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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
668
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Posted - 2014.11.15 20:55:00 -
[1] - Quote
This was a long thread but worth the read. I see a few points that I would like to address, yet there are many that I do not need to get into as Cross, John, eL, Meee, and many others have already made the points perfectly.
Equipment Lag: @Cross - maybe there is a reference I am missing but, I am surprised that the cause of equipment lag wasn't referenced earlier. It became clear during several PC tests that were monitored closely by CCP some time ago; they were able to route it especially for the match between the teams. It was actually caused by the sounds and not the visuals of the game. Each piece of equipment has a very distinct sound and a certain number would cause little issue, but when each one was firing off in a field of 50 the system was overloaded to make every one distinct to each player. This may have been 8-16months ago. I do not recall if there was a solution.... sorry. I'll see if I can find the reference if you like.
If there was no solution, then Veloctte's works. This new idea of shorter life span equipment works as well, but in tandem with the bandwidth idea makes it a real winner I think.
Concerns and Ideas STATS AND FITTINGS #1 Tier Standardization and Slot Count Equalization. Back in the Charlie Feedback conversation with Rattati we shared a few ideas. One was the slot count equalization of the logis and assaults and the other classes; that happened for all but the Logis. Along with that discussion was the push for tier equalization that happened for all classes except the Logi. This is my first request. I donGÇÖt care for the sidearm discussion right now, what I want are equal slots and to make the step from level to level as even as possible. Otherwise we get into the Gal and Cal having a huge disparity in their character life.
UNIQUE Logis GÇô (3EQ, Side Arm, or Module Focus) AMARR SIDE ARM S- 1H/3L/2E + Side Arm A- 2H/4L/3E + Side Arm P- 3H/5L/3E + Side Arm
CALDARI........................ OR With Side Arm (I'm open to it) S- 3H/1L/3E.....................3H/1L/2E + Side Arm A- 4H/2L/3E.....................4H/2L/3E + Side Arm P- 5H/3L/4E.....................5H3L/3E + Side Arm
EQ SPECIFIC Logis GÇô (4EQ) GALLENTE S- 1H/3L/3E A- 2H/4L/3E P- 3H/5L/4E
MINMATAR S- 2H/2L/3E A- 3H/3L/3E P- 4H/4L/4E
#2 I agree that role should be defined. STATS
Your questions around "if everyone else could do without a logi is it specialized?" is dead on. The bonus, stats, and all the rest should define that; and in turn we should not step on the toes of other classes - and they should not step on ours. So a few changes are in order.
So what are we? A Logistics class suit is also a MEDIUM Suit, so why does the ASSAULT Class need to kick our stats in everything? Why has our thinking been relegated to a state where the ASSAULT Frame must win 10/10 times (HP/Regen/speed/cpu/pg/etc)? Should we not be better in some battle things and they in others? TOO often they win. We are supposed to be between Assaults and Scouts in stats. That does not mean less than assault always. I know that CCP wants to keep the Assault class as the Go To Slayer Class, but other classes have better stats in some areas and worse in others GÇô can we not find that balance? Or must we always be less? We do not beat the other type medium frames in what are often the deciding factors of a battle like HP, what we can fit, movement and sprint speed, or regen. Why can we not be faster than Assaults? Or better at regen? This is a shooter too, and we must have the chance to survive.
I see TWO CHOICES when it comes to size. We are either more like a heavy or more like a scout. A heavy is slower but has a Krap-Ton of HP, and slow regens. (nothing new). Or are we more like scouts? Speed, low HP, better regens. We are essentially an assault frame that can go either way. Where do you want to go? With all the Low HP talk it sounds like we donGÇÖt want to be slow delivery tanks but rescue speedersGǪ so Scout specialties are right up our ally.
We have a medium frame, ripped off some armor and shield generators so we could mount some equipment on there. We can have Assaultish stats and we can have Scoutish stats; we just donGÇÖt need to beat them; but we can get much closer to their values to be a competitive class. So, get your heads out of the slow fatty lane or start suggesting stats that put us closer to our hitbox size in a good way; like Piles and Piles of HP. nüè
Why? Because CCP can, and may, pick and choose what they like. Why do we not ask for the best? Best is: we get what we need. A step down is a compromise, and a step down from that is getting screwed over.... so same spot the Logi is in now.
A. HIT BOX. This is a FPS. Give me chance to defend myself and not be swatted down so quickly. A logistics class stats should NOT HAVE THE HITBOX of a *uneducated expletives written in righteous fury* HEAVY. HITBOX to MED. - not altered medium just the standard medium.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
668
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Posted - 2014.11.15 20:57:00 -
[2] - Quote
B. Base stat adjustments. In my view, with maxed skill trees, a Proto suit should be able to fit Proto Equipment and Modules and still fit a basic to ADV weapon, sacrifice for a grenade (Racial Weapons please). Should be anyway. Regardless of my feelings, why are we asking for less PG/CPU Than Assaults and having them Equalized between races GÇô I didnGÇÖt see where we came up with this magic number? I get that we would have more fitting power IFF the skills and Equipment changes were passed through as well. But that is no guarantee.
Beginning with the solution that will most likely be chosen at the end of a long discussion is rarely a sound negotiation tactic. But, if this is the discussion... and we are compromising, dropping stats is not what I would recommend, especially when they aren't enough to run the fittings I can run now. Dropping Min, Gal, and Amarr PG/CPU... no.
The improvements in Regen, HP, etc. are nice but that is where the suit needs to go anyway. Do we really feel we need to compromise what stats we do have for a meager helping of a few more? I do not. If we do anything with PG and CPU it should be to raise them to Gal/Min standards if we were to equalize them. Even then there should be a set amount for logis and then the racial differences take over to shift PG and CPU. But maybe that was broke from the start.... Amarr should always have had more PG and GET RID of that Forsaken CAL CPU NERF! It has run its course. No more slayers are there. None are hiding in the shadows to jump into that mess should it even become a viable logi suit again. CCP killed it. THE CPU intensive CAL modules require much more. IFF we are to Equalize our CPU and PG then at least get every suit up there. The Cal logi does not need to sit in the corner and continue on as the ******** cousin at the kids table on Thanksgiving. Let him come back into the fold, please.
Each Logi beats its Assault brother in either CPU or PG and is very close to the other stat that it does not surpass. Same pattern should apply unless CCP is Equalizing all Classes.
TLDR I'm just saying that perhaps our lower PG/CPU equalization should be a PLAN B. We should have a Plan A for a standalone stat adjustment.
b. Continued. The rest of the stats can be bolder as well. In this thread we have spoken of the unique jobs of a logi and how the equipment use and our color make us more of a target than those we are protecting. Given that we are between Assaults and Scouts, let me propose some rules for these stat changes.
PG/CPU GÇô Meet or beat, only by a little, the other classes. I would see the Amarr with more PG, Caldari CPU, and the others nearly where they are at now.
HP needed a buff. Thank you. But I am also in the group that sees it as perhaps only a millisecond more of survival GÇô but it helps. I pushed mine to just 100 away from that of each assault class. That is a fair gap I feel. Above a scout but still far from the AssaultGÇÖs values.
