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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1244
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Posted - 2014.08.12 03:56:00 -
[1] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1246
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Posted - 2014.08.12 05:07:00 -
[2] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1249
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Posted - 2014.08.12 15:05:00 -
[3] - Quote
Nocturnal Soul wrote:A increase in max stamina or stamina regeneration is the only thing that I wanted as a logi.
P.s. and a speed boost
That's actually a key point to not overlook... my base speed is adequate (Cal Logi mostly) but the ridiculously low stamina pool and regen is a big pain in the a$$. Speed is the domain of the scouts but I see no reason why Logi's can have high level base stamina and assaults split the difference.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1394
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Posted - 2014.12.15 15:24:00 -
[4] - Quote
Kallas Hallytyr wrote:Mister Goo wrote:I like, maybe even change the PE further instead of placing only 1 mine for 800-1200 damage maybe have one drop spread out 3 mines totaling the 800-1200 damage to get better coverage for same damage profile. being able to cover the bridge with 3 mines instead of using 6. Kind of like cluster mines? Would be interesting! That's a more mechanical (ie, heavy code change) approach that would be cool, though I was focusing my suggestion on the numbers that would be easily alterable (ie, Hotfixable) but I am definitely down with that idea!
Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1394
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Posted - 2014.12.15 15:33:00 -
[5] - Quote
ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information.
I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much.
I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi.
2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus.
The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc.
This also gives each logi both an active and passive equipment type they they are focused on.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1395
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Posted - 2014.12.15 19:06:00 -
[6] - Quote
Zaria Min Deir wrote:Jaysyn Larrisen wrote:Kallas Hallytyr wrote:Mister Goo wrote:I like, maybe even change the PE further instead of placing only 1 mine for 800-1200 damage maybe have one drop spread out 3 mines totaling the 800-1200 damage to get better coverage for same damage profile. being able to cover the bridge with 3 mines instead of using 6. Kind of like cluster mines? Would be interesting! That's a more mechanical (ie, heavy code change) approach that would be cool, though I was focusing my suggestion on the numbers that would be easily alterable (ie, Hotfixable) but I am definitely down with that idea! Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs. Honestly, here we run into not only an issue with the newly introduced bandwidth, but also the risk-reward ratio of a much longer deployment time of an actually effective proxy trap. Yes, laying down a mine field that can instapop a tank shouldn't be risk free OR instanteneous, but it should be viable and not leave the logi vulnerable and unavailable for other tasks for too long either. Current model of having to equip multiple sets, drop down all of the carried from one, then swap, then deploy another set, maybe get on a hive to resuply to be able to deploy the rest (as max carried is always lower than max active, bizarrely) is in itself far from optimal... making this take even longer is in my opinion not desirable. Yes, increasing max carried would help, but I still prefer the model of fewer, but stronger explosives you have to place carefully, over spammable vehicle damage WP farming silliness.
In your camp on this, Zaria. I would much rather carry PEs that had serious punch and fewer of them.
With the way BW is shaping up anything that makes equipment more effecient and effective per drop is a premium. I've heard a lot of discussions about dramatically increasing carried sets of equipment and i'm not too sure of how that will work at the moment with the recent changes.
ps...A total side note to that is that hives and uplinks probably need a legit HP buff as well as an off shoot of the same BW issues.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1402
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Posted - 2014.12.16 16:32:00 -
[7] - Quote
TechMechMeds wrote:This has basically become like the barbershop.
Shouldn't we create our own version for logistics?.
The DHL of Dust... "Because we do Logistics"
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1402
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Posted - 2014.12.16 16:36:00 -
[8] - Quote
ishtellian wrote:Jaysyn Larrisen wrote:ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information. I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much. I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi. 2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus. The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc. This also gives each logi both an active and passive equipment type they they are focused on. I like this but if you play Eve at all, doing this kinda kills possible Pirate faction suits in the future, for example the worm is a pirate faction ship from Guristas its caldari bonus is a bonus to shield resist and its gallente bonus is a bonus to missile damage, its a caldari hull using drones heavily and missiles. But I do like the idea of all logis having their own bonus to repping since reps imo should be one of the main jobs, keeping the other guys alive. Maybe Minmatar could get one bonus rep target per suit level, +1 at STD, +2 at ADV, and +3 at PRO, kinda because lore wise, minmitar have huge numbers. Gallente could get bonus to rep strength, they dont need a range icnrease because Gall is usually upclose melting face ( Plasma Thrower please ) Caldari could get a range increase because their generally longer range than the other races. Amarr could give their rep target like 2-5% bonus resist per suit level, because amarr ships have resist bonus in Eve ( not all of them but alot compared to other races ) I do like the active/passive equipment focus for each suit tho.
I am passably familiar with Eve.
