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Pokey Dravon
OSG Planetary Operations Covert Intervention
2774
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Posted - 2014.08.12 05:19:00 -
[1] - Quote
Equipment
I worry about making Logistics too homogenized by giving them bonuses to ALL equipment. Their bonuses are however a bit too focused so I'd like to see that fleshed out.
Essentially I feel that the Repair Tool is the quintessential Logistics tool and I think you would be hard pressed to find a Logi that doesn't have one on most of their fits. That being said, I think we see an excess of Minmatar Logistics because of this fact, because their bonuses to the repair tool is very good.
I'd like to see all Logistics receive not only the reduction to fitting, but also gain the Minmatar's bonuses to repair rate and range of the repair tool. The Minmatar would then need a replacement bonus, and I'd prefer something more like the a bonus to remote explosives and proximity mines, to hammer in that sense of "Indirect Combat Support". This gives all Logi suits bonuses to at least 2 equipment as well as the reduction bonus to all equipment.
General Logi Bonus: Reduction to Equipment Fitting Cost Bonus to Range and Rate of Repair Tools
Gallente Logi Bonus: Bonus to Scanners Precision and Duration
Caldari Logi Bonus to Nanohive Rate and Capacity
Amarr Logi Bonus Bonus to Uplink Speed and Capacity
Minmatar Bonus Bonus to Remote/Proxy Damage and Carry Capacity
Defenses
Logi suits also need to be brought up with the Assaults in terms of survivability. At the very least I'd like to see the same amount of addition eHP added to Logis as their Assault counterparts. This is doubly important with the addition of additional Assault slots as well as the buff to Light Damage mods, lest the Logistics quickly fall behind and spend most of their time dead on the ground. The increase to slots and fitting make Assaults difficult to beat in terms of defense, but you need to take a VERY careful look at how fitting is working with Logistics and make sure that it can fit slightly inferior but comparable defense to their Assault brothers. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2777
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Posted - 2014.08.12 15:35:00 -
[2] - Quote
Jaysyn Larrisen wrote:Nocturnal Soul wrote:A increase in max stamina or stamina regeneration is the only thing that I wanted as a logi.
P.s. and a speed boost That's actually a key point to not overlook... my base speed is adequate (Cal Logi mostly) but the ridiculously low stamina pool and regen is a big pain in the a$$. Speed is the domain of the scouts but I see no reason why Logi's can have high level base stamina and assaults split the difference.
I'd say in general, a feature of the medium suits as a whole should be an ample stamina pool to encourage a more mobile gameplay style. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2778
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Posted - 2014.08.12 16:26:00 -
[3] - Quote
I'm fine with bonuses to regen over the increase in HP as well, though I urge you to avoid just boosting the base stats per level. Things like adding in a +HP/second passive armor regen doesn't encourage repping fits, in fact it does the opposite. If a player can get +5HP/s passive repair, they're less encouraged to actually use armor repairs because they're no longer necessary to fit in order to have armor reps. This in turn allows Logis to stack on MORE HP than an Assault, because they don't need to use the repairer/recharger to get the same level of reps than Assault would have with the modules equipped.
So if you go the regen route, I do encourage you to tie the bonus to specific modules, and not just a bonus to the base regen of the suit. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2779
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Posted - 2014.08.12 18:08:00 -
[4] - Quote
Apothecary Za'ki wrote: insted of hp buff why not damage reduction bonus?
HP and Damage reduction both increase effective HP.
If 100 HP has 25% reduction, that means you need to do 25% more damage to kill them
If 100 HP gets a 25% increase to HP, it has 125 HP and thus you need to do 25% more damage to kill them
If anything Damage Reduction is better than raw HP increase, because damage reduction increases effective HP without increasing the amount of HP that needs to be repped back, meaning that your Effective Reps are also increased. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2787
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Posted - 2014.08.13 16:43:00 -
[5] - Quote
Cross Atu wrote:Also, with the latest hotfix if anything has changed your feedback due to the altered context please note that when posting so that we can properly track the effects of the hotfix process regarding this topic. Thanks Cross
I need to really dig into the numbers to confirm, but basically what I'm seeing in a very preliminary analysis..
~Assaults and Logistics have similar slot layouts ~Assaults and Logistics have similar resources ~Assaults get a 'cheaper' Light Weapon and Grenade ~Logistics gets a 'free' equipment from 25% reduction of 4 equipment ~Assaults get a sidearm, Logistics do not. ~Logistics has lower base HP than Assaults
So Logistics with the current bonus need to fit 2 additional equipment over the Assault (Assuming their's 4 equipment is free with current bonus). Assaults need to fit a sidearm, but cost reduction of Light Weapon and Grenade help compensate for this additional cost.
So essentially Logistics need to fit 2 addition equipment over the assault, with the same resources and a lower base HP. Assuming the Logi fits full proto equipment, this means that it will be unable to fit the same level of defenses as an Assault. While the Logi SHOULD have weaker defenses *to an extent* than the Assault, I worry that this difference paired with the lower base HP and regenerative abilities, will make the Logistics excessivly weak compared to the Assault. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2800
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Posted - 2014.08.14 18:33:00 -
[6] - Quote
Cross Atu wrote:SponkSponkSponk wrote:Cross Atu wrote:We've had a bit of dropship feedback in here, but you are correct mostly there hasn't been support vehicle talk so far, but by all means anyone who plays support on board a HAV/LAV/DS feel free to speak up. While there certainly is a bit of an infantry focus going on here that should not in any way discourage posting from a vehicle support perspective. Some of the problem is that there's a paucity of support options available to vehicle users. If I had the option to drive an ambulance around dispensing healing and ammo like a mardi gras parade, I'd jump at the chance. Perhaps if we can get the LLAV back in you'll have that option, or at least more of it
The only way the LLAV would be useful for anything other than running people over, is if the locking system for reps was altered significantly. The time to aim and lock with the LLAV repair module was so clunky and long that it was better to just hop out and do it manually with the infantry tool. I'm not sure your technical limitations, but I'd like to see something more like an AoE bubble, similar to a repping nanohive, that would rep all infantry in the vicinity. If they can manage that sort of function, I will gladly go back into LLAVs and actually use them as a true support vehicle. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2865
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Posted - 2014.08.18 17:04:00 -
[7] - Quote
pagl1u M wrote:Ok, none said it yet, I m surprised. It looks like I have to say it, dont blame me for proposing it.
