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Alena Ventrallis
S0VER31GN
1542
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Posted - 2014.08.12 04:23:00 -
[1] - 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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Alena Ventrallis
S0VER31GN
1547
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Posted - 2014.08.12 14:32:00 -
[2] - 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. Just an example. The point is, give equipment a bonus for skilling into it. Hell, even just fitting reduction, but something.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1560
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Posted - 2014.08.18 16:49:00 -
[3] - Quote
pagl1u M wrote:Ok, none said it yet, I m surprised. It looks like I have to say it, dont blame me for proposing it.
Only sidearm logis!
"Oh no what an idiot""gtfo""blablabla die blabla"
But think about it... The main problem is logi's ability to survive. That is why you want to buff logis hp or their regen/speed.
But you are afraid of slayer logis, you are afraid the forum will cry for a nerf. So we have to give logis a good survivability but to we have decrease their firepower.
Giving logis only sidearms will let you buff them (Ehp or regen stats) and avoid the problem of slayer logis at the same time.
Is it that stupid? It is not that logis will be completely useless in combat. Having more survivability would let them do their job (support) and still be effective in gunfights (with more defence and less offence) and dont forget that sidearms can be deadly as other weapons! No.
I prefer Meeee's idea of fast, scout like logos. Sidearm only was considered and summarily dismissed long ago by CCP.
Rest in peace, oh Captain, my Captain.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1571
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Posted - 2014.08.21 13:31:00 -
[4] - Quote
John Demonsbane wrote:Meee One wrote:
Sidenote:I see you're trying to blow off and deflect from any relevant suit buffs to logistics. You can better the support experience dramatically by fixing the suits first. Trying to call it an 'arguement' is a lowbrow strategy trying to get off the subject of buffs for logistics,which are severely needed.Go somewhere else with your 'subterfuge'.
lol... slow down there, newb. PIck your targets a little better. Shayz has a lot more cred on the topic than most anyone else. He does have a point though. Buffs to support modules and such are kind of moot if the suit designed to be best with them is still flawed. Although I think shayz meant more along the lines of "support that isn't exclusively logistics suits" which is a valid point.
Rest in peace, oh Captain, my Captain.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1582
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Posted - 2014.08.22 15:05:00 -
[5] - Quote
Cross, what's your opinion on making Logistics be like scout suits, with their current low health, better suit ewar and faster speed than assaults? I really feel like this keeps them from being "slayerlogis" (although we haven't needed to worry about that in a long time) and gives them a better role for a team.
Rest in peace, oh Captain, my Captain.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1585
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Posted - 2014.08.22 22:25:00 -
[6] - Quote
Booby Tuesdays wrote: Why can't Logi's be lower HP self repping suits of efficiency? I understand that, "Tuesdays!!! Armor reps are Gallente!!!" Well, do you think no technology has ever been stolen and used by *gasp* a competitor, even if it's less efficient? Ask the Germans where their rocket program went after WWII.
Give us a basic bonus to ALL equipment, after all, it's what we DO. Anything but a blanket, "here's some more HP" solution...
Rather, any race can rep, but they Gallente specialize in it. Just like any race can shield tank, but the Caldari do it better.
Rest in peace, oh Captain, my Captain.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1630
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Posted - 2014.08.30 14:22:00 -
[7] - Quote
Yeah, I'm confused as to how spending about 200k so is going to deter people.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1672
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Posted - 2014.09.03 20:23:00 -
[8] - Quote
Name me a suit outside logistics that has not been altered since Rattati came along. Only one I can think of is commandos, and I don't count the color change.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1733
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Posted - 2014.09.13 22:46:00 -
[9] - Quote
Meee One wrote:If a new suit is unfeasable.
I've said this idea before too...
How about built in damage resistance? How it would work: -While a logistics suit holds an equipment,they get 75%-85% straight damage resistance to everything. -While a logistics suit holds a weapon,they don't.
So logistics can choose to be weak offensively,or strong defensively.
This would compensate for low eHP,semi-compensate for low speed. It wouldn't be an active killing buff,so only support logistics would benefit.
