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Cross Atu
OSG Planetary Operations Covert Intervention
2687
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Posted - 2014.08.12 02:22:00 -
[1] - Quote
Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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SirManBoy
Molon Labe. General Tso's Alliance
623
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Posted - 2014.08.12 02:24:00 -
[2] - Quote
In! |
Apothecary Za'ki
Biomass Positive
409
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Posted - 2014.08.12 02:27:00 -
[3] - Quote
Logistics suits - need more ehp* *shield logi suits(caldari.. and minmatar in charlie) will need extra shield hp as armor buffer is vastly superior to shield aka no one runs shield - possably add sidearm* *and cpu pg to compensate
nanohives -compact nanohive is a level 2 hive i think it needs to be changed to be in-line with the level 4 armor repairing hive
Drop uplinks - pg/cpu use a tad high -spawn time modifer makes spawnign a little too slow
[LogiBro in Training]
channel: BP SQUAD
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Cass Caul
488
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Posted - 2014.08.12 02:59:00 -
[4] - Quote
Main support suits: Logistics gk.0 and Logistics ck.0 HP shouldn't be a concern, as although survivability is important, their capacity for out-tanking Assault was a primary cause for Slayer-Logi being a thing.
Nanite Injector: It's a ******* piece of ****. It's been 2 years. The guys on the CPM0 were telling CCP even before it was released how aboslute game-breaking terrible it would be if you can just pick up anyone. ATM terribads and troll are the only ones that carry them. More than any thing else there needs to be a way to avoid some prick with a dirty needle. Secondly, the nanite injector is just terrible in that it only provides armor HP. It needs to provide Shield HP as well.
Active Scanner: Needs to be re-balanced to detect medium frames. Best solution to that is to take away Gallente Logistics Scan Precision bonus and replace it with increased scan angle. The recharge/duration needs to be closer. Not so you can constantly spam it. So long as Gal-Logi has a bonus to precision Medium Frames cannot participate in stealth. 1.4-1.7 had many Assaults or Logistics running 2 dampeners. It was a much healthier game in that tacnet exchange.
Removal of squad-shared passive scanning will also significantly improve the desireablity of Active Scanner
Skill Bonus. It's been 9 months of me saying this: They need to be comprehensive. The Logistics suits need to be the best at using all equipment. Not just a single one. Fire the idiot, even if it was LogiBro, that thought it was a good idea or even acceptable to have these split up. It's not even complicated.
- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level
Math is easy, you're just stupid.
The Empress of Alts
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Apothecary Za'ki
Biomass Positive
410
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Posted - 2014.08.12 03:22:00 -
[5] - Quote
Cass Caul wrote:Main support suits: Logistics gk.0 and Logistics ck.0 HP shouldn't be a concern, as although survivability is important, their capacity for out-tanking Assault was a primary cause for Slayer-Logi being a thing.
Nanite Injector: It's a ******* piece of ****. It's been 2 years. The guys on the CPM0 were telling CCP even before it was released how aboslute game-breaking terrible it would be if you can just pick up anyone. ATM terribads and troll are the only ones that carry them. More than any thing else there needs to be a way to avoid some prick with a dirty needle. Secondly, the nanite injector is just terrible in that it only provides armor HP. It needs to provide Shield HP as well.
Active Scanner: Needs to be re-balanced to detect medium frames. Best solution to that is to take away Gallente Logistics Scan Precision bonus and replace it with increased scan angle. The recharge/duration needs to be closer. Not so you can constantly spam it. So long as Gal-Logi has a bonus to precision Medium Frames cannot participate in stealth. 1.4-1.7 had many Assaults or Logistics running 2 dampeners. It was a much healthier game in that tacnet exchange.
Removal of squad-shared passive scanning will also significantly improve the desireablity of Active Scanner
Skill Bonus. It's been 9 months of me saying this: They need to be comprehensive. The Logistics suits need to be the best at using all equipment. Not just a single one. Fire the idiot, even if it was LogiBro, that thought it was a good idea or even acceptable to have these split up. It's not even complicated.
- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level
the suit extra bonuses smell like homogenization but i can dig it.
as for Injectors i disagree somewhat but maybe it should give 50% shield on top of the armor amount rezzed with.. just gotta finish people off so they cannot be rezzed.. ie.. flux nades are best for this if there is multiple..or if lonewolf double-tap them.. after the teabagging of course.
i fully agree with removing shared passive scan.. active scan however needs to put the scanned targets on the Tacnet for ALL the team as well as give the intel-kill assist points from even NON squad assist kills.. maybe bump up the in-squad intel-kill assists to compensate(WP wont be a problem due to proposed WP Cose hike on Orbitals)
PS. as for EHP on logi with Charlie assaults rocking UP TO 1600ish EHP logi do need a EHP buff seriously!
[LogiBro in Training]
channel: BP SQUAD
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Cass Caul
488
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Posted - 2014.08.12 03:29:00 -
[6] - Quote
How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile.
An HP buff is only being requested by people that want to salvage their precious slayer-logis
Math is easy, you're just stupid.
The Empress of Alts
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Apothecary Za'ki
Biomass Positive
411
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Posted - 2014.08.12 03:49:00 -
[7] - Quote
Cass Caul wrote:How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile. -Check the sig.
An HP buff is only being requested by people that want to salvage their precious slayer-logis im talkign about charlie and i didnt make it up it was stated in a rather legit and math heavy thread hotfix charlie+amarr assault = 1608 EHP. ps. no need to be an *******, go take your meds.
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Llast 326
An Arkhos
4110
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Posted - 2014.08.12 03:52:00 -
[8] - Quote
Apothecary Za'ki wrote:Cass Caul wrote:How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile. -Check the sig.
An HP buff is only being requested by people that want to salvage their precious slayer-logis im talkign about charlie and i didnt make it up it was stated in a rather legit and math heavy thread hotfix charlie+amarr assault = 1608 EHP. ps. no need to be an *******, go take your meds. EHP = Effective Hit Points and varies by the weapon profile used against you. Laser at 120/80 is different from CR at whatever it is i forgetGǪ you get the point though?
KRRROOOOOOM
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1244
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Posted - 2014.08.12 03:56:00 -
[9] - Quote
Cross Atu wrote:Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross
I run support logi and AV the vast majority of the time and dabble in Commando, Scout, and Assaults.
For context, my comments are made in light of the recently released Hotfix Charlie notes as well.
Logi Suit Balancing and Optimization:
1) If we go with Rattati's concept that frames tiers should have standardized slot layouts then we clearly need to ensure the suits are carrying the appropriate reservoir of CPU and PG. I suspect all Logi suits should be tweaked a bit but the most obvious concern is the Cal Logi - if you drop a low slot you clearly need to increase the CPU of the suit.
2) Survivability should be competitive with other suits...if you can't survive long enough to deliver equipment, reps, and revives then you have limited viability. Broadly, buffer will be more important than regen and regen is arguably more important to assault flavor suits. Recommendation would be to buff the base tank style of the racial suit or give an efficacy bonus to extenders and plates per logi level.
3) Equipment bonuses (beyond CPU/PG reduction) should clearly be broadened to more than a single equipment flavor which clearly advantages some racial options over others, i.e. Min Logi. I would recommend taking a look at Cass Caul's proposal on broadening the bonus as a start point.
Equipment Comments
1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!).
Commando Optimization:
1) Recommend that Min / Cal get share the damage bonus on Swarms and Amarr / Gal share the damage bonus on PLC. These pushes the needle slightly in favor of the Commando suppression / combat support role.
Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Adipem Nothi
Nos Nothi
3916
|
Posted - 2014.08.12 04:01:00 -
[10] - Quote
100% lack of confidence in Apothecary Za'ki (poor track record). 100% confidence in Shayz (stellar track record).
- 50M SP Scout
Shoot scout with yes.
- Ripley Riley
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Cross Atu
OSG Planetary Operations Covert Intervention
2689
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Posted - 2014.08.12 04:02:00 -
[11] - Quote
Cass Caul wrote:How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile. -Check the sig.
An HP buff is only being requested by people that want to salvage their precious slayer-logis I'd like to request/reiterate that we keep this thread constructive, courteous, and on topic.
Please do feel free to call out instances where flawed data is seen, and where/why that data is flawed specifically but let's aim to do so diplomatically and with an eye to conversation.
Also, on the note of calling out flawed data, I can state empirically that the final statement of the quoted post
Cass Caul wrote:An HP buff is only being requested by people that want to salvage their precious slayer-logis is demonstrably inaccurate.
Three data points indicating that; 1. I have never been a 'slayer logi' 2. I have long held, and still hold, that logi survivability is in an inadequate space and needs reworked (all of this is within the context of running a full support fit) 3. I am not the only player numbers 1 & 2 apply to.
