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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11429
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Posted - 2014.07.19 20:59:00 -
[331] - Quote
CCP Rattati wrote:The variable slot count per tier for the logis specifically. I don't see a reason why we don't equalize slot count per tier this round. Any objections? :)
Thanks for the detailed feedback, it verifies my thoughts.
I would like to discuss having two passive logis that need to defend their placed equipment, AM and CA and two active logis, MM and GA. I.e. trading the CA low for a sidearm. I fully support total module slot count equalization per tier.
WHY would you propose taking away the Amarr logi's sdearm, and then propose adding a sidearm to Cal logi? I don't understand, please explain your rationale. To be clear, are you proposing the Cal logi keep their current small amount of equipment slots, but lose their 9th module from a low in exchange for gaining a sidearm? I'm trying to understand exactly what you're proposing.
EDIT: a sidearm should mean having EITHER less total module slots than other logis as a tradeoff, OR less equipment slots than other logis, but not both of these penalties.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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CCP Rattati
C C P C C P Alliance
4565
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Posted - 2014.07.19 21:14:00 -
[332] - Quote
I don't understand the confusion, I originally said I don't like the complete irregularity that the Amarr logi sidearm is, because it obfuscates all true comparisons between the logis.
Now, if Caldari logis have a sidearm, and the same number of slots as the Amarr, then there is no singular discrepancy, then there is a reason and we can balance the two combat logis against each other.
Just as if we would remove the Amarr sidearm and the CA low, and equalize all the logis at all tiers.
I maintain that the dropsuit is such a fundamental item in the dust balance, that slot layouts should be very consistent, logical and not have inherent discrepancies, because those layouts translate into PG/CPU. That's why we are proposing a single matrix of universal dropsuit layouts. And that is also, why the CA ADV scout has 4-1, changing that single one to 3-2 would "break" the whole universal proposal.
The differences should be at the role/racial and module/weapon level and that's where our choices become truly meaningful.
In the end, none of these changes are necessary, they have been this way for a long time and maybe they shouldn't be touched. I am sure we can find other things to balance.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11429
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Posted - 2014.07.19 21:25:00 -
[333] - Quote
CCP Rattati wrote:I don't understand the confusion, I originally said I don't like the complete irregularity that the Amarr logi sidearm is, because it obfuscates all true comparisons between the logis.
Now, if Caldari logis have a sidearm, and the same number of slots as the Amarr, then there is no singular discrepancy, then there is a reason and we can balance the two combat logis against each other.
Just as if we would remove the Amarr sidearm and the CA low, and equalize all the logis at all tiers.
I maintain that the dropsuit is such a fundamental item in the dust balance, that slot layouts should be very consistent, logical and not have inherent discrepancies, because those layouts translate into PG/CPU. That's why we are proposing a single matrix of universal dropsuit layouts. And that is also, why the CA ADV scout has 4-1, changing that single one to 3-2 would "break" the whole universal proposal.
The differences should be at the role/racial and module/weapon level and that's where our choices become truly meaningful.
In the end, none of these changes are necessary, they have been this way for a long time and maybe they shouldn't be touched. I am sure we can find other things to balance. So you're considering giving both the Amarr and Caldai logis sidearms? you should have been more clear.
I would be fine with both the Amarr and Caldari logis having a sidearm, as long as they both either have less total module slots than other logis (7 instead of 8), OR have less equipment slot than other logis (2 at standard, 3 at proto), but not both penalties (the current Amarr logi currently has both penalties).
