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John Demonsbane
Unorganized Ninja Infantry Tactics
3850
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Posted - 2014.08.16 19:18:00 -
[1] - Quote
Huh. Looks like IGÇÖm late to the party! So, to introduce myself, I have been a logi since open beta, Amarr pretty much exclusively since it was GÇ£un-brokenGÇ¥ in 1.2 or whatever. The link in my sig explains my playstyle. Once I am satisfied we have the bases covered with uplinks GÇô which nowadays is always at the beginning of a match but I find maintaining tactical control of the map usually falls to me around halfway through and itGÇÖs like before when ridiculous link spam was confined to PC; my guess itGÇÖs in large part due to my links not being dropped indiscriminately in easy to find areas.
Anyway, after that I generally play a pretty typical support role, either rep tool and hives or rep tool and needle, depending on whatGÇÖs going on. Or after enough to drink, I start charging around trying to kill people with my less than l33t gungame. Fun but does hurt the wallet (thank God for BPOGÇÖs). But, I digress.
So, my 0.02, Cross, is as follows (IGÇÖm gonna break it up into 2 posts to keep things digestible): IGÇÖll start with equipment. (Stuff about fitting costs and power IGÇÖll get to in my second post.) 1) First, the hot issue, bonuses. I am of the opinion that every logi suit should be better at using every type of equipment than any other suit.
The poorly conceived single-bonus structure we have now killed the logi suit more than anything else, imo. Why use a logi suit when you can take a Gallente scout, which is faster, undetectable by the vast majority of suits, has about the same eHP potential along with ridiculous fitting power, plus a sidearm and 2 equipment slots? ThereGÇÖs no reason to unless you are very much invested in a single piece of equipment.
That Gallente scout can do literally everything better than my Amarr logi except for uplinksGǪ which anywhere except PC, most people are not going to gaf about the spawn times, tbh.
The rep tool, injector, nanohives, scanners, all work exactly the same on a suit not designed for support. IDK about you, but if I was the Imperial Guard, IGÇÖd fire the guy who designed my logi suits for incompetence and/or arrest him for treason!
I donGÇÖt think any of the other career logiGÇÖs, or even many people from other classes would argue too much about that point, itGÇÖs really just too logical to form a reasonable argument against. The real question is how to do it. Pokey made a nice thread about secondary bonuses, and I do see the point he and Kirk made about not over-homogenizing the different races, but I think itGÇÖs a flawed idea for two reasons: For starters, what I just talked about regarding scouts.
More importantly, there would be a [i]huge fight (already starting a little) about who gets what bonus. LetGÇÖs just be totally honest, everyone wants the rep tool bonus. So, instead of having some massive 17 page flame war about why the Gallente should get it over the Amarr, or how they should both get it and take it away from the Minmatar, just give the damn bonus to everyone!
This link has my proposal. Basically, every logi suit gets a small bonus to every type of equipment, while keeping its current primary bonus. That way we have an incentive to use a logi suit instead of a scout suit. My rep tool may not work as well as it would on a minmatar logi, but at least itGÇÖs measurably better than on some FOTM chaser in a scout suit.
2) Spam: IMO, pretty much everybody thinks itGÇÖs great when they do it and is lame when someone else does it. I do think itGÇÖs an issue, but the crazy proposals flying around with only 1 link/hive per person being allowed, they pop when you die or switch suits, etc, are really just lazy nerfs to logis, particularly the Amarr and Caldari. Unless of course you want to make those limits apply only to every suit except those two. In which case I can live with that.
Now, just like RKKRGÇÖs idea about cooldown times (which I like but I need to know more about the nuts and bolts) a lot of other good solutions are probably not feasible with the minimal effort CCP is willing to expend on this game. IGÇÖve posted the idea of making it a skill several times, Here's a rough example. In this fashion you keep the support specialists viable while discouraging the spammers who just spawn in with an uplink suit, drop 6 uplinks indiscriminately, and then switch into their sentinel suit to get to business. If you want to drop a lot of equipment as your primary role, you still can, but itGÇÖs gonna cost you a couple million SP to do it.
3) Finally, ItGÇÖs definitely too expensive. Yes, logiGÇÖs have a large WP earning potential, but itGÇÖs not cheap. Even many of my ADV fits (which I run 95% of the time) cost in the 75k range and are not that durable. I donGÇÖt know the answer to the issue though, because just making it cheaper would only encourage spam. Perhaps if the bonuses were buffed you could get away with lower tier equipment and still have it be effective.
(on to part two. Get up and stretch your legs if you like)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3850
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Posted - 2014.08.16 19:20:00 -
[2] - Quote
The Logi suits themselves
Plenty of ideas, some good, and someGǪ. LetGÇÖs call them not quite as good (howGÇÖs that, Cross?) have been put out there.
In general I feel like the slot counts need to be adjusted akin to the assaults and the Amarr should keep its sidearm. This isnGÇÖt supposed to be a cookie cutter game, we donGÇÖt need less diversity than we already have! Sprint glitch, the problems with the Amarr bonus not applying, and for the love of god the rep tool glow need to be fixed, among other things.
1) Equipment, fitting power, and the irrational fear of the dreaded GÇ£slayer logiGÇ¥: ItGÇÖs been like 8+ months since this was remotely an issue. Seriously, chill out. The simple solution is that instead of buffing the fitting power of the suits in the same fashion that scouts were, just double the fitting bonus to equipment instead. That way the suits can be built very easily for support but not so much for combat. Here's a hastily thrown together example of the concept.
An exception would be the Amarr and possibly the caldari logi suits. The Amarr logiGÇÖs PG is so pathetic I have been forced to use dirty minmatar weaponry because the ScR uses up like -+ of the total PG of the damn suit (that may be a slight exaggeration). IGÇÖm not as familiar with the Caldari suit but if itGÇÖs going to lose a low slot then it may need a slight CPU buff.
2) Speed and survivability: I think there are two options, or two paths to take might be a better term: Either we can make LogiGÇÖs tankier/heavier, or we can make them faster/GÇÖscoutierGÇÖ.
I donGÇÖt think we should try to do both, personally, thatGÇÖs where you run into trouble with logiGÇÖs filling too many roles too well like before. Alternately you could split up the races and make 2 heavier and 2 lighter (Amarr/Gal or Cal and Min/Gal or Cal being likely pairings)
- Tank is easy. Buff the HP, bring back the old inherent rep but tweak it a little, maybe resistances, thereGÇÖs a lot of ways to do it. I favor this idea less as the primary way to do things, but a small buff is in order either way because the eHP of logi suits is poor considering the other tradeoffs they make in terms of speed/hitbox/etc compared to other suits.
- Faster/GÇÖscoutierGÇÖ is a little more complicated but I like the idea better overall. Correct me if I am wrong, but the logi suits used to have a lower scan profile than the Assault suits, and it was taken away for no reason. I think the logi suits should not be as easy to see as Assaults or Heavies, and should certainly not be slower! Give them a little ewar with lower profiles and longer ranges or higher precision than the other non-scouts, buff the speed so they can keep up with the squad and you make a demonstrable improvement in survivability and utility as a support suit without a major buff to HP or rep tanking.
3) Rep tool glow: ItGÇÖs insane that this has not been put back. I swear I saw a dev once comment GÇ£wait, itGÇÖs not there anymore?GÇ¥ The red hit indicator when taking damage was initially almost as intrusive as the rep indicator, why canGÇÖt the rep indicator be toned down in a similar manner? Though, personally I think that a pulse or glow around the HUD or of the HP gauge is a better option, but again, IGÇÖm guessing thatGÇÖs not hot-fixable.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3861
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Posted - 2014.08.18 19:16:00 -
[3] - Quote
Mister Goo wrote:+1 Pokey Very good analyses of the current situation and side arm logis are not the answer.
Definitely not. This idea has more lives than Cat Merc, unfortunately. Some people do just fine with sidearm-only fits (like TechMechMeds) but the key difference is that nobody knows if that's what you are packing.
The possibility that you could have any weapon exists. If the suit was restricted to only a sidearm, however, suddenly everyone knows that's the only thing you can have, putting you at a huge tactical disadvantage.
(He also does it with a maxed out Ishukone assault SMG, which is pretty much a mini HMG, realistically. I'd like to see someone pull it off with an unskilled STD SMG like newer logi's would have to.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3877
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Posted - 2014.08.20 01:32:00 -
[4] - Quote
Cross Atu wrote:Hawkings Greenback wrote:Cross Atu wrote:SponkSponkSponk wrote:Cross Atu wrote:Still seeking input on this topic, and planing to roll up my sleeves for the reading catch up here after my weekend out of town. What are your takeaways so far? I am currently working with my SMB to compile notes on that for discussion with the rest of the CPM and then move toward formulation for something to push to CCP. Once we have some actual action times for upcoming hotfix deployment I'll be posting here what that update (or more likely a link to it). Cheers, Cross It's good to see threads like this come up, so yeah thnx for taking the time to try and make a difference. Are CCP being receptive towards things like this? Also It would be good if we could get a Dev response on how they see logi's on the battlefield. Good stuff anyway. CCP (specifically R and Logibro) have been very engaged with the CPM so far and honestly I'm happy to report the biggest constrained we've faced in getting ideas iterated has been more resource/tech than a willingness on their part to be receptive or interactive. I agree a conceptual roadmap, for logis, support in general, or even roles more broadly, would be useful, even if we don't end up with a full description I am hopeful we can at minimum get some form of hotfix level outline before too long (all times are obviously subjective because of the many factors in play but it is high on my list of things I'd like to see moved forward). I'm glad to see the level of participation in this thread and would like to extend my thanks to everyone in the community who has taken the time to constructively articulate concepts related to this theme. Moving forward I will be focusing more heavily on compiling the ideas already present into a comprehensive/actionable "TL;DR" for CCP and the rest of the CPM. Even that being the case, please do not feel as if discussion in this thread must, or even should, cease as I will still have an eye on new developments here (the other will simply be focused on that write up ). Cheers, Cross
That's a very unsatisfying answer, cross! Give us something... What here do you like?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3882
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Posted - 2014.08.21 13:09:00 -
[5] - Quote
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.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3884
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Posted - 2014.08.21 15:11:00 -
[6] - Quote
You're insane, Cross.
Just one thought on what you are saying. I maintain the suits are presently the key to your ongoing project, as they are the only remaining class not to be hotfixed, and represent the most glaring hole in the "support experience."
So, despite my earlier post, this is one of the few times I disagree with Shayz, in that the logi suits and improvements to the support role are not separate issues at the moment, even if only to the extent that you have to take the suits into account when modifying equipment and modules. To not address them simultaneously, even when just throwing around ideas, would only invite future problems. (I wasn't trolling Meee so much as cautioning him(her?), no need to invite another ban any more than he already is with the word choices and especially that sig)
Scouts, as you mentioned, have a role in support, even when they only had one equipment slot I still always had a speed tanked/damped Dragonfly suit handy for dropping uplinks behind enemy lines. But, they are now in the position the logistics suits were previously argued to be, they fill all other roles better than the suit "intended" for it.
So, for my money, the capability for support actions in scout suits should be looked on as something that needs to be degraded, at least in a relative sense... I've never liked the "nerf A to buff B" apporach so I don't want scouts nerfed per se, just not enhanced. (Though honestly, the fitting power of even a G/1 is pretty excessive, and only my stubbornness and loyalty to the Empire have so far kept me from being seduced by the dark side and abandoning my logi suits completely. It's sooo hard though! You really don't have to make any sacrifices at all fitting a Gallente scout nowadays)
p.s. I read and made a few minor contributions to the whole "support actions" thread long ago, as you probably know. My memory might a be a little fuzzy, but I was down with most of what was presented there. It's more a matter of priorities and the "low hanging fruit" Rattati is looking for.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3884
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Posted - 2014.08.21 15:21:00 -
[7] - Quote
Also, Cross, I'd love to get you to commit to an opinion on one topic (which you can obviously change in the future).
One of the bigger and longer running discussions regarding the logi suits, and one I'm particularly interested in, has been the equipment efficacy bonuses. With only three main options put forward recently, it's fairly easy to state a concrete opinion on, unlike more complicated issues like eHP and "survivability"
Throw me a bone here and at least tell me what you personally like the sound of:
1) Keep the bonuses as is, one suit, one equipment bonus.
2) Give each suit a bonus to two types of equipment. One primary bonus, one (smaller) secondary bonus.