Precision, especially when it comes to numbers, is useful and welcome, but no amount of precision can create a constructive discourse if we let the environment turn overtly hostile, let's focus on precluding such an event.
Thanks, Cross
EDIT: Despite my above post quoting Cass it should NOT be misconstrued as a request only applying to Appia, it is a general thread request to all posters. Let us all please keep a focus on constructive presentation and information so that threads like this can be more effective and frequent. The more constructive the thread, the more useful, and the more often the CPM will be able to employ them and bring community input to CCP. Conversely the more hostility and hyperbole the more time and energy will be spent sifting through the dross to get the actual feedback and the less resources remain to do the actual work that benefits the game and the community.
To steal an old movie quote help me help you
See a cool idea thread? Mail me the title and I'll take a look =)
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Apothecary Za'ki
Biomass Positive
412
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Posted - 2014.08.12 04:02:00 -
[12] - Quote
Llast 326 wrote:Apothecary Za'ki wrote:Cass Caul wrote:How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile. -Check the sig.
An HP buff is only being requested by people that want to salvage their precious slayer-logis im talkign about charlie and i didnt make it up it was stated in a rather legit and math heavy thread hotfix charlie+amarr assault = 1608 EHP. ps. no need to be an *******, go take your meds. EHP = Effective Hit Points and varies by the weapon profile used against you. Laser at 120/80 is different from CR at whatever it is i forgetGǪ you get the point though? every one uses RR or CR which are both baller VS armor so were boned either way but yes i probably read wrong and mixed up EHP and raw HP but i still feel that with the new assaults huge hp boost logi will be left in the dust and no one will want to play them.. save a few hardcore logi players *cough* me *cough* but i did recall seeing a ccp mentioning they might be looking at Logi for Delta.. so fingers crossed.
[LogiBro in Training]
channel: BP SQUAD
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Apothecary Za'ki
Biomass Positive
412
|
Posted - 2014.08.12 04:06:00 -
[13] - Quote
Cross Atu wrote:Cass Caul wrote:How about you not make **** up. 399.05 shields and 987.75 armor on an Amarr Assault is the max you can dual tank an assault suit. that's 1386.8 Total HP. against Laser Weapons its 1504 Effective HP. You're a hundred off by the rarest weapon profile. -Check the sig.
An HP buff is only being requested by people that want to salvage their precious slayer-logis I'd like to request/reiterate that we keep this thread constructive, courteous, and on topic. Please do feel free to call out instances where flawed data is seen, and where/why that data is flawed specifically but let's aim to do so diplomatically and with an eye to conversation. Also, on the note of calling out flawed data, I can state empirically that the final statement of the quoted post Cass Caul wrote:An HP buff is only being requested by people that want to salvage their precious slayer-logis is demonstrably inaccurate. Three data points indicating that; 1. I have never been a 'slayer logi' 2. I have long held, and still hold, that logi survivability is in an inadequate space and needs reworked (all of this is within the context of running a full support fit) 3. I am not the only player numbers 1 & 2 apply to. Precision, especially when it comes to numbers, is useful and welcome, but no amount of precision can create a constructive discourse if we let the environment turn overtly hostile, let's focus on precluding such an event. Thanks, Cross i play in a somewhat support+agressive way.. i have my 2 drop uplinks running i try to be with the frey so i can get the reps and drop the hives rez the dead and maybe get a few kills.. most of my WP is from uplink+rez as i cap out on Points/time on Repair tool alot which sucks.. of which i do hope they raise the cap when they increase the orbital bombardment WP cost from 2500 to 5000(proposed, i counter proposed 3000-4000 WP to the ccp post)
[LogiBro in Training]
channel: BP SQUAD
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Jack 3enimble
Vengeance Unbound Dark Taboo
157
|
Posted - 2014.08.12 04:08:00 -
[14] - Quote
I like the ideas i've read. Now one thing that bugs the hell out of me is that my logi Ck.0 is so damn slow. I have to use a CPU mod since my suit was robbed of CPU and I carry proto equipment. In the other 3 lows I NEED to have a reactive plate, cardiac reg and a kincat so I can keep up with the heavy I'm repping.
I'd love to see my logi get a little bit faster. |
Apothecary Za'ki
Biomass Positive
415
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Posted - 2014.08.12 04:10:00 -
[15] - Quote
Adipem Nothi wrote:100% lack of confidence in Apothecary Za'ki (poor track record). 100% confidence in Shayz (stellar track record).