Also, I see no problem with irregularity when it comes to balancing, as long as the tradeoff causing the irregularity is equivalent and clear (like dropsuit A is different from others of the type because it trades an X slot to gain a Y slot)
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Doc DDD
TeamPlayers
240
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Posted - 2014.07.19 21:34:00 -
[334] - Quote
I think it works if the Cal logi gets a nice chunk of its cpu nerfed a year ago back.
otherwise it needs the low, with more base cpu and a sidearm there would be less armor tanking Cal logis as from the looks of it the Cal assault may start looking more attractive. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11431
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Posted - 2014.07.19 21:51:00 -
[335] - Quote
Doc DDD wrote:I think it works if the Cal logi gets a nice chunk of its cpu nerfed a year ago back.(shield based suit)
Without cpu buff it needs the low.(for a chip)
With more base cpu and a sidearm there would be less armor tanking Cal logis as from the looks of it the Cal assault may start looking more attractive if it's shields get more effective. Yeah, I think the CPU nerf should be reversed. The CPU was never the problem in my opinion, it was the 9 module slots.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
637
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Posted - 2014.07.19 22:03:00 -
[336] - Quote
CCP Rattati wrote:The variable slot count per tier for the logis specifically. I don't see a reason why we don't equalize slot count per tier this round. Any objections? :)
Thanks for the detailed feedback, it verifies my thoughts.
I would like to discuss having two passive logis that need to defend their placed equipment, AM and CA and two active logis, MM and GA. I.e. trading the CA low for a sidearm.
No objections to the slot count equalization here. :)
Concerning the AM and CA logis as Passive Logis and the GA and MM logis as Active Logis:
ON PASSIVE LOGIS - their need to defend placed equipment. Ultimately I do like the term Passive Logi. It categorizes their specialties in a way that I didn't really consider before. I had always just considered every Logi as an active logi and that doesn't fit the AM and CA bonuses which is why I have always disliked them. I have always seen a logi with a repair tool, nano, and sick stick (injector) - see my guide The Logi Code. Many logis came together and helped me build that resource that is still used and updated today. We keep trying to make it better and better for the new users. There we have always viewed each Logi as an active Logi and any that could not perform like a Logibro fell out of favor with our group.
The bonuses have been the real divider for the logistics group (relevant because this is what has killed the use of the CAL logi and lessened the use of the AM logi in the Logibro group). The bonuses' first introduction was better received than the latter as with the Logibro crowd we focus on Rep/Rez/Resupply with Rally/Reinforce being lower on the list; and the Minmatar got the best one for what we do, that plus the equipment nerf and CPU nerf really did in the CA Logi. - Sorry for the segway but a reanalysis of the Logi Bonuses is justified because the logistics is not just an EQuipment hauler but more the focused Logibro that supports his team mates. Anyway, moving on.
AMARR The Amarr Logi as a Passive Logi can work well. It classifies them and announces that they are simply better at placing equipment and adding some firepower to the team. Dropping an uplink here and there, repping, rezzing after a small skirmish makes sense because they can't active Logi as well. It may also mean that they are more of the AV logi and Ammo Logi - not as relied upon for repair or scanning. I love this Logi - I love the challenge, but I try to play him as an Active Logi and that is when I dislike the bonuses. But He is my "go to" for running without a squad. If he can keep his sidearm I'm all in.
If he/she were to receive the extra low that has been lacking that turns him into more of the armor laden defender and 'last man standing' to defend and support the group. I like it.
CALDARI I can see this working. Due to the nature of the CA bonus and defining it as a Passive Logi it would make it specialized as the AMARR is in being able to handle a bit more combat. The High Slots combined with the side arm would make for a great AV Logi that relies upon a side arm for combat but can save the team when an LAV or Dropship rolls in. - those highs for damage mods are useful when it comes to AV. He would be thin in the EHP department and would still need to run with the team. His Nano bonus demands it.
The slot adjustment would make it so that its current CPU might actually work for a sidearm rather than another module and having a consistent tier progression would be awesome to make STD and ADV suits a valid choice for battle.
SIDE NOTE: Like I said earlier the CA logi has had the short end of the stick as far as deals go. This relates to its bonus and history. Its bonus may need to be looked at or a resupply option found for Nano-Hives. They disappear so fast that another look at making them able to be restocked at a Resupply just by standing there, adding another 1 to the count a CA can carry, or increasing their nano count would be justified later on to bring it into the logi fold. THIS is not a deal breaker, bonuses are not on the table, but if/when we get back around to looking at logis and bonuses an adjustments conversation would be great.