3) Every suit gets a small bonus to each type of equipment in addition to the current primary bonus.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3893
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Posted - 2014.08.21 21:19:00 -
[8] - Quote
Pokey Dravon wrote:You also have to be careful to avoid over homogenizing the Logistics as well though. Even with some racial focus, if they all get +3% to all equipment but a +5% to their racial equipment...well then they don't feel very unique anymore. That being said I think Logistics do need more options, while still maintaining strong individuality. One suggestion I've made in the past is to the give all Logistics the Repair Tool Bonus, and then replace the Minmatar bonus with something like Remotes/Proxy mines. Because Explosions. You may be even go as far as the other poster suggested and add a secondary but lesser bonus, so essentially your Proto Logi setup would look like:
Repair Tool: Full Bonus Racial Equipment: Full Bonus Sub-Racial Equipment: Partial Bonus 4th Equipment: No Bonus
I think you might have some unhappy minmatar logis then (which is fine with me, they should be cleaning my stables anyway...). You and I have debated this point before and will just have to agree to disagree, I think a global bonus that is closer to 1/4, maybe 1/3 of the main bonus is reasonable and would not over-homogenize the suits.
Plus, it does really **** me off that a scout suit with 2 equipment slots does support as well, if not better, than my logi suit (which, not for nothing, also has only 2 equipment slots at STD). I just won't ever be OK with that.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3895
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Posted - 2014.08.22 05:33:00 -
[9] - Quote
Sgt Kirk wrote:If we get anything out of this thread let it be known the Logistics should get bonuses to all equipment, some more than others based on suits race,
Thank you! Can I get an amen!?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3895
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Posted - 2014.08.22 11:35:00 -
[10] - Quote
Pokey Dravon wrote:Meee One wrote: Full suit respecs you say?
It isn't CCPs fault you took those refunded points and went into the wrong suit.
Lesser bonuses are fine,but full isn't.
If this happens i'll want a suit respec so i can go back to Gal,where my survival rate is higher.
I'm...confused. When did I mention a respec?
You didn't. He's one of the angry minmatar I warned you about
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3896
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Posted - 2014.08.22 15:27:00 -
[11] - Quote
Cross Atu wrote:Alena Ventrallis wrote: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. I think a case could be made for having the Logistics suits be the "light" Medium frames while the Assault suits are the "heavy" Medium frames. I would be interested in hearing community debate/input on that specific sub-topic. I do want to emphasize however that both the Medium frames should very much remain Medium to preserve role values, but things to make Logi/Assault more unique from each other and more of a specialization choice seems worth looking at.
As I mentioned in my main post in this thread, I favor the option of making them the "light" medium frames. Because reasons. (that I think I put in that post.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3899
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Posted - 2014.08.22 15:44:00 -
[12] - Quote
Yes. Added link to #1 in my post.
Cross Atu wrote:TechMechMeds wrote:
No amount of speed is going to keep you alive and supporting your team while in a gunfight with low hp.
Enter - more logis hiding in the corner because of squishy suits and high cost equipment.
Counter point noted, care to elaborate a bit more for the sake of discussion? The more clearly articulated a community view I can present to CCP the better case can be made for either change.
Tech is correct, of course. Currently a Gallente scout can pretty much get the same/more HP as my logi suit and also has inherent reps, is faster, invisible, etc. That needs to be rectified at the same time.
The HP is too low on the logi suits currently (if you are not fitting them purely for maximum tank), and needs work, regardless of what approach you make take to "fixing" them in Delta.
However, I think instead of HP and/or a return of the inherent reps as the primary means by which to improve survivability, that should be an adjunct to what I feel is something that will also improve their overall utility (which a straight HP buff won't). Which is to make them faster and less visible/more ewar-capable than Assaults.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3901
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Posted - 2014.08.22 19:31:00 -
[13] - Quote
Pokey Dravon wrote:zzZaXxx wrote:Survivability needs to be addressed one way or another. A smaller hit box and more speed would work. More EHP would work too.
I also strongly feel that logis' precision should be lowered to 40. This would enable logis to get their precision under 24 by fitting two complex PEs. Under 24 is low enough to detect non-dampened cal/gal scouts with proto cloak. Scouts could still get under this passive scan with one complex dampener. This way logis could sacrifice tank to have a chance at detecting incoming scouts--a valuable support role--and scouts would face more pressure to commit to dampening. I think messing with the hitbox in any case is just bad practice. Then suddenly you have a situation where bullets are appearing to hit the model, but are not colliding with the hitbox. Not only does it not make sense aesthetically, but it causes gameplay issues where its unclear what part of the enemy model is 'hittable' and what isn't. While some variation in Model vs Hitbox will occure between genders and races, the difference is small enough to be non issue. Hitbox needs to be dictated by the frame size and that alone. At this point, fear or "Slayer Logis" is unmeritied. It's clear that CCP is moving towards a standardized slot layouts for frames as a whole, and we'll likely see Logistics suits matching their Assault counterparts very soon. That being said, all Assaults recently had a 100 HP increase. Logistics previously had around 50 HP less than their Assault counterpart (varied slightly by race), and that difference has now increased to around 150 post-Charlie. In addition, Assaults now have similar PG/CPU compared to their Logistics counterparts. So Here's what you've got Assaults 150 More Hp Than Logistics Similar Slots Similar Fitting Only need to fit 1 equipment Reduction to Light/Grenade Fitting offsets Sidearm cost. Higher Speed High Stamina Look at that, generally there is physically no way for a Logistics to have significantly more HP than its Assault counterpart. Logis still need to fill the same number of slots, as well as 2-3 additional equipment. Even if they don't fit the equipment, their defenses cant exceed the Assault much because they have similar slots. EVen if you gave the Logistics the same 100 HP bonus, they fall short of the Assault in terms of survivability if they use equipment, and come close to matching if they don't. Personal opinion here, give Logis the same 100 HP bonus, bringing the average HP difference between Assaults and Logis back to around 50HP. Increase fitting bonus from 25% to 50%. This means a logi using 4 equipment really only has to fit 2 effectivly, since two of them are 'free'. So here's the fitting comparison (Minmatar for an example since that's the one I'm most used to) https://docs.google.com/spreadsheets/d/14uuIpinpRTM-RsPQdIb8bfkZ74eOYyZrLZUIoF87jeA/edit?usp=sharingLooking at that, Logis have sub-par base HP but to a lesser degree and this is fine. Since slots and resources are the same, Logis can't skip equipment to gain better defenses than an assault, but the fitting reduction for the equipment is higher, meaning that they really only need to fit one more equipment worth of PG/CPU on than the ASsault. Admiditly the savings on Light Weapons and Grenades probably isnt enough to completely offset the Assault's sidearm, so the Assaults need to partially fit a sidearm, and Logis need to full fit an additional equipment (which will cut in to their defenses slightly, but that's also OK). So what you have now is a Logi that can fit similar defenses to that of an Assault, but not exceed, and not be completely weighed down by the cost of his equipment.
You could give the old reps back instead of rebuffing the HP, but either one is probably fine. Not sure which one would result in less torches and pitchforks, that would be the one to go with, lol. As an Amarr I think getting some "free" armor without making me even slower than I already am sounds pretty good.
If I had my way, though, I think I'd go with only 50-75 more HP, and buff the speed and ewar instead, the precision bonus a few posts up does sound pretty appealing... For my money, being able to actually see that damn scout coming would keep me alive longer than 1 shot's worth of HP.
(Just gonna put this out there, since we're asking for stuff: I'd sure like about 10% more PG on my Amarr logi suits, Cross. Amarr stuff is very PG-heavy. Every one of my suits has like 10-20 available CPU and 0 PG. (even with maxed cores and not using ScR's)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3902
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Posted - 2014.08.22 20:02:00 -
[14] - Quote
But it's not much different now with the buff to armor reps. Its either an enhanced repper or an enhanced plate, basically (+5hp/s or +100 hp). I can't quote the fitting costs off the top of my head, but they aren't so different as to be a bigger deal than the speed penalty for equipping a plate. Given the choice, I'd rather have the base HP for that reason if nothing else, tbh.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3903
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Posted - 2014.08.23 02:33:00 -
[15] - Quote
I may be Amarr, but I rep tank a lot, it's an extension of what I do with my LR suits where I pop in and out behind cover.
Not quite as smart for my Logi suit, but the way I see it, if someone with a shotty, six kin CR, or burst HMG gets the drop on me, it doesn't matter if I have 700 or 800 armor, I'm going down. Otherwise, if I survive, I'm back in it quicker. An exception is the suits I build exclusively for chubby chasing, those are brick tanked pretty hard with only one complex repper.
Anyway, here they are. My RL situation and PC timers do not mix, so I rarely run proto, and this is my go-to logi fitting: http://www.protofits.com/fittings/shared/0/7020
When I do run proto, which is usually in FW, it looks more like this:
http://www.protofits.com/fittings/shared/0/7021
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3910
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Posted - 2014.08.26 12:09:00 -
[16] - Quote
Zindorak wrote:Making it so that you dont need to be in Cal/Am Logi for the bonus as they have been tainted with the essence of that logi Bad idea. Then you just turn these suits into temporary spam fits. Get ready for entire teams of Amarr logis carpet bombing the map with uplinks for the first 2 minutes of the match, and then disappearing at the supply depot, never to be seen again. I-Shayz-I wrote:
I'd still rather have racially themed bonuses for equipment.
Here's my ideas for the other races (in no particular order)
Minmatar (speed) -Reduced spawn time for uplinks -Faster recharge for scanners -Increased repair rate for repair tools
Amarr (endurance) -Increased nanite capacity for nanohives -Increased visible duration for scanners -Increased spawn count for uplinks
Caldari (ranged support) -Increased range for repair tools -Longer range for scanners -Larger raidus for nanohives
Gallente (direct support) -Lower precision for Scanners -Increased resupply/repair rate for Nanohives -Increased repair rate for repair tools _______________________________________________________
I decided to give two races the repair tool bonus as there's only two ways you can increase the effectiveness of the repair tool. Uplinks are the same way, but between the two I'm guessing Gallente logistics would rather have the repair tool bonus to match their bonus to repair rate of nanohives.
I like that, conceptually, a lot. Oh, wait.. not hotfixable *slams forehead into table*.
Maybe for legion 1.8, not Dust.
As a major proponent of the "every logi should be good with every type of equipment" method, I think making it racially themed could be great way to satisfy those who worry about the suits getting homogenized. But, once again you run into the problem of fighting over the bonuses, specifically rep tools. Why does every race, except the Amarr, get some type of bonus to it? Even the Caldari do, under your proposal.
(And then you take away the best part of the existing bonus, to boot. The Minmatar get the fast spawns now? I just threw up in my mouth a little.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3910
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Posted - 2014.08.26 20:53:00 -
[17] - Quote
I-Shayz-I wrote:John Demonsbane wrote:I-Shayz-I wrote: I'd still rather have racially themed bonuses for equipment.
I like that, conceptually, a lot. Oh, wait.. not hotfixable *slams forehead into table*. (And then you take away the best part of the existing bonus, to boot. The Minmatar get the fast spawns now? I just threw up in my mouth a little.) Wait, how is it not hotfixable? I thought we just changed around the scout bonuses...how is this not any different? Minmatar could get faster resupply/repair rate for nanohives instead of the gallente, but I have no idea what to give the gallente for the third bonus. But where do you put the uplink bonus? Reduced spawn time doesn't fit with Amarr at all, and the gallente might be okay with it, but it doesn't make much sense for this "racial theme". The bonus could also be reduced because it's with the minmatar, while the bonus to uplink spawn count could be increased for the Amarr. I'd rather have these sort of bonuses applied to the skills, or a separate skill (like proficiency), but THAT is the kind of thing that would be better for Legion and isn't at all possible for a hotfix.
I guess I should be more specific. Moving around existing bonuses is obviously hot-fixable. Others, like the scanner cooldown time and nanohive radius, those bonuses currently don't exist that I'm aware of, so they may not be.
I also don't see why faster spawns don't fit in with the Amarr "at all", and tbh increased spawn count is kinda weak, even my "sneaky" or fallback uplinks frequently either get taken out before they reach their max, or become obsolete and I place a new one elsewhere.
I guess what it really boils down to is that while I very much like the idea of racial-themed bonuses to broaden out the utility of the logi suits without making them too alike, I still think it should be to every piece of equipment, otherwise someone gets short changed somewhere, and in your example I have an admittedly biased opinion that it's the Amarr.