- 50M SP Scout idk where that lack of confidence came from.. but yes shayz is a good logi and quite a few of his posts have helped me improve little by little. as for your being a scout do you even have logi experance?
[LogiBro in Training]
channel: BP SQUAD
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Cross Atu
OSG Planetary Operations Covert Intervention
2689
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Posted - 2014.08.12 04:14:00 -
[16] - Quote
Apothecary Za'ki wrote:Adipem Nothi wrote:100% lack of confidence in Apothecary Za'ki (poor track record). 100% confidence in Shayz (stellar track record).
- 50M SP Scout idk where that lack of confidence came from.. but yes shayz is a good logi and quite a few of his posts have helped me improve little by little. as for your being a scout do you even have logi experance? I believe Adipems scout reference was simply a means of provided the context for feedback that I requested in my OP.
And while I can fully understand the desire to respond directly to his post I'd like to request that we refocus the thread back to the primary subject rather than a debate regarding any given players specific credibility.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Apothecary Za'ki
Biomass Positive
415
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Posted - 2014.08.12 04:14:00 -
[17] - Quote
Jack 3enimble wrote:I like the ideas i've read. Now one thing that bugs the hell out of me is that my logi Ck.0 is so damn slow. I have to use a CPU mod since my suit was robbed of CPU and I carry proto equipment. In the other 3 lows I NEED to have a reactive plate, cardiac reg and a kincat so I can keep up with the heavy I'm repping.
I'd love to see my logi get a little bit faster. i couldnt agree more. i hate how slow we are.. though granted minmatar logi gets it easier with longer range tool. and i have noticed caldari did get shafted on CPU :/ even at advanced level.. though at standard level with standard gear there is no problems.
perhaps logi need a bonus to movement speed while weilding/useing repair tool to compensate?
[LogiBro in Training]
channel: BP SQUAD
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Alena Ventrallis
S0VER31GN
1542
|
Posted - 2014.08.12 04:23:00 -
[18] - Quote
Logo mko
A fix to the "false positive" revive indicators.
Easier lock on mechanic for rep tools (prioritizing in crowds, etc.)
Actual bonuses on equipment skills, like more precision on scanners, more nanites on nanohives, more reps on repair tool, etc.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Jack 3enimble
Vengeance Unbound Dark Taboo
158
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Posted - 2014.08.12 04:32:00 -
[19] - Quote
Alena Ventrallis wrote:Logo mko
A fix to the "false positive" revive indicators.
Easier lock on mechanic for rep tools (prioritizing in crowds, etc.)
Actual bonuses on equipment skills, like more precision on scanners, more nanites on nanohives, more reps on repair tool, etc.
The Minlogi + sentinel combo is arguebly the best duo in the game, because of the bonus the min has on the reptool and the speedy nature of the suit compared with 4 equipment slots. Now imagine a Core focus reptool with the suit bonus of Pro Min logi and a extra lvl 5 reptool operation bonus. To me that sounds OP and if people would call that OP they're right for once. |
Apothecary Za'ki
Biomass Positive
416
|
Posted - 2014.08.12 04:33:00 -
[20] - Quote
Jaysyn Larrisen wrote:Cross Atu wrote:Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross I run support logi and AV the vast majority of the time and dabble in Commando, Scout, and Assaults. For context, my comments are made in light of the recently released Hotfix Charlie notes as well. Logi Suit Balancing and Optimization: 1) If we go with Rattati's concept that frames tiers should have standardized slot layouts then we clearly need to ensure the suits are carrying the appropriate reservoir of CPU and PG. I suspect all Logi suits should be tweaked a bit but the most obvious concern is the Cal Logi - if you drop a low slot you clearly need to increase the CPU of the suit. 2) Survivability should be competitive with other suits...if you can't survive long enough to deliver equipment, reps, and revives then you have limited viability. Broadly, buffer will be more important than regen and regen is arguably more important to assault flavor suits. Recommendation would be to buff the base tank style of the racial suit or give an efficacy bonus to extenders and plates per logi level. 3) Equipment bonuses (beyond CPU/PG reduction) should clearly be broadened to more than a single equipment flavor which clearly advantages some racial options over others, i.e. Min Logi. I would recommend taking a look at Cass Caul's proposal on broadening the bonus as a start point. Equipment Comments 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!). Commando Optimization: 1) Recommend that Min / Cal get share the damage bonus on Swarms and Amarr / Gal share the damage bonus on PLC. These pushes the needle slightly in favor of the Commando suppression / combat support role. Swarm Launchers 1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy. 2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably. this feedback seems to be excellent save for the RE in grenade slot(good idea but not sure how it would work technically as needs 2 buttons to operate RE's.
