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Cass Caul
488
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Posted - 2014.08.12 02:59:00 -
[1] - 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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Cass Caul
488
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Posted - 2014.08.12 03:29:00 -
[2] - 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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Cass Caul
500
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Posted - 2014.08.12 04:34:00 -
[3] - 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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Cass Caul
826
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Posted - 2014.08.22 22:17:00 -
[4] - Quote
To the logis that don't brink tank, could you use www.protofits.com to show how you set up your Logi suits?
Because right now, I'm running a Min, Cal, and Gal logi. All 3 of them are using proto EQ, proto Light Weapon, and the lowest HP is the Caldari because I've got a Complex Recharger and Complex Regulator on it. Min is rocking 900 total HP, the Caldari has 800 total HP, and the Gallente has 1100 total HP
The difference in speed and stamina isn't significant enough for me to really care unless the distance we're trying to travel would be more suited to LAV/DS
If I sacrificed the Regen mods for more HP I could get the caldari up to 900. Give it another 100HP because that's what people want and it ends up with 1000 total HP. While my Caldari Commando, a Heavy Frame, has 1100 Total HP right now using 3x complex shield extenders and a complex reactive plate.
I can max out HP on a Gallente Commando with 1330 total HP. Give that Gallente Logistics another HP and they're only 100HP apart.
How is this not indicative of power creep? Bad enough my Assault Suits have more HP than a Heavy Frame, why should Logistics also be better at this?
I blame her for nova knife kills on tanks
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Cass Caul
832
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Posted - 2014.08.23 01:56:00 -
[5] - Quote
Pokey Dravon wrote: deflecting from the point
Nice deflection.
Why not try actually showing what you run.
http://www.protofits.com/fittings/shared/161/1174 http://www.protofits.com/fittings/shared/161/5442 http://www.protofits.com/fittings/shared/161/7014
These suits are currently sitting in my inventory, albeit on a different character each. This is the style I use. My comparison of Logistics and Commandos is that of two different suits that typically use one of the 4 racial rifles neither of which are Assault Suits.
I don't see any real need to increase the HP. A medium Frame can't really use profile dampeners. Precision mods on the suit are less effective than a Scout or a Gallente Logistics with PRO scanner. I don't have difficulty running or keeping up with my squad because we rarely sprint in excess of 80m so the difference in speed and stamina aren't really all that noticeable or have me wanting to use KinCats/CardRegs. Codebreakers? Maybe.
Damage mods I could use in the highs on my Amarr and Gallente, my Amarr Logi doesn't have shield extension past 1 but does have handheld weapon upgrades V, so, that's what I do.
What else am I missing?
This is why I asked for the builds other people use, preferably on protofits so I can compare it to what I already have.
I blame her for nova knife kills on tanks
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