You've taken away the most powerful bonus the suit has, which is faster spawns, and given it to the Minmatar, which already has the most desirable bonus of all. And in return, the Amarr get what? Longer duration on scanners that can't pick anyone up because there's no precision bonus?
The fastest spawns and the best rep tools? With your proposal you basically finish the job of making every logi suit but the Minmatar completely pointless and obsolete.
Why not have each suit: 1) Keep it's existing bonus, that way you can't argue (as I just have) that any change nerfs a suit, because we are only adding bonuses, not taking them away or changing them. Everyone who skilled into the suit with that bonus in mind won't have to feel like they wasted their SP.
2) Give additional racially-themed bonuses that are clearly weaker than the existing ones, so there is no major overlap. You could do it a number of ways, but in general the way you split the bonuses in half is a solid method. I personally prefer that all 4 equipment types are included, not everyone may agree.
Regardless, I really think everyone should get a reptool bonus of some kind, maybe similar to what you've already proposed but include the Amarr. Again, I think you are just inviting flame wars and respec threads if you don't.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3916
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Posted - 2014.08.27 11:38:00 -
[18] - Quote
The idea is by no means crazy, I simply prefer doing it do that no piece of equipment is as good on another class of suit as it is on any logi suit. Splitting the bonuses in half for some racial flavor is a great way to do it.
And I could be totally wrong about the hot fixes, but odd things (WP for needles, for example) often turn out to be harder to fix than even CCP thinks. A fitting reduction is also different than a bonus changing a fundamental property of a piece of equipment, like the radius of a a nanohive.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3916
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Posted - 2014.08.27 11:39:00 -
[19] - Quote
bogeyman m wrote:John Demonsbane wrote:The fastest spawns and the best rep tools? With your proposal you basically finish the job of making every logi suit but the Minmatar completely pointless and obsolete.
I'm good with this.
You don't want to know what I'm good with, matari.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3921
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Posted - 2014.08.28 02:31:00 -
[20] - Quote
el OPERATOR wrote:John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:The fastest spawns and the best rep tools? With your proposal you basically finish the job of making every logi suit but the Minmatar completely pointless and obsolete.
I'm good with this. You don't want to know what I'm good with, matari. According to your signature link, Combat Rifles.
Touch+¬. Well played, sir.
Not what I was going for, but a tip of the hat to you nonetheless.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3921
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Posted - 2014.08.28 03:10:00 -
[21] - Quote
bogeyman m wrote:John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:The fastest spawns and the best rep tools? With your proposal you basically finish the job of making every logi suit but the Minmatar completely pointless and obsolete.
I'm good with this. You don't want to know what I'm good with, matari. Enslaving every other race for 700 years?
FTFY.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3923
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Posted - 2014.08.28 11:39:00 -
[22] - Quote
I'm all for racial equality...
Of gear.
(Otherwise you're on your own; the Empire shall prevail.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3931
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Posted - 2014.08.29 03:36:00 -
[23] - Quote
bogeyman m wrote:John Demonsbane wrote:I'm all for racial equality...
Of gear.
(Otherwise you're on your own; the Empire shall prevail.) On behalf half of all Minmatar... Get bent.
*heavily slaps bogeyman on the back with a hearty laugh*
"You are not the first and highly unlikely to be the last matari to say that, young one! Have a drink, we will settle it on the battlefield tomorrow..."
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3932
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Posted - 2014.08.29 04:29:00 -
[24] - Quote
bogeyman m wrote:John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:I'm all for racial equality...
Of gear.
(Otherwise you're on your own; the Empire shall prevail.) On behalf half of all Minmatar... Get bent. *heavily slaps bogeyman on the back with a hearty laugh* "You are not the first and highly unlikely to be the last matari to say that, young one! Have a drink, we will settle it on the battlefield tomorrow..." Cheersh. Also... "Take your stinking paws off me, you damn dirty ape!" *glances down at dingy minmatar fatigues* *Lifts one eyebrow quizzically*
"That's an ironic statement..."
*straightens cuff of proper gilded uniform*
"No matter. By the way, your kind should always be careful accepting "drinks" from one such as I without testing it first. You may not be so fortunate next time."
*smirks and walks away*
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3944
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Posted - 2014.08.30 12:44:00 -
[25] - Quote
I think the only problem with the level 5 proposition is that it will keep new players from being a logi and the spam monkeys will just use scout suits instead.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3945
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Posted - 2014.08.31 03:28:00 -
[26] - Quote
I gotta go with Adam of Eve here, Not that operators sentiment is wrong, but I really don't think the proposal will have the desired effect.
Like i said earlier, I think what you will end up doing is adding a barrier to new players who night want to play logistics without discouraging spammers.
THe key question is this: What about unlocking logi suits at level 5 prevents someone from simply skilling to level 3 in uplinks. making two scout fits with different combinations of links, and then simply dropping 5-6 uplinks before swapping out to their go-to brick tanked layer scout fit?
(The correct answer is nothing)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3961
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Posted - 2014.09.03 21:54:00 -
[27] - Quote
el OPERATOR wrote:Man, you guys got all bent up about spam and spam solutions when I stated and have restated that the raising of SP cost to enter Logistics would have a peripheral, ie. in addition to, benefit in limiting spam. Go back and read the first couple of pages of this thread and the countless other thread posted about buffing Logi stats. Pay close attention to the critisisms, to the posters talking about useless logis, spamming logis, WP whoring logis and how we don't desrve to be on equal footing in the battlefield because of those poor examples of logis behave. This idea is to address THAT. John Demonsbane wrote:I gotta go with Adam of Eve here. Not that el operators sentiment is wrong, but I really don't think the proposal will have the desired effect.
Like i said earlier, I think what you will end up doing is adding a barrier to new players who night want to play logistics without discouraging spammers.
The key question is this: What about unlocking logi suits at level 5 prevents someone from simply skilling to level 3 in uplinks. making two scout fits with different combinations of links, and then simply dropping 5-6 uplinks before swapping out to their go-to brick tanked slayer scout fit?
(The correct answer is nothing) LOL DUDE. Your "counter-argument" PROVES MY CONCEPT. The spammer, who wants to spam NOT spend, instead of grabbing an easily accessible logi frame of his choice, instead grabs a scout suit. MISSION ACCOMPLISHED, LOGI SPAM DETERRED!! See wha' jus' hoppent thar'??!!?!? The spammer now spams 2/3 the equip he would have, the spammed equipment is 0 bonused since it came off a scout and not a logi, and ultimately he likely receives fewer WP for his spamming effort since his equip spammed is lower quality and quantity than if he'd done it from a logi frame. And maybe, just maybe when spammer finds his spam rewards reduced he'll figure some sort of more worthwhile method of getting WP (like maybe hacking something?) and transition away from cheap spam tactics and into more relevant in-battle behaviour. And again, over and over, limiting equipment spamming is only ONE possible, partial benefit. Will newbros look at it and shake their heads? Sure. But if they're serious about coming logi then it won't really matter. The SERIOUS will still join. And the posers will find other pastures.
I don't see how that's true at all. Meee one, for all his/her rageposting, has a point. Nobody sees who drops all the uplinks. To be honest, I drop a prety good percentage of my uplinks from scout suits. In the minds of the logi-haters, equipment comes from logis. All spam is logi spam. Nothing is going to change that mindset, certainly not "making" people drop uplinks from non-logi suits, which a lot of people do anyway! Whatever moral victory you might be trying to claim won't have much practical value. Certainly not enough to justify putting the logi suits out of the reach of newer players.
You're also making a lot of assumptions about player behavior. For one, pub spammers don't give a rats ass about how good their uplink is, they just want to farm. Exhibit A, the morons who drop std uplinks literally right on top of my Amarr-powered flux uplinks every time theres a triple SP week. It's like clockwork. You think they care if the uplink they just dropped has a bonus apllied to it? For them, the only advantage to higher teir uplinks is that you can use moar.
And if you think that only having 2 equipment slots is going to make them suddenly feel like placing uplinks just isn't worth it, I'm going to actually push the objective and fight from the very second the match starts, then I don't know what to tell you other than you have a LOT more faith in the average blueberry than I do.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3964
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Posted - 2014.09.04 07:31:00 -
[28] - Quote
Hawkings Greenback wrote:Thanks for the response and clarification Cross. It seemed weird the way it come across especially in light of this thread and I know sometimes Rattati comes across short and to the point Anyway i've been trying these brick tank logis that everyone says they see and I can honestly say that I ******* hate them. How any body manages to play logi waddling around like a crap heavy with EQ slots is beyond me, i have been getting my arse handed to me ( more than normal ) back to kincats for me before i loose the will to logi. Quick one while i'm here, over the last week I've noticed an annoying trend. Mainly the mass spam of uplinks in just about every conceivable location, by that i mean worse than normal. I was wondering whether this was linked to the increase in WP requirement for OB's and organised squads trying to milk every last WP to get an OB? Unintended side effect or my bad luck in running into uplink spamming squads. Triple SP event. Uplink spam gets ludicrous. You can set your watch to it.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3968
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Posted - 2014.09.04 12:32:00 -
[29] - Quote
How does it confirm anything?... people farm vehicle damage points too. Should we take that away?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3968
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Posted - 2014.09.04 21:00:00 -
[30] - Quote
bogeyman m wrote:John Demonsbane wrote:How does it confirm anything?... people farm vehicle damage points too. Should we take that away? Action + result + repeatability = confirmation People farming vehicle damage is a different issue... And I never suggested taking anything away, just to balance the rewards from related actions. (Amarrs is so tricksy.)
Your missing one important variable in your equation there: Triple SP event. Not a good basis for far-reaching gameplay decisions.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3976
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Posted - 2014.09.05 11:45:00 -
[31] - Quote
bogeyman m wrote:John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:How does it confirm anything?... people farm vehicle damage points too. Should we take that away? Action + result + repeatability = confirmation People farming vehicle damage is a different issue... And I never suggested taking anything away, just to balance the rewards from related actions. (Amarrs is so tricksy.) Your missing one important variable in your equation there: Triple SP event. Not a good basis for far-reaching gameplay decisions. No. It just makes for a larger sample size and further confirms the issue. You said as much yourself... The first thought of the majority of players is something like, "Ooh a multiple SP event. I wonder how I can wring maximum rewards from this thing... I know - I'll spam Uplinks!" You can set your watch to it.
And others farm vehicle damage WP, or pad their KDR at the same time with a kill-revive boosting scheme (used to see some comical stat lines on the Oceania server... people going 355/0 with 10000 WP).
That's not the only way its done. All sorts of creatively abhorrent behavior crops up.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3977
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Posted - 2014.09.05 12:03:00 -
[32] - Quote
Breakin Stuff wrote:Its only farming vehicle damage if you are actively aiming to drive them off like a yo-yo.
Still a useful behavior assisting the team.
I aim for the kill, personally. Killing half a dozen expensive vehicles is hilarious. You dont have to farm them. If you shoot to kill at all times you help your team immensely while racking up the kills and WP.
Farming vehicle damage would require a qsync in FW where your payouts are static, unaffected by killboard position, and where OB are unaffected by WP. Once rattati puts the new matchmaking into effect if you see people doing it report them for boosting.
Don't worry, I've reported at least a half a dozen people over the past year. For the vehicle WP they usually take a couple tanks and run off into the corner of the map for a boosting circle jerk. It was actually really fun to camp somewhere with a forge and break up their little tea parties. Boy did they get pissed.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3977
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Posted - 2014.09.05 15:45:00 -
[33] - Quote
Breakin Stuff wrote:Demonsbane your antagonistic, murderous bad attitude towards boosters has been noted and found giggleworthy.
Kill them.
Approval by the goons. I must be doing it wrong
right
wrong?
I'm so conflicted.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3977
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Posted - 2014.09.05 16:00:00 -
[34] - Quote
Haha. Yes, the only accusation is of said needlef*ckery, not boosting. I've been around long enough to know your m.o.
(ditto on the all vehicles must die)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3979
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Posted - 2014.09.06 03:43:00 -
[35] - Quote
bogeyman m wrote:Breakin Stuff wrote:Demonsbane your antagonistic, murderous bad attitude towards boosters Minmatar has been noted and found giggleworthy. ^Also true.