I fly with Agony Unleashed.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1411
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Posted - 2014.12.23 08:59:00 -
[9] - Quote
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.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1411
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Posted - 2014.12.23 15:04:00 -
[10] - Quote
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.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1416
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Posted - 2014.12.24 02:37:00 -
[11] - Quote
RedBleach LeSanglant wrote:If you take a look at the google doc at the beginning of the thread you will see the equipment proposal that outlines more deployable equipment but decreased spawns per uplink. Like 12 uplinks carried but only 10 spawns per uplink. The same goes for nanos. Ultimately your equipment is still as potent (spawns and nanos) but divided between multiple items. Now it just isn't locked into place for the entire game when it was only useful for a few moments.
This would change the current tactics of landing 1 uplink in a remote area and having 62 spawns per uplink where clones can just forget about it and continue to spawn there. Now, some one would need to remain behind to replace an uplink. It also allows the uplinks to travel as your team does, rather than single hard point placements.
I like it.
I am very familiar with the proposal and it sounds interesting at least. Honestly, I'm not that sold on it but I can see the some of the logic behind it.
One of the concerns is how do you adjust the actual stats of the equipment so there is some actual practical use involved. You would have to really tune the nano hive varieties and the uplinks definitely but to a lesser degree. Additionally, we really need to rebook some of the BW costs per equipment type and get that normalized first.
The counter proposal is to leave our max carried basically alone or perhaps with a slight buff but add some significant value to the equipment you do drop (i.e. serious eHP, spawns, nano clusters, etc) so that the choice to emplace a given piece of equipment is more significant.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1436
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Posted - 2015.01.02 07:04:00 -
[12] - Quote
Talos Vagheitan wrote:I would like the Cal - Logi equipment bonus be applied to the Injector instead of Nanohives.
When a call picks you up, have it give you ammo and temporary damage resistance
I think having the bonus to both needles and hives is more appropriate and functional.
By tagging the Cal Logi to only the needle you take the suit with the least desirable bonus and likely devalue it further. Additionally, if there was an "accept revive" mechanic and not a "call for help" it would be more attractive...rarely do folks call for pickups anymore.
Don't get me wrong, I like the idea of increasing the value of revives.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1438
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Posted - 2015.01.03 04:00:00 -
[13] - Quote
Meee One wrote:About 'cooldowns' on rep tools. I hope they'll be getting a boost in performance to accomidate the downtime. EG. Six kin works for 15 seconds,but is down 15,it reps 176hp/s instead of 88 to maximize performance. But as i've said before. Do you really want logis shooting more than they are supporting? If so,you should add a cooldown/capacitor. And here i thought people had enough of slayer logis. Just a general reply aimed at no one. Just a lot of nerf rep tool threads coming up.
I've been noticing the rep tool nerf threads a few times as well. I'm growing mildly concerned to be honest.
I've seen not mention of any kind of balance / optimization pass for Logi suits mentioned anywhere and there are too many "big idea" topics such as PC re-work that will likely push back any work on our suits even further.
I'm getting pretty frustrated with this.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1439
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Posted - 2015.01.03 05:39:00 -
[14] - Quote
SirManBoy wrote:Jaysyn Larrisen wrote:Meee One wrote:About 'cooldowns' on rep tools. I hope they'll be getting a boost in performance to accomidate the downtime. EG. Six kin works for 15 seconds,but is down 15,it reps 176hp/s instead of 88 to maximize performance. But as i've said before. Do you really want logis shooting more than they are supporting? If so,you should add a cooldown/capacitor. And here i thought people had enough of slayer logis. Just a general reply aimed at no one. Just a lot of nerf rep tool threads coming up. I've been noticing the rep tool nerf threads a few times as well. I'm growing mildly concerned to be honest. I've seen not mention of any kind of balance / optimization pass for Logi suits mentioned anywhere and there are too many "big idea" topics such as PC re-work that will likely push back any work on our suits even further. I'm getting pretty frustrated with this. For the record, I do not support any sort of rep tool nerf, whatsoever. As it stands, heavy hugging is a two man mechanic where one player forgoes using his own gun to enhance the defensive capabilities of another player. In my view that seems like a totally acceptable team-oriented, sacrifice-laden activity. It doesn't deserve to be nerfed.
Upon reflection, it i think my growing concern is that there are truly a relative few professional logi players left. I've noticed quite a few people pitching ideas like rep tool nerfs or saying "the logi's are fine where they are now". Way more of those voices and most don't actually undertand the impact of what they are pitching.
We need some help. Would be nice if CCP Rattati would commit to working somehting out for us in the next HF.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1439
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Posted - 2015.01.03 13:35:00 -
[15] - Quote
SirManBoy wrote:
I hear you guys LOUD and CLEAR. Cross and I are focused on improving the plight of the logi. We get it.