LOGI REGENS I would like to see above the Assaults or SPEEDs over an Assaults GÇô we donGÇÖt have to be gimped twice. So in my proposal Our regens are in between an assault and scout with the rates and delays. SHIELD RR GÇô Between Scout and Assault SHIELD RD GÇô Good SHIELD DRD GÇô Good ARMOR Repair Rate GÇô I would like more, I only increased it with Amarr and CaldariGǪ but it is OK.
MOVEMENT SPEED .2-.25 above assaults or I would like at least equal with Assaults but if this is as far as we can go I get it, ok. Quicker strafe has been discussed and is a nice quality for our class. (even though we will be loaded up to compensate for lower HP and will loose the edge, the net effect is still good). It looks like the original was just a blanket boost of .25m/s, but if we are defining the Logistics character we should really set what it is in stone.
Sprint SPEED GÇô Good. Should be at Assaults level or close. GÇô could we trade on stamina?GǪ what do we need? A long running logi or a quick sprinting logi? Needing to be in 7 Places at once I would go for more sprint speed.
STAMINA GÇô I believe it should either be beating the scouts or it should not. We have inconsistencies within our groups. It looks like it was just a blanket boost of 25%, but if we are defining the Logistics character what should it be? For increased move and Sprint less stamina is OK. For Increased move and equal or less sprint we should have a large pool.
STAMINA Recovery GÇô Decide GÇô Better or Same or Under Assault? GÇô Same part of the earlier discussion about should we be sprinting longer or more often? Right now we have it under an assaults. But I think that is debatable. A smaller pool but faster regen is good or just a large sized pool with decent regen.
SCAN Profile GÇô Awaiting Ewar. I Feel it Should be Better than Assaults GÇô always. SCAN Precision GÇô Awaiting Ewar.Should be better than Assaults GÇô Always. SCAN RADIUS GÇô Good.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
668
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Posted - 2014.11.15 20:58:00 -
[3] - Quote
#3 SKILLS
Class GÇô the change with equipment updates is golden.
Logistics Racial Buffs I like Suggestion #1. I believe it offers bonuses for Beginners and Vets. Beginners and Vets get the immediate effect of the skill for that race and if a player already has a rank in the same class that miniscule amount will still impact their experience.
I believe it is especially great for keeping beginners trying new suits and also allows a bonus if it turns out they really didnGÇÖt like that particular dropsuit. For Vets, it keeps them investing in new possibilities and can make a stagnant experience new again. If they want the Minmatar bonus but REALLY REALLY just like to play Caldari then they can have a piece of it, and who knows, if they proto that bonus they may whip out their special Minmatar Proto setup and get a whole new experience.
I see that while I could just keep maxing out weapons the skills my character learns, the interactions with the culturesGÇÖ technologies will allow me to have an edge during my sojourn in the EVE universe. So that whatever I learn in each class can be applied to that class regardless of racial suit, at least in a minimal way. Which means that I will be playing those races to get the bonuses for all of my setups.
Doing all the calculations on how that would affect each class beyond just the LOGI is not a task I want for myself but IFF it is a possibility I can guarantee each class will want it. And why wouldnGÇÖt they? If LOGIs get this really cool option more will see the benefits. Vets will have a reason to continue and CCP will have the SP sinks that they desire in a near Legionesque way. We want what we do to matter. Having these bonuses apply throughout the class would be awesome.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
678
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Posted - 2014.11.16 04:43:00 -
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John Demonsbane wrote: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.
I completely agree. I suppose I have not taken the time to run numbers and fits to find the perfect PG/CPU combinations. I am with you that the key is to get proto gear and proto modules equipped and then have little left over so the sacrifices are between weapon level, grenade level (if at all), and side arm where applicable.
If the bonus works and it allows me to maintain current fittings I am ready to move with it. But I need to take some time to wrap my head around why the Lower PG/CPU would work out. I don't want there to be a rush of slayer logi's but I do know that there are various types of Logistics characters. I typically fall on the Logibro side of things but a bomber fit must be just as viable, a logi that can kill/defend should be possible. I believe it boils down to the ease at which one can accomplish such a fitting. If it is easy for common newbs to jump into a logi and slay it up then there is a problem. But a creative individual that can tailor their playstyle and fitting to have a fit that can sadface the opponent is ok.
But saying anything light that brings the logi hate for logistics killing anything - we all know this.
Can you tell me Your PG/CPU suggestions and Why? I would just like to see something as an example about why the values are too much. Maybe what I ask is not available. I can get on board, I just need the logic.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
681
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Posted - 2014.11.16 18:32:00 -
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RKKR wrote:After running around with the injector without a squad:
First of all, running without a squad makes a logi more vurnable as you don't have teammates (to communicate) to protect you and that random have none to almost no situational awareness (with the consequences that you have to use your gun yourself more than usual to protect your pretty ass). This also leads to blueberries dying in places where it is too dangerous to revive. The case of joining a good squads are rare, but they are usually happy that you are using a proto-injector which leads in more patience to being revived (in the case if they do die).
It seems that enough people are calling for help, my problem HOWEVER is that people usually call TOO LATE for their revival:
In most cases I could have revived a blue dot successfully if they had called for help much sooner. By the time that they called for help the enemy team would have usually taken over the position, making a revive too dangerous or impossible.
When two dots died at one location and they both ask for help at a different time. I think this explains itself, it's a waste of effort/opportunity and I'm already wasting my time shooting red berries myself most of the time due to the stupidity of randoms.
On being revived myself (usually doesn't happen): lol people still time their revives badly, sometimes I'm already dead before I gain control over my character.
Possible solution: Make it so that you can stab people and that they have to accept the revive after they got stabbed (oh, I guess this was proposed many times before....). I don't care if you give WP after he accepts the revive or not or divide it between a +35 "first aid" for the stab & +35 "Revive" for the actual revive or not at all. I want to revive and help my team efficiently in the first place.
If I understand correctly you are saying to allow needle pickup everytime and the downed player can decide whether to accept the revive or not. I like that more than just calling out for an injection or not. I don't know how difficult that might be to program for or whether that would be client or server side, but either way I like it. Lets me do my job and move on.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
685
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Posted - 2014.11.17 05:30:00 -
[6] - Quote
OK, Opinions based on new Info
WarPoints IFF tiered WP is available. If not I like the middle value.
Hives - they are already weak as is the hive itself. But if we are comparing equipment based on tactical use and earning potential the hive have very limited earning potential, and are commonly not considered a tactical necessity, even if their use can turn the tide of an oncoming onslaught. I suppose the question should be asked from a statistical point of view: "Does the average player run out of ammo before death and could/do nano-hives tip the balance to save them from death? If statistics can prove they are devalued then their earnings should be increased. Either in Raw WP increase or potential increase in increased nanite count. Perhaps from a 10 - 15 - 20WP. That could be per tier as well.... actually I like that a little bit more.
Drop Uplinks - Tactical value. High, but also can be very spammy. The new equipment adjustments will be great if that comes with a bandwidth for deployed EQ. Earnings could be based on tier as well: 15 - 20 - 25WP
Active Scanner or Passive scanner bonus: Better idea is right before my post. And longer bonus time possibility not a 10 second but maybe a 15 - 18 second perhaps. Just thinking of how long distance to target and subsequent skirmish lasts.