Only sidearm logis!
"Oh no what an idiot""gtfo""blablabla die blabla"
But think about it... The main problem is logi's ability to survive. That is why you want to buff logis hp or their regen/speed.
But you are afraid of slayer logis, you are afraid the forum will cry for a nerf. So we have to give logis a good survivability but to we have decrease their firepower.
Giving logis only sidearms will let you buff them (Ehp or regen stats) and avoid the problem of slayer logis at the same time.
Is it that stupid? It is not that logis will be completely useless in combat. Having more survivability would let them do their job (support) and still be effective in gunfights (with more defence and less offence) and dont forget that sidearms can be deadly as other weapons!
Currently, with very rare exception, a Logi in every way to an Assault, aside from the equipment. Even with a buff to base Logi attributes, the Assault will remain capable of better defenses, better offsense, and better mobility.
I've said this a million times already, but every role in the game is a combat role. They differ in focus, but they are all still capable of putting up a solid fight, and the Logi is no exception. Part of the Logistics role is indirect combat support, may that be proving suppressive fire while their heavy reloads or offering additional DPS to finish off a tough opponent. If you strip the Logi of their primary, you strip them of an important part of the role and water down the whole role. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2866
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Posted - 2014.08.18 18:04:00 -
[8] - Quote
Orion Sanjeet wrote:Mister Goo wrote:+1 Pokey Very good analyses of the current situation and side arm logis are not the answer. Not unless ya make Mass Drivers sidearms. But I'd guess pagl1u M is a scout and doesn't like logis being able to fight back with the only weapon truly effective against them.
We have a Mass Driver Sidearm, it's called the flaylock |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2866
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Posted - 2014.08.18 18:39:00 -
[9] - Quote
Orion Sanjeet wrote:Pokey Dravon wrote:Orion Sanjeet wrote:Mister Goo wrote:+1 Pokey Very good analyses of the current situation and side arm logis are not the answer. Not unless ya make Mass Drivers sidearms. But I'd guess pagl1u M is a scout and doesn't like logis being able to fight back with the only weapon truly effective against them. We have a Mass Driver Sidearm, it's called the flaylock I said something EFFECTIVE against scouts.
Haha I know I was just giving you ****. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2869
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Posted - 2014.08.18 21:04:00 -
[10] - Quote
Orion Sanjeet wrote: Blast, my failure to detect sarcasm has foiled me again.
No worries mate, online text forums are not exactly good at expressing inflections in voice. Because English is a terrible language |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2943
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Posted - 2014.08.21 18:22:00 -
[11] - Quote
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 |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2944
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Posted - 2014.08.22 01:57:00 -
[12] - Quote
John Demonsbane wrote:
I think you might have some unhappy minmatar logis then
How so? They would still be receiving a bonus to the repair tool as they always have, and then gaining an additional bonus or two. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2945
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Posted - 2014.08.22 06:56:00 -
[13] - Quote
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? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2946
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Posted - 2014.08.22 17:59:00 -
[14] - Quote
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=sharing
Looking 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2948
|
Posted - 2014.08.22 18:10:00 -
[15] - Quote
TechMechMeds wrote:Ah cross, CROOOSSS!.
If logis get hp buffs, please forward it that it should be relative to the racial philosophies.
Ill cry if my logi gets an armour buff and in fact, the hp we have now could do with some addressing. My min logi has more armour than shield base stats.
Yeah the Minmatar Logi HP stats are goofy.
Minmatar Assault 200 Shield 185 Armor
Minmatar Logi 90 Shield 150 Armor
wut? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2948
|
Posted - 2014.08.22 19:45:00 -
[16] - Quote
Armor reps just allows Logis to exceed the HP of assaults. Since they have a built in rep, they put an HP mod on instead, and suddenly their HP is now higher than an Assaults. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2948
|
Posted - 2014.08.22 21:13:00 -
[17] - Quote
John Demonsbane wrote: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.
Well you kinda touched on my point. Let's assume we don't buff the Logi HP
Assault has the +100HP, fits a rep. Has HP & Rep. No downside.
Logi has the rep, needs to fit HP mod to compensate for low base HP. Has HP & Rep. Stuck with downside of HP mod.
Adding reps instead of base HP is the same result as adding hp instead of reps, but it's really 2 steps forward and one step back, and it feels kinda messy. I'd rather just have the 100 more HP in that case. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2949
|
Posted - 2014.08.22 22:16:00 -
[18] - Quote
Booby Tuesdays wrote: Why can't Logi's be lower HP self repping suits of efficiency?
Because all of the reps in the world won't save you from being alpha'ed. Don't get me wrong I like the idea of Medium suits being kickass as health regen, been harping on that for a while, but I also think with the current balance of damage and the HP of other suits, the Logis will fall into obscurity due to lack of survivability in comparison to everything else.