ACTIVE LOGIs The 4 Equipment mules see little in the way of change that comes with their definition. BUT the slot change for the Gallente would be tremendous. Having any sort of balanced progression may affect beginners more than veterans who have already leveled up to PRO, but having this change makes other setups in the Gallente tiers, besides just PRO viable - so it makes a second option for support rather than just saying that the MIN is the only balanced logi and pushing all new players that direction if they want to go the active Logi route.
I would like to take these changes to my guide. And be better able to define the roles and advise new players.
SUPPORTED Equalizing the logis it so we don't have these two outliers (one with a sidearm and one with a module bonus) in the Logi lineup but rather Two ACTIVEs and two PASSIVEs is an acceptable and ingenious compromise to pushing them all to fit the active role - a great solution, thank you for bringing it up.
The Logi Code. Cross Atu for CPM1 - A logical choice
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
637
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Posted - 2014.07.19 23:07:00 -
[337] - Quote
CCP Rattati wrote:I don't understand the confusion, I originally said I don't like the complete irregularity that the Amarr logi sidearm is, because it obfuscates all true comparisons between the logis.
Now, if Caldari logis have a sidearm, and the same number of slots as the Amarr, then there is no singular discrepancy, then there is a reason and we can balance the two combat logis against each other.
TRUE
CCP Rattati wrote: Just as if we would remove the Amarr sidearm and the CA low, and equalize all the logis at all tiers.
I maintain that the dropsuit is such a fundamental item in the dust balance, that slot layouts should be very consistent, logical and not have inherent discrepancies, because those layouts translate into PG/CPU. ... The differences should be at the role/racial and module/weapon level and that's where our choices become truly meaningful.
AGREED
CCP Rattati wrote: In the end, none of these changes are necessary, they have been this way for a long time and maybe they shouldn't be touched. I am sure we can find other things to balance.
Wait! I will beg for this. But first let us discuss it a bit more if you need convincing.
This is a great thing to happen. As mentioned by the Horned Wolf the CA's Module slots may be too much. This may have been the large contributor to the SLAYER LOGI era of the CA Logi with its Shield bonus and monster amount of modules. What slayer wouldn't want 5/4 and all the CPU/PG in the world?. But the bonus was changed, CPU nerfed, and people moved on. But like a cancer maybe we missed something, maybe the root was removed but the contributory activities were not pursued. The CPU nerf didn't come until later. After the suit was still great for the Killer Bees. The CPU hit hurt the suit so much that only a crazy logi would use it... or so we thought.
A Cal Logi staking DMG mods (5possible) would skew the data and influence the change in stacking penalties and maybe even the DMG module nerf. But we solved that right?...
And it is still used! The Rail Rifle is sooo easy to fit the that limited CPU makes little difference to a 5/4 slayer that could stun lock (sorry I know you don't like that term) a player and with DMG mods it was easier than ever.
So, maybe our culprit is the 9 H/L that is throwing it off and not the classic 8 of the other suits.
I'm just saying that maybe this is a better move than we think. Ifi it is the wrong move we would know in a few months or perhaps that is something that the amazing CCP computer and economic personnel can forecast and tell us. OR maybe this is the right decision and balancing should come from standardizing the suits first and follow the data after.