RePTool - Contingent upon WP per HP amount repped. Basing it around top player earnings is not a swell idea. Averages are something that CCP would have. But dropping it to 20 or 15 is manageable. But those changes with a repair reservoir... that will be tricky. and is that 15 or 20 per 40hp or 25hp? - I like it in quarter increments of 100, but I'm open.
RESERVOIR IDEA The reservoir will be tricky to balance and should increase per tier. Should the skill 'repair tool' also increase that reservoir? and the limit? Will it be a time limit of 30 - 45 - 60 - 120 seconds? Recharge rate? Or will it be a reservoir of available HP to heal?
I definitely believe it should be a reservoir of 'time active' and not HP and the skill should unlock the different tiers and work like the Amarr logi heat build up negation or build up the reservoir - essentially the same right now.
I can like the idea. It would stop the simple following all match of heavy, BUT i dont like this mechanic UNLESS one can maintain the lock without draining the reservoir. This may work like just keeping a lock on a character or only having the reservoir deplete as reps/nanites are used. But I doubt that this is what you had in mind. LOCKING on is a little easier but can still be a pain in 1.9. And being forced to loose that lock in the middle of an engaged firefight or movement to a battle and then being unable to reengage because of other players moving through the field of view would be more frustrating than it is already. - And a feature like this should not make things more frustrating.... So why are doing this again?
Is this just a CCP conditional thing or just a general idea that is floating out there? Because right now never needing to disengage is nice, but right now that also comes in handy. I don't like logi's that don't do anything else but I don't often see a logi that just does that. Even if there is a chubby chaser couple that is usually a highly communicative group - it is really hard to keep a Heavy alive without voice chat and an experience heavy.
This adjustment would make communication Key. THEREFORE there MUST, MUST, MUST be an easily visible signal that a subject is being repped. The Yellow Screen pulse was a bit much, but can we just tone it down? Because the predominant amount of games played will be solos without voice and this is just making the support role much more difficult.
BRING the yellow screen pulse. A signal for when the stream may be ending would be good to for a field communications. Three Pulse SOS visual and sound will help the healee and the reppee communicate. It must be a requirement for this kind of change to the system - surely you can see that.
So, Idea is contingent on Lock on mechanism and Visual/Audio Communication of repping.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
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Posted - 2014.11.17 06:44:00 -
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Cross Atu wrote:RedBleach LeSanglant wrote:John Demonsbane wrote: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. ... 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. ... If the bonus works and it allows me to maintain current fittings I am ready to move with it. But I need to take some time to wrap my head around why the Lower PG/CPU would work out. ... Can you tell me Your PG/CPU suggestions and Why? I would just like to see something as an example about why the values are too much. Maybe what I ask is not available. I can get on board, I just need the logic. ... The proposed changes as linked in the spreadsheet cannot be taken piecemeal or they are broken. The alteration to suit stats without the changes to role bonus are key here without one the other is not properly applying. With both in place logi frames being used without equipment have fewer resources than current, while logi frames being used with a full set of equipment will have more net resources to use. This combined effect allows for more freedom to buff the overall logi frame and role while still precluding any theoretical risk of use as a slayer suit. So, please carry on with the feedback, but bear in mind that with regards to the proposal if you are not considering the entire proposal then the suggestions will be distorted/broken. They are meant to be taken together, or not at all. Cheers, Cross
Thank you for the answer about taken as a whole or taken piece by piece. To that end I would throw my support in for the changes on principle. But not in their current state.
The Equipment rework - even without the price changes - is sensible and couples well with the logistics bonus. But rereading that may have been tabled.... sorry. And it looked like removing the hidden skill bonuses were out as well...
The Reduced CPU/PG - I still cant buy in. I get that we may have more fitting power but is it still enough to make great fittings? I have some pretty rockin setups that still hunger for more PG and CPU and that is still with just proto and ADV Modules and a basic Grenade or none at all. I am Hesitant to say the least without an increase in CAL CPU and Amarr PG.
The current setup of removing the hidden bonuses and kinda adding that bonus to my fit does not help my fitting in my maths. (25% logi bonus of 10pg) + (25% skill bonus of 10pg) = 5 and (50% Logi bonus of 10pg) + (0% of skill bonus) = 5. Without the cost increase for other suits I don't see the benefit and that means that lowering my CPU and PG is dog logic, and they are not very good mathematicians. I am still left with less. My equipment still takes up the same amount.
The Logistics bonus would have to be in the neighborhood of 75% net total to get my fittings anything close to what they are now.... and that is still untenable for most of the solid fits. Throttle PG/CPU but make it count with the bonus. I can math it if needed. But I'll trust you Cross.
SO STATS
IF we do this (PG/CPU nerf) Make it worth while. I feel that we are week in that stats proposal. We are taking a cut. Hard and true fact. - and the logi suit still sucks right now. The throttled stat increases in other areas do not make this a stronger suit or even a better logi.
Let me Pick for the Team. A logi either follows a set group or is darting all over the field. Our operations DEMAND that we soak up some damage for revives and repping and then recover. We cannot stay in a fire fight but should be able to fight back, run away, duck behind cover, and fire off some pot shots at enemies.
HP Buff - 100 shy of Assault with less fitting power? That seems reasonable. But to get other buffs i could leave this.
Shield Regen... Buff it. We are geeky like that. Less HP but we make it count. We can take a few hits and recover it quicker, but we are still more squishy. This Is Required for our role. Our revives need it and our repping jobs need it. In between a Scout and Assault. Because it is dumb to follow someone into battle and not be able to recover from a few stray shots fast enough to keep helping your subject.
A Logi must have a high strafe/move speed. Above an assaults. and below a scouts. We follow a group of variable speeds and being the slowest or second to slowest gimps the team and the role. We float around the field where needed, that is part of the role, in less protection than everyone but scouts.
Sprinting should be Higher or Equal to an assaults base stat. We sprint in bursts. From teammate to teammate and back again. A high sprint coupled with a high sprint regen works. - for everything else, green bottle.
Stamina Pool should be lower than an assaults. This is how we pay for part of the regens (nerfing PG/CPU to please those fearful of being killed by a logi pays for the rest). Lower pool but higher regen means we can't maintain top speeds long, but we are more effective running short ranges than huffing it through a building and up the stair or across the plains. We have alot of crap we are carrying that takes most of our effort. We are sprinters not marathoners.
Don't settle. Stats are weak for our role. My thoughts.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
685
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Posted - 2014.11.17 07:07:00 -
[8] - Quote
John Demonsbane wrote: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 armor rep bonus, and potentially 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. My only issue with the various proposals to give more WP or whatever for proto is the potential negative impact on new players,
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 redbleach's post above. That's a really 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.
I can understand the sentiment of it being harder for newberries to break through. But then where is the drive for better equipment beyond the repper that will be based on HP repped?
I like it only because there is a value system associated with bringing better gear to the field. Supposedly bringing better fire arms or using better modules increases Potential WP. Killing, hacking, etc. more and faster. But our current system gives the same reward for using equipment that gives the same reward despite its benefit to the receiving party. More Ammo or faster spawns are useful. If we do not pay for that use then it rarely happens.
