a long time since Shadow Cavalry! Second I think the logi's we have now are a far cry from the killer bees we had for a while and a nerf to their speed is definitely not something that is needed. Slowing logis is only going to make their ability to support their team unnecessarily more difficult. Its about time logis get some attention that actually impacts their ability to support their teams. I do feel the cloak fitting bonus needs to go but that one is obvious.
o7 olboy how's tricks? id have to say i agree with cat and yourself with the speed reduction but im dead against the ammar logi loosing its sidearm . The cal logi needa a better bonus as the hive bonus is well pants.
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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bogeyman m
Minmatar Republic
338
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Posted - 2014.07.13 13:20:00 -
[237] - Quote
KING CHECKMATE wrote: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 GÖª Note that the scout only really has one equipment slot since using a scout and NOT equiping a cloak is just ignoring one of the the purposes of the scout. Not to mention not making use of its SCOUT BONUS , and you would be endangering yourself considering the significant EHP difference there is nowadays between a true scout ( not HP tanked ) and any other frame.GÖª True i have a Scout/Logi fit that works pretty decent with uplinks/repair tool and needle, but besides the db and Scan precision im actually at a small disadvantage considering how strong AA is i cannot dodge perfectly and without cloak one doesnt last much. Plus, i missing important equipment Logi-Bonuses Continue. IFF a Scout uses one of its slots for a cloak, then yes, you could look at it as 'a cloak plus one slot'. However, many Scouts do NOT use cloaks, and that is where the problem arises in Scouts out-assaulting Assault suits. (One example: I had the pleasure of 'meeting' a Scout recently who had 750 eHP and a proto Rail Rifle - it was a short meeting.)
Duct tape 2.0 ... Have WD-40; will travel.
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
627
|
Posted - 2014.07.18 09:45:00 -
[238] - Quote
A PROPOSAL I know that CCP must have data or ideas that justify certain setups. I am also pleased that there has been a move to rectify many subjects to create an evolving game that achieves a greater balance and immersion.
My beef is with the MED Frame inequalities (LOGI and ASSAULT). There is a tension between the two because there is a lack of definition with the ASSAULT type MED frame. The LOGI is well defined and remains unique and is in a good place that will be better with the proper slot adjustments. The difficulty in CCPGÇÖs position is that it has yet to make the ASSAULT Frames the defining go to suits. IGÇÖm sure that if IGÇÖm not outright just stealing the idea by not crediting authors it is only that I agree with your positions and wanted to emphasize them again, but I offer this suggestion that I like.
Defining the MED Frames The SLOT ADJUSTMENT is a good start, but too little to move the ASSAULTS to where they will be a dominating force. It hardly seems logical that a LOGI is the same ASSAULT suit that sacrifices base stats (EHP, potential, speed, shield recharge, stamina and recharge, etc.) and their side arm (mostly) then gets to carry all this great equipment AND have more high(H) and low(L) slots.
The ASSAULT will only stand out when there is a defining difference between the two frames that makes the choice for a slayer obvious and the choice for a support role obvious.
Make the ASSAULTs mean. THE H/L SLOT LAYOUT of each MED FRAME equal to each other or higher for ASSAULTS. THE CPU/PG is EQUAL or higher for LOGIS but each can fit all Proto MODS and Proto GEAR (LOGI EQ and ASSAULT LW, SA) Keep the LOGI stats as they are now. ASSAULT stats as they are now, but more HP as planned.
First the LOGI A LOGIGÇÖs power in MODules and EQuipment Here the slot counts are all Equal to 8, 10, 12. BUT not all should be the same GÇô keeping a little flavor with the equipment bearers is cool. (and I support the Logi bonus changes)
UNIQUE Logis GÇô (3EQ, Side Arm, Module Focus) AMARR SIDE ARM (Best Choice GÇô Unique)ORMODULE Focused (IFF Bonuses Change) S- 2H/3L/2E + Side Arm S- 3H/3L/2E A- 2H/4L/3E + Side Arm A- 3H/4L/3E P- 3H/5L/3E + Side Arm P- 4H/5L/3E
CALDARI SIDE ARM (Equality - another SA option)ORMODULE Focused (Unique) S- 3H/2L/2E + Side Arm S- 3H/3L/2E A- 4H/2L/3E + Side Arm A- 4H/3L/3E P- 5H/3L/3E + Side Arm P- 5H/4L/3E
EQ SPECIFIC Logis GÇô (4EQ) GALLENTE S- 2H/3L/3E A- 2H/3L/3E P- 3H/5L/4E
MINMATAR S- 2H/2L/3E A- 3H/3L/3E P- 4H/4L/4E
Delivers Logis with equal slot counts (side arm = 1 EQ) Keeps them equal in tier movements.