Compromise then, perhaps a mix of rep bonuses and a boost to HP? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2949
|
Posted - 2014.08.22 22:22:00 -
[19] - Quote
Cass Caul wrote:To the logis that don't brink tank, could you use www.protofits.com to show how you set up your Logi suits? Because right now, I'm running a Min, Cal, and Gal logi. All 3 of them are using proto EQ, proto Light Weapon, and the lowest HP is the Caldari because I've got a Complex Recharger and Complex Regulator on it. Min is rocking 900 total HP, the Caldari has 800 total HP, and the Gallente has 1100 total HP The difference in speed and stamina isn't significant enough for me to really care unless the distance we're trying to travel would be more suited to LAV/DS If I sacrificed the Regen mods for more HP I could get the caldari up to 900. Give it another 100HP because that's what people want and it ends up with 1000 total HP. While my Caldari Commando, a Heavy Frame, has 1100 Total HP right now using 3x complex shield extenders and a complex reactive plate. I can max out HP on a Gallente Commando with 1330 total HP. Give that Gallente Logistics another HP and they're only 100HP apart. How is this not indicative of power creep? Bad enough my Assault Suits have more HP than a Heavy Frame, why should Logistics also be better at this?
That's also going under the assumption that Commandos have appropriate slots and stats, which is debatable.
I mean lets be fair here, Appia, when you say Heavy Suit, you pick the heavy class with the lowest HP of the Heavy Frames and has the most restrictive slot layout of any suit type in the game. Compare your numbers to the HP and eHP of a Sentinel and its a bit of a different story. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2949
|
Posted - 2014.08.22 22:38:00 -
[20] - Quote
Gonna have to really disagree with you on the Logis there ZDub, sorry. You've got Gal and Amarr with identical bonuses, and Minmatar and Caldari with identical bonuses, and even then they're not that different from one another.
I certainly appreciate the attempt to kinda mirror Logis from EVE but as you pointed out, we're missing a lot of the additional support tools that you typically see on an EVE Logi ship, and I think trying to force that kind of support without the right tools leads to a cramped and bland design. The suits just end up being too similar and you really lose any sense of racial differences which I just can't support. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2950
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Posted - 2014.08.22 23:27:00 -
[21] - Quote
Well for one I'm generally against the idea that Logis should get a bonus to ALL equipment. I'd like to see them get some additional bonuses, just not to everything because I dislike over homogenizing them like that. As for your comment about people wanting to be "medics" but not run Minmatar...I think we both agree that the Repair Tools is pretty much the quintessential equipment for any Logi, and I think we would be hard pressed to find someone who didn't have it on most of their fits, regardless of race.
That's why I mentioned before we move the repair tool to be a universal Logi bonus and then give the Minmatar something else. I think this would really help a lot of Logis feel more comfortable about the suit they picked and help them fulfill the classic Logi role, which is repairing. Hell if you want to hit it from the lore aspect, read the description of the Repair Tool. We all kinda assumed it was a Minmatar thing, but its actually got a little bit of all 4 races in it.
As for Uplinks of Logis...you're probably right. But again we really lack enough equipment that we can afford to be moving Uplinks and Scanners to other suits and further slicing the Logi apart. If anything I wish we had MORE kinds of equipment so each race could have its own unique flavor and share less equipment...but I'm also a really strong proponent of racial diversity and making them feel as distinctively different as possible. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2953
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Posted - 2014.08.23 04:18:00 -
[22] - Quote
Booby Tuesdays wrote: This would definitely be a step in the right direction. I'm still pissed the Min Logi lost 30HP when Uprising dropped. Logis should be fantastic at everything except tanking and ganking. Should you be able to get ganked by a Logi if they get the drop on you? Absolutely, but you get the point. Our suits should be able to Logi themselves when we're busy Logi'ing everyone else.
It's the basic stats of the Logi suit that are the issue for me. We barely rep faster than a Commando, and are barely FASTER than a Commando. The poster above talking about their brick tanked and now obsolete slayer logi fits is a prime example of the direction we do NOT need to head back down. eHP should not be the answer just because every other suit in the game has been buffed over the past year.
On a side note, bummed you didn't get elected. I voted for ya, fwiw.
Aww thanks man, I appreciate the support. There's always next time though!
I don't think the Logi needs to be *fantastic* at tanking but I'm concerned that it's not even adequate. I mean if you're overly easy to kill as a logi, then you're not effective as support. They should be no means be superior to Assaults, as Logis should not engaged in direct combat, but I'm wondering if the gap in survivability will be too high between the two, especially since the Assaults actually feel about right, but the Logis have the added fitting burden of equipment, despite similar slots and resources. It means they typically need to sacrifice additional defenses on top of inferior base attributes which just exacerbates the problem.
I think I'd be fine with a better regen approach, but I still think a small HP buff is still in order, and an increased fitting reduction on the Logi bonus to help offset the much higher cost of having 4 equipment instead of one. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2954
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Posted - 2014.08.23 18:34:00 -
[23] - Quote
Cass Caul wrote:Pokey Dravon wrote: deflecting from the point Nice deflection. Why not try actually showing what you run. .
Oh, sorry, I forgot to bite. I was worried it might leave a bitter taste in my mouth.
http://www.protofits.com/fittings/shared/0/7063 |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2954
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Posted - 2014.08.23 18:48:00 -
[24] - Quote
Cross Atu wrote:Who can tell me the specifics of how protofits calculates eHP? I see that term miss-defined or loosely defined quite a lot and it can be accurately used to mean/contain many things, what is the site using in this case?
It doesn't take into account and sort of resistances or include the effective benefit of regen. It just takes all the + and - from skills, modules, and effects and calculates the final HP for shields and armor, and then adds them together. Its more like Total HP than anything else.
Also note that on weapon damage calcs, it assumes damage against the weapon's preferred defense, that is that it will add +15% for proficiency, assuming that you're attacking shields (for EM and Thermal) or armor (for Kinetic, Rail, and Explosive). |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2961
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Posted - 2014.08.25 18:08:00 -
[25] - Quote
Meee One wrote:Orion Sanjeet wrote:Hawkings Greenback wrote:Ok so there have been a few ideas thrown about on how to make logi's better from More HP to resistances. So I had an idea that may work but I'm not sure whether it's possible to do within the Hotfix only phase we are running.