I will remind the group of the time when we received nothing for repping. Rep tools went away in a big way unless you were a dedicated logi. Points/money/recognition are what basically drives most actions in this game. Psychology influences these things in a big way. You want X, offer Y and not Z. We want players to all use better gear and new logis too, driving them to this class. The class with a great WP potential with gear.
Overall the Risk vs Reward is key. If a player knows that they can get potentially more points from an item, and it is better for the team (assuming higher tiers often do (protostomping is a good example)) then leading Newberries to water with more points is a great way of indirect communication to push onward into skilling higher gear. Regardless of whether they throw down the nanohive or uplink they still know that they could. And knowing that you can is almost as satisfying.... almost but not enough as we all know. So we struggle and strive until we are successful. And that keeps them using better gear, which keeps the isk train going, which keeps people playing the game... ok maybe not in that order. It is a good move for CCP I think.
Right now the only gear, worth it point wise, is weapons, suits and modules, and the rep tool because we can easily see the WP earning potential activated by the effects on KDR. So, people go for the FoTM or suits they know can dish out damage. We want people to use better gear that is better for the team we need to offer a dumb proof signal on what it better. More WP for higher tiered Gear is an easy signal. Coding might not be, but the points certainly get the message across.
just an idea.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
687
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Posted - 2014.11.17 16:12:00 -
[9] - Quote
John Demonsbane wrote: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.
That made me laugh too :)
The shield transporter, does it need to a limiter then? Or a cool down period? What if it was an AOE type of tool? Much like a hive but not deployable? I'm kinda thinking of the vehicle scan animation centered on the user. Could be OP as hell or it could just offer a temp buff lowering recharge time and increasing shield recharge.... no nevermind. Don't need that kind of "active module" idea now... but I wouldn't even know where to begin with balancing a shield repping tool.
Unless it repairs shield even when a subject is into armor. The damage check first hits the shield amount and then carries over to armor. And when a Shield Transporter is active every second shields are restored, regardless of armor or shield recharge/depleted stats of the player receiving the repps. Meaning that the Shield transporter doesn't mess with their stat values at all but just adds shield like our current armor repper despite the reppee's armor repair value. So, even if the damage received just a second ago depleted shields and went halfway into armor this current second the shields are repped a certain amount. ........... So just like a repair tool then........ Sorry to waste your time.
I mention this only because I have read other posts that talk about the shield transporter altering or being affected by the receiving party's stats.
I'm done, going to work.
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RedBleach LeSanglant
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Posted - 2014.11.18 01:49:00 -
[10] - Quote
So there are definitely a few ideas out there on how to work a shield repper.
I believe that a set amount of shield reps per tool would be a safe approach. Negating a shield delay only is an affect that can be adjusted or removed as Devs see fit. But a shield transporter that just allows a player to recharge shields faster, by removing the innate delays, will be widely variable between every suit, race, and class on the field.
I like the Shield Transporter repping a certain amount like the Armor Repper because that set amount can be calculated and adjusted. It can be used in and out of battle with a consistency that allows the Player operating the tools to judge when to use it and, especially in battle, when to communicate to others to fall back to complete the reps. A transporter that was widely varied, that fed off the base recharge of a suit would not allow the Logi to estimate what the best service to provide will be as every suit setup is different. Also, if there is a set amount of reps that is easily seen when countering damage being taken, all leading me to say I want to be able to quickly judge a situation and know the best approach - and one that widely varies is not reliable and will be thrown away by my solutions centered tactics.
Now if there was a feature that also put the shield delays at zero when being repped we have a situation like the Armor repper where passives are always active regardless of external repping. But as each class and race has a distinctly different shield regen rate (that can be augmented) overlapping that rate with that of the Transporter would create some very new battle situations. And some new unique builds for when running with a shield repper.
I have yet to rep and follow a heavy that has only Armor rep modules in the lows making a total of 200+ per second of regen when a core focused is going to work on them in battle - but I would welcome any stories about how it worked out or if brick tanking and logi reps were just the best way to got. Because this Shield transporter would create situation like that where I begin to wonder if we could start repping through an absurd amount of damage.
So I would vote for a Transporter that has a set amount. I am not opposed to a Dual Repper that grants Shields and Armor but it would be interesting to see the numbers that would balance. - but this is also new territory, so who knows. I would be cautious about a system that solely relied on the subjects shield regen, but adding it as a bonus to being shield repped could make for some interesting situations. I will have to give the numbers some thought and run some experiments with fittings to see how it would work out.
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RedBleach LeSanglant
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Posted - 2014.11.18 06:20:00 -
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Cross Atu wrote:RedBleach LeSanglant wrote:The Logistics bonus would have to be in the neighborhood of 75% net total to get my fittings anything close to what they are now.... and that is still untenable for most of the solid fits. Throttle PG/CPU but make it count with the bonus. I can math it if needed. But I'll trust you Cross. I would love to see numbers worked up especially with any annotation on how and why the contrast the current listings. This proposal has undergone so many revisions both within the community and internally (usually meaning I find out something either does not, or cannot, work mechanically as I had hoped and thus must be worked around) that it is sometimes hard for me to keep track of whether everything is current and as it should be with regard to the numeric details (these are of course important details but they are often derivative ones as well which makes them harder to keep track of). Anyway, if a concept seems sound but the specific numbers do not execute it properly then by all means feel free to provide alternatives you know me I'm big into discourse. Now, you have an entire post with a lot more 'meat' to it than the bit I've excerpted above and I am still reading (and re-reading) the thread but I just wanted to get this bit out right now. Cheers, Cross
Thank you. Yours is a volunteer position. Elected but still a lay person. I appreciate the time you do put into your explanations, arguments, and thought descriptions.
Thank you
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RedBleach LeSanglant
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Posted - 2014.11.19 06:18:00 -
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Cross Atu wrote:RedBleach LeSanglant wrote:The Logistics bonus would have to be in the neighborhood of 75% net total to get my fittings anything close to what they are now.... and that is still untenable for most of the solid fits. Throttle PG/CPU but make it count with the bonus. I can math it if needed. But I'll trust you Cross. I would love to see numbers worked up especially with any annotation on how and why the contrast the current listings.This proposal has undergone so many revisions both within the community and internally (usually meaning I find out something either does not, or cannot, work mechanically as I had hoped and thus must be worked around) that it is sometimes hard for me to keep track of whether everything is current and as it should be with regard to the numeric details (these are of course important details but they are often derivative ones as well which makes them harder to keep track of). Anyway, if a concept seems sound but the specific numbers do not execute it properly then by all means feel free to provide alternatives you know me I'm big into discourse. Now, you have an entire post with a lot more 'meat' to it than the bit I've excerpted above and I am still reading (and re-reading) the thread but I just wanted to get this bit out right now. Cheers, Cross
MATHS or LOOK AT ME BE COMPLETELY WRONG:
Quote:THE Problem with the PG/CPU change, Logi bonus, and equipment change currently proposed
What I am looking for is a net benefit from changing my PG/CPU to generally lower CPU and PG. As we have discussed in this thread the LOGIstics Bonus offers a total of 25% off fitting cost of EQuipment. The skill nodes for many pieces of equipment unlock tiered gear and have fitting reduction cost with each level. This cost amounts to another 25% off of fitting costs for whomever levels the skill. Thus, in total a Logi can fit a piece of equipment, with the fitting reduction cost of his class and equipment skill, at 50% the PG/CPU cost.