as for commando i can agree to that as gal/min get 4 while cal/am only get 3.. and as commandos we can typically forgo even thinking about sidearms on them.. i do strongly believe Commando should be more specialized combat support having their main rifle+and AV weapon at all times as they are an important part of a team yet sadly they are under used as most heavy suit users prefer sentinel+rifle+side+nade for the stupid raw hp and the heavy damage reduction(which in charlie should be harder to do hopfully having more heavy suit users play commando)
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channel: BP SQUAD
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Cass Caul
500
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Posted - 2014.08.12 04:34:00 -
[21] - Quote
Jaysyn Larrisen wrote: 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!)
And how would you propose one uses the grenade slot to activate remotes?
Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
Anything less than 300m is just ineffectual. Lock-on range and travel-speed are nearly a singular issue
Bah! I nearly forgot about my Logistics ak.0. I was wondering why a Logi would carry swarms.
Math is easy, you're just stupid.
The Empress of Alts
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Apothecary Za'ki
Biomass Positive
416
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Posted - 2014.08.12 04:37:00 -
[22] - Quote
Jack 3enimble wrote:Alena Ventrallis wrote:Logo mko
A fix to the "false positive" revive indicators.
Easier lock on mechanic for rep tools (prioritizing in crowds, etc.)
Actual bonuses on equipment skills, like more precision on scanners, more nanites on nanohives, more reps on repair tool, etc. The Minlogi + sentinel combo is arguebly the best duo in the game, because of the bonus the min has on the reptool and the speedy nature of the suit compared with 4 equipment slots. Now imagine a Core focus reptool with the suit bonus of Pro Min logi and a extra lvl 5 reptool operation bonus. To me that sounds OP and if people would call that OP they're right for once. i agree somewhat because of rep+range but if we are fit for HP we are just as slow as any other logi.. and if useing core focused 7.5m range+min-logi bonus its still a very short distance and even heavy suits will out pace you and then suddenly get out of range and die cause of no reps/fail reps..
the idea of logi having a full homogenized set of bonuses to all equipment is starting to sound much better every minute i see the flawless logic behind that suggestion
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channel: BP SQUAD
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Andris Kronis
Legio DXIV
60
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Posted - 2014.08.12 04:39:00 -
[23] - Quote
Min-logi = me = all possible roles including assault dropship pilot when it absolutely has to be there ... right now.
I agree with comments about ehp buffs, regardless of minutae about maths. Its hard to support your buddies when you are dead.
I agree that some sort of logi role homogenisation would be good, allowing logi to excel at one support role and compete with the other logi suits, leaving the remainder of non logi suits a close 3rd in capability.
Switching equipment seems laggy with me, it could be that there is a server side request to check if I have the equipment, making it slower (about 350 miliseconds) and if so I expect there is little I can do aboout that. Seemless switching between logi equipment would be a boon.
A massive change in passive EWAR mechanics would help all classes but especially the fragile logi suits. Give the vehicles an appropriate signature. Make the vehicles show up at a much greater distance. Make all suits more scannable at closer ranges, the equation should be fairly simple to get right. If a scout is standing next to me I expect to be able to see him on my passive, at that point he is taking up a significant portion of my passive scan radius and it should be obvious he is there. Tanks are especially bad for zooming in at high speed with no signature until they are within meters of you. Better EWAR capabilities for Logi suits would be much appreciated but I don't have an exact mechanic in mind. It seems like a dedicated support character should be able to do better than it currently does.
While you are at it with EWAR, please make all hostile and allied turrets show up on TACNET and in the overview map, nice big glowing icons, all the time please. They have infinite ammunition and lots of HP, we should be able to detect them at great distances.
Anyone standing within 10m of a drop link should show up on it's passive scan, it can see them (except for cloaked scouts though) people camping links is silly, it should be noticable.
Let us restock HAV and LAV ammunition with prototype nanohives. Just a little bit.
Give the logi "feedback repair" while actively repairing other suits with a rep tool. % based on suits and skills of course. 5-10% total perhaps?