I'm glad we agree that a murderous attitude towards minmatar is giggle worthy and therefore approved/acceptable.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3979
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Posted - 2014.09.06 03:43:00 -
[36] - Quote
el OPERATOR wrote:bogeyman m wrote:John Demonsbane wrote:How does it confirm anything?... people farm vehicle damage points too. Should we take that away? Action + result + repeatability = confirmation People farming vehicle damage is a different issue... And I never suggested taking anything away, just to balance the rewards from related actions. (Amarrs is so tricksy.) This logic though also has us lose Triple SP events altogether, in that: Triple SP Event+more spam+everytime=Triple SP events cause spam and must be STOPPED!! Maybe, just maybe, since the maps are huge and (unlike most every other fps) we aren't allowed to spawn directly off teammates AND most everybody after the first hour realizes that often the one thing between a team redlining the other is one good uplink maybe most people skill uplinks at some level early on? And then, when its Triple SP time, players who largely don't play do or players use low skill characters they normally wouldn't and those characters only have links so they strew them about. Maybe? Maybe its just higher player traffic of low-skill players grasping for any points they can get? In which case, lowering the SP payout doesnt inspire anything except skilling into higher tier links to get the higher quantities deployable? Mebbeh?? Too bad there isn't a way to limit how much of that low-skill spam happens from logisuits... lol
Still not going to do what you think it will...
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4063
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Posted - 2014.09.12 14:11:00 -
[37] - Quote
Fox Gaden wrote:This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
Maybe you're just bad at your job, Fox!
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4078
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Posted - 2014.09.23 14:17:00 -
[38] - Quote
Sgt Kirk wrote:In summary for those who are just catching up to this thread; not only does Mee One make make the assertion that he actually knows about EVE even though it's quite obvious that he doesn't but he's also quite ignorant when it comes to DUST 514 as well.
Mee One has earned the title of: Official Blueberry of the Forums.
And for his classic Comment of "you don't run pure support,so your opinion is worthless to those of us that do."
He has earned the Accolade of 16 year old along with his newfound blueberry title.
Congrats Mee One, you are a scrub.
That's really only a summary of the last 7 pages or so, when the white noise started to drown out the pretty decent proposals by virtue of the sheer volume of bad posting.
I threw up in my mouth a little bit with the no weapon option in an FPS. Gave up trying to reason with it right then.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4079
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Posted - 2014.09.24 00:11:00 -
[39] - Quote
That was me advocating all logi suits being better with all equipment than all other suits. As such, I'm not going to list a secondary bonus, Cross, because I don't think it's a good idea.
As for individual suits fitting power, the Amarr desperately needs more PG. CPU is fine. Both laz0r weapons and uplinks are PG intensive, the Amarr suit is virtually designed NOT to use it's own racial weaponry and equipment.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4081
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Posted - 2014.09.24 04:53:00 -
[40] - Quote
Cross Atu wrote:John Demonsbane wrote:That was me advocating all logi suits being better with all equipment than all other suits. As such, I'm not going to list a secondary bonus, Cross, because I don't think it's a good idea.
As for individual suits fitting power, the Amarr desperately needs more PG. CPU is fine. Both laz0r weapons and uplinks are PG intensive, the Amarr suit is virtually designed NOT to use it's own racial weaponry and equipment. For those who aren't going to go looking, the method John is talking about/advocating can be read here please feel free to pipe up if you are more in support of this method than than the lessor version which was proposed in my question above. Cheers, Cross
I'll get around to editing that thread further in the next 24-48 hr, I've been liking the idea of giving racially themed partial bonuses instead of just the flat 1/3 of the "other logis" bonuses. For example, rep tools: the Caldari would get a bonus to rep tool range, but not rate, whereas the Amarr would get a bonus to rate but not range. Maybe gallente gets a little bit of both, idk, but obviously none would be able to match up to a minmatar logi rep tool.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4088
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Posted - 2014.09.25 02:11:00 -
[41] - Quote
The easy way to make a "combat" penalty is to simply NOT improve the absolute fitting stats of each suit (with the exception of the Amarr PG and Caldari CPU, as they are not proportionately allocated; an adjustment does need to be made there). Instead, keep the PG/CPU the same and just double the bonus to fitting equipment.
That way you are enabled to use better quality equipment, or, if you already do, additional CPU/PG will be freed up to "un-gimp" the suit. At the same time, you avoid the issues of the past where the suit was too flexible and could be fitted quite easily for offense.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4096
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Posted - 2014.09.25 02:46:00 -
[42] - Quote
Basmurick wrote:John Demonsbane wrote:The easy way to make a "combat" penalty is to simply NOT improve the absolute fitting stats of each suit (with the exception of the Amarr PG and Caldari CPU, as they are not proportionately allocated; an adjustment does need to be made there). Instead, keep the PG/CPU the same and just double the bonus to fitting equipment.
That way you are enabled to use better quality equipment, or, if you already do, additional CPU/PG will be freed up to "un-gimp" the suit. At the same time, you avoid the issues of the past where the suit was too flexible and could be fitted quite easily for offense. How much need do you feel there is for a buff to base stats, movement speed, or the return of the native regen? The fitting bonus as you describe it makes perfect sense and I think most people are in favor of the PG/CPU adjustment, I suppose I'm just concerned about the suit becoming too appealing if changes beyond that are made (as nice as they'd be).
I think a person's answer depends on individual playstyle and philosophy. Some people would prefer logi suits to be "heavier" than Assaults, almost like commandos, because it fits their style. Others, myself included, would rather they be "lighter", with regen instead of tank, more speed, and better scan precision/profile, because it suits my playstyle better.
Neither approach is "wrong", per se, but what we don't want to do is both, by adding a bunch of eHP and simultaneously making them faster and have better ewar. Then they run the risk of being OP.
Some improvements need to be made, don't misunderstand. The base stats are different than fitting power, though. Buffing fitting power has a higher potential for abuse than adding 10% to base speed or something like that.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4105
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Posted - 2014.09.26 04:17:00 -
[43] - Quote
el OPERATOR wrote:
No Thank You, I'll keep my medium frame with some buffing in the base stats over the idea that field supply is better served by me moving about at <4m/s but a million eHP. I can taste the tears of the "Heavy w/a Light Weapon" qq'ers already.
Agreed. Personally I don't like the heavy frame logi idea either, too slow for most tasks. I guess it's just a side effect of the singular focus on tank that's been the meta for several months now, non-beta players don't know any other answer.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4112
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Posted - 2014.10.01 22:04:00 -
[44] - Quote
I am certainly well behind on this discussion. I like most of what I see on Cross' spreadsheet. After looking at that and reading the subsequent replies, these are my initial thoughts:
1) Just like Pokey, I like my proposed change to the EQ bonuses best, the global one. But, I think 50% is actually too high, the original proposal was for roughly 30%, to avoid over-homogenizing the suits, which is the most valid criticism of the idea.
Alternately, there was another proposal (arkena/kirk, I believe) to do partial bonuses. I've come around to liking that one a lot. So, instead of, for example, the Amarr logi getting 50% (or 30%) of the current Minmatar bonus, it would get maybe 75% of half the bonus. So, Minmatar would get 10% to range and 5% to repair rate, and Amarr would get no bonus for range, and 3% to rate. Caldari gets 7% to range and no bonus to rate. Gallente either gets the same as Amarr, or maybe we give them a little of both.
2) I agree that the concerns about Slayer logis are rather silly at this point, and hardly see how increasing the Amarr logi suits PG by 3% (as proposed, which lets not forget, is coupled with a nerf to CPU) is suddenly going to make it some amazing offensive machine, even if you did double the fitting bonus.
As it stands now I simply can't fit both good equipment and an Amarr weapon on the suit because the PG is pathetic. You're also doing it wrong if you are trying to run slayer on an Amarr logi suit with a laz0r weapon (admittedly, the Amarr assault is the gold standard for assaults, no pun intended).
Regardless, if people are really that concerned about this, you could just make the fitting bonus even higher and not buff the base fitting of the suits at all. Not sure that's the most beneficial method for lower SP players, however. (Seriously though, the Amarr PG is sad and needs to be adjusted, I have so many fits with 0 PG and at least 10CPU left over it's not even funny... and that's when not running Amarr weapons)
3) The idea of equipment having the same total number of spawns/clusters spread out among more, "smaller" units is interesting but I think it works better for nanohives (actually would make them a much more useful and practical item) than uplinks. At the very least you would need to keep 1 uplink variant with current functionality that could be used as fallback positions otherwise you might find it too easy to get redlined as teams will not have anywhere left to spawn when pushed back from the front lines where the uplinks will presumably be.
4) I'm on the fence about simultaneously increasing fitting costs of equipment.
On one hand, I want to say to the non-logis (not you specifically shotty, I swear) "**** off, isn't this what you wanted, less spam, right? Well, now you get it, dumbass. Have fun trudging back from the MCC or finding some ammo. Be careful what you f*cking ask for!"
Then again, there are legit reasons for other classes to use equipment and maybe we should scale the increase. Maybe just buffing the logi fitting bonus alone is sufficient.
But I think I still have to go with Cross in that I see zero problem with non-logis's needing to downgrade their equipment. To anyone who disagrees, I'll pose the same question as Cross. If other classes can use the same equipment in a totally self-sufficient way, why does the logi suit need to exist? You may like using the equipment, see a valid tactical reason for your particular suit class to need it, but in a global sense, why does a squad, much less an organized PC team, need a logi if they can easily spread equipment out amongst others?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4114
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Posted - 2014.10.02 00:46:00 -
[45] - Quote
Pokey Dravon wrote:John Demonsbane wrote:Just like Pokey, I like my proposed change to the EQ bonuses best, the global one. But, I think 50% is actually too high, the original proposal was for roughly 30%, to avoid over-homogenizing the suits, which is the most valid criticism of the idea. To be fair, I think what Cross is going for with the increase to fitting is that it would make it such that only Logis can easily fit Proto Equipment, which in turns makes them better at using all equipment than any other role. So in effect, the resource reduction bonus is actually an equipment buff for all equipment, simply because it's able to use a higher tier than what you could use otherwise.
I actually wasn't talking about the fitting bonus there, sorry for the vague lead-in. I'm talking about the bonus to actual equipment function, e.g, minmatar get 10%/5% to rep tools per level. Cross proposed 50% of the primary bonus to go to other races (5%/2.5%, to use the same example), I think it should be a little less, like 30%. I'm totally in agreement with the equipment fitting bonus changes.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4117
|
Posted - 2014.10.02 12:10:00 -
[46] - Quote
Breakin Stuff wrote:Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes.
I edited it out of my earlier post, but I agree. If there was a global increase to fitting costs of equipment, non-rep hives should be treated differently; everyone has a legit reason to use those.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4118
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Posted - 2014.10.03 20:54:00 -
[47] - Quote
Cross Atu wrote:Now that we've pretty much established the Commando needs its own touch ups (and that they will be taken care of outside of this proposal to maintain the iterative approach to changes) I'd like to focus in on where things stand for the second draft.
- How do the new eHP changes stack up against the prior ones? (in this case include the mobility changes)
- How does everyone feel about tabling just the Eq fittings changes until a second pass? Good idea, bad idea, keep them in but with one of the scaled methods?
- Would people please reiterate their skill method preferences with their second choice present as well (since all of these are contingent on the tech eval saying "yes we can do that")
Cheers, Cross
1)I agree with Logi Bro (hung up your HMG this week, did you?) in that the HP changes should be scaled the same way the suits are now due to the inherent speed/HP ratios. They may not be perfect but there is a good reason for them, unlike some other things CCP does. Why should the Minmatar suit get a proportionately [u]larger[/b] HP buff while IGÇÖm still a plodding beast? (And also the same relative buff to stamina!)
2)IGÇÖm fine with tabling the increase to equipment fitting for now, no need to change too many things at once.
3)Of all the methods you list, I naturally pick #2, but still think it might be a little strong. Again, the original proposal I put out was for ~30% of the original bonus, not 50%. Not that I would have a problem with getting that big a bonus to rep tools but I understand the concerns about reducing diversity too much.
IGÇÖll take this opportunity to finally flesh out what I guess I should call my GÇ£Method 2bGÇ¥ in the next postGǪ.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4118
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Posted - 2014.10.03 20:57:00 -
[48] - Quote
Basically, instead of getting a smaller version of both parts of the GÇ£originalGÇ¥ EQ bonus, you get a bigger version of half of it. That way you keep some diversity. Here is what you would get, using ~75-100% of the original bonus.
In this example, to keep even more racial flavor, I will give 100% to allies, 75% to enemies. Amarr/Caldari get maximum benefit to deployables, Minmatar/Gallente to active equipment. Certainly you donGÇÖt have to make that distinction and could simply pick either 75 or 100% and use it for all 3 secondary bonuses regardless of race.