Logi Bonus: 25% Skill Bonus: 25% together it equals 50%. So when an item costs 20 CPU and 10 PG the logi recieves a fitting bonus to make the cost 10CPU and 5PG.
The Proposal seeks to change these bonuses by removing the fitting bonus of the equipment skill (Skill Bonus: 0%), make the Logi Bonus 50%, and if that were all we would have a net gain of 0. Because the Logi would still have a total of 50% savings. BUT Equipment Fitting Cost may increase, resulting in net loss. Now the item is 25CPU and 14 PG; and with a fitting bonus of 50% the item is 12.5 CPU and 7PG. An increase in resource cost of 2.5CPU and 2PG - THERE is NO gain for the Logistics Class.
On Top of that a PG/CPU Adjustment augments the pain by reducing available CPU and PG Proto Amarr Logi CPU: 390 PG: 72. With our original item of 20CPU/10PG (now 10/5 with the fitting cost reduction) equiped we are left with 380CPU and 67PG.
The new Class bonus would leave that the same. (50% is 50%). But with the equipment changes the Logi would now have 378CPU and 65PG = NET LOSS
ON TOP of THAT The PG/CPU change makes the Amarr logi now start with 370CPU and 74PG. Equipping our original item under the current system we have 360CPU and 69PG, BUT with the equipment change too we have 357.5CPU and 67PG... NET LOSS
For each Racial Proto we have a Loss: Amr: 390/72 to 370/74 and with our item 378/65 to 357.5/67 = Loss of 21 CPU and Gain 2 PGU Cal: 350/78 to 370/74 and with our item 340/73 to 357.5/67 = Gain 17 CPU but Loss of 6 PGU Gal: 390/78 to 370/74 and with our item 380/73 to 357.5/67 = Loss of 23 CPU and 6 PGU Min: 390/78 to 370/74 and with our item 380/73 to 357.5/67 = Loss of 23 CPU and 6 PGU
SO, Changes amount to NET LOSS. Not net gain.
I use every spare unit of CPU and PG that I have to make great chubby chaser fits but they only fit 3 proto equipment to have proto modules as well. I build great and wonderful suits and dropping the CPU/PG will only hurt them, because many of these suits have to be viable when the team or teammate goes down to survive and bring the team back or run away. Any change in PG/CPU hurt the current builds.
So with Fittings I run about 238-282 CPU and 43-50PG with 4E. Protofits.com with max fits, puts the adjusted use @ 186CPU/38PG... which makes me ask: that's 25%, what is the game like? BECAUSE ALL OF THIS ISN'T SOUNDING RIGHT!
OK. Figured it out. Everyone Just calm down. Whatever we are saying the Skills are doing its not and they are messed up. I don't get a 50% fitting bonus to Hives, but it was also more than 25%. CCP does math Weird.
A Logi does have the 25% Base fitting cost Reduction to Equipment. Some Skills add 25% after the initial Fitting Cost Bonus. Allotek Nano Hive 88CPU/16PG. 50% would be 44/8. 25% would be 66/12. But it ends up 49/12. No Change to PG but 88-(88*25%)=66 and 66-(66*25%)=49.5
That is how we get there. Two calculations and not one, I forgot we did that along time ago with dampeners. So really it is only a 45%CPU/25%PG bonus with the hidden bonuses.
THE LOGI BONUS OF 50% DOES MATTER. AND IS AWESOME! IT would cut my normal equipment CPU/PG use on a proto suit IN HALF to 141CPU/25PG that could be spent on moving and ADV Module or two to Complex! THAT WOULD ROCK! and while the small loss in CPU/PG originally I am now convinced (as many others already were) that it is a NET GAIN for the LOGI.
Now that math has proven itself the Logi bonuses I Have no Question about the LOGI CLASS bonus or reduction to CPU/PG. Well Done. While classifying the logi as the best EQ user and making the cost standardized for suits outside the LOGI class.
btw: could we make a skill bonus add just 1% so it is not completely usless as a skill for all other classes? THIS IS TOOOOO AWESOME - I love MATH!
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RedBleach LeSanglant
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Posted - 2014.11.19 06:31:00 -
[13] - Quote
Victor Moody Stahl wrote:For the record, that "hidden" bonus for nanohives comes from the Nanocircuitry skill providing a 5% CPU reduction per level to nanohives and needles.
The only flaw of that skill is that it's simply not listed in the description that there's a CPU reduction bonus. Any "hotfix" of that should be to merely add the appropriate description to the skill so it's a case of "oh, hey, if I increase my Nanocircuitry skill, I get access to better hives and a reduction in hive/needle CPU usage? awesome!"
Yep, it took me a while but i had to math it out to make sure I understood it. Just something about working through an issue, doing the numbers, and all that that make learning worthwhile.
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RedBleach LeSanglant
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Posted - 2014.11.19 23:44:00 -
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John Demonsbane wrote: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.
This is not a newer idea but it hasn't been brought up in this kind of "possible logi update" discussion in a while. I do think that each logi should start with at least 3 EQ slots. It is the draw of the role. 2, Cal and Amarr, is just the same as a scout, and can probably eve logi a bit better at that level with the logi in its current state, but the point is that 2 is not enough to be an effective logi character. And while 3 is nice to cover most bases (injector, Repper, Nano) it is not quite enough to be as effective as a full 4EQ logi is. That fourth slot open up alot of builds to unique situations for Uplinks, scanners, or demolitions while still retaining the ability to support the team.
Classes upgrade with their role and benefits to that role. Each gains modules as it advances up the tiers in Highs and Lows, but none gain anything extra in EQ or LW, side arms, or Grenades. Just H/L module count and Fitting Ability with increased CPU/PG. While that may be an argument for why they should start out with the Pro level 4EQ that 4th EQ slot can be seen as a module at the pro level I think.
That said, this could be a good addition for the class. The two battle logis, CAL and AMR, should start and end with 3 EQ - and give that CAL a side-arm. The two other Logi's, GAL and MIN, could start with 4. In addition to Tier Equalization, and the general CPM proposal to CCP for the logi adjustments, this could make it a really awesome class. But if the logi did start with 4EQ or 3EQ they may run into the situation that current scouts have when facing fitting a cloak at the starting levels - it just wont work. A beginning player may have the slots, but not the ability to fill them all... or maybe not, it would take some number crunching that I'm not in the mood for right now.
But it would make sense. When I do run Amarr Logi I only run ADV - the two EQ slots are not enough to be a logi. And having the two battle logis always stay at 3 while their H/L increased with tier progression to their Assault cousins is sensible. 4EQ for GAL or MIN is a little much for me at the moment. But waiting until the Proto level just for that extra tier is also exasperating. Perhaps lowering the 4EQ to open up at ADV level may be more appropriate. So there will be a reason beyond just H/L module count to move up a tier....
I could go Either way. But I am quite certain that Tiers need Equalized and AMR and CAL need 3EQ starting out.