From the AV support role, Swarm Launcher missiles fly far too slow, they can already be easily defeated by going round obstacles, they should at least be able to catch up with fleeing vehicles much faster than they currently do.
Reduce the fire rate of all (non assault) scrambler rifles by 50%. If no one has told you already, they are being massively abused, people are using modded controllers etc and firing at the same rate as an assault scrambler for (approx) X2 the DPS of any rifle weapon. Not directly related to Logi I know but thought I would slip it in here ;)
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Midnight Cardinal
UNITED MERCINARY AND PILOTS ALLIANCE
7
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Posted - 2014.08.12 04:41:00 -
[24] - Quote
Main Role: Support Scout (And before all of you scout haters start harping, please know that I seriously run a scout suit to SUPPORT my squad. You will not see me in a bricked out scout suit, running around the frontline Cloakgunning everyone. I do old-fashioned infiltration, and I am never using the shotgun/cloak combo, regardless of its effectiveness.)
Equipment:
Nanohives- For nanohives I must rely on the information the prior posters have given. I only run Hives on demand, as they are a detriment to any infiltration tasks I am assigned. Drop Uplinks- Drop Uplinks should have a minimal restock at supply depots. Perhaps half of the original amount you can carry. Nanite Injectors- I don't agree that these should restore some sheilds, but perhaps when used on a downed teammate, they can give a temporary boost to shield regeneration speed or total amount recieved upon recharge. Again, only for a short time. Active Scanners- For the advanced varients, I think a slight boost in the time you can see an enemy signature should be implemented on the regular one, while the Advanced Stable varient retains the 5sec scan time. (I figured this due to the Stable varients costing less CPU and PG for the same performance, but it's just my perspective) Repair Tools- Refer to the real Logistics characters, I use these when my squadlead says he needs a little 'Umph'. Cloaks- Honestly, I think these are fine. I can run an advanced cloak on an advanced suit with minimal skills, and I can still pack things like REs, Enhanced Ferroscale, Enhanced Shield Extender, Basic Shield Recharger, and a Basic Profile Dampener. Alongside my Advanced Combat Rifle and Basic Nova Knives, if you're not full or even near proto heavy, or a scout of equal or greater caliber, you're mine. Remote Explosives- I hate that I can use these as primary weapons, so please implement some sort of throw distance limit. Proximity Mines- Could these be a little more powerful? I'm not looking for tanks to explode while I'm using basic, but making a dent would be nice. ADV/PROTO are the varients that should keep vehiclists in their place. Make advanced give LAVs a two-dollar tune up, and put a nice change of color on a tank's paintjob. Prototype should, as it should, destroy all but the most outrageous armor counts. I don't mean by themselves, you should still have to use multiples. Grenades- Flux) When you've made shield tanking possible again, we'll talk. AV) Little increase to damage, slight damage to Infantry. It's still an explosive, so a 50-70 damage to infantry sheilds or armor shouldn't **** too many people off. Locus) I'm so not touching this. Whomever uses these, get your ass over here.
Your heart pumps faster, you feel the power and energy of pure adrenaline.
You're in my sights, you're gone in a moment.
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Apothecary Za'ki
Biomass Positive
419
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Posted - 2014.08.12 04:44:00 -
[25] - Quote
Alena Ventrallis wrote:Logo mko
A fix to the "false positive" revive indicators.
Easier lock on mechanic for rep tools (prioritizing in crowds, etc.)
Actual bonuses on equipment skills, like more precision on scanners, more nanites on nanohives, more reps on repair tool, etc. omg yes.. its a nightmare to target a low armor suit in a Fuster Cluck of dropsuits.. i thought the false positives on revive indicators was on all suits wielding an injector? hmm interesting
[LogiBro in Training]
channel: BP SQUAD
come join the fun
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Apothecary Za'ki
Biomass Positive
419
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Posted - 2014.08.12 04:51:00 -
[26] - Quote
Andris Kronis wrote:Min-logi = me = all possible roles including assault dropship pilot when it absolutely has to be there ... right now.
I agree with comments about ehp buffs, regardless of minutae about maths. Its hard to support your buddies when you are dead.
I agree that some sort of logi role homogenisation would be good, allowing logi to excel at one support role and compete with the other logi suits, leaving the remainder of non logi suits a close 3rd in capability.