I will try metaphors. The Rifle:If the barrel of a gun is curved (a result of storing it incorrectly) we can adjust the sights to match and still hit our target, until the gun is bent further. We can continue to adjust our sights and essentially solve the issue that we are dealing with at the time but if we took further action and found out that the fashion in which we where storing the gun was causing the barrel to curve we could solve that issue and future sight adjustments become less needed and ultimately less frequent. - True Story
The Tower - there was once a group of people who decided to build their facility on top of unstable ground. After laying the foundation and building the tower the people were happy. Time passed and the tower began to lean to one side. Fearing its collapse the people spent great fortunes to solidify the tower. Making sure that no brick would fall no column crumble form the shift in the building. Yet the tower leaned further. The happy people erected great machines and lines to pull the tower and stop its continuing but fated decent. Finally, someone decided to see if something could be done about the earth it was standing on rather than just continuing to fix the structure. The earth all around the structure was dug away; concrete poured around the foundation and out beyond the base of the tower; reinforcing and fixing the tower firmly in place. To remind themselves to search for the root of the problem and not just throw money at a falling building they left the Leaning Tower of Pisa, in Italy , still tilting to one side. - True Story
-- It feels great to solve a problems but perhaps we did not deal with the underlying issue. I am not blaming the Cal-Logi for everything, just showing that its module influence may be playing a larger role than we think and trying to highlight that maybe the problems we need to fix is this one here. Bringing it in line with the other logis fixes a broken suit. ---
POINT: Matching the slot counts across classes allows their small racial variables like stamina or shield recharge to be further contributors to dropsuit choice rather than, "this has the most modules - its better." IFF they are equalized it is the playstyle desired that is built from the components of race, dropsuits, modules, weapons, and equipment. If there is always a clear winner for any specific role then balance is lost. But if most everything is equal then it is skill, module choice, and chance that make the better players not just FOTM of adjusting a structure. Lets address the foundation.
Will this solve all balance issues? No. Does it help? Yes. Just because it is not identified as a major contributor to an issue does not make its adjustment any less valid. We can be flawed in our reasoning, research, and analysis. What if this change does create more balance? It will certainly make data analysis of the Logi class easier because the outliers will be removed and stop swaying the data.
All reasons to do this.
The Logi Code. Cross Atu for CPM1 - A logical choice
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SponkSponkSponk
The Southern Legion Final Resolution.
933
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Posted - 2014.07.19 23:15:00 -
[338] - Quote
+1 for AM and CA logi side arms.
Dust/Eve transfers
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RedPencil
Abandoned Privilege Top Men.
58
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Posted - 2014.07.20 07:48:00 -
[339] - Quote
CCP Rattati wrote:I don't understand the confusion, I originally said I don't like the complete irregularity that the Amarr logi sidearm is, because it obfuscates all true comparisons between the logis.
Now, if Caldari logis have a sidearm, and the same number of slots as the Amarr, then there is no singular discrepancy, then there is a reason and we can balance the two combat logis against each other.
Just as if we would remove the Amarr sidearm and the CA low, and equalize all the logis at all tiers.
I maintain that the dropsuit is such a fundamental item in the dust balance, that slot layouts should be very consistent, logical and not have inherent discrepancies, because those layouts translate into PG/CPU. That's why we are proposing a single matrix of universal dropsuit layouts. And that is also, why the CA ADV scout has 4-1, changing that single one to 3-2 would "break" the whole universal proposal.
The differences should be at the role/racial and module/weapon level and that's where our choices become truly meaningful.
In the end, none of these changes are necessary, they have been this way for a long time and maybe they shouldn't be touched. I am sure we can find other things to balance.
Can you explain logical of pro, adv, and, std Assault slot layout progression?
Why they have 11/9/8 ?
Beware paper cut M[;..;]M
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CCP Rattati
C C P C C P Alliance
4579
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Posted - 2014.07.20 10:36:00 -
[340] - Quote
It was like that when I go here .
On all the other comments, I am re-convinced, the matrix will be revisited, maybe with some footnotes that allow for formal exceptions to the rule.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Killer's Coys
Prima Gallicus
51
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Posted - 2014.07.20 10:45:00 -
[341] - Quote
CCP Rattati wrote:It was like that when I go here . On all the other comments, I am re-convinced, the matrix will be revisited, maybe with some footnotes that allow for formal exceptions to the rule.
But it wasn't balance With the scouts -which have 2 equipment - the logis like Calda or Amarr are a bit disappointed... just 1 equipment more than scouts... And that's where you come with those changes...
That's the same thing with assault... Since the first day of Uprising (I take this landmark because it was my beginning in this game) the CALDA assault (PRO) has had 4HSL3LS, and the MINMA (PRO) has had 5H/2LS That was like this when you arrived in the game, but it wasn't balance...