TLDR: This idea has merit and should be placed hand in hand with Logi Tier Equalization. 3EQ STD/MLT level - certainly. 4EQ STD/MLT level - i'm on the fence.
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RedBleach LeSanglant
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Posted - 2014.11.20 22:52:00 -
[15] - Quote
As and additional note to my previous post, Scouts start with 2 EQ, their max. A logi should start with at least 1 more because theirs is the equipment role.
As a sidenote, Cross. I know that you have been quite busy here and IRL. A few pages back you had said that you were reviewing what I had posted and would get back to me with your thoughts, no rush, just looking forward to it. Be well.
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RedBleach LeSanglant
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Posted - 2014.12.11 21:33:00 -
[16] - Quote
I've always wanted a setting on my repair tool for KILL. Just like MAG and Battlefield where they damaged vehicles and infantry and installations.
Obviously remove the lock on mechanic and give it a line of fire equal to its repair range.... new reason for flux tools :) It could have an overheat function - the reason it is damaging is that it is scrambling everything on overdrive, not the cool, calculated, and methodical repair stream that is the normal setting. Single button switchout
If this could equally damage soldiers as much as a sidearm and damage Vehicles in a competitive but under par AV function I would have little trouble in giving up my Amarr side arm slot.
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RedBleach LeSanglant
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Posted - 2014.12.11 23:00:00 -
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Meee One wrote:Cross Atu wrote:Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross Logistics Mk.0 Injectors: WP as incentive is nice,but if a MLT frame can walk up and tap O to negate your Pro needle then the problem still remains. Doesn't really help shield tankers. -Need a needle priority system that uses the HIGHEST level needle when reviving. -Possibly reduce the amount of armor refilled and give a comperable amount of shields instead. Rep tool: Neon "kill me" sign. Can't outrep a MLT weapon with a Pro rep tool. Places logistics firmly on the frontlines of combat with its insanely short reach. Provides 0 incentive other than WP farming. Allies don't know they're being repaired. Doesn't really help shield tankers. -Remove the rep tool line to aid in logistics survival,leave the lock on boxes. -Give damage resistance while using (something like 65% to all damage) -Increase range by dramatic amounts for the logistics class. -Return the rep tool glow,but have it work like hit detection so an ally can see which side they are being repaired from -Negate shield recharge delays while used on allies,or recharge 25% of shields per hp/s restored. (eg sixkin 88 hp/s so 25% of 88) possibly reduce armor repair rate to compensate. Presto a rep tool that helps shield and armor. Hives - Any- Too easily destroyed by any stray explosions. Low carrying capacity. Low refilling amounts. (nanites) Annoying when a MLT frame stands on top throwing grenades at no one to use them faster. -Explosive resistance increase so it actually takes effort to destroy them. -+1 carried per level logistics bonus -Increased nanites -or- burst variants that refill faster but have lower nanites (think compact nanohives). -Disable grenades being refilled Scanners: Dat cooldown. -Nuff' said Uplinks: Actually alright R.E.s: The description says volitile chemicals yet i see scouts throw them from hights taller than their own suit,and sling them as if they are throwing frisbees. Are considered equipment yet can be refilled at nanohives. -Have them explode killing only the thrower if dropped from too high a height or slung with too much momentum -Disable refilling from hives Logistics suits: 30 more eHP than a scout Slower than heavier tanked mediums Bigger hitbox despite having less eHP Doesn't have the best regen despite having less eHP Doesn't have the best eHP despite its speed. When run as a support unit it costs easily 2x as much with 1/2 the survival Since logistics has more in common with scouts (ewar,equipment) logistics should be made to mimic them. -Keep the low eHP but in exchange give speed/stamina,regen amount and speed,and a smaller hitbox. This way it establishes a theme,support is fast and evasive,while killing is strong and durable. -Cut equipment costs by 50% minimal Based on personal experience,i would prefer to be harder to hit with better regen than have higher eHP. eHP just makes it too tempting to fight instead of support.
More this.... Any word from Cross?
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RedBleach LeSanglant
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Posted - 2014.12.12 19:08:00 -
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xXCleopatra FlippantXx wrote:I ran LOGI for 2+ years. I feal i have to stick with the 'CORE REP' to do any fun progressive repping. If you just upped the rep rate and made them prioritize on squad mates(if the coding doesent kill the game). Allso, dont go with the longest range, like maybe have the range from the standard rep on something like a core, that would make them working just fine i think. I allso agree they need a slight EHP bonus and speed but in addition If you guys could add modules that extends the range of the rep tool on cost of a tank fit that would be savvy. If you re balance to make them give less damage then the other classes you can easily evade the risk of combat logi. Maybe boost the passive scan range so they can do some actual logistics too, but you guys tell me if im wrong
I think you're on to something. Modules that affect equipment never even crossed my mind :) Having a range module or efficiency module or nano boost module would be awesome; and trading that for some tank factor may be justified if it keeps the logi out of harms way.
Your point about survivability (ehp and speed) certainly echos many of our thoughts.
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RedBleach LeSanglant
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Posted - 2014.12.12 19:33:00 -
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But I can't remember if the coding for affecting equipment is actually possible. I remember that some time ago - years - that was impossibly improbable. But, with the logi bonuses being what they are now that may have been overcome :)
I'm sorry that I cant remember.
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RedBleach LeSanglant
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Posted - 2014.12.13 00:07:00 -
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el OPERATOR wrote:I propose a new tier of War Point generation:
+15-40wp for Logi Guarding.
Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Part of the major issue in running Logistics outside of a Corp or Friend squad is that the suit and role is made to require what Meee One called an "escort". We need to be protected. Not just by our heavies, but by everyone. And we rarely, actively, are. So, incentivise that. Add a WP reward to defending the Logi.
This will not only encourage randomblues to actively protect that sillybluebannana BUT will also help mitigate some of this WarPoint/Leaderboard envy that, while not spoken of directly often, infuses most arguements against Logi performance/reward buffs.
4 frikin months and we can't get any meaningful direct buffs. Maybe we can get something for our teammates instead.
I like where this is headed. There was a bonus just applied to being near a letter, slapping it on a logi is awesome. You are right that it adds incentive to protect the logi and give other players the boost that they may feel they are missing from our reps/nanos/spawns etc. .... whatever it takes to make my logi a surviving and valuable resource.
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RedBleach LeSanglant
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Posted - 2014.12.22 02:51:00 -
[21] - Quote
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
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RedBleach LeSanglant
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Posted - 2014.12.23 02:47:00 -
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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 the (minor) issue, when it comes to the APEX suits, of there being no way to know what you are buying in-game
Consistency is all I am going for. The items that are the same on each logi suit to be the same on the selection wheel... But not being able to move it around is frustrating. Maybe someday when CCP can introduce new programming that would allow adjustment I'll switch it.
Till then I'll cheer on Tiercide.
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RedBleach LeSanglant
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Posted - 2014.12.24 00:43:00 -
[23] - Quote
If you take a look at the google doc at the beginning of the thread you will see the equipment proposal that outlines more deployable equipment but decreased spawns per uplink. Like 12 uplinks carried but only 10 spawns per uplink. The same goes for nanos. Ultimately your equipment is still as potent (spawns and nanos) but divided between multiple items. Now it just isn't locked into place for the entire game when it was only useful for a few moments.