Anyway, to aid survivability how about when a logi is acitively repping a target he gets a "feedback" armour rep. Nothing stupidly OP, maybe 1 or 2 HP/s max AND only when the rep tool is active on a target. It's not enough to save a logi from alpha damage or prolonged/sustained fire but a little extra to encourage a logi to use the rep tool.
Of course it may be a crap idea but trying to think of something other than HP buff etc
Also I'm not sure if this has been suggested before and sorry if I have stolen someone else's idea
Idea is now open to feedback, pull it to bits, discuss or whatever. I like this to an extent, but as I said before, it will kill diversity of logi suits so only armor tanked suits would see any benefit. So keep the idea of recieving a bonus while actively repping, just make the bonus a small damage resistance to all forms of damage for shields and armor. However I think either of our versions would be difficult with only server side. Straight up 15% damage resistance for logistics using a rep tool,i like it!
Unfortunately I don't think that's possible via hotfix since that's a behavior that currently doesn't exist on the rep tool, and trying to Frankenstein it over from Vehicle Hardeners may be too much.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3036
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Posted - 2014.09.03 16:08:00 -
[26] - Quote
Meee One wrote: Stats can be changed via hotfix,so can bonuses.
Remember charlie? Assaults got eHP,slots,and a new bonus to grenade fitting.
"Necessity" when it's used as he has in that sentence means "we know the problems we just don't care,we like assaults more".
So yes,in a single hotfix, CCP can easily buff logistics. At this point they are simply refusing to.
Incremental changes. Don't cry because you're not first in line.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3048
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Posted - 2014.09.03 22:30:00 -
[27] - Quote
Meee One wrote:Pokey Dravon wrote:Meee One wrote: Stats can be changed via hotfix,so can bonuses.
Remember charlie? Assaults got eHP,slots,and a new bonus to grenade fitting.
"Necessity" when it's used as he has in that sentence means "we know the problems we just don't care,we like assaults more".
So yes,in a single hotfix, CCP can easily buff logistics. At this point they are simply refusing to.
Incremental changes. Don't cry because you're not first in line. Lol 'first in line'. Logistics was straight up ignored or even nerfed the last few "updates". EVERY suit BUT logistics has gotten buffed. It IS logistics turn. Stop trying to act mature and actually be mature for a change.
Probably because the other suits were in more desperate need of an update than the Logistics were. Do you mean to tell me that the Assault, a suit that was basically never seen until this last update, was in less need of a change than the Logistics?
Also, every suit? When was the last time the Commando was buffed? Please set your overly biased opinions aside so we can be constructive here, and less "OMG WHY WONT YOU GIVE ME WHAT I WANT FIRST OVER WHAT OTHER PEOPLE WANT?!"
I guess your name really hit yours attitude perfectly "MEEE!!! MEEE!!!!!! WHAT ABOUT MEEEE?!"
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3052
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Posted - 2014.09.04 07:20:00 -
[28] - Quote
Meee One wrote: EVERY suit BUT logistics has gotten buffed.
Meee One wrote: And as for lolmandos...they aren't even to be slated in Dust on PC. But on PS3 Dust they do need a buff.
But heres the funny thing...i don't use lolmandos so i would have no right suggesting for them. I use logistics, which is why i know what's needed for logistics.
Only an idiot would suggest changes to a suit they don't use.
So.... "Every suit except the Logistics......oh and the Commandos but I don't know anything about those so I cant comment so I'll just pretend they're not there and spout on about how CCP has some deep hatred and are singling out Logis only even though other suits have yet to get a balance pass as well." ? That about right?
Cross Atu wrote: Incremental changes are a game wide assessment, not a per frame assessment, the CPM is very aware of the need to give support play some attention and has been vocal on the subject. Consider the recent hotfix thread and the narrative regarding injectors, that is only one aspect in the process of course, but proper balance is iterative not sweeping (generally speaking).
So, yes, as it has happened the logi pass, as well as the support pass (which overlaps but isn't entirely identical) are still upcoming rather than already done but that does not indicate a lack of attention and at present I have no reason to believe that such changes would not be forthcoming.
Cheers, Cross
Thank you Cross for confirming what we already know, but some refuse to believe.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3053
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Posted - 2014.09.04 15:21:00 -
[29] - Quote
We'd have to see if reduction to the WP rewards on Uplinks is even possible. I have my doubts since we found out recently that the rewards for Injectors could not be changed.
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Pokey Dravon
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Posted - 2014.09.04 16:19:00 -
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Hawkings Greenback wrote:Pokey Dravon wrote:We'd have to see if reduction to the WP rewards on Uplinks is even possible. I have my doubts since we found out recently that the rewards for Injectors could not be changed. Wasnt that scaled WP's ?
Possibly, I'm just saying stuff like that may be more difficult to do than it seems. Not saying Im against the idea.
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Pokey Dravon
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Posted - 2014.09.04 17:13:00 -
[31] - Quote
bogeyman m wrote:Pokey Dravon wrote:We'd have to see if reduction to the WP rewards on Uplinks is even possible. I have my doubts since we found out recently that the rewards for Injectors could not be changed. Boo. Hiss. *throws popcorn
Yeah I know, sad times.
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Pokey Dravon
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Posted - 2014.09.04 17:47:00 -
[32] - Quote
Thaddeus Reynolds wrote:Question: Could you change the Minmatar suit to a sapper and somehow make Proximity mines explode based on Signature Profile instead of just on vehicles (Giving the Minmatar Logi a bonus to proxy mine triggers and explosion Radius of REs). (For something in the future, not necessarily a hotfix)
I've suggested something similar in the past. +1
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Pokey Dravon
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Posted - 2014.09.05 19:45:00 -
[33] - Quote
el OPERATOR wrote:Gyn Wallace wrote:I pretty nearly never run a Gal logi. In the contest between the best stealthy scout fits and the best possible active scanner fits, is my impression correct that currently the scouts win as far as being able to fit to be undetectable?