So, either you want to keep the game like this, but SAY it (don't wait Delta to change it (again)) or balance the game right now
Everything which doesn't kill us, makes us simply more... strange
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IAmDuncanIdaho II
R 0 N 1 N
618
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Posted - 2014.07.20 10:51:00 -
[342] - Quote
CCP Rattati wrote:It was like that when I go here . On all the other comments, I am re-convinced, the matrix will be revisited, maybe with some footnotes that allow for formal exceptions to the rule.
Awesome! The footnotes can help everyone remember why it is like it is, and record thinking behind how to balance. So many times I've thought wouldn't it be great if we actually knew why something is like it is. That's the vision at a granular level :)
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6362
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Posted - 2014.07.20 11:53:00 -
[343] - Quote
CCP Rattati wrote:The variable slot count per tier for the logis specifically. I don't see a reason why we don't equalize slot count per tier this round. Any objections? :)
Thanks for the detailed feedback, it verifies my thoughts.
I would like to discuss having two passive logis that need to defend their placed equipment, AM and CA and two active logis, MM and GA. I.e. trading the CA low for a sidearm.
My whole problem with this concept is that you assume that those passive logis will defend their placed equipment, instead of using the advantages given to them to abandon the equipment entirely and slay.
If the player dies, the bonus to their equipment is lost - so there certainly is incentive to hang-back behind the frontline if a support Logi wants the best use out of his equipment. They'd have to go and place all the equipment down again or their bonus is entirely arbitrary, but if you consider that, I can understand that a lot of players would just forgo that concern entirely and build their Logi solely for combat with the equipment as an afterthought. A sidearm only supports that ideal. So my questions are:
a) I'd like to know what your plans are to discourage the above behavior, if we are sticking with the two passive logis having sidearms?
b) What are the barriers as to why we can't have their bonus apply after death if they continue to use the same suit?
c) Why is this considered a better alternative than providing Logistics more options to use equipment overall instead of just the one (i.e: cross-racial bonuses)?
Useful Links
Aeon Amadi for CPM1
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CCP Rattati
C C P C C P Alliance
4581
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Posted - 2014.07.20 12:08:00 -
[344] - Quote
Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Killer's Coys
Prima Gallicus
51
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Posted - 2014.07.20 12:37:00 -
[345] - Quote
I don't understand why you want to remove your "assault slots change"? With actually PG/CPU you'll give us, we'll be able to fit all our fit, and the gameplay'll be better for assault.. - Minmatar is shield (+ armor) - Caldari is shield only - Gallente is armor (+ dmg) - Amarr is armor only
=> so, why don't do that change ? Why don't you want to put 4/3 for Minma ? 5/2 for Calda ? 2/5 for Amarr ?
It would be the better balancing you can do for different assaults races...
Everything which doesn't kill us, makes us simply more... strange
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Cat Merc
Onslaught Inc RISE of LEGION
11151
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Posted - 2014.07.20 12:43:00 -
[346] - Quote
CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. By how much though? How much better do you intend Assaults being?
Feline overlord of all humans - CAT MERC
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JRleo jr
Xer Cloud Consortium
76
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Posted - 2014.07.20 12:47:00 -
[347] - Quote
Cat Merc wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. By how much though? How much better do you intend Assaults being? No matter what it won't be op, I mean, we still have the hmg...
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 12:51:00 -
[348] - Quote
CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should.
But your cpu changes for cal assault...need looking at.
Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Killer's Coys
Prima Gallicus
52
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Posted - 2014.07.20 12:54:00 -
[349] - Quote
JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu...
Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay
Whatever which doesn't kill us, makes us simply more... strange
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Skylight Atoma
The Phoenix Federation Dark Taboo
11
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Posted - 2014.07.20 13:00:00 -
[350] - Quote
I'm only experienced in a few suits (amarr logi/assault), but I am pretty well versed in PCs so that's mainly where my viewpoint is from.
I am for Amarr and Caldari both having sidearms, and I wouldn't be too upset if they were taken away in the future as long as Logistics and Assaults were more balanced/fixed as a whole at that point. Slot layouts are a good place to start, but it's not the root of the issue.