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level
Secondary bonuses (goal: apply pressure): -3% bonus to repair tool rate per level -3% bonus to active scanner precision per level -5% of nanohive supply/repair rate per level
Cakdari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses (Goal: Engage at range): -7.5% bonus to repair tool range per level -7.5% bonus to scanner visibility duration per level -+2 to max uplink spawn count per level (on the fence about this one)
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses (goal: Get the most use out of each piece of equipment. Also: duct tape; not having to work on the landscaping of my estate for the next 8 generations): -10% bonus to scanner visibility duration per level -+1 to max uplink spawn count per level -7.5% bonus to max nanites per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses (goal: Minimize casualties. Also: Minimize getting syphilis) -5% bonus to repair tool rate per level -3% bonus to nanohive supply/repair rate per level -7.5% bonus to uplink spawn time per level (on the fence about this one too)
I think I'm going to say this might be my preferred solution, actually. What is listed as method 2 on the spreadsheet is my second choice.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4119
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Posted - 2014.10.03 21:12:00 -
[49] - Quote
I'm afraid I well exceeded my quota for hard numbers in the method 2b post, not gonna touch the HP thing for now. I do have actual work to do, lol.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4122
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Posted - 2014.10.03 23:21:00 -
[50] - Quote
Mad Syringe wrote:John Demonsbane wrote:Basically, instead of getting a smaller version of both parts of the GÇ£originalGÇ¥ EQ bonus, you get a bigger version of half of it. That way you keep some diversity. Here is what you would get, using ~75-100% of the original bonus.
In this example, to keep even more racial flavor, I will give 100% to allies, 75% to enemies. Amarr/Caldari get maximum benefit to deployables, Minmatar/Gallente to active equipment. Certainly you donGÇÖt have to make that distinction and could simply pick either 75 or 100% and use it for all 3 secondary bonuses regardless of race.
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level
Secondary bonuses: -3% bonus to repair tool rate per level -3% bonus to active scanner precision per level -5% of nanohive supply/repair rate per level
Cakdari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses (Goal: Engage at range): -7.5% bonus to repair tool range per level -7.5% bonus to scanner visibility duration per level -+2 to max uplink spawn count per level (on the fence about this one)
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses (goal: Get the most use out of each piece of equipment. Also: duct tape; not having to work on the landscaping of my estate for the next 8 generations): -10% bonus to scanner visibility duration per level -+1 to max uplink spawn count per level -7.5% bonus to max nanites per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses (goal: Minimize casualties. Also: Minimize getting syphilis) -5% bonus to repair tool rate per level -3% bonus to nanohive supply/repair rate per level -7.5% bonus to uplink spawn time per level (on the fence about this one too)
I think I'm going to say this might be my preferred solution, actually. What is listed as method 2 on the spreadsheet is my second choice. I don't really like the randomization here, why are some getting spawn counts, and some get the spawn timer... makes no sense to me. For all bonuses, I would say, give all logis 2% to opponents races stuff, 4% to allies stuff and 5% to your own stuff (if 5% is the max, the native race gets). Amarr:Primary bonus: 10% to uplink spawn time, +2 to max spawns per level: Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% bonus to active scanner precision per level -8% max nanites and 4% of nanohive supply/repair rate per level Caldari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% to precision per level and 4% bonus to scanner visibility duration per level -8% bonus to uplink spawn time per level and +2 to max uplink spawn count per level Minmatar:Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level Secondary bonuses: -8% bonus to scanner visibility duration per level and 4% to precision per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level -4% bonus to max nanites per level and 2% bonus to nanohive supply/repair rate per level Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level Secondary bonuses: -8% bonus to repair tool range and 4% bonus to repair tool rate per level -4% max nanites per level and 2% bonus to nanohive supply/repair rate per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level Considering the introduction of shield transporters (shield repper) I wouldn't like the minmatar to be pushed in the shield direction repping wise, since they are dual tankers... this will be difficult to balance... but I guess that it makes sense considering the EVE lore... Another thing I've proposed before, if every logi has a wish for putting a repper/transporter on, why not put a repper/transporter slot where the sidearm of all the other frames is...
It's not random. See the "goal" listed for each race, which is more or less based on the Dust version of the lore. That said, if you have a better justification for giving the opposite bonus, I'm open to it.
I'm also fine with each logi getting similar bonuses, as I mentioned. I'm simply trying to promote diversity; I personally think that's the preferred route, but I'm not married to the idea.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4126
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Posted - 2014.10.04 02:26:00 -
[51] - Quote
Cross, if you can actually get an infantry shield transporter to exist, you are welcome to give it to the dirty matari and I promise not to smite you. I will also make appropriate changes to my proposals.
(It's true that the +1 or 2 per uplink is not that helpful now, though it's not entirely useless either. But, if some changes do get made, it would presumably be rather desirable...)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4130
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Posted - 2014.10.06 14:18:00 -
[52] - Quote
2 quick things, Cross:
1) In method 4 the Gallente are listed as having 2 separate bonuses for rep tools. I assume that's a typo. That or I've discovered a Gallente plot to make your logi suit the FoTM again. Sneaky...
2) Either I got confused or you changed the numbering (the former is more likely), but I think method 2b should actually be listed as 1b because method 2 isn't the global bonus. Makes more sense that way.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4131
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Posted - 2014.10.06 18:16:00 -
[53] - Quote
Cross Atu wrote:John Demonsbane wrote:2 quick things, Cross:
1) In method 4 the Gallente are listed as having 2 separate bonuses for rep tools. I assume that's a typo. That or I've discovered a Gallente plot to make your logi suit the FoTM again. Sneaky...
2) Either I got confused or you changed the numbering (the former is more likely), but I think method 2b should actually be listed as 1b because method 2 isn't the global bonus. Makes more sense that way. 1) Fixed! Thanks for the heads up. 2) That's the method modification you proposed in this thread. Are the numbers wrong somehow, because I thought I'd simply pasted them directly from your post (but I am operating on just under five hours of sleep so I may be missing something). As to the naming, I'm keeping the current conventions simply because of the chronology tied to when they were introduced as changing it now would alter the context in which a number of posts were made.
The most recent iteration I proposed in this thread is correctly listed under "2b" on your revised spreadsheet.
However, while neither Method 1 or 2 (2a) exactly matches my orignal proposal (incidentally I have updated that thread to include 2b), Method 1 is closer, as method 2 provides bonuses to only 3 of the 4 major equipment types and is also not a flat bonus across races (e.g., Gallente gets a better bonus to rep tools than Amarr).
My point was that since method 2a was not mine, it wouldn't necessarily make sense for my new proposal to be called 2b, and that 1b might be more appropriate. I guess since method 1 is not exaclty what I proposed either, maybe it doesn't matter and I'm just nitpicking. No biggie.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4132
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Posted - 2014.10.06 18:28:00 -
[54] - Quote
ACT1ON BASTARD wrote:Stop balancing around people that spam, theyll find a way to spam no matter what. Unless you come up with a real solution that wont nerf everyone else.
I agree in that I despise the proposed "spawn grenade" mechanic, but some steps should probably be taken, at the very least to try and restrict use to logi's. Spam is a tough one to tackle via hotifx, unfortunately.
(If you could just get people off the "spam=lag" bandwagon that might be helpful, that longstanding misperception drives a lot of displaced logi hate.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4150
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Posted - 2014.10.08 23:34:00 -
[55] - Quote
Nothing personal, but I'm ok with meee one being out of this, the grown ups need to make some possibly far reaching decisions here (as far reaching as things can be in dust) and objectivity is crucial.
Anyway, I most agree with what you said above, with the exception that, believe it or not, I see a very valid role for scouts in placing uplinks. Shotty and I have had some debates about this and I think have come to a pretty good place.
Right now the main issue with scouts (and this is my opinion, not going to suggest that shotty concurs) is that they play far too prominent a role in frontline combat, when they really should be masters of flanking maneuvers and deep strikes. Drop uplinks can play a vital role in that.
Oh, and I'm not totally sold on shared PASSIVE scans. Active obviously yes, but shared squad wall hacks scans is too powerful in its current form. If it was dependent on distance from the scanning player, or, better still, radar/ping-based instead of right in your LOS complete with directional arrows that would be different.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4153
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Posted - 2014.10.09 02:51:00 -
[56] - Quote
We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: You can see: - the opponent on your radar when your precision beats theirs - the opponent on your radar when someone else's precision beats theirs, even if yours does not - the opponent when they are on someone else's radar, even if out of range of your own - which way they are facing, in real time - the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner...
= lolwallhax
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4154
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Posted - 2014.10.09 11:14:00 -
[57] - Quote
Adipem Nothi wrote:John Demonsbane wrote:We will have to agree to disagree about the wall hacks. Funkmaster Whale made a nice thread about it a month or two ago. The argument on the current form of passive scans is this:
Scenario 1: You can see the opponent as a dot on your radar when your precision beats theirs = ewar
Scenario 2: You can see: - the opponent on your radar when your precision beats theirs - the opponent on your radar when someone else's precision beats theirs, even if yours does not - the opponent when they are on someone else's radar, even if out of range of your own - which way they are facing, in real time - the opponent right in front of your eyes, without having to look at your radar, just right there where you can put a crosshair on them and everything as they turn the corner...
= lolwallhax [Hate to chime in after saying I wouldn't, but this is a tangent ] I agree with John's assessment; scans are too good in their present form. Technically, Shared Squad Passives aren't supposed to exist. They were disabled in Uprising 1.4 ( see patch notes) yet here we are, still sharing squad passives. Rattati recognized the issue and looked into it, but he later reported that the situation proved more involved than he'd expected. We took his report to mean that disabling shared squad sight would require a client-side update. Just in case we get a client-side update, EWAR tweaks were spitballed in the Barbershop; one of the ideas seems to address a few of John's concerns above ... the concept is as follows: * Shared Passives Disabled * If Profile beats Precision, target's position in concealed (presently observed) * If Precision beats or equals Profile, target's position only is revealed * If Precision substantially beats Profile, target's position and orientation are revealed * If Active Scanner beats Profile, target's position and orientation are revealed to squad (presently observed) Good stuff, right? You wouldn't believe the source :-)
John Demonsbane wrote:Right now the main issue with scouts (and this is my opinion, not going to suggest that shotty concurs) is that they play far too prominent a role in frontline combat, when they really should be masters of flanking maneuvers and deep strikes. 100% agree. If the statistics indicate that Scouts are outshining Assaults on the frontline, then adjustments should be made. Adjustment approaches differ, depending primarily upon which Scouts (and gear configs) are causing the problems.
lolwut? This is no place for so much agreement and rational critical appraisals of ones own class! Time to start hurling childish and completely irrelevant insults!
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4158
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Posted - 2014.10.09 21:39:00 -
[58] - Quote
Cross Atu wrote:
it is still a bit galling to have a situation in which the first question I have to ask upon reading any post is "what role does this poster mean when they say Logistics or Support".
Here's my rant from another thread, just in case you weren't sure what I mean when I say support. (some idiot suggested that I didn't need a weapon because I have a Sentinel for that)
John Demonsbane wrote: More importantly, I feel something needs to be said about this, because bad balancing ideas based on this false premise are driving me crazy. Lets just make one thing very clear: My sole reason for existence is not to leech off some fatty all game. I'm not a sentient armor repair module.
- I maintain tactical control of the map with placement of blue uplinks and removal of red ones - I provide ammunition - I provide tactical information with scanners - I provide suppressive fire and finish off weakened enemies so I can revive you - I set RE's or proxy traps - I counter snipe to keep the killers focused on their job - And yes, I repair damaged suits and provide additional eHP to sentinels to break through highly defended areas.
("back in my day" rant incoming)
Some of you may be used to the more recent brain-dead, repper-only logi meta, but those of us who have been logis from long before the logi suits and equipment got nerfed, or when there was only one logi suit, or before every god damn blueberry, their brother, sister, second cousins, and next door neighbor's dog started wh0ring WP by spamming uplinks at the start of every freaking match have a slightly different concept of what it means to provide logistical/tactical support. One that *gasp* includes having my weapon active more than my rep tool. There's more than one way to keep people alive - let me know when you find a rep tool that can keep up with the DPS of any major weapon, because I want one of those.
(Pro tip: Sentinels have shields. You (basically) always have time to pull out your rep tool, but not to switch to a weapon.)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4160
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Posted - 2014.10.09 22:48:00 -
[59] - Quote
Breakin Stuff wrote:John Demonsbane wrote:A boat-ton of stuff Remember when mass driver logis were a primary support staple to assault squads? Good times.