If so, that absolutely should be reversed. The very best fit active scanners, who get lucky or good enough to happen to scan in the right direction at the right moment, should be able to pick up the stealthiest scouts.
If the Gal logi got a bonus to active scan precision good enough to achieve this, the SP and cost of running a proto gal logi might actually be worth it. Yes, you are correct, in the contest between stealth and scans at their highest level stealth wins. I floated an idea past a CPM candidate at one point about vehicle scanners being tweaked so that they, at least, could detect those super low profile scouts but she was very very adamant about ANY scanning of scouts making them "useless" (wtf?!??!) and from the context of the convo I got the distinct impression that sentiment was largely that of the current scouting community and previous CPM. She was even worse about the topic of scouts losing that 2nd equipment slot.
Don't ever ask Appia about anything Scout related unless you want to buff them. Otherwise the response will always be as you experienced.
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Pokey Dravon
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Posted - 2014.09.30 19:04:00 -
[34] - Quote
Cross, I'll mirror some of our conversation points here for the sake of discussion.
- +1HP/s Armor Repair for all Logi suits - As more time has gone on, this feels like a no brainer. With rare exception, almost every suit in Dust relies on its armor to some degree, and I've shied away from shield dropsuits because of that fact, simply because I dont want to waste a low slot just to have any form of armor regen. I think this would be a good idea for all dropsuits, not just logis.
- Stamina Buff - Stamina Buff is awesome. It doesn't really add much to instantaneous combat effectiveness like Sprint Speed does, but it still allows the Logi to keep pace with other units in the long run so it can provide support without slowing the squad down too much.
- Scans - I won't claim to be an expert in EWAR, but I think giving the Logi's a little bit more of an edge over other suits (sans Scouts) is reasonable. It means that can still provide limited scanning/dampening in a pinch when a Scout is unavailable. It's a mild buff, but I think it gives the Logis another partial role which isn't a bad thing.
- Skill Bonus Rework - Not a huge fan of Method 1, as I think it makes each logi feel less unique and too homogenized. Each Logi should feel useful, but also unique. We need to find a middle ground between "Good at only one thing" and "Good at everything, just like everyone else."
Method 2 is more reasonable, I think it gives the Logi more flexibility in how it plays while still maintaining a decent amount of individuality.
I'm obviously biased to Method 3 since I was the one that initially proposed it haha. I feel that the act of repping should be a primary focus for all Logistics, and as such they should all receive a bonus to it. Ideally I'd like a Shield Repair Bonus for Caldari and Minmatar, and an Armor Bonus for Gallente and Amarr, but if only armor reps are possible a blanket bonus for all Logis is fine. Minmatar would then of course get a replacement bonus such as the remotes/proxies to really hammer in that Logistics role of "Indirect Combat Support".
- Equipment Cost - Big fan of making it harder for non-logi roles to fulfill the logi role *glares at scouts*. From the start I've felt the CPU/PG reduction on the Logi was too damn low, so increasing that makes sense. Also increasing the PG/CPU of the equipment, but by a lesser amount, means that the Logi is still seeing a net decrease in cost of what....16%-ish? While making it harder for non-Logi roles to equip top tier equipment, thus increasing the overall value of the Logistics suit in the squad.
The best bit about this is you've increased the fitting potential of the Logi but for equipment only. So even if they fit zero equipment, this change doesn't increase their defense/offense.
Overall pretty solid proposal. I didn't dig into the nitty gritty details about the changes to the base CPU/PG and how that affects fits overall, so I can't comment much on that. Even so, good stuff all around.
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Pokey Dravon
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Posted - 2014.10.01 00:01:00 -
[35] - Quote
I think the question that needs to be asked here is:
"Should Non-Logistics suits be able to fit Proto equipment without sacrificing anything else?"
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Pokey Dravon
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Posted - 2014.10.01 00:58:00 -
[36] - Quote
Adipem Nothi wrote:@ Cross / Pokey
I'm willing to bet that if you check the numbers, you'll find that proto Scouts aren't typically running proto equipment. In the cases where they are, they are likely running a single-purpose fit and making big sacrifices elsewhere to do so (e.g. my Uplink runner has no primary weapon and no grenade).
I'm level 5 in Hives, Uplinks, Remotes, Active Scanners. I can count on two hands the number of times I've used proto hives or remotes. And I don't plan to. They're too expensive and too tough to fit.
For the vast majority of Scoutly fits and functions, it seems more likely to me we're talking about a downgrade from ADV EQ to STD and in the case of low-level Scouts, STD EQ to an empty slot.
Edit: As far as Active Scanners go, PRO are the only ones worth using when running forward recon; if I couldn't fit a prototype scanner, I very likely wouldn't run my forward recon fit.
I actually have not done any recent scout fits, I was simply asking the question at hand in clear terms
Now when you say that, are you running a cloak at the same time? Or two equipment? And in that case, what grade of cloak?
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Pokey Dravon
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Posted - 2014.10.01 01:54:00 -
[37] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Adipem Nothi wrote:@ Cross / Pokey
I'm willing to bet that if you check the numbers, you'll find that proto Scouts aren't typically running proto equipment. In the cases where they are, they are likely running a single-purpose fit and making big sacrifices elsewhere to do so (e.g. my Uplink runner has no primary weapon and no grenade).
I'm level 5 in Hives, Uplinks, Remotes, Active Scanners. I can count on two hands the number of times I've used proto hives or remotes. And I don't plan to. They're too expensive and too tough to fit.
For the vast majority of Scoutly fits and functions, it seems more likely to me we're talking about a downgrade from ADV EQ to STD and in the case of low-level Scouts, STD EQ to an empty slot.