Switching equipment seems laggy with me, it could be that there is a server side request to check if I have the equipment, making it slower (about 350 miliseconds) and if so I expect there is little I can do aboout that. Seemless switching between logi equipment would be a boon.
A massive change in passive EWAR mechanics would help all classes but especially the fragile logi suits. Give the vehicles an appropriate signature. Make the vehicles show up at a much greater distance. Make all suits more scannable at closer ranges, the equation should be fairly simple to get right. If a scout is standing next to me I expect to be able to see him on my passive, at that point he is taking up a significant portion of my passive scan radius and it should be obvious he is there. Tanks are especially bad for zooming in at high speed with no signature until they are within meters of you. Better EWAR capabilities for Logi suits would be much appreciated but I don't have an exact mechanic in mind. It seems like a dedicated support character should be able to do better than it currently does.
While you are at it with EWAR, please make all hostile and allied turrets show up on TACNET and in the overview map, nice big glowing icons, all the time please. They have infinite ammunition and lots of HP, we should be able to detect them at great distances.
Anyone standing within 10m of a drop link should show up on it's passive scan, it can see them (except for cloaked scouts though) people camping links is silly, it should be noticable.
Let us restock HAV and LAV ammunition with prototype nanohives. Just a little bit.
Give the logi "feedback repair" while actively repairing other suits with a rep tool. % based on suits and skills of course. 5-10% total perhaps?
From the AV support role, Swarm Launcher missiles fly far too slow, they can already be easily defeated by going round obstacles, they should at least be able to catch up with fleeing vehicles much faster than they currently do.
Reduce the fire rate of all (non assault) scrambler rifles by 50%. If no one has told you already, they are being massively abused, people are using modded controllers etc and firing at the same rate as an assault scrambler for (approx) X2 the DPS of any rifle weapon. Not directly related to Logi I know but thought I would slip it in here ;) i agree on the SCR its like 800 dps on the semi auto varient while all other rifles are like 400-500. and +1 for proto hives resupplying vehicles.. perhaps buff vehicle repair amount for repair tools thus effectively giving leeway to buffer tank instead of active tank HAVs? as for equipment switching it does seem slow.. only time it isnt is when im in the middle of the Revive animation and i open the menu to switch to rep-tool to repair the guy as he/she is getting up.. but i HATE the sprint bug associated with tryign to sprint in the middle of an equipment animation (see tech/bug forum for thread/video)
[LogiBro in Training]
channel: BP SQUAD
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1246
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Posted - 2014.08.12 05:07:00 -
[27] - Quote
Cass Caul wrote:Jaysyn Larrisen wrote: 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!)
And how would you propose one uses the grenade slot to activate remotes? Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
Anything less than 300m is just ineffectual. Lock-on range and travel-speed are nearly a singular issue Bah! I nearly forgot about my Logistics ak.0. I was wondering why a Logi would carry swarms.
Good comments.
1) Short answer on RE "one buttoning" is I don't know. I'm just commenting on the fact the RE is skilled via the weapons tree and is the only equipment option that doesn't give some kinda of bonus based on racial / role bonuses. As for ideally how I would like to see the RE be used in a 'nade slot you have a few options (most of which I assume you won't like ) such as using the grenade button essentially as a weapon switch function for REs, or perhaps it's an instant toss (similar to nades or REs in hand now) and if you want to go to the detonator you use normal control schemata or if you've emplaced your limit the detonator automatically comes up.
Either way it's not a major issue for me....toss range is more sketchy as far as REs go. Honestly, I would like you to have to emplace them by holding down the trigger for 2 or 3 seconds (with skill investment to bring the time down).
2) Trust me...way on board with longer lock range. Is 300m the right range, I don't know, but I figured that 200m was much more palatable than 300m since that would be a pretty serious adjustment. Again...missile velocity is a higher priority for me personally but they both really need to be buffed.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2774
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Posted - 2014.08.12 05:19:00 -
[28] - Quote
Equipment
I worry about making Logistics too homogenized by giving them bonuses to ALL equipment. Their bonuses are however a bit too focused so I'd like to see that fleshed out.
Essentially I feel that the Repair Tool is the quintessential Logistics tool and I think you would be hard pressed to find a Logi that doesn't have one on most of their fits. That being said, I think we see an excess of Minmatar Logistics because of this fact, because their bonuses to the repair tool is very good.