Hells yeah I do. You'd better believe I was one of those fools.
Alena Ventrallis wrote: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.
100% true. But in that situation you know what is going to come. Once you get within 30m or whatever of a Dom objective, yes, put up that rep and get ready for hell to rain down. But, say, in skirmish, going from one point to another, it's pure folly not to have your weapon at the ready.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4162
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Posted - 2014.10.09 23:10:00 -
[60] - Quote
I do not doubt that for a second. Sadly, though, from what I hear that's what a number of new-ish PC corps teach their logis to do.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4174
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Posted - 2014.10.12 15:20:00 -
[61] - Quote
How about giving us capacitors?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4193
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Posted - 2014.10.15 03:17:00 -
[62] - Quote
el OPERATOR wrote:Oh and, since they were in here "contributing", you should read through the following thread. The scouts and their resident voicepiece are not and do not provide gamebalance intended feedback. The evidence (kdr leaderboards, wtf? fknsrsly??) and their tables (Magnus' whole intercourse) are deeply skewed to never allow scout functionality to be balanced with the rest of the game. Please DISREGARD any of their input to the conversation on Support and Support play. https://forums.dust514.com/default.aspx?g=posts&t=177251&find=unread
I don't think we should be lumping them all together. I mean, players like Appia can be a bit unilaterally minded but I personally don't have an issue with the artist formally known as shotty gobang, for example. Plus, you'd really be no better than them if you wanted to exclude everyone else from the conversation, would you not?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4195
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Posted - 2014.10.16 04:01:00 -
[63] - Quote
el OPERATOR wrote:Cross Atu wrote:
Not the thread for debating the overall viability of the scout role or its overall balance with other roles. While certainly the scout, assault, and even commando have some relevance to the topic of this thread a debate centering around another class is hardly useful in this context - even less so calling out specific members of the community.
I realize that there is somewhat of a 'holding pattern' going on right now until I can update the thread with tech evaluations in hand, and as such it is easy for conversation to sidetrack, but let us try to keep this thread 'on point'.
0.02 ISK Cross
Understood, the only reason it cameos in this thread at all is to ensure the "input" from said individuals is recognition of the actual, greater, context.
My personal opinion is that some of those scouts are reasonably objective. Certainly not all of them. Not everyone does or has to agree with that, but I do honestly think just shutting them out would be a little hypocritical since the major complaint about them, which does have merit, is that they have a very influential little club that not even all scouts are allowed in to.
... And I guess I assumed it went without saying that the opinion of those that are not "professional" logi's should be viewed in that context, maybe I should have said that explicitly.
Anyway, back to the topic. I'm quite interested to hear what is technically possible and what isn't.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4196
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Posted - 2014.10.17 02:34:00 -
[64] - Quote
I'm down with keeping the cloak bonus. Cloaks still remain hard to fit, and unless you really dedicated the suit to it, they are kind of a lolfit anyway because people can still see the chevron over your head. Don't see a problem.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4401
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Posted - 2014.11.02 14:47:00 -
[65] - Quote
Z3dog wrote:Is anyone else concerned about the nanite injector in 1.9 being opt-in instead of opt-out for team revives?
Yes.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4497
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Posted - 2014.11.11 14:03:00 -
[66] - Quote
Alena Ventrallis wrote: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.
Speaking as a logi, I don't see an issue either, really. I know it's always bugged shayz, tbh I'm not sure if that's because it just doesn't say it in the main skill screen or if he has an actual issue with the bonus itself.
Nanohives are the one piece of equipment that you really can't make an argument against everyone using. If you don't want assaults, for example, using nanohives, then you may as well just take the EQ slot away.
As for "solving" EQ spam, there's a few reasonable solutions around. You could streamline the EQ line, like Meee suggests, which is OK. I've suggested a skill-based limitation on deployable equipment as well. (the website is not letting me look at my favorites right now and I'm too lazy to find it otherwise)
A much better solution, imo, was brought up by vell0cet. If it is technically feasible to do, then it's unquestionably the best solution I've ever read.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4542
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Posted - 2014.11.14 18:31:00 -
[67] - Quote
Zaria Min Deir wrote:el OPERATOR wrote:Meee One wrote:Meee One wrote:... ... I still like this idea. I still hate this idea. Sorry dude. ^Seconded. Though not sorry about it.
Also in Zaria's camp. Makes no sense in an FPS.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4553
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Posted - 2014.11.15 13:06:00 -
[68] - Quote
Vitantur Nothus wrote:Meee One wrote:Just want to point something out... Scouts have been running at 8m/s permascanning in a 360 degree radius for months,no nerf. Logistics gets a team scanner to help their team,plans on nerfing 2 days after implemented. Logistics is even specifically mentioned in the eWAR post. Funny how a "fully skilled scout" scanning 100% of the time passively isn't OP enough to warrant a nerf. But a "fully skilled logistics" scanning once every 15-30 seconds is. Even a 50% range nerf,which will completely destroy active scanners. And you notice the whole premise behind the eWAR thread is yet another buff to assaults. 500 base eHP,high speed,8-9 slots apparently wasn't enough. Plates and extenders will add to your signature,guess what logistics needs to compensate its low eHP? It isn't dampeners,because logistics isn't innately fast enough to make them viable. Prepare for heavies to passively scan you down. Assaults have enough base eHP that extra is an option. The eWAR thread is what you get when you ignore a whole mediums frame class in favor of another. Well, logistics aren't exactly being ignored,they are being nerfed,in favor of assaults, again. What's next? Assaults getting 2 equipment slots? A few things: * Scouts have been nerfed a bunch of times in the past few months. * A Scout's passive scans are now interrupted when his cloak is active. * Overheard two Top 100 Assaults asking for exactly that (2 EQ). * The Logis I run with place 1st nearly every match; they are fantastic (and viable).
Will bet Cross 1M Isk that Logi scan range will be buffed to 18-20m (max range 80-90m) and scan precision buffed to 42 dB (max precision 20dB). My money's on you guys becoming better Hunters while Assaults become better Hiders. Would be really neat to see Logi passives forcing Scouts to run damps.
Are you sure you don't have that last part reversed? Unless you mean we are finders/spotters (which is also off, that should be the scouts role but I guess they would be the mobile version) and assaults become more stealthy killers (the other current/broken scout role).
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4557
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Posted - 2014.11.16 02:57:00 -
[69] - Quote
As is usual, I agree with a lot of what RedBleach said, in particular I've always liked the Logi as "light medium" instead of the "heavy medium", though there is a good case to be made the other way. But if you do that, like he said, you better be putting a pretty sizable HP buff on the table.
One place I do disagree though, is in the CPU/PG buff. Personally, while there are obvious issues with the Caldari CPU, and the Amarr logi PG has literally always been broken since it's creation... it was, what, some laughable amount like 20 PG at STD when it first existed?
But, I don't think that a fitting resource buff to the level of the assault is the answer. I would favor a more modest buff and then a 50-100% increase to the fitting bonus instead, to make it relatively easy to fit proto equipment but not proto weapons. This is just a sort of pre-emptive thing to stop the slayerlogi derpiness that is 100% guaranteed to follow any buff to logis.
By doing it with an EQ bonus you can very easily make the claim that the offensive capabilities of the suit will be at most only modestly better but the "intended" capability, as a support platform, is brought in line with the other frames.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4560
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Posted - 2014.11.17 05:31:00 -
[70] - Quote
The rep,tool changes are interesting. If we really can get a shield transporter then obviously I'd rework my bonus proposal, certainly regarding the Caldari, one could legitimately see giving them a shield rep bonus, Amarr/Gallente obviously an ar RL repo bonus, and potential,y both to the minmatar. Some interesting minmatar builds could come from that...
As for deployable equipment, I really think the best solution is the bandwidth one, if that's not possible then some kind of limit that majorly favors cal/Amarr logis would be the next best move.
Finally, scanners - eaving the actual nuts and bolts of db and duration/radius aside for now, but yes they do need work - and speaking strictly in terms of its rewards, I think the +15 for squad kill assists is probably still sufficient, provided you added 5-10 points for a team kill assist. My reasoning is that with all the ewar domination of the battlefield, it's a useful/necessary enough pierce of equipment that modest rewards are good enough to encourage use... At least in the current state of ewar, which is apparently changing.
I'll try to get around to sharing some numbers and maybe some things in protofits regarding my proposal on modest resource buff and big fitting bonus buff, but victor had it pretty much right (it was me he was thinking of - there's something along those lines I posted in this thread somewhere). While its totally correct as mentioned a few posts up, the environment that created slayer logi's is long since gone, but there's a very irrational bias still lingering about it that unfortunately cannot be ignored lest there be backlash against any Logi buff.
EDIT: just saw redbleac's post above. That's a real,y good point about lock on without depletion of the reservoir I hadn't thought of. That definitely should be addressed, and God yes, please give us back some kind of rep indicator. We toned down the red hit indicator flash, don't see why we can't do the same for reps, though in a perfect world with frequent real patches, a there are better ways to do it, like a pulse on your HUD.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4562
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Posted - 2014.11.17 14:48:00 -
[71] - Quote
I-Shayz-I wrote:Juedfin90 wrote: But first of all, are you a logi?
Hahahahahahahahahahahahahahahahahahahahahahahahahahahaha I've been a logi since I first stated regularly playing this game, way back in the closed beta. Introducing a shield rep tool just makes things more complicated than they need to be. Did you know that vehicles once had shield transporters? The reason why they were actually somewhat balance was that you could only have them active for a certain amount of time, and then there was a 30 second delay which you had to let the module recharge before being able to use it again. Adding delays? Preventing locks by different types of repair tools? Giving repair tools a cooldown or energy "pool" like cloaks and scanners have? Honestly we need to stop trying to suggest so many ideas at once and actually focus on one thing at a time here. Nothing against you Cross, but this thread feels more like an idea farm than a productive way to gather feedback. You should convince rattati to create a sticky for a specific change we want feedback about.
I got a kick out of that question myself. You're losing your street cred with the kids somehow Shayz, isn't that the second or even third person in this thread to question you? Gotta start promoting yourself more, maybe get a hype man or something!
TBH, I think Cross does intend this thread more as an idea farm, from which he can draw things to propose to CCP, and then later on we get the manna from heaven of a Rattati thread outlining a buff to our class. (The problem with these threads is separating out the chaff, of course)
As for the shield tool, this is just a guess on my part, but considering he is calling it an "infantry shield transporter" the logical conclusion is that it would work the same as the vehicular equivalent. I realize that he likened it to a rep tool, but that would be the easiest way to explain it to people who are unfamiliar with them.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4563
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Posted - 2014.11.17 16:46:00 -
[72] - Quote
I honestly never had any direct experience with the vehicle shield transporter but since there's no equivalent to shield boosters I always envisioned the infantry version to either be a scaled-down remote shield booster, or basically get rid of recharge delays and such, repping shields whether you were taking damage or not... basically it makes your shield regen act like armor reps, constantly "on". Either way, fundamentally different from the current rep tool.
Again, without firsthand knowledge of my own, to balance it I suppose you would mostly just work on two things: 1) How long it lasts for 2) How much it boosts the suits' inherent recharge rate... this one might be a programming issue as far as what they could or could not make it do. The remote shield booster is probably easier technically since the code already exists.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4581
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Posted - 2014.11.18 19:12:00 -
[73] - Quote
Wow. Bandwidth is possibly the greatest thing ever. Gonna have to spend some quality time with the spreadhseets and see if I have any input that might help you, Cross.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4594
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Posted - 2014.11.19 13:33:00 -
[74] - Quote
Meee One wrote:Cross Atu wrote:Cat Merc wrote:So with this idea in place, could you please increase STD and ADV logistics to their full PRO equipment count?
There would still be a reason to skill up to PRO, but STD and ADV logis wouldn't be so limited in their equipment choice. Interested in everyones take on this notion, balanced, OP, a step for suit progression but not enough on its own? Well,this seems ok in theory. But now we have a new factor,bandwith.(which is a great idea) As well as the cost of that extra equipment. 3 equipment slots with all ADV gear = ADV light weapon in costs. 4 equipment slots with all ADV gear = more than an ADV light weapon And as most logis know,ADV equipment is crap once Pro is available. And on my ADV fit i have 3 Pro equipment,which is about 50% of its cost. So,while i would like 4 slots,with such low survivability it would only make logistics that much more of an ISK sink. Logistics needs the built in ability to walk/run fast and hide,not hunt other suits.