If possible: -While a logistics suit holds an equipment,they get a speed boost equalling their racial scout. -While a logistics suit holds an equipment,they get a regen boost equalling their racial scout.
Then you have a suit dramatically encouraged to do their job,or suffer doing anothers.
Slayer logis would be cannon fodder,but support logistics would be hard to kill and difficult to hit,like in EVE.
But their eHP would still be low. This could easily create problems though. Imagine if a scout had a rep tool that gave him 75% damage resistance. All he needs to do if his strike fails is pull out his rep tool and then run off Scott free. Not a good idea, but I commend you for out-of-the-box thinking.
A better solution would be to simply have logistics suits have speed and ewar that's only beaten by scout suits. Alternatively, give them base health only beaten by heavies. Personally I'm more fun more more speed/ewar than more health.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1869
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Posted - 2014.10.03 22:50:00 -
[10] - Quote
John's numbers personally. Each logo gets different bonuses to different areas of a given equipment, promoting diversity.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1870
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Posted - 2014.10.04 02:33:00 -
[11] - Quote
I still think John has the right idea even if the detail is different. Logos should get a bonus to ALL equipment (even, dare I say it, remotes/proxies) but simply have a bigger bonus to their racial equipment. But a rep tool on an Amarr logi should be quantifiably better than one on a matari scout. But the Matari logi should get a better bonus on the rep tool than the Amarr logi.
I do like the idea of an equipment being in the sidearm slot for quick access though. Would it be as simple as giving the logis a sidearm, and then making the sidearm slot an equipment slot? The Amarr logo can lose this abilityfor the normal sidearm slot.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1871
|
Posted - 2014.10.04 04:41:00 -
[12] - Quote
Cross Atu wrote:Alena Ventrallis wrote: I do like the idea of an equipment being in the sidearm slot for quick access though. Would it be as simple as giving the logis a sidearm, and then making the sidearm slot an equipment slot? The Amarr logo can lose this abilityfor the normal sidearm slot.
That's a UI level change and as such won't be an option unless/until Dust development gets more resources and can do client updates. Unfortunate. But can we at least give the Cal and Am logis another equipment slot? Don't get why Min and Gal get 4 and not Cal and Am.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1871
|
Posted - 2014.10.04 07:00:00 -
[13] - Quote
Cross Atu wrote:Alena Ventrallis wrote:Cross Atu wrote:Alena Ventrallis wrote: I do like the idea of an equipment being in the sidearm slot for quick access though. Would it be as simple as giving the logis a sidearm, and then making the sidearm slot an equipment slot? The Amarr logo can lose this abilityfor the normal sidearm slot.
That's a UI level change and as such won't be an option unless/until Dust development gets more resources and can do client updates. Unfortunate. But can we at least give the Cal and Am logis another equipment slot? Don't get why Min and Gal get 4 and not Cal and Am. I'm not sure but I think slot alterations are possible within the current development set up. I can look into that. o7 This would make my day, along with some extra pg/CPU to fit another equipment. CalLogi especially is tight even with a CPU mod.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1877
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Posted - 2014.10.05 07:46:00 -
[14] - Quote
Sure this has been mentioned already but... Suppose we got an increase to our equipment fitting bonus? Make it easier to fit better equipment/modules.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1884
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Posted - 2014.10.06 05:35:00 -
[15] - Quote
I am a fan of method 1, including the 10% reduction to equipment fitting per level, but against the increase in pg/CPU. That puts equipment at the same fitting cost as now, but you also decrease fitting on logistics. Logistics should have an easier time fitting equipment than now, not hae the same tight fittings they do now.