This would change the current tactics of landing 1 uplink in a remote area and having 62 spawns per uplink where clones can just forget about it and continue to spawn there. Now, some one would need to remain behind to replace an uplink. It also allows the uplinks to travel as your team does, rather than single hard point placements.
I like it.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
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Posted - 2014.12.24 01:18:00 -
[24] - Quote
Alena Ventrallis wrote:This works for uplinks, but splitting up ammo is simply a bad idea. As it is it takes next to no time for 2-3 people to drain a proto hive, even with CalLogi bonuses. So I'd simply advocate increased max carry for hives.
Yep, the nano bonus is pretty weak, and nanohives in general feel weak.
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RedBleach LeSanglant
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Posted - 2015.01.06 18:11:00 -
[25] - Quote
Meee One wrote:Jaysyn Larrisen wrote:Meee One wrote:As a sidenote. Rattati did say they were going to try to make a mass based inertia system. Which means logistics should be second only to scouts in terms of speed and stamina/stamina regen. But that also means any eHP mods are going to have a crippling effect on logistics speed,but assaults it'll barely scratch. So the most expensive suit in the game will probably have its strafe be sub par,because 'logistics shouldn't be able to survive'. As well as have crippling penalties to speed,which were actually meant to hurt scouts,because 'logistics shouldn't be able to survive'. That's if the rules are applied fairly. Remember how he was willing (and almost eager) to nerf logistics speed while simultaneously buffing assault eHP and slots with 0 speed reduction? That alone showed that logistics and assault are immune to the words 'fair' or 'balanced'. The latter receiving the favoritism. Something tells me logistics will still be disproportionately slow with low eHP. And new speed penalties (on eHP mods) will push the class further to extinction. Which is why BW was so readily accepted,because they're about to royally f*** the class up. So they force anyone wanting to use equipment to stay in an even slower low eHP suit. My future predicting powers say you're going to see 400-500 eHP logistics moving as fast as sentinels. Or eHP stacked logistics moving slower than sentinels. Assaults will be moving 1% slower,maybe. Scouts will be unphased. And sentinels will still be fat. Brace for more heavy-logi QQ than ever before! This could all be made so much simpler. 1) Have both Logi & Assaults have the same suit stats and high/low slots. Adjust CPU / PG for outlier slot shifts. 2) Add a moderate amount of CPU to the Cal Logi and either a sidearm or 4th equipment slot. At this point I don't care which one - I can make both work fine. (I would probably prefer the sidearm option). 3) Give a second equipment option bonus to all logi suits so you've got a bigger range of options or just give everyone a different flavor of reptool bonus on top of their current bonus (range, intensity, etc). 4) Cut the price of equipment dramatically. 5) Don't nerf the rep tools. If you add a capacitor or heat mechanic give the logi's a massive role bonus to it's use (like 200% cap or heat build up). This is pretty similar to some of the different type of EVE mechanics and if pushed in a corner this is what we need to hold the line for. Do 4 things and don't do 1 thing and we've got some solid progress. I like your suggestions,but i already know the answers. 1)Slayer logistics QQ -truth be told logistics is about 100x more valuable than assaults so instead of trying to make assaults more appealing with fair and balanced changes,they'd rather black logistics eye an knock out a few teeth to make assaults look better by comparison. -will never happen because logistics isn't favored like assaults 2)You forgot +1 equipment at basic. -cal logistics actually have the same equipment as the cal scout,yet it cost the logistics base stats and a weapon. -will be ignored because logistics isn't favored like assaults 3)Or give half bonuses to all equipment,and 100% to racial. -This way any logistics will be better with any equipment than any other suit. -will be ignored because logistics isn't favored like assaults,or even worse it'll be so half-assed it becomes too confusing to deal with 4)This should be obvious seeing as a PRO rep tool can't outrep a BASIC weapon. -Full PRO equipment is almost if not more expensive as a full PRO weapon (old variation prices). -So logistics has to foot the bill for a weapon and equipment as expensive as a main weapon,not sidearm, main...logistics aren't commandos FFS so these costs make 0 sense. -will be ignored because logistics isn't favored like assaults,and CCP thinks it's fine that the easiest killed suit in the game also happens to be the most expensive (which just so happens to defy any normal or rational gaming logic) 5)The one and only tooth left in logistics badly beaten head are the rep tools. -Scanners got insane cooldowns,uplinks got insane uptimes and low spawns,nanos received a dramatic cluster reduction without improved performance,and yes even rep tools were nerfed in range and rep amount. -Well,there was one equipment that was buffed,the injector,but only after assault users said they use it... It wasn't buffed for logistics it was buffed for assaults,sad isn't it? -As long as logistics out shines assaults at anything (even their own role ) you can expect CCP to nerf that too,so i fully expect some imbecile with access to will do exactly that...if not sooner then later Assaults are so favored they can get equipment buffed on a whim. And players complain there aren't enough medics on the field. (because CCP ignores the actual medics and listens to the WP whores)
I wish I could like this more. Many of my frustrations live in your words and though i am saddened because I did not write them I am pleased that you are.
I don't often see things the same way, but the raw feeling of disenfranchisement is real. It takes some time for me to cool down and look at it in a patient and understanding light.... and then I just get mad again ;)
A few things need to change, I am faithful, but not hopeful. Hope kills. Faith endures. I await news from Cross and SirManBoy.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
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Posted - 2015.01.22 02:08:00 -
[26] - Quote
Meee One wrote:Hawkings Greenback wrote:Just gonna kick this up off page 6
I take it there is not much else to report ? Here's a short summary from what i've seen. -logistics with it's lower eHP will still be slower than heavier tanked assaults. -Although stamina will be higher. -A PRO BP can still OHK any logistics. -an omnisoldier (shayz) suggested nerfing equipment by reducing its output but increasing its carried amount for all classes As a logistics purist i can easily see it as what it is,a horrible equipment destroying nerf disguised as a 'spam' solution. "Need 2 grenades? Let me throw down 2 hives." (one for each grenade) Cross is actually considering this nerf in the OP as a "good" thing for logistics,but it's actually a stealth buff for assaults. -multiple 'add a capacitor to rep tools' threads have popped up. These are from the same players that complained logistics were using their gun too much,and should be repping instead. Now that logistics is repping,they're mad about that,saying logistics takes no 'skill' and should have to shoot every now and then. Cross has apparently caved in to the whiny brats because he put forth an idea for a capacitor for rep tools,even though weapons can do 400% more damage than a tool can repair per second. -assaults are still the biggest drama queens to play the game,and still get catered to hand and foot. (surprise surprise...) These are the players that most often complain about BW and rep tool activation length. -logistics will still not be getting that well deserved equipment cost reduction. PRO equipment still pales in effect compared to basic weapons,yet costs say otherwise. [sarcasm] I wish you had to get a players permission to OHK them with KN like you have to with injectors amirite? [/sarcasm] -IMHO the recent changes to scanners could be seen as a buff. Keeping the little arrow is actually pretty significant. -Players are still trying to strip the Amarr logistics of its sidearm. They say 'buff' it's actually a hard nerf. -Nonlogistics users keep suggesting things that sound good in their own heads,but would actually be bad for logistics as a whole. See all the logistics based suggestions not posted ITT. (They're afraid of Meee! ) That's about all i've seen.