Edit: As far as Active Scanners go, PRO are the only ones worth using when running forward recon; if I couldn't fit a prototype scanner, I very likely wouldn't run my forward recon fit. I actually have not done any recent scout fits, I was simply asking the question at hand in clear terms Now when you say that, are you running a cloak at the same time? Or two equipment? And in that case, what grade of cloak? I have two Uplink fits. The first is used start-of-match; I rush in, toss an uplink or two along the way, hack a point, toss another uplink or two then suicide. It has 2 pro uplinks, 3 kincats, 1 card reg, 1 shield, 1 empty high, pro knives, no primary and no grenade and exactly 1 PG to spare. The second is used for infiltration (get uplink behind enemy lines) and exfiltration (get bluedots out of spawn trap). It has two damps, two kincats, 2 shields, pro uplink, adv cloak, adv combat rifle, pro knives, no grenade and exactly 1 CPU to spare.
Are all your fitting/optimizations maxed?
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Pokey Dravon
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Posted - 2014.10.01 02:23:00 -
[38] - Quote
I think in general the concept is to make Logi's more valuable in general by making them more capable of fitting high end equipment over other suits. The devil is course in the details, so tweaking the numbers is really the nitty gritty part of it.
I'm curious to see if other suits suffer with equipment as much as the scouts seem to. The increase to the reduction bonus for the Logi is a no brainer for me. As for increasing the cost of said equipment, it comes down to how much or at all. I think in general the Uplinks are probably the most unforgiving of all equipment, so that one needs to be looked at most closely. Do you typically run equipment other than Uplinks and Cloaks on your scout? I'm curious to know if its an equipment cost issue, of if its just an uplink cost issue.
*is lazy and on his phone, thus not wanting to deal with protofits atm*
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Pokey Dravon
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Posted - 2014.10.01 15:48:00 -
[39] - Quote
Adipem Nothi wrote: In my opinion, a better question is ... If this proposal were passed as is, would 6 Slayer Logis out-slay 6 Assaults?
PS: I like your corp name, by the way. A great book :-)
Do you feel that would happen because of the improvement of the Logi's bonus? Or because of the increase in resource cost for equipment?
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Pokey Dravon
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Posted - 2014.10.01 16:10:00 -
[40] - Quote
Booby Tuesdays wrote:Pokey Dravon wrote:Adipem Nothi wrote: In my opinion, a better question is ... If this proposal were passed as is, would 6 Slayer Logis out-slay 6 Assaults?
PS: I like your corp name, by the way. A great book :-)
Do you feel that would happen because of the improvement of the Logi's bonus? Or because of the increase in resource cost for equipment? I think the concern here is if Logis get a boost to eHP, as well as a better fitting bonus, that leaves more room for tank and gank modules, as well as having the best equipment. This was the initial reason Logis were the go to suit for a bit.
I think for me personally what I'd like to see is the Logi suit having inferior resources compared to the Assault, but a really kickass equipment reduction bonuses so that they don't sacrifice much to put the equipment on, but even if they skip the equipment, they can't exceed the tank/gank of the Assault.
Honestly base HP makes a difference yes, but since base HP is maintained through all tiers, the real measure of defense is going to be in what modules they can fit. So in terms of having similar base HP between Assault and Logi, I think that's fine. It's more a matter of how the resource balance lands and how that affects what they can fit on it.
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Pokey Dravon
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Posted - 2014.10.01 16:55:00 -
[41] - Quote
Adipem Nothi wrote: I see this proposal as having three parts:
Part A involves direct buffs to Logi base statistics. Part B involves improvements to Logi gear-based bonuses. Part C involves changes to EQ which will impact all classes.
I suspect that ...
... passing A or B would likely be fine; some risk of undercorrection. ... passing A and B would likely be fine; some risk of overcorrection. ... passing C would set into motion unknowns; risk of introducing new imbalance. ... passing A,B,C would likely be too much; high risk of Logi out-assaulting Assault.
Then go with A & B and see how it goes?
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Pokey Dravon
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Posted - 2014.10.01 19:02:00 -
[42] - Quote
Adipem Nothi wrote: Thank you again Cross, Pokey, Tuesday, others for permitting my participation. o7
I've always appreciated your input, mostly because you're capable of disagreeing without being an ass about it, which is *gasp* constructive criticism! A skill many lack but I wish more had.
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Pokey Dravon
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Posted - 2014.10.01 19:50:00 -
[43] - Quote
If you're concerned about an overbuff without C you could consider buffing the Logi bonus by what the effective buff would be had C happened, though that does cause issues with the items that would have been unaffected by C...
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Pokey Dravon
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Posted - 2014.10.01 22:13:00 -
[44] - Quote
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.
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Pokey Dravon
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Posted - 2014.10.01 23:46:00 -
[45] - Quote
Thinking more on it I wouldn't mind Method 2 if the concept of making Repair Tools a Role Bonus rather than a Min Bonus was brought over from Method 3.
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Pokey Dravon
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Posted - 2014.10.02 07:43:00 -
[46] - Quote
Booby Tuesdays wrote:I may be in the minority here, but I have no desire to have a bonus to RE's, and am still confused why they are considered equipment when you unlock them with grenades...
I consider indirect combat support such as controlling enemy movement via remotes/proxies as part of the Logistics role. From the people I've talked to, there is a demand for a bonus such as this. If anything Logistics are most suited for this sort of work as they are able to carry remotes/proxies without limiting their support abilities like an Assault would, as the Assault only has one equipment to work with, and will often want something else in that slot that's more beneficial to its direct-combat role.
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Pokey Dravon
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Posted - 2014.10.06 17:51:00 -
[47] - Quote
Mister Goo wrote:Cross, I can get behind method 4, It looks solid and also makes all logi's viable in PC for their reps. I still don't think that RE's are equipment, but Pokey has made some good points about their use. Also leveling out the PG and CPU of each suit is a good idea if they normalize the slot layouts.
Honestly I'm not even insistent upon the RE bonus, that's just what personally felt to be the best choice as a replacement bonus. My primary focus is on giving every Logi a bonus to repping, as Cross put, it would be most ideal with the addition of a shield transporter equipment.