I would suggest a 12.5% increase in equipment fottings , along with a 10% reduction per level of logistics, means non-logistics have a tougher time while logistics have an easier time.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1890
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Posted - 2014.10.06 18:46:00 -
[16] - Quote
So now that we are solidifying some ideas, we need to get some input from a dev once a complete (notionally) set of proposals is made. 37 pages of discussion, we should have some pretty solid ideas, and judging from the spreadsheets Cross and others have worked so hard on, I think we need to hear what Rattati thinks of these ideas.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1891
|
Posted - 2014.10.06 20:18:00 -
[17] - Quote
Cross Atu wrote:Alena Ventrallis wrote:So now that we are solidifying some ideas, we need to get some input from a dev once a complete (notionally) set of proposals is made. 37 pages of discussion, we should have some pretty solid ideas, and judging from the spreadsheets Cross and others have worked so hard on, I think we need to hear what Rattati thinks of these ideas. Both Rattati and LogiBro have been linked this thread as well as each iteration of the proposals as the discussion has gone on. Currently I am awaiting word on some of the tech feasibility of these ideas which may further focus our discussion if certain options are taken off the table after that information comes back (if we can't do a thing, we can focus elsewhere). Rest assured I will continue to keep CCP in the loop. When the time comes for a full on hotfix proposal to be made and discussed I'm sure CCP Rattati will create an Echo (or Foxtrot) thread for that. Until then we have this one Cheers, Cross Tech feasibility would be a great start.
Man, solid well thought out community discussion may make it into the game. Consternation, uproar!
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1896
|
Posted - 2014.10.06 21:37:00 -
[18] - Quote
Cross Atu wrote:Booby Tuesdays wrote:Updating my vote from Method 2, to Method 2b. The big 4 should be best in a Logi's hands. Also, thoughts on swapping the Min Logi's Shield and Armor HP values? 160 Shield, 120 Armor? Stats would align more closely with the other Min suits. Seems sensible to me on first blush, anyone have reasons to raise why moderating the Min Logi profile to fit with the rest of the Min suits would be a poor change? Lore wise, minmatar are dual tankers. Not in the sense of they use shields and armor at the same time, but rather that some ships are meant to use shield, and others are meant to use armor. In Dust, I would say suits designed for front line combat (assault, sentinel) should benarmor tankers, and those meant for other roles (scout) should be shield based. MinLogi, depending on how we intend it to be used (in the thick of battle, or in the rear) and should base its shields/armor off that.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1906
|
Posted - 2014.10.09 17:35:00 -
[19] - Quote
Pokey Dravon wrote:Cross Atu wrote:(honestly I still have a taste for the grown up version of reps seen by our sky clad counterparts in EVE, but that idea may be seen as too radical ). In EVE it's about what, +150% bonus to reps per level of Logistics right? so +750% to a Focused Core Repair tool, puts you at like what....1312 HP/second? Give me that bonus and I'll gladly take the "Sidearm Only" Logi that people get so excited for. 150% to rep RANGE per level of racial cruiser.. And 15% decrease in cap cost per level of logistics ships.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1906
|
Posted - 2014.10.09 22:35:00 -
[20] - Quote
Pokey Dravon wrote:John Demonsbane wrote: (Pro tip: Sentinels have shields. You (basically) always have time to pull out your rep tool, but not to switch to a weapon.)
Totally agree. I hate when I see Logi's running around repping a heavy with full armor and shields. In many cases it is more advantageous for the Logi to help the Sentinel kill the guy, than cower behind him repping constantly. This is the primary reason why I have always been so adamantly against the "Sidearm Only Logi" concept. Depending on the situation, having the rep per on the heavy is indeed beneficial, such as when pushing the point in domination and you expect a sudden attack at any moment. Although it is true you don't need him leashed at all times.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1907
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Posted - 2014.10.10 00:54:00 -
[21] - Quote
Breakin Stuff wrote:Cross Atu wrote:The the changes, and now my proto MD sits on a shelf 99% of the time. Take it off the shelf. I'm going to say two words, and I'm going to let the implications sink in and make you cackle insanely: Scout Hunting. https://www.youtube.com/watch?v=wcinzmfZeCc
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2086
|
Posted - 2014.10.30 06:36:00 -
[22] - Quote
Cross Atu wrote:el OPERATOR wrote:Cross Atu wrote: Currently trying to get Logi updates ready for hotfix Echo, but that won't come until after patch 1.9 deployment my current guess is we'll be looking at updates to this thread second or third week of Nov.