On how medium suits work in PCs atm: I like the idea of having a combat focused logi, the problem is that as far as slaying goes heavies were always preferred in higher numbers than assault or slayer logis (logis simply because of their higher slot layout, or the old hacking bonus on minny logi).
When Scouts were introduced it made Assaults/slayer logi obsolete due to their incredible mobility and cloaks, and the assault bonuses/fundamental design aren't keeping pace with scouts. They don't offer anything that another suit can't do a lot better except for maybe dropping nanohives. (I know that's the Cal logi bonus, just saying in general). Assault suits are pretty much in the same realm as logis as far as DPS output goes, it's marginally higher than logi suits but they bring nothing else.
As a logi I am essentially ONLY there for my role bonus and am pigeonholed into fitting a swarm launcher as my light weapon since I can't do any meaningful damage to heavies or any to a scout before I get instagibbed. At least with a flaylock for a sidearm I can sometimes pick off a scout if they are caught off guard, otherwise I'm just repping people/dropping uplinks (which is probly fine since that's the main focus of a logi, my point is I can't do anything BUT logi as far as medium suits go, so now i'm saving up a few more million to be useful in a heavy or scout just to be able to kill things)
On slot layouts: I can tell you that the Amarr logi NEEDS a pg/cpu buff because armor mods take a lot more fitting than they used to. Even now with core/engineering/electronics 4 I have someting like 7 CPU free on all my fits, and I can't even use all my highs for basic/advanced shield extenders/damage mods since there's no PG left. That's including fitting skills for all weapons I use at 4/5
The Amarr Assault can probably do with a little more PG.
The fitting progression on Caldari scout is frustrating, I can only fit it half decently with Scout lvl 3. At Scout 1/2 I couldn't even fit a full militia/standard tank on it with fitting mods without skipping on an equipment slot and grenade |
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 13:18:00 -
[351] - Quote
Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both
But cpu first, as if the slots get changed we can't fit anything.
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Pink fluffy unicorns
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Killer's Coys
Prima Gallicus
53
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Posted - 2014.07.20 13:24:00 -
[352] - Quote
JRleo jr wrote:Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both But cpu first, as if the slots get changed we can't fit anything.
Yes, the best is the both But with CCP it's just 1 lol I've made a lot of dropsuits with just 317CPU (base) and I can fit a lot of thing... ok... it's basic or enhanced mods, but that's better than have just more CPU and cannot use those CPU because you don't have the mods...
Whatever which doesn't kill us, makes us simply more... strange
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6364
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Posted - 2014.07.20 13:58:00 -
[353] - Quote
CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway.
Well, that vaguely answers one question.
Sure, Amarr Logis aren't big slayers right now but it's such an isolated case... The Amarr Assault -does- have a really good bonus that pretty much everyone can agree makes it a much better slayer than the Amarr Logi, even with the sidearm.
But consider, if you will, what's going to happen if the Caldari Logistics gets a sidearm when compared to the Caldari Assault. Based on your proposed slot layouts and numbers for Hotfix Charlie, the Cal Logi has one more low and two more equipment slots (proto level) on top of having better CPU/PG.
Assuming all skills level 5 and both fit a (proto) Rail Rifle and Magsec combo, the Assault's bonus saves 30 CPU and 5 PG in cost between the two of them. But on the other hand, the Caldari Logi has 43 CPU and 17 more PG than the Caldari Assault, even with the Hotfix Charlie stats (a 13 CPU/12 PG difference).
So who really saves here? If I make equipment my last priority, the Caldari Logi already has better fitting across the board (more slots, better resources) than the Cal Assault does, even with the Assaults' bonus to weapon fitting.
So the Logi beats the Assault on resources/fitting. What about EHP and Speed?
Assault has 38 more shields and 37 more armor. But hey, Cal Logi got an extra low slot, so no big deal right? Speed? Talking about a 0.3m/s difference.