To explain my point to Logi Bro, the concept for Methods 3 and 4 come straight from EVE, where every Logistics ship has a direct bonus to their tanking type's shield/armor remote remote repper, and then an additional bonus to a Utility Support, which varies based on race.
In my opinion, Logistics in general should be hands down the best at providing reps, regardless of race, particularly if we can have proper racial matching with Shield and Armor reps. That being said I think the primary role of Logistics in general should be associated with the reps, but the primary RACIAL role is defined by the primary Utility Support bonus. That's how it works in EVE, and while Dust isn't EVE, I think it's a good example to follow.
So, you may not agree, that's fine, just wanted to clarify my logic
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Pokey Dravon
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Posted - 2014.10.06 19:12:00 -
[48] - Quote
Personally I think the real pressing matter in terms of spam is more so that while you can't equip 2 of the same uplink type, the game still allows you to equip different types of uplinks on the same fit. If they went as far as to restrict multiples of the same, then the ability to equip different types is simply a workaround exploit that never got fixed.
It's that ability to carry so many types at once that leads to the spam, and I think that's the pressing issue at hand. Fix that exploit, and you fix the spam.
On the other hand, I'm all in favor of making uplinks/hives more granular, but not so much as to make the mechanic annoyingly bulky. 1 Uplink = 1 Spawn is a little annoying, so a happy medium is in order.
I'm also a fan of making Hives more granular so I leave less clusters behind because not all of them got used. That being said however, be careful in that a hives max clusters do not drop below that which is required for the largest consumption of clusters, which is grenades. If the intention is for grenades to remain renewable from hives, the minimum amount of clusters cannot fall below the amount needed to resupply 1 grenade, wherever those values may land.
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Pokey Dravon
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Posted - 2014.10.07 03:12:00 -
[49] - Quote
mmmmm Scimitar....
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Pokey Dravon
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Posted - 2014.10.09 16:53:00 -
[50] - Quote
Cross Atu wrote:(honestly I still have a taste for the grown up version of reps seen by our sky clad counterparts in EVE, but that idea may be seen as too radical ).
In EVE it's about what, +150% bonus to reps per level of Logistics right? so +750% to a Focused Core Repair tool, puts you at like what....1312 HP/second? Give me that bonus and I'll gladly take the "Sidearm Only" Logi that people get so excited for.
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Pokey Dravon
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Posted - 2014.10.09 18:36:00 -
[51] - Quote
Ah is it range? I stand corrected.
Even so, Cross illustrated the point at hand very well.
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Pokey Dravon
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Posted - 2014.10.09 18:52:00 -
[52] - Quote
Breakin Stuff wrote:The trick here, that cross is slipping around, is it's hard to balance a logi for meaningful support play without causing DUST to devolve into blob or Zerg warfare whwre everyone must focus fire (primary) on the guy the logi is repping or be annihilated by the numbers.
In EVE you need to be able to rep tank because there are only so many ways you can get instablapped. (Being the tackle frigate diving on a double-webbed vindicator would be a good example of instant death)
In DUST Since human reaction and aim is the deciding factor if we made reps comparable to EVE you're gonna pass out from boredom before you crack the sentinel's tank.
Which is exactly why the argument that "Logis don't even have guns in EVE so why do they get a light weapon here?" is so completely ********.
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Pokey Dravon
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Posted - 2014.10.09 22:27:00 -
[53] - Quote
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.
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Pokey Dravon
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Posted - 2014.10.09 22:39:00 -
[54] - Quote
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.
Yes its very situation dependent, but many Logis feel that you should ALWAYS have that rep tool going.
When I play Logi and am latched onto a Heavy, I try to consider the map and what areas we're going to be spending time in. If it's all CQC it's pretty much his game in terms of killing, but if we're gong to be in areas where enemies could be attacking from outside his Optimal Range, It's my job to provide covering fire if not kill the guy outright since the Heavy is unable to retaliate. As we've discussed, Logis cannot negate incoming damage, so if the enemy in unkillable by the heavy for whatever reason, it's going to be better if the Logi kills the enemy instead of trying to rep through the incoming damage.
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Pokey Dravon
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Posted - 2014.10.15 19:01:00 -
[55] - Quote
Scope creep is bad
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Pokey Dravon
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Posted - 2015.01.03 05:44:00 -
[56] - Quote
Jaysyn Larrisen wrote:
Upon reflection, it i think my growing concern is that there are truly a relative few professional logi players left. I've noticed quite a few people pitching ideas like rep tool nerfs or saying "the logi's are fine where they are now". Way more of those voices and most don't actually undertand the impact of what they are pitching.
We need some help. Would be nice if CCP Rattati would commit to working somehting out for us in the next HF.
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
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Posted - 2015.01.03 16:07:00 -
[57] - Quote
Jaysyn Larrisen wrote:SirManBoy wrote:
I hear you guys LOUD and CLEAR. Cross and I are focused on improving the plight of the logi. We get it.
On a side note, I'd really like to get the two of you in a squad and speak to you on coms. Let me know if we can work that out sometime soon.
No problem, SMB. Shoot me a note on Skype or in-game with your prime times and we'll hook up. I'm Best Coast and Pokey is Mountain TZ but i'm sure we can link up. I do appreciate the work you are bringing to the table for the logi crew.
Same. Let me know if you need my skype info.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
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Posted - 2015.02.21 01:16:00 -
[58] - Quote
Meee One wrote: But seriously.
I hope CCP ignores all this 'nerf rep tool' spam.
1st it was "logis aren't repping enough,they're shooting too much,nerf them!"
2nd (now) it's "logis are repping too much,they're not shooting enough,nerf them!"