I will of course make efforts to have it in before that if possible, but 1.9 takes priority.
Cheers, Cross
So am I inferring accurately then that we'll see 1.9 deployed here last week of October or so? My current guess is that it will be deployed along side the patch for EVE so that there is only one extended DT for TQ. That is my deduced/inferred time frame reasoning. (I don't remember the date for the EVE patch off the top of my head but I believe it was early November) Nov. 4
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
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Posted - 2014.11.11 07:29:00 -
[23] - Quote
Meee One wrote:ResistanceGTA wrote:You know, a lot of information, can't process as I'm at 2 hours of sleep in the past 40 hours, but I would like to pop in this conversation at some point.
But what's with this 'removing undocumented CPU reduction on Nanocircuitry'? It says it right on the skillbook, just because CCP is lazy and never readded it to the skill description doesn't mean we should remove it. We need more passives, not less. The problem is that other suits besides logistics gets the bonus too. Not seeing how this is a bad thing.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2175
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Posted - 2014.11.16 20:26:00 -
[24] - Quote
Cross Atu wrote:I-Shayz-I wrote:Orion Sanjeet wrote: TL;DR version
We need to change the end of match leaderboads and actual leaderboards so shallow s.o.b.s can stop tearing down ideas that are good for logis.
P.S. Payouts would also have to be looked at, and can we please change how we earn orbitals?
P.P.S. Changing the leaderboards like this would also improve new player retention because giving praise to a gamer is like giving crack to an addict.
After rereading this I realize that it really doesn't belong in this topic.
this is why I keep suggesting that triage bonuses should be reduced while things like equipment destruction and Intel assist should be increased. also Sentinels should have another way of earning wp since they are not able to use equipment. I'm actually highly opposed to that, it is already meaningfully more expensive to run a full on logistics fit than the equivalent assault fitting reducing logistics earnings while raising assault earnings would only serve to exacerbate a currently persistent problem. We can do things such as discount equipment and so forth but the simple fact is that since logi have more mod slots to fill in order to run the role, due to equipment being a mod, they need to be able to have a higher potential rewards curve in order to have and equal risk vs reward baseline. Until the risk vs reward ratio for each role is even it will always be on balance more profitable to run one over the other for an average player context. All of that aside, balancing around epeen considerations such as what to kdr kittens want to stroke their egos is a very bad practice indeed because someone who is focused on 'status' and FotM chasing wants an advantage they do not wish the game to be balanced (speaking broadly, there are of course exceptions). I suggest we focus on fixing what is broken and to the best of our ability discount factors which are outside of balance - such as who falls where on the leaderboards. 0.02 ISK Cross EDIT: To be clear, I would support an increase to both equipment destruction (no higher than 10pts per however) and to scanner intel (20 + having them give WP for team scans should be sufficiently ample). On the note of scanners, having them give team scans without team scans giving WP is a nerf to scanner potential earnings and I am intent on seeing it changes. As far as the ability to run a sustainable logi is concerned the current scanning mechanics are a step backwards. Is it possible to give WP based in item meta level? For instance, I destroy a militia link, that's 5 points. I destroy a Viziam link, that's 10 points.
Conversely, a spawn on a militia link is reduced to 10 points. A spawn on a viziam link gives 30 points. These numbers can be changed, but we can reward logis better for using higher tier equipment, and reward assaults for destroying higher tier equipment. The better stuff you run, the more points you get, and the more payout you receive.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2178
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Posted - 2014.11.16 23:51:00 -
[25] - Quote
I want to make a comment on "logi slayers"
The reason we had killer bees to begin with wasn't that the logo suits were OP. It was because the assault and scout suits were all crap. Remember Gallente Assault with a shield recharge bonus? None of the assault bonuses were geared toward slaying. They were just kind of there. In the same instance, they had crap PG/CPUand a completely nonsensical slot layout (Amarr were supposed to dual tank. Remember that?) We will never have logo slayers again, because assault suits now have actual bonuses to killing instead of random stats.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2180
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Posted - 2014.11.17 12:30:00 -
[26] - Quote
Breakin Stuff wrote:Just make shield transporters and armor rep exclusive.
