Lenz Hong
Blood-Titans E-R-A
2
|
Posted - 2015.02.06 19:54:00 -
[1] - Quote
Any change to be made in the Equipment UI? Maybe, after R2+(R1/L1/L2) could show a interface (like R2 or R2+melee) to adjust the equipment on field. For example, I receive a "notification" that one of my Drop Uplinks will pop soon, so i can use the menu to "restock" the Drop Uplink without have to go there or die and respawn there. Or, with that, i can pop a Drop Uplink misplaced without drop all of them or losing all the clones of an Ambush (for example). Also, this maybe could solve (?) another " spam problem" that could happen. Someone could put all the 6 Drop Uplinks in a single place to don't have to go there a lot of times (a roof, for example). |
Lenz Hong
Blood-Titans E-R-A
5
|
Posted - 2015.02.12 04:22:00 -
[2] - Quote
Meee One wrote:[quote=Mister Goo] Where's the Gal uplink? Or Cal shield tool? Amarr scanner? Min nanohive? Oh yeah...they don't exist. And since they don't,there is no bar set for proper balance,it simply can't be done,unless you pull the numbers out of your butt. So when i,or anyone else throw seemingly insane numbers around,this is why.
How should the equivalent equipments be? How should them be used? Amarr/Caldari should be dropped, as Nanohives and Drop Uplinks? Minmatar/Gallente should be pointed and used, as Rep Tools and Active Scanners?
Don't get me wrong, just curiosity since all this can change a lot in the game
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Lenz Hong
Blood-Titans E-R-A
5
|
Posted - 2015.02.13 01:12:00 -
[3] - Quote
Meee One wrote: Well,that's the problem.
First you have to define logistics. I always thought logistics were techsperts.
Sacrificing physical force (eHP speed and stamina),for the ability to be the best at external support (think stereotype nerd,weak physically,strong mentally),multiplying the force presented by other units.
Which would mean logistics should have the best eWAR (range and precision),and hacking right? While scouts would have the best dampening.(they are described as being sneaky and compact,not eWAR based)
Well there's the problem. Logistics isn't good at eWAR,and logistics is only moderately faster at hacking.
Logistics is currently good at only 1 thing,being an equipment mule,and while worth it in theory that in no way aids in survival like eWAR would.
So until CCP decides to give logistics a defined survival mechanism through methods that are already sacrificed for, pondering equipment to attach to the broken suit is a bad idea,as it allows for distraction from the #1 problem,the suit itself.
Think assault level buff in regards to eWAR and external support for logistics,that would do it. And seeing as logistics and assaults are supposed to make up the bulk of all suits in combat,while scouts are supposed to be niche,it makes sense to buff them in a similar fashion.
But as to your questions. I have no idea.
TBH i'm picturing different shapes,but essentially the same functions (like rifles). But this is only because CCP hasn't even given us an inch in regards to the possibility.
I do however see a scanlink,you place it,you press the fire button it sends out a 'ping' and scans. Limited amount carried,limited amount of scans,refilled at the supply depot.
Well, let's think about the role. Logistics is a support role, which means it should help the others, being behind them repping and providing intel, right? Since the equipments bonus are about to change, all of the logis seems to gain a repair tool bonus (), and all of them seems to gain a buff in eHP (not a great but, ok..) let's think about intel then.
The only one who can provide "a good intel" is the GalLogi but it have to stop it actions and take a distance to use an active scan. From here we see a problem. Why not add to the logistics bonus a +10% range role bonus? From Protofits the base range of the Logis is 25 meters, in this case the GalLogi would have (lvl5, Logi and Range Skills) 50 meters, seems a good for a better "intel". But range without precision is nothing, why not -2/3% scan precision per level? From this point the base is 45db (seems too much =/) but considering a change to 40dB and lvl5 at Precision and Logi skills it could turn too be either 32db or 30db, good to see even some Scouts.
I don't know about a bonus to hacking, but maybe a better hacking speed built-in the dropsuit?
About scouts, they're sneaky and compact, their intent is to invade, provide some intel and hack without getting caught. Maybe the "answer" is to diminish the CPU/PG of the scouts but give them a bonus to cloak and profile/precision/range modules?
Considering the Equipments and what I know from the focus of each faction, i thought in this for the equivalents (maybe some/all of them already have been thought, but..)
Repair Tool: maybe a Caldari Shield Regen (Rail Rifle like, could just buff the shield recharge and diminish the shield recharge delay), Gallente Armor+Shield Regen (Repair tool like, give repair to both, but is weaker than the others) and a Amarr Power-Up (basically a ray to give a damage mod to someone, dunno if would be a good idea..)
Active Scanner: Considering Cloak Field as a Caldari answer to the active scanner, we could have Amarr distraction points (deployable and fix or deployable and auto-moveable? maybe hide the user while is being active..). Minmatar, being allies from Gallente could use some of the Gallente Technology to create remote scanners, as remote explosives they would be deployable and activatable (in active mode, it would emit some pulses and enter in "overheat mode" (?), just like Scrambler Rifle/Ion Pistol)
Can't think about the others (Drop Uplink, Nanohives, Nanite Injectors, etc...) |