Comparing them side by side, I still think that the Caldari Logi is the better slayer here. EDIT: Please, someone sanity check me here if you feel that I'm wrong - maybe I'm not looking at this from the right light.
EDIT: The point that I'm trying to make here is that, yes, Assaults should be better Logis and it's -one way- to make encourage the slayer Logis to use Assaults instead; but the current proposal(s) don't seem quite enough. Personally, I'd prefer to make Logis more supportive instead of just defaulting to giving them more combat options and hoping they use it responsibly.
Useful Links
Aeon Amadi for CPM1
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Cat Merc
Onslaught Inc RISE of LEGION
11152
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Posted - 2014.07.20 14:08:00 -
[354] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Well, that vaguely answers one question. Sure, Amarr Logis aren't big slayers right now but it's such an isolated case... The Amarr Assault -does- have a really good bonus that pretty much everyone can agree makes it a much better slayer than the Amarr Logi, even with the sidearm. But consider, if you will, what's going to happen if the Caldari Logistics gets a sidearm when compared to the Caldari Assault. Based on your proposed slot layouts and numbers for Hotfix Charlie, the Cal Logi has one more low and two more equipment slots (proto level) on top of having better CPU/PG. Assuming all skills level 5 and both fit a (proto) Rail Rifle and Magsec combo, the Assault's bonus saves 30 CPU and 5 PG in cost between the two of them. But on the other hand, the Caldari Logi has 43 CPU and 17 more PG than the Caldari Assault, even with the Hotfix Charlie stats (a 13 CPU/12 PG difference). So who really saves here? If I make equipment my last priority, the Caldari Logi already has better fitting across the board (more slots, better resources) than the Cal Assault does, even with the Assaults' bonus to weapon fitting. So the Logi beats the Assault on resources/fitting. What about EHP and Speed? Assault has 38 more shields and 37 more armor. But hey, Cal Logi got an extra low slot, so no big deal right? Speed? Talking about a 0.3m/s difference. Comparing them side by side, I still think that the Caldari Logi is the better slayer here. EDIT: Please, someone sanity check me here if you feel that I'm wrong - maybe I'm not looking at this from the right light. EDIT: The point that I'm trying to make here is that, yes, Assaults should be better Logis and it's -one way- to make encourage the slayer Logis to use Assaults instead; but the current proposal(s) don't seem quite enough. Personally, I'd prefer to make Logis more supportive instead of just defaulting to giving them more combat options and hoping they use it responsibly. Nope, you're pretty right.
Feline overlord of all humans - CAT MERC
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 14:21:00 -
[355] - Quote
Killer's Coys wrote:JRleo jr wrote:Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both But cpu first, as if the slots get changed we can't fit anything. Yes, the best is the both But with CCP it's just 1 lol I've made a lot of dropsuits with just 317CPU (base) and I can fit a lot of thing... ok... it's basic or enhanced mods, but that's better than have just more CPU and cannot use those CPU because you don't have the mods... Basic and enhanced mods on proto suit...nope needs more buffing.
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Killer's Coys
Prima Gallicus
53
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Posted - 2014.07.20 14:41:00 -
[356] - Quote
JRleo jr wrote: Basic and enhanced mods on proto suit...nope needs more buffing.
I agree with you, but I think CCP can't do that for hotfix Charlie... so... 'can wait with 5/2 slots, and 3/1 slots for my Dragonfly assault pleasse
Whatever which doesn't kill us, makes us simply more... strange
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Nirwanda Vaughns
426th Infantry
651
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Posted - 2014.07.20 16:39:00 -
[357] - Quote
CCP Rattati wrote:Assault should be better slayers
the main issue i see with the gallente assault vs gal logi is the armor hp. my gal logi can have 3 complex DM, 730 armor with nearly 10hps regen, 4 equipment (3 of which complex) and a proto firearm and a grendae. even with the fitting bonus the gallente assault is pretty pathetic in comparison. maybe the hi/lo slot allocation of assaults and logi's should be switched? because the 4 low on gal assault and 5 low on gal logi have always felt wrong since Uprising first came out.