Cannot lock a target that is being repped or having shields repped.
Since native regen is powerful all shield transporters should do is keep regen going and add +15/+20/+25 shields regenerated.
Putting them at the same rep numbers as armor reps ould be horrendously broken. Considering that armor rep tools would be in the region of 150 hp/s, armor has more health, and the shield damaging weapons are some of the highest DPS in the game, how is shield reps matching armor reps broken?
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2186
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Posted - 2014.11.17 18:53:00 -
[27] - Quote
Breakin Stuff wrote:Because you get proportionally more benefit by having the same amount of rep on a tinier HP pool.
Self regen is supposed to be the strength of shield fits over HP.
Providing a greater benefit to a smaller HP Pool will simply change the most favored fit from amarr/gallente sentinel to caldari and minmatar.
This benefits no one. Only true if you use the rep tool to repair people AFTER a fight. If you repair DURING a fight, a larger health pool is better. This is why AmSentinels stack plates instead of reps. The more health you have to repair, the longer that health pool lasts before the DPS overwhelms your reps and the sentinel dies. An armor rep at 150 hp/s on a 1344 health pool and a shield rep at 150 hp/s on a 929 health pool, which lasts longer? The 1344 health pool. If anything, the shield rep tools should be higher than armor rep tools since shield is focused on regen.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2187
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Posted - 2014.11.18 02:58:00 -
[28] - Quote
Meee One wrote:Breakin Stuff wrote:Alena Ventrallis wrote:Breakin Stuff wrote:Because you get proportionally more benefit by having the same amount of rep on a tinier HP pool.
Self regen is supposed to be the strength of shield fits over HP.
Providing a greater benefit to a smaller HP Pool will simply change the most favored fit from amarr/gallente sentinel to caldari and minmatar.
This benefits no one. Only true if you use the rep tool to repair people AFTER a fight. If you repair DURING a fight, a larger health pool is better. This is why AmSentinels stack plates instead of reps. The more health you have to repair, the longer that health pool lasts before the DPS overwhelms your reps and the sentinel dies. An armor rep at 150 hp/s on a 1344 health pool and a shield rep at 150 hp/s on a 929 health pool, which lasts longer? The 1344 health pool. If anything, the shield rep tools should be higher than armor rep tools since shield is focused on regen. Shields aren't meant to be stand and deliver defense or good for brawling. Rep tools with even numbers with armor would merely encourage the behavior and laziness over tactics. It'll also just change most favored suits from Amsent/galsent to Calsent/Minsent. So we swap one idiocy engine for the same thing with different looks. Shields also have projectile damage reduction (HMG),which would make Cal/Min the new heavy killers. Which is why i suggested hybrid tools. It would destroy the 'shields or armor are op' sentiment. My suggestion:take the highest innate suit regen and work from there. E.G.Suit has 50 sp/s. Shield tool adds 38 sp/s (at Pro) to equal 88 (six kin). Then make shield delays vanish while being repped. So,it would add to the innate reps but not encompass them. Then add a Cal/Min bonus to increase that amount (the 38 sp/s rep tool),to keep logistics as the #1 reppers. So,on a 50 sp/s suit it would be 88 total,on a 30 sp/s suit it would be 68 sp/s total. OP? So shields will have less health and less reps from their rep tool. How is this balanced?