On a side note, I'd really like to get the two of you in a squad and speak to you on coms. Let me know if we can work that out sometime soon.
No problem, SMB.
Shoot me a note on Skype or in-game with your prime times and we'll hook up. I'm Best Coast and Pokey is Mountain TZ but i'm sure we can link up.
I do appreciate the work you are bringing to the table for the logi crew.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1442
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Posted - 2015.01.04 02:32:00 -
[16] - Quote
Meee One wrote:As a sidenote. Rattati did say they were going to try to make a mass based inertia system. Which means logistics should be second only to scouts in terms of speed and stamina/stamina regen. But that also means any eHP mods are going to have a crippling effect on logistics speed,but assaults it'll barely scratch. So the most expensive suit in the game will probably have its strafe be sub par,because 'logistics shouldn't be able to survive'. As well as have crippling penalties to speed,which were actually meant to hurt scouts,because 'logistics shouldn't be able to survive'. That's if the rules are applied fairly. Remember how he was willing (and almost eager) to nerf logistics speed while simultaneously buffing assault eHP and slots with 0 speed reduction? That alone showed that logistics and assault are immune to the words 'fair' or 'balanced'. The latter receiving the favoritism. Something tells me logistics will still be disproportionately slow with low eHP. And new speed penalties (on eHP mods) will push the class further to extinction. Which is why BW was so readily accepted,because they're about to royally f*** the class up. So they force anyone wanting to use equipment to stay in an even slower low eHP suit. My future predicting powers say you're going to see 400-500 eHP logistics moving as fast as sentinels. Or eHP stacked logistics moving slower than sentinels. Assaults will be moving 1% slower,maybe. Scouts will be unphased. And sentinels will still be fat. Brace for more heavy-logi QQ than ever before!
This could all be made so much simpler.
1) Have both Logi & Assaults have the same suit stats and high/low slots. Adjust CPU / PG for outlier slot shifts.
2) Add a moderate amount of CPU to the Cal Logi and either a sidearm or 4th equipment slot. At this point I don't care which one - I can make both work fine. (I would probably prefer the sidearm option).
3) Give a second equipment option bonus to all logi suits so you've got a bigger range of options or just give everyone a different flavor or retool bonus on top of their current bonus (range, intensity, etc).
4) Cut the price of equipment dramatically.
5) Don't nerf the rep tools. If you add a capacitor or heat mechanic give the logi's a massive role bonus to it's use (like 200% cap or heat build up). This is pretty similar to some of the different type of EVE mechanics and if pushed in a corner this is what we need to hold the line for.
Do 4 things and don't do 1 thing and we've got some solid progress.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1486
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Posted - 2015.03.14 16:30:00 -
[17] - Quote
I was reviewing this thread that at one time I had high hopes for...would be pretty nice if a blue tag (well, Rattati, THE only blue tag that posts about the game) would let us know what his vision for logi play and players is.
Perhaps we and the equipment / suits we use are exactly where he feels is good. I would strongly disagree if this is the case. I've long suspected we have no effective voice or at least one that resonates with him and that's unfortunate.
I continue to see rumblings here and there about nerfing scanners, uplinks, rep tools, war point generation, and keeping logi suits thin on HP and slow footed to "balance" them. At least CCP Rattati doesn't seem to be listening to them anymore than he's listening to us...so far.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1502
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Posted - 2015.03.23 05:27:00 -
[18] - Quote
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.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1504
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Posted - 2015.03.24 03:11:00 -
[19] - Quote
Zaria Min Deir wrote: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. Ok, clarifying question? By "drop" here, do you mean reduce BW for non-logi suits, or remove BW from the game entirely? Actually, nevermind. In either case, I can't really agree with you. Reducing BW further would basically make any deployables unusable for std and maybe adv tier (non-logi) suits, and I doubt CCP would remove the entire concept from the game at this point. I while I was never nuts about the whole thing, it does work somewhat to increase the preceived value of a logi suit on the field, however minimally. The additional carried amount... Yeah, that should have been introduced as a logistic bonus, as has been suggested multiple times in the past. I absolutely love the fact that I don't run out of hives or links quite so fast anymore, makes the game feel more fluid and dynamic. But I also know there is no point in me carrying proto ammo hives for my squad, as an assault with k-2s or x-3s will not only be self-sufficient for the majority of a battle, but even able to supply the rest of the squad.
@Zaria... I was referring to removing BW in favor of the increased equipment carried OR keeping BW and dropping the increased carry numbers of equipment. Concur that Rattati and some folks on the CPM are quite enamored with BW and it's unlikely to change.
If the increased carry rate is a logi bonus only that could work well. When it's open to all...it flies in the face of the BW "buff".
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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