to fix the logi vs assault usage it would also help to drop PG/CPU of logis but raise the equipment bonus to 10% per level so a logi benefits from using equipment and influence them more in their usage.
as for the amarr logi same again. if you're not using a laser based weapon then the logi is a far superior suit with a KK rail fitted. you still get the sidearm as well as 3 equipment slots for all your needs. you can carry a stash of rep hives to heal yourself and supply your own ammo if needed. the Amarr logi is almost a Type II assault suit than a logi.
logis need more persuasion to use equipment instead of use it as a slayer which is why i feel raising equipment bonus to 10% per level and dropping PG/CPU would benefit more than hi/lo slot reallocation and balance.
Rolling with the punches
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6366
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Posted - 2014.07.20 16:56:00 -
[358] - Quote
Nirwanda Vaughns wrote:CCP Rattati wrote:Assault should be better slayers the main issue i see with the gallente assault vs gal logi is the armor hp. my gal logi can have 3 complex DM, 730 armor with nearly 10hps regen, 4 equipment (3 of which complex) and a proto firearm and a grendae. even with the fitting bonus the gallente assault is pretty pathetic in comparison. maybe the hi/lo slot allocation of assaults and logi's should be switched? because the 4 low on gal assault and 5 low on gal logi have always felt wrong since Uprising first came out. to fix the logi vs assault usage it would also help to drop PG/CPU of logis but raise the equipment bonus to 10% per level so a logi benefits from using equipment and influence them more in their usage. as for the amarr logi same again. if you're not using a laser based weapon then the logi is a far superior suit with a KK rail fitted. you still get the sidearm as well as 3 equipment slots for all your needs. you can carry a stash of rep hives to heal yourself and supply your own ammo if needed. the Amarr logi is almost a Type II assault suit than a logi. logis need more persuasion to use equipment instead of use it as a slayer which is why i feel raising equipment bonus to 10% per level and dropping PG/CPU would benefit more than hi/lo slot reallocation and balance.
Problem with just switching the slot layouts though is that the Logi's have the higher CPU/PG, so they have an easier time outfitting their suit even with the slots. If you switch them, the Assault has even more slots that they can't fit all the way because they naturally have less resources to do so. The issue comes into play as to what those slots are being used for and, that in mind, I like the idea of reducing CPU/PG on the Log in favor of increasing it's available bonus.
Useful Links
Aeon Amadi for CPM1
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
180
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Posted - 2014.07.20 17:27:00 -
[359] - Quote
I agree with the proposed logi changes, although I don't play with an Amarr logi and many of them seem to want to keep the suit how it is, which I don't see as a problem.
I do not really have an opinion about the other changes. I don't think they will cause problems except maybe for advanced Caldari scouts, one low slot would encourage too much tanking over EWAR or biotic fitting.
I agree that dual tanking is bad as it reduces fitting variety. There is a problem with a lack of useful high slots but I'm not sure proto Gallente assaults having to fit a shield extender is really too much of a problem. I also think damage mods should be buffed to 3/4/6 or 3/5/7, or their fitting costs reduced. |
Skylight Atoma
The Phoenix Federation Dark Taboo
11
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Posted - 2014.07.20 17:27:00 -
[360] - Quote
Logi suits HAVE to have more pg/cpu because equipment fittings are so high and you're fitting more things than an assault. Comparing the spare fitting on racial medium suits really doesn't mean much because of the bonuses on each suit.
You also have to remember that logi suits get no damage bonuses of any sort so it doesn't matter what weapon you throw on there. So what happens is you see logis fitting the cheapest weapon types. Combat Rifles, Swarm Launchers (more expensive but good utility), militia/basic shotguns, and SMGs.
I believe I saw a dev mention they would be in favor of trading a low slot for the sidearm slot, so it's not going to be as OP as you think (it wouldn't even be OP in the grand scheme of DUST how it is currently or when assault gets fixed.)
Slot layouts and fitting resource changes alone are not going to fix assaults, it's not the root of the problem. |
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