So goddamn freaking true.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
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Posted - 2015.02.28 00:11:00 -
[59] - Quote
Adipem Nothi wrote:Gyn Wallace wrote:Adipem Nothi wrote:Gyn Wallace wrote:Its nice to see that you're in a thread about buffing the weakest class in the game, arguing for buffing scouts that aren't under-powered Select Category:DropsuitsCommandos are the weakest class in the game. If Logis are underpowered and underutilized, so are Scouts and Heavies. Hilarious. I like how your chart somehow shows that commandos are the weakest class in the game, but magically avoids showing that scouts are still OP, or at the very least still much stronger than logis. But yeah, keep arguing for nerfing scans so assaults can avoid being scanned too. As your chart shows, assaults and scouts need all thelp they can get. /Sarcasm. Again, arguments that poor are an insult to your audience's intelligence. You're bringing me around though: I'm starting to think that nerfing scouts again might be more important than buffing logis. Look at how high they are on your chart! Lol. That isn't my chart. Dust.thang.dk is a 3rd party, SDE-driven website kinda like protofits. I believe it has been unmanned (i.e. on autopilot) since FF2014. The historical data you see there is as legit as it gets. Here's their Community Spotlight: http://dust514.com/news/blog/2014/01/community-spotlight/This historical data section (above) updates every few days; I believe this section polls data daily: http://dust.thang.dk/market_tryhardinator.php
To be fair, those charts simply show units sold right? Amount sold does not necessarily mean that the suit itself is good or bad, its a measure of popularity and it really doesn't surprise me that Commandos are the least popular....they're an odd niche sort of role, but they're not bad by any means. I think they need a slight buff, but in general when I play as a Commando I feel sufficiently powerful.
Logistics on the other hand.....holy **** I'm squishy. Unnecessarily squishy. I mean you can look at market sales all day, but in my experience things like the Commando feel pretty good....playing as Logistics really does not.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
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Posted - 2015.02.28 02:06:00 -
[60] - Quote
Adipem Nothi wrote:Pokey Dravon wrote: To be fair, those charts simply show units sold right? Amount sold does not necessarily mean that the suit itself is good or bad, its a measure of popularity ...
Yes, all we can see here are unit sales and how they've changed over time. You can almost date Uprising 1.10 looking only at the timeline alone. We can see how Logi usage rates improved slightly (presumably due to Bandwidth) and how Scout usage tanked as Falloff proved sufficiently potent to convince the slayers to drop the Scout suit in favor of Assault. Farewell and good riddance, Assault Lite. o/ Usage rates don't show us everything or prove anything, but they do tell us a part of the story.
I hear ya. I just really hope the Logis get some serious love really soon. They keep getting passed over in favor of Rifle Rebalance, again, and other things of the sort.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
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Posted - 2015.02.28 07:07:00 -
[61] - Quote
Well first of all, I've never seen bandwidth as a real 'buff' to Logistics, I've always considered it a nerf to the support capabilities of Non-Logi suits, but bandwidth did nothing to allow Logistics to do a better job than they were doing before. Did it make Logistics more essential? Totally. Did it make them BETTER? Not really.
Also the work with the Nanite injector was great.....and it is indeed a buff to anyone who uses nanite injectors (even non-Logistics).
My point is that the suit itself....is lacking. Overly squishy and difficult to move in, and I'd argue that its bonuses are generally too restrictive (but that's a huge argument I've already gone through previously in this thread).
I think at the VERY least, the total number of slots each tier of Logi has should be equivalent to the number of slots its equivalent Assault has. So 4 for STD, 6 for ADV, 8 for PRO. Ideally I'd just say match the slot layout directly but I know some will argue against that. (Currently Proto Logis have a fairly similar slot layout to Assaults, I dont see why this shouldn't carry through to lower tiers as well)
Once that's done I'd say probably a slight increase to HP, probably around the 50-60HP range. Not as much as the Assaults got when they were buffed, but still a bit more to compensate for same factors that merited the Assault HP buff.
I wouldn't touch movement speed, I still think they should be slower than Assaults.
What I would dial up however is Stamina. Its not all that useful in a firefight which makes it innately weaker than the Assault in direct combat, but it does allow the Logi to be mobile because it needs to stop less to catch its breath.
Naturally people will cry "SLAYER LOGI" but note that the Logi would still maintain less overall HP than the Assault and still be slower. Additionally the Logi still lacks the massive defensive bonuses that made the ole' Slayer Logi OP in the first place, and it also lacks any of the weapon support skills that the Assault has. What you end up with is a suit that doesn't vaporize the second someone looks at it, but it's also not something that preferable over an Assault when it comes to direct combat.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5113
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Posted - 2015.03.02 04:35:00 -
[62] - Quote
Logistics may not be a direct combat suit, but a dead Logi is a useless Logi, so at the very least you need to consider their surviveability on the same sort of scale as the other suits. You want to discourage direct combat, but not make them so squishy that grazing blows tear them apart.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5113
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Posted - 2015.03.02 05:34:00 -
[63] - Quote
Pseudogenesis wrote:This is true. I neglected to mention suit stats themselves because I don't think I'm qualified to comment on them. Logis in my experience have been squishy, but I'm not sure if that's a good thing or not. Their low eHP needs to be a balance factor when you're talking about the logi-heavy combo, but I don't think it needs to be as low as it is currently. They could probably use an increase to base eHP.
What do you think about the suggestion that logis get increased stamina and speed in place of HP? Or maybe alongside a minor HP buff.
I commented on this before, but I think an increase in stamina and HP (but not to exceed the Assault) is in line. I don't think they need more movement speed, just more stamina to give more mobility without increasing direct combat effectiveness like movement speed would. I'd also like the slot progression of the Logistics to be looked at....Prototype isn't too bad aside from some tweaks, but STD and ADV tiers are all kinds of messed up.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5113
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Posted - 2015.03.02 06:18:00 -
[64] - Quote
So make the reward system more granular? I can get behind that as long as it doesn't cause performance issues.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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