I don't think I'd make that blanket statement. KIN injectors are pretty decent now that they give shields, and the BDR-8 rep tool is extremely cost-effective in terms of both ISK and CPU/PG, probably even more so with a Min logi. STD links on my Amarr logi are about the same as anyone else's PRO links.
Also, this change would be much bigger for the Amarr/Cal, we only have 2 EQ slots at STD, it's hard to do anything with that.
Finally, you could always leave the 4th EQ slot empty (heresy, I know) if you really had to, but with a buff to the fitting bonus I'd imagine it wouldn't be too hard to put something there, even if was just a compact nano.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4653
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Posted - 2014.11.20 22:48:00 -
[75] - Quote
Meee One wrote:I-Shayz-I wrote:Meee One wrote:I will admit triage hives seemed to have too many clusters... But having Pro level hive with less clusters than even a compact? Don't grenades take 12-24 clusters to refill? So,with this reduction i could refill 8 grenades,woo. And hybrids are bad enough as is,yet you want them to refill less? This seems like a good idea increasing carried amounts,but you're forgetting something. Logis are supposed to be equipment masters,and unless the equipment +carried is logistics exclusive imma say no. And logistics would require a class wide bonus to cluster amount to not completely destroy nanos effectiveness. Um The whole point here is to make it so that you can drop more equipment with less effectiveness per drop. This lets you use equipment more often while reducing the overall duration of equipment as to discourage spam. You'll be able to drop ammo for your team in 6 different places instead of just 3, or place uplinks in 12 different places instead of 3. However, equipment is still limited to 2 down at a time meaning that you can't just drop a hive (or 5) in an area and expect them to be there when you get back. The whole point is that you must constantly have this equipment on the suit for it to continue to be effective rather than dropping a **** ton of uplinks with 20 spawns on them each that will last forever. In combination with the new bandwidth proposal, it will be IMPOSSIBLE for people to spam equipment while still allowing dedicated logistics players to use tons of equipment. If that's not an insane amount of WIN-WIN to you then you have to be crazy or maybe you don't understand this proposal. (1)Any positive change to equipment should be given through logistics exclusive bonuses. Any negative change to equipment should be negated by logistics exclusive bonuses. (2)One main problem with logistics survivability is that no one sees them as valuable. But if assaults and scouts could only carry 2 hives while logistics can carry 6-7,it would add value. And logistics would be seen as a long-term winning asset worth protection. -snip- I'll be away for a few days after i post this,but i'll never change my view. Logistics should benefit exclusively,and other classes should benefit through logistics.
@Meee 1) Do you not see that the BW thing is a logistics bonus? Its just tied to the suit, not he skill, which may not be the better option but it's still logi-exclusive: +50% more EQ per tier.
2) ADV scouts, with the BW proposal, will only be able to deploy 2 hives. Proto can use 3. So.... not sure what you are getting at there.
@Shayz: I'm still not really coming around to the uplinks with only 5 spawns but you can carry a crapton of them thing. Instead of 5 spawns and carry 8, why not 10 spawns and you carry 4? Obviously the quantum uplinks with 25 spawns or whatever never get used, but why not a middle ground?
I think it's even less helpful with the BW mechanic. Placing fallback positions will be a major pain if I can only put out like 4 uplinks with 5 spawns each at a time.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4654
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Posted - 2014.11.20 23:22:00 -
[76] - Quote
el OPERATOR wrote:John Demonsbane wrote:
I think it's even less helpful with the BW mechanic. Placing fallback positions will be a major pain if I can only put out like 4 uplinks with 5 spawns each at a time.
ANY tactical position creation, reinforcement, or use will be a major pain with the BW mechanic, whether its a fallback, a forward, an advanced OR a flank. Positioning will be like checkers, one piece in one direction until opposed and defeated instead of like chess, multiple pieces with different board control capabilities acting in concert together to an ultimate end.
I was talking about the "more available links with less spawns." Arguably makes it harder than BW to make a fallback spot. I'd have to drop 3 in the same location to make it viable.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4654
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Posted - 2014.11.21 00:08:00 -
[77] - Quote
el OPERATOR wrote:John Demonsbane wrote:el OPERATOR wrote:John Demonsbane wrote:
I think it's even less helpful with the BW mechanic. Placing fallback positions will be a major pain if I can only put out like 4 uplinks with 5 spawns each at a time.
ANY tactical position creation, reinforcement, or use will be a major pain with the BW mechanic, whether its a fallback, a forward, an advanced OR a flank. Positioning will be like checkers, one piece in one direction until opposed and defeated instead of like chess, multiple pieces with different board control capabilities acting in concert together to an ultimate end. I was talking about the "more available links with less spawns." Arguably makes it harder than BW to make a fallback spot. I'd have to drop 3 in the same location to make it viable. Problem, "tactical godfather", is you're sounding like you want to create fallback positions while being pushed back so now you're concerned about spawn counts/speeds, whereas I'm concerned with creating fallback positions before ever having pushed forward in the first place so placement timing is my concern. Checkers vs. Chess.
Not even what I'm saying; also unsure how you could infer that from the statement. Overall I am questioning your reading comprehension at this point. Not trolling but serious.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4656
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Posted - 2014.11.21 01:10:00 -
[78] - Quote
Victor Moody Stahl wrote:John Demonsbane wrote:@Shayz: I'm still not really coming around to the uplinks with only 5 spawns but you can carry a crapton of them thing. Instead of 5 spawns and carry 8, why not 10 spawns and you carry 4? Obviously the quantum uplinks with 25 spawns or whatever never get used, but why not a middle ground?
I think it's even less helpful with the BW mechanic. Placing fallback positions will be a major pain if I can only put out like 4 uplinks with 5 spawns each at a time. One thing to remember, however, is the interaction that the Amarr Logi skill bonuses have with links. So, at max skills, you'll go from 5 spawns/per link to 15 instead, a 300% increase. I actually pointed out how this could become potentially ridiculous here: myself wrote:Drop Uplink Analysis. So, Links. I think the biggest thing that jumps out at me is this:
Why do we need sixty spawns worth of links? I mean, that's nearly four times as many players are on a team, and more than a third the total clone count of a Dom or Skimish match. It just seems ridiculously overkill.
I mean, currently due to how link mechanics are structured, it sort of makes sense... but that has more to do with the fact that we're not carrying very many links in total. The expectation almost seems like a link is supposed to be destroyed or made irrelevant by changing battle conditions than to be completely expended.
There's also the issue of how this change interacts with the Amarr Logi bonus. Currently, the referenced proto links have 20 spawns per link, with 3 carried. With the AmLogi bonus, this becomes 30 spawns per link, with 3 carried, for a total of 90 spawns.
Using the proposed numbers of 5 spawns/link, 12 links carried... I arrive at a whopping one hundred eighty potential spawns. 180! That's more than ten times as many players per team, and is 20% more than the total clone count per team of any game mode! But even considering the potential ridiculosity, it does mean that, potentially, we could make Quantum-variant links a distinctive variation; fewer links carried, but more spawns per link- the net should actually be that the total spawns per fitted module favors the basic variant, while Quantum variant links have higher spawn count per link, with fewer carried. Expanding that to the Flux and Stable variants, Flux variants should have faster spawns per link, but fewer total links carried, while Stable links should have fewer total links carried and a slightly longer spawn delay than basic-variant links. To counterbalance the spawn time and total carried drawbacks of Stable-variant links, they should generally cost 60-75% the CPU/PG to fit compared to an equal-tiered link. As far as Gauged links, I'm honestly not sure what to do about those. Side note: Flux nanos need to be dropped like a flaming honey badger. They serve no useful purpose whatsoever. That is pretty crazy.
Quantums sticking around as the middle ground option between the current and what we have now sounds good. You could just get rid of gauged links, really, they wouldn't have much purpose with the proposed change.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4667
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Posted - 2014.11.22 01:54:00 -
[79] - Quote
el OPERATOR wrote:John Demonsbane wrote:el OPERATOR wrote:
Problem, "tactical godfather", is you're sounding like you want to create fallback positions while being pushed back so now you're concerned about spawn counts/speeds, whereas I'm concerned with creating fallback positions before ever having pushed forward in the first place so placement timing is my concern. Checkers vs. Chess.
Not even what I'm saying; also unsure how you could infer that from the statement. Overall, considering the last 24-48 hrs of posts I am questioning your reading comprehension at this point. Not trolling but serious. So, be clearer then in your statements. Every Logistical style that actively supplies a group AND establishes preemptive positioning is hurt by BW limits. That you can't, don't or won't see that tells me you rarely if at all are acting in this manner tactically, which really only leaves you either A) Reacting Logistically on the battlefield, not Dictating Logistically or B) Are just another ammo humper leashed to a heavy both of which explain your problem understanding my problem with BW. Not trolling, but serious as my ability to more than read whatever gets posted in here. To quote Dr. Watson, no sh*t, Sherlock!
It nerfs everyone else 10x as hard. I can live with that. I'd love to go back to the days when most of the EQ was placed by logis and we were rightfully rewarded. When no d*uchebags would spawn in on my hard-to reach uplink and crap two of theirs on top of it to steal my WP.
Hell, if I could even tell which uplinks were mine in the sea of blue it would be an improvement.
Your problem is that you can't look past "I can't do as much" and see how the end result actually benefits us.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4668
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Posted - 2014.11.22 03:17:00 -
[80] - Quote
el OPERATOR wrote:And if your response to my response is " No **** Sherlock" then what I'm saying is obvious and patently true. Which reinforces and validates my statement that your idea of "Logistics" is Reactive and centered more or less solely on blobbing with leashed heavies. To which I respond, "Your style is Elementary, my dear Watson. Elementary. "
If you say so. vOv
Moving on.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4692
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Posted - 2014.11.24 01:15:00 -
[81] - Quote
That's all fine and good, and yes I did read the entire BW thread. Remember that it's not meant to be done in isolation, it should be part of a larger logistics revamp as we've been discussing all along. Doing one without the others certainly does not leave us in a markedly better position than currently, but all of them together just as certainly would.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4817
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Posted - 2014.12.04 12:19:00 -
[82] - Quote
Zaria Min Deir wrote:Meee One wrote:Z3dog wrote:Hmmm. Rattati locked the equipment bandwidth sticky, but not before raising scout bandwidth and reducing RE bandwidth. And increasing triage hive BW. 8 per? Max deployed is 2,Pro logistics has 32 BW. So it costs 1/2 a Pro logistics BW for 2 hives. Yet you can spam 4 uplinks for the same cost? Holy **** I missed that last second switcheroo Would be nice to hear what the "logic" behind that change is...
The RE thing was to make the scouts happy for the most part. I can live with it since REs (and particularly proxies) are not as useful "pound for pound" as uplinks.
Triage hives are a bit of a head scratcher, tho. I guess its since that is what they are worried about assaults/commandos spamming before they depot swap. If that's true, not sure why you would not do it to just wiyrkomi's and leave the K/D's alone.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
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Posted - 2014.12.15 04:27:00 -
[83] - Quote
RKKR wrote:Meh to the bandwidth implementation: You only fixed the spam problem because dropping down equipment and running around with nothing left to drop down (or lose your bonuses by switching at a supply depot) is still too passive for a support role.
Heck if repair tools can have infinite nanites to restore suits, then give my cal-logi infinite hives or better...a ammo-restock-tool.
I'm not sure if only 3 equipment slots on my proto-suit cut it with the bandwidth implementation.
If they don't go through with the change to increase the amount carried for most EQ, I think they should at the very least give a +20% carried per level bonus to the Am/Cal logis.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
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Posted - 2014.12.15 14:29:00 -
[84] - Quote
Meee One wrote:John Demonsbane wrote:RKKR wrote:Meh to the bandwidth implementation: You only fixed the spam problem because dropping down equipment and running around with nothing left to drop down (or lose your bonuses by switching at a supply depot) is still too passive for a support role.
Heck if repair tools can have infinite nanites to restore suits, then give my cal-logi infinite hives or better...a ammo-restock-tool.
I'm not sure if only 3 equipment slots on my proto-suit cut it with the bandwidth implementation. If they don't go through with the change to increase the amount carried for most EQ, I think they should at the very least give a +20% carried per level bonus to the Am/Cal logis. More like 1-2+ carried per level for those two. 5-10 extra deployables would last a while. But i'd like +1 to be class wide if possible. Then maybe an additional +1(for a total of 2 per level) per level for Cal and Amarr logistics. All logis would benefit,but the deployable specialists would flourish. And it would make Cal appealing again.