I'd like to see all Logistics receive not only the reduction to fitting, but also gain the Minmatar's bonuses to repair rate and range of the repair tool. The Minmatar would then need a replacement bonus, and I'd prefer something more like the a bonus to remote explosives and proximity mines, to hammer in that sense of "Indirect Combat Support". This gives all Logi suits bonuses to at least 2 equipment as well as the reduction bonus to all equipment.
General Logi Bonus: Reduction to Equipment Fitting Cost Bonus to Range and Rate of Repair Tools
Gallente Logi Bonus: Bonus to Scanners Precision and Duration
Caldari Logi Bonus to Nanohive Rate and Capacity
Amarr Logi Bonus Bonus to Uplink Speed and Capacity
Minmatar Bonus Bonus to Remote/Proxy Damage and Carry Capacity
Defenses
Logi suits also need to be brought up with the Assaults in terms of survivability. At the very least I'd like to see the same amount of addition eHP added to Logis as their Assault counterparts. This is doubly important with the addition of additional Assault slots as well as the buff to Light Damage mods, lest the Logistics quickly fall behind and spend most of their time dead on the ground. The increase to slots and fitting make Assaults difficult to beat in terms of defense, but you need to take a VERY careful look at how fitting is working with Logistics and make sure that it can fit slightly inferior but comparable defense to their Assault brothers. |
Apothecary Za'ki
Biomass Positive
420
|
Posted - 2014.08.12 05:19:00 -
[29] - Quote
Jaysyn Larrisen wrote:Cass Caul wrote:Jaysyn Larrisen wrote: 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!)
And how would you propose one uses the grenade slot to activate remotes? Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
Anything less than 300m is just ineffectual. Lock-on range and travel-speed are nearly a singular issue Bah! I nearly forgot about my Logistics ak.0. I was wondering why a Logi would carry swarms. Good comments. 1) Short answer on RE "one buttoning" is I don't know. I'm just commenting on the fact the RE is skilled via the weapons tree and is the only equipment option that doesn't give some kinda of bonus based on racial / role bonuses. As for ideally how I would like to see the RE be used in a 'nade slot you have a few options (most of which I assume you won't like ) such as using the grenade button essentially as a weapon switch function for REs, or perhaps it's an instant toss (similar to nades or REs in hand now) and if you want to go to the detonator you use normal control schemata or if you've emplaced your limit the detonator automatically comes up. Either way it's not a major issue for me....toss range is more sketchy as far as REs go. Honestly, I would like you to have to emplace them by holding down the trigger for 2 or 3 seconds (with skill investment to bring the time down). 2) Trust me...way on board with longer lock range. Is 300m the right range, I don't know, but I figured that 200m was much more palatable than 300m since that would be a pretty serious adjustment. Again...missile velocity is a higher priority for me personally but they both really need to be buffed. perhaps Tap to throw.. Hold to Blow?
[LogiBro in Training]
channel: BP SQUAD
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Apothecary Za'ki
Biomass Positive
420
|
Posted - 2014.08.12 05:23:00 -
[30] - Quote
Jaysyn Larrisen wrote:Cass Caul wrote:Jaysyn Larrisen wrote: 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!)
And how would you propose one uses the grenade slot to activate remotes? Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
Anything less than 300m is just ineffectual. Lock-on range and travel-speed are nearly a singular issue Bah! I nearly forgot about my Logistics ak.0. I was wondering why a Logi would carry swarms. Good comments. 1) Short answer on RE "one buttoning" is I don't know. I'm just commenting on the fact the RE is skilled via the weapons tree and is the only equipment option that doesn't give some kinda of bonus based on racial / role bonuses. As for ideally how I would like to see the RE be used in a 'nade slot you have a few options (most of which I assume you won't like ) such as using the grenade button essentially as a weapon switch function for REs, or perhaps it's an instant toss (similar to nades or REs in hand now) and if you want to go to the detonator you use normal control schemata or if you've emplaced your limit the detonator automatically comes up. Either way it's not a major issue for me....toss range is more sketchy as far as REs go. Honestly, I would like you to have to emplace them by holding down the trigger for 2 or 3 seconds (with skill investment to bring the time down). 2) Trust me...way on board with longer lock range. Is 300m the right range, I don't know, but I figured that 200m was much more palatable than 300m since that would be a pretty serious adjustment. Again...missile velocity is a higher priority for me personally but they both really need to be buffed. the 2 to 3 seconds to place them would effectivly kill their use vs HAV's or tossing some onto a low flying dropship
[LogiBro in Training]
channel: BP SQUAD
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