ASSAULTS: Capable of being the most unique and powerful force out there. Lets make them that way. AMARR EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
CALDARI EQUAL to logi ORBETTER - Logi loses 1EQ for SA S- 3H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 4H/2L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 5H/3L/1E + Side Arm P- 5H/4L/1E + Side Arm
GALLENTE EQUAL to logi ORBETTER - Logi loses 1H for 4thEQ S- 2H/3L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 2H/4L/1E + Side Arm A- 3H/4L/1E + Side Arm P- 3H/5L/1E + Side Arm P- 4H/5L/1E + Side Arm
MINMATAR EQUAL to logi ORBETTER Focus - Logi loses 1H for 4thEQ S- 2H/2L/1E + Side Arm S- 3H/3L/1E + Side Arm A- 3H/3L/1E + Side Arm A- 4H/3L/1E + Side Arm P- 4H/4L/1E + Side Arm P- 5H/4L/1E + Side Arm
IN this way The COST of not being an ASSAULT is always less modules. Logis gain equipment but loses stat and 1 module. Scouts gain speed and equipment but lose stats and modules. Commandos gain HP and another LW but lose grenades and modules. Heavies gain HW and HP but lose modules.
ASSAULTs will be the Maximum warriors even if their bonuses are not all that people may want. The modules and better stats make them awesome regardless.
It makes the ASSAULTs versatile for battle and they may even give every class a run for their money as they will be the new Logi Slayer or Brick Scout that can suddenly do everything better than every other class (with the right module)GǪ but isnGÇÖt that what the ASSAULTs were meant to do? WerenGÇÖt the other classes supposed to sacrifice to take on another role? Not all roles are equal, but balance does not mean equality.
IGÇÖll work on some CPU/PG Calculations tomorrow to try to find that sweet spot where the MED frames can have the same CPU/PG and what percentages their Bonuses need to be at in order to accommodate such a move.
ThatGÇÖs all I got for now.
The Logi Code. Cross Atu for CPM1 - A logical choice
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Jack McReady
DUST University Ivy League
1508
|
Posted - 2014.07.18 10:23:00 -
[239] - Quote
too many stupid suggestions...
if you want to fix all classes then make fittings of modules or equipment that is not supposed to be used harder.
this is easily fixed with reducing all suits PG & CPU and adding a proper fitting bonus to all suits...
few examples: heavy/sentinel: fitting bonus for heavy weapons logi: fitting bonus for sidearms & equipment scout: fitting bonus for cloaks & ewar/mobility modules
that results in: if you fit your intended weapon / modules then it will be easy to have a great fit but if you dont then you are weaker somewhere else. you can still fit whatever you want but it will not be as easy.
a logi will still be able to fit a light weapon BUT will have reduced health because he wont be able to fit all proto plates any more. a scout will still be able to put some tank on his suit and use something else than cloak but wont be able to fit the best weapons etc...
with such a change a heavy with light weapon will be less effective or logi & scout wont be such good "assaults" as assault suits.
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Meee One
Algintal Core Gallente Federation
911
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Posted - 2014.07.18 12:34:00 -
[240] - Quote
Hawkings Greenback wrote:Jaysyn Larrisen wrote:Ok... i totally take back that whole fomenting rebellion against your tyrannical reign as the tax hungry OSG CEO.
That is a very sharp find and frankly would be an elegant solution to quite a few things. It also strikes me that it's very similar to the EVE logi ship model as well.
so...
Min Logi - Current rep bonus & 1/2 Scanner bonus
Amarr Logi - 1/2 Hive bonus & droplink bonus
Gal Logi - 1/2 Rep Bonus & Scan bonus
Cal Logi - 1/2 Droplink Bonus & Hive bonus
That's pretty legit. That seems a little better balanced. It encourages all logis to fit & use a rep tool while giving them a specific racial bonus. The only thing I honestly don't like is the RE bonus for minmatar, what sort of bonus would you give ? FTFY
Giving the Amarr logistics a bonus to rep tools would make Min logistics worthless in PCs.
-Follow a heavy with a core focused -Drop uplink -Survive because armor is still king.
These bonuses make much more sense.
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