That's fine too; I thought about that but eventually picked 20% simply because it's double at level 5.
You'll find that any numbers that I choose myself come in two categories:
a) Multiples of 10 that combine easily b) Totally random
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
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Posted - 2014.12.15 15:02:00 -
[85] - Quote
Zaria Min Deir wrote:John Demonsbane wrote:
You'll find that any numbers that I choose myself come in two categories:
a) Multiples of 10 that combine easily b) Totally random
So, basically the same as CCP? ;)
I promise you I am not a Dev's alt.
No, really.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4966
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Posted - 2014.12.22 15:31:00 -
[86] - Quote
Zaria Min Deir wrote:RedBleach LeSanglant wrote:It has been too long for Cross, I hope he is ok.
I have several of the APEX suits. For the logistics characters I hate the gear slot set up. I believe there was a thread out there that addressed it and seeing if we could change the slot layout of the equipment to be universal on the Apex Logis.
Counting the equipment slots with 1 being at the bottom and 4 (3 for Cal and Amar) being on the far right, I preferr my Repair Tool to be 4 (3) and my Nanite injector to be 1 and the variables to be placed in the middle.
I could even go with Repper 4 (3) and Injector 3 (2) and the variants in 1 and 2 (1)
I like to play around and I believe that keeping the equipment layout the same between logis (I guess scouts would fit in there too). So it doesn't take me extra time to find what I need. My layout is so scripted I don't even look on my regular fits, in less than a second I have what I need and I'm just waiting on the animation.
Any guidance for a thread that talks about this?
Otherwise - Cross, please at it to the 'to do list' :)
Thanks Perhaps this is yet another example of the people designing the game not having played it enough to understand many of the mechanics... Like the fact that, for a logi, order of the equipment in the slots can make a huge difference, particularly with any lag involved on top of the already clunky equipment wheel. Though I would remind you, there is no universal equipment layout, every logi makes their own, so your preferred order would be annoying to someone else. Though I guess if it was at least consistent between different APEX suits, that would be at least logical (too logical for CCP?) Pretty much, the issue here is that APEX suits are what they are, BPO suits that are noncustomisable. You knew what you were buing... well, except for yhe (minor) issue, when it comes to the APEX suits, of there being no way to know what you are buying in-game
True. I don't organize my stuff like that. I've always found it less clunky accessing the EQ on the outer slots (1 and 3), so I put the needle in #2 because you don't need to actually switch to it using the so-amazing wheel that CCP created for us.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4969
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Posted - 2014.12.23 16:05:00 -
[87] - 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.
I think we can all agree that a BW meter would be extremely helpful. Add my vote to doubling max carried and allowing them to be restocked at supply depots.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5109
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Posted - 2015.01.12 00:23:00 -
[88] - Quote
el OPERATOR wrote:Hawkings Greenback wrote:el OPERATOR wrote:Hawkings Greenback wrote:Pokey Dravon wrote:
Especially since there are some simple quality of life changes that could happen easily and don't really require extensive balance passes such as fixing the messed up slot progression.
Maybe the issue now is that there are no logi tourists left ( or very few ) and that those that are left are either very good to ok at the role. This probably translates as logis, in some respects, that get very few kills but lots of WP's BECAUSE they understand the role and know how to fit the suits to get the best out of the role. Therefore placing fairly high on the leaderboard and therefore upsetting some of the misplaced epeen of the slayer mindset ? This then results in threads asking for nerfs to logi gameplay. The issue perhaps is the perception as a logi as a WP *****/leech who contributes little in the way of slaying and objective capture. An absurd notion for even the staunchest logi hater that flies in the face of some of the more obvious cons of running a logi suit in a slayer environment yet will gladly accept the benefits without question. Now I am not saying everyone thinks this way, in fact most decent squads are looking for logis for reps, uplinks, hives and scans. Which shows that people understand that logis are a force multiplier. It should be a symbiotic relationship that benefits all players and in most cases it is. Having a logi in squad IS a massive benefit for all in the squad and the team. It does mean that the logis weapon is not always drawn and that they need some protection BUT they can rez you, rep you when hurt, provide spawn points and give you ammo. Seems like a good idea to me and a role I enjoy. Occasionally you will run into extreme examples of logi gameplay. Obviously the 1000+ HP heavy and several logis repping it and each other and also the most recent one the tanked min assault with logi support. However in each case there are several disadvantages and several ways of dealing with this none of which I am going to bother explaining as anyone with half a brain can figure out. A logi should be the one thing a good squad needs as much as the other suits need weapons, not a necessity but beneficial. Some people will not be happy until the logi is castrated completely but will be the first to moan there is no one to rep, rez, drop ammo and provide spawns in game. Go figure !!!! Anyway rambled on enough, just my 2isk. I'm still seeing the tourists abound, especially in ambush. BushLogis, it seems to me, are doing the most to reinforce the "Logis are WP whores" notion since they primarily ONLY rep or pitch links. As the matches are short and focused on killing those end of match leaderboards that list Logis in the top spots with or over good slayers create the easily distorted perception Logistics is ezmode. I've quietly sighed to myself many times while squadded with some random who decides to randomly run a beam then spend the next 7 minutes crowing about their WP take as they do NOTHING besides heavyblob. I've got to be honest here, I have been known to go solo and logi in ambush but quite I often I will solo in all game modes just to see if I can stay alive and still support. I feel dirty now but in my defence it is with support in mind and not to brag about WP whoring. I must be a little mad as I often prefer to go solo, if I can get in a squad that's easy going then it's cool. Nothing to feel dirty about, brah. Running solo (RandomBlueBerryTheory, I call it) as a Logi can teach you a lot about what goes on that you wouldn't ever be exposed to were you anchored to a fatty. Things like Team Support vs Squad Support, for starters. Its not always a bad thing, running solo.
Absolutely. One shouldn't necessarily balance things in the game with the solo player foremost in mind, but you can learn an awful lot playing that way and trying to support based on instinct and battle awareness alone.
(Just make sure you have enough ISK to afford losing a few suits, lol. Solo logi isnt for "the poors", as Viktor might say)
(The godfather of tactical logisticsGäó)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5111
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Posted - 2015.01.12 21:19:00 -
[89] - Quote
IDK, I do ambush a fair amount so I can play with laz0rs and I find that if you play your cards right, uplinks can be super effective and very profitable. The latter part I suspect is probably due to the belief that uplinks are not that helpful so few actual logi's do it (and that we tend to hate ambush in general, it seems)
All the blueberries drop uplinks at the initial spawn point like idiots, or at best somewhere at the periphery of the blob, so what I do is take a nice fast/sneaky Dragonfly scout well off to the side and put them somewhere that can't be camped really easily.... ladder-accesible rooftops are are favorite, because I still have PTSD from the old tankbush days. Can't get an HAV up there!
At worst it never gets used if my side is winning easily. At best it gives the team (and me) a nice safe spot to spawn after the initial wave wipes a lot of us out and a new front needs to be formed.
(The godfather of tactical logisticsGäó)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5112
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Posted - 2015.01.12 22:15:00 -
[90] - Quote
lee corwood wrote:John Demonsbane wrote:IDK, I do ambush a fair amount so I can play with laz0rs and I find that if you play your cards right, uplinks can be super effective and very profitable. The latter part I suspect is probably due to the belief that uplinks are not that helpful so few actual logi's do it (and that we tend to hate ambush in general, it seems)
All the blueberries drop uplinks at the initial spawn point like idiots, or at best somewhere at the periphery of the blob, so what I do is take a nice fast/sneaky Dragonfly scout well off to the side and put them somewhere that can't be camped really easily.... ladder-accesible rooftops are are favorite, because I still have PTSD from the old tankbush days. Can't get an HAV up there!
At worst it never gets used if my side is winning easily. At best it gives the team (and me) a nice safe spot to spawn after the initial wave wipes a lot of us out and a new front needs to be formed. I've tried this and it always back fired on me. I notice a lot of people who spawn on the default spawn and immediately lay one down to try and catch all the ones coming immediately after them. I used to use my dragonfly (which sadly can only lay down one hive now...) on the far corner. But I guess I've been the victim of too many bad matches. In those, I ended up being the only uplink left after we were bulldozed and inevitably camped. That being said, I haven't dropped an uplink in ambush for almost 8 months now...
Most times, if a smartly placed uplink gets camped, you would have gotten camped anyway regardless, IMO.
No need to feel bad about it... it is spambush, after all. Everything and anything will get you camped or backfire eventually, lol.
Also: No uplink will ever be worse than "smart" deploy. If nothing else at least you know where on the map you are going to be.
(The godfather of tactical logisticsGäó)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5132
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Posted - 2015.03.01 17:39:00 -
[91] - Quote
Huh. So, figured I'd stop in after a month or so, aaaand... Yeah, nothing different.
No blue tag, no meaningful improvements, and El Operator is still putting his hands in his ears yelling "nyah nyah I can't hear you" every time a scout posts something. *sigh*
See you in another couple months I guess...
(The godfather of tactical logisticsGäó)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5132
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Posted - 2015.03.01 17:47:00 -
[92] - Quote
Adipem Nothi wrote:John Demonsbane wrote: See you in another couple months I guess...
Hi, John! I'd wondered where you went. I'll bet it is on the radar; Pokey popped in, so it has to be.
Indeed. Well, be sure to let me know when that happens.
Every once in a while I get the urge to play Dust again. It quickly passes.
(The godfather of tactical logisticsGäó)
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John Demonsbane
Amarr Templars Amarr Empire
5139
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Posted - 2015.03.24 02:36:00 -
[93] - Quote
Booby Tuesdays wrote:And on the 82nd page Boobies checked in , looking for that elusive Blue Tag. Alas, it was not to be this day...
*walks by, looks over his shoulder*
Indeed. Hope springs eternal, I suppose. Try again in a few weeks then?
(The godfather of tactical logisticsGäó)
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John Demonsbane
Amarr Templars Amarr Empire
5147
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Posted - 2015.04.28 16:55:00 -
[94] - Quote
Vrain Matari wrote:Listened to the recent Biomassed.
Sounds like Rattati favours fitting advantages for Logis. That's a good thing, helps Logis be Logis and also addresses the Assault Logi issue.
But it's only half the story imo. Logis need an equipment efficacy buff for all equipment, in addition to the racial bonuses to specific equipment.
Doesn't have to, and shouldn't, be to big, but any Logi should get more and better performance out of equipment than any other suit.
Those ideas sound awfully familiar.... as if...
Hmm, perhaps they've suggested once dozens of times before?
(Yet again, my monthly check in reveals no progress on this matter.)
(The godfather of tactical logisticsGäó)
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John Demonsbane
Amarr Templars Amarr Empire
5147
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Posted - 2015.04.28 16:56:00 -
[95] - Quote
BTW, Rattati hiding behind that ridiculous defense of "everyone went ballistic" when he tried to revamp the logi suits before is getting really old, not that it was an even remotely legitimate argument to begin with.
How f*cking hard is it, really, to account for a sidearm? Particularly when the players in question have long showed a willingness to give up more than it's objectively worth? Give me a break.
(The godfather of tactical logisticsGäó)
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John Demonsbane
Amarr Templars Amarr Empire
5154
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Posted - 2015.04.29 23:04:00 -
[96] - Quote
el OPERATOR wrote:ns, right?
Only "ballistic" I remember was Meee One (rightfully, I might add) sounding off about the speed reduction. Everyone else for the most part was like,"What? No. Dumb. Next?" And instead we got bandwidthed. Bandwidthed because "spam" and "lag", neither of which was solved by bandwidth limits.
Today? Bandwidthed the mail. Hope it works, between the matchmaker and the lag Dust feels less like a game and more like some twisted VR sim of being a member of Scientology. Couple levels more and I'll be ThetaPro and get to read the holy mail (only for 30 days) about Katu the Imprisoner freeing us all. For only 10000000000000000000000000000 jillion AUR.
Well, no, I mean it's not like Rattati's making it up, the forums 100% went up in flames when he proposed taking away the Amarr logi sidearm.
The thing is, it was a totally arbitrary decision in the first place, he said so himself. There's zero reason why you can't fix logi suit progression, at the very least, and leave the sidearm alone.
But, whatever. It's not like I've bothered to play this game in the past 3 months. Not worth the headache of redoing every single fitting to account for bandwidth and the admittedly very intriguing potential of myofibs... if I had any desire to go back to the bunny hopping nonsense that ruled open beta and 1.0, that is.
(The godfather of tactical logisticsGäó)
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