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound
2315
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Posted - 2014.12.23 05:45:00 -
[29] - Quote
We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Alena Ventrallis
Vengeance Unbound
2315
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Posted - 2014.12.23 09:03:00 -
[30] - Quote
Jaysyn Larrisen wrote:Alena Ventrallis wrote:We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots? The issue with that option is that you would need to adjust the Logi suits wih a sgnificantly increased BW or they would need to drop the BW down to a base number of 3. Unnecessary. This does not allow the logi to drop more equipment. It only allows him to replace it easier before needing to refit at a supply depot.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Alena Ventrallis
Vengeance Unbound
2324
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Posted - 2014.12.23 20:49:00 -
[31] - Quote
Jaysyn Larrisen wrote:Zaria Min Deir wrote:Alena Ventrallis wrote:Jaysyn Larrisen wrote:Alena Ventrallis wrote:We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots? The issue with that option is that you would need to adjust the Logi suits wih a sgnificantly increased BW or they would need to drop the BW down to a base number of 3. Unnecessary. This does not allow the logi to drop more equipment. It only allows him to replace it easier before needing to refit at a supply depot. This. It's a question of increasing max carried, not max active. I haven't found it to be too much of a problem but I have on occasion run dry of uplinks and wouldn't mind another. I would much rather have a BW meter in the HUD tbh. We can manage suit resupply pretty much the way we have been up to this point but having a much better handle on BW capacity would be useful. BW capacity on the HUD is a necessity, but I still want to push for more max carried. I should be able to carry 6-10 deployables, if only to make replacement easier. Plus, as the battle shifts, it makes putting down links/hives in the new location far more streamlined.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Alena Ventrallis
Vengeance Unbound
2327
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Posted - 2014.12.24 00:45:00 -
[32] - Quote
This works for uplinks, but splitting up ammo is simply a bad idea. As it is it takes next to no time for 2-3 people to drain a proto hive, even with CalLogi bonuses. So I'd simply advocate increased max carry for hives.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Alena Ventrallis
Intara Direct Action Caldari State
2627
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Posted - 2015.03.11 00:56:00 -
[33] - Quote
For the short term (like maybe get it in echo short term) can you bring up having logi slot setup match their assault counterparts? I don't get why my AmAssault is 1/3 and my AmLogi is 2/2.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2777
|
Posted - 2015.03.23 05:42:00 -
[34] - Quote
Jaysyn Larrisen wrote:Team,
Quick thoughts on BW plus the massive increase to carried equipment for all classes.
1) You directly increase the value of non-Logi equipment to the point it devalues logi play. - Carrying 3x compact nano-hives or perhaps Allotek's are massively useful to the individual player - scouts and assaults with up to 9x uplinks are quite possibly more of an asset than logi's with 9x uplinks.
2) Active logi play with scanners and reppers are the only tools holding value for logistics players due to suit bonuses. Needles, hives, and uplinks can be managed fairly effectively by scouts / assaults / commandos. This directly undercuts the Cal and Amarr logis which have traditionally been the lower tier support suits.
3) As noted by others...i've subjectively seen little to no actual in game improvement in performance. There may very well be some hard stats to the contrary that CCP has but my experience hasn't reflected this.
edit: My recommendation is to either drop BW or the additional carried for non-logi suits. Just change logi bonus. 5% reduction in equipment fitting and +1 max carried per level.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2965
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Posted - 2015.04.07 12:13:00 -
[35] - Quote
I think the iterations need a once-over now that we have had some updates that affect logis, like bandwidth and increased max carried and such.
Whirly gun make much thunder! - Victor
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Alena Ventrallis
Commando Perkone Caldari State
3051
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Posted - 2015.05.13 04:11:00 -
[36] - Quote
Cross Atu wrote:I-Shayz-I wrote:Last time I made a video about a problem in Dust, Rattati actually did something about it.
I know in the podcast he talked about the logi update coming soon after warlords 1.1 and Echo 1.1 but he was still frustrated that the community flipped out over the sidearm.
Maybe I should do the same for logistics progression. it's really not that hard.
Give logistics the same slot layouts as assaults, give them all 4 equipment at proto, then take away one for Amarr at each tier and give it a sidearm. Also give Caldari some extra CPU. On top of the assault/logi speed flip this will make them more than viable.
Done. Wouldn't hurt to have a video out there too. The more vectors for transmission of reasoned viewpoints the more likely they are to be incorporated. EDIT: Amarr needs a bit of added PG as well. The Cal and Amarr are both below the Gal/Min in a single fitting stat. Isn't there some sort of CCP formula where a given slot on a given suit is worth X CPU and Y PG? Can't we just apply that formula to Logis with a slot rebalance?
Whirly gun make much thunder! - Victor
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