Amen. It's a pretty good summation. While we have seen many new threads pop up about changes to the logistics class - mainly nerfs. We haven't seen an update from the OP Author in some time. Another CPM has posted that they are still working together and that he is still fighting the good fight for logis. (Cross, I worry - hope you are OK). But no more news than that.
No feedback threads opening up for proposed changes yet.... time is an enemy in these discussions when replies are limited by hype, NDA, current events, absent voices. I ponder on the amalgamation of fixes we will see. I would like it to be role defining in a positive way. That there may be some strengths to running a Logi.
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RedBleach LeSanglant
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Posted - 2015.01.22 21:19:00 -
[27] - Quote
Pretty Much :)
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
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Posted - 2015.01.22 23:11:00 -
[28] - Quote
lee corwood wrote:I've virtually quit using anything but my BPO or STD suits. It's just not worth bringing my a 223k proto suit or even my 83k advanced suit when I'm two shotted by a militia bolt pistol. And it's not even the weakness or the money that bothers me. It's the weakness + the money + the utter lack of value it gives me. I find that I perform pretty much the same with lower tier items with a better payout than I do with my more expensive suits.
I'm not poor and I'm not rich. When I get a great squad who takes care of me, I'll throw that money down like nobody's business. Those guys took care of me, so hell yeah I'm going to bring out the Wyrikomi needles and Six Kin Rep tools and go negative this match.
I think you nailed the general feeling of being a logi right now. The weakness is not overcome by the efficiency of the equipment to gain WP without a solid team that can put a logi into the top 3 at match end. And the money is simply too much to sustain. - I get that most players cannot sustain full proto gear. Neither can a logi, but whats worse it that the cost for a logi is 2-3 times more expensive than 1 proto outfit of another class. I will often run BPO or ADV but with 1 proto tool and 1 ADV EQ for a decent match, but after loosing 2 I'm out. Back to BPO, where I dont see that in many of the players I am facing. - I'm the one bringing the BPO and APex out to play and die while my enemies and team mates can afford to play on in better fits.
Weakness of stats is not helped enough with the benefit of the current racial bonuses. Or any other bonus to being a logi. Being paperthin must come with a benefit that makes the playstyle desirable, setting it appart from other roles. That is really lacking.
Quote:But I think I'm not an exception. I think most all skilled out logis out there have this same experience where it's just not worthwhile to pull out, period. I get flak all the time for not bringing out my best hives, my best rep tool and my best needle to every game.
But all that PRO EQ 57,015 ISK (Not to mention the +57,690 ISK just for a suit that can fit the requirements)...
114,705 ISK (without any other mods) =/= automatically better performance for myself OR the team.
There is no real incentive for me to want to use that more expensive gear when I have consistent proof that it doesn't actually DO better. And with BW even the number laid is not an advantage but a worrisome detriment without a BW meter.
Too True
Quote:- "Better rep tools mean you turn a BB OP against incoming fire" - you've clearly never used a repair tool before
- "Better injectors mean I can pick someone up to get immediately back in the fight" - so does my dirty bpo needle, because I don't pick someone up when a threat still exists.
- "Better nanohives mean we don't have to depend on a supply depot" - actually it just means we both have to depend on a supply depot. My hives don't give you enough ammo to survive another war. It's enough to give you just a few clips (maybe one depending on how many of you there are) to survive to get to a depot. And when I'm out of hives we ALL get to travel to the supply depot so you can get more ammo and I can get more 'oh **** we're all out of ammo' ammo.
-"Better uplinks mean" - nothing. Literally nothing. I've yet to see where 2-3 seconds meant the turn of a battle in anything except PC. The reality is, seconds mean nothing. Placement means something. Coordination means something. 5-8 people all spawning on one uplink and taking a point by storm in mass is what makes uplinks valuable. Hell if anything, I've had my 7 second uplinks still last 15 due to all the server issues we're having.
Until my EQ is made at all valuable, I fail to see what use it lends for me to bring it into the game.
All valid responses to the common arguments of those against logi progression. The equipment nerf should not have affected logis. The racial bonuses should have increased to accommodate the drop in value, to restoring them to their original levels at lvl 1 of any logi race. Then increasing them beyond that point to an even greater standard than we currently have.
Fight on, and look forward the dawn of a new day when Logis will be seen, respected, and even revered for their assistance in battles. For I depend on my fellow mercs, they depend on me, and right now we are not strong enough to do that job effectively.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
717
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Posted - 2015.01.23 22:44:00 -
[29] - Quote
Meee One wrote:The main problem IMHO is that everyone ties 'wp whores','spammers' and 'logistics' together. Yet equipment is to blame. For example: -let's say a merc has 1000 armor -and a tool has 100 hp/s reps (rounded for easy math) That's 10 ticks worth of WP. And it's actually a low amount vs weapon DPS. What if a tool had 200? That's 5 ticks. Effectively cutting 'wp whoring' in half. If tools were buffed at all levels by x2 it would aid new players be relevant,older players support well,and allies survive longer. While scaling WP to accomidate this new change. Currently you can almost reach ADV tools reps with suit modules alone,and you can breeze pass Basic,that's insane and removes the need for external support. And Pro costs too much to run consecutively. So logistics can choose to be screwed over 1 of 2 ways,have a garbage tool or have an expensive tool. Newer logistics can't foot that kind of bill all the time.
My solution to spam? Increase the cluster amount of hives by x4-5,and amount refilled to 50% at basic,75% at ADV and up to 90% at Pro. Increase amount repped by triage hives by 50-60 hp/s. Straight up double hybrids refill rate,minimum. Increase carried amount by 5. (10 works too ) Then cut the amount deployed by 1. Then,add a Cal logistics exclusive of +1 deployed hive. All logistics would have effective hives,but Cal logistics could deploy more of them and rival the other logistics in value.(Nanite + refill bonuses would stack.) I actually like shayz' idea about uplinks. All increases should be given through logistics exclusive bonuses ,of course.
I can get behind that. At one point I re-did some of the stats from the main page and made adjustments. CCP always likes the number prefilled, cuts down on their work. I might go to do that again and resubmit my dropsuit, equipment, and bonus changes. Don't get me wrong - i love that the community has come together on this, but the document hasn't updated.
I believe that What CCP has now is what was submitted and updated in the beginning. Maybe they have already made their decisions, but maybe not. Without any updates I will err on the side of continuing to push and provide numbers.
QUESTION I wonder: Most of the bonuses for items in this game are given at a set amount of X% per level. In the coding do you know if each level is individually populated like:
lvl1: x% lvl2: x% lvl3: x % lvl4: x% lvl5: x %
or
is there just a single line of "increases by x% per lvl"?
Can Anyone answer? This would help me to build a model where lvl 1 is y% and lvl 2-5 are x%. Allowing that first step as a logi to make all equipment use automatically better, then adding a scaled bonus per racial level. Because I want that first step in the increased bonus to using equipment to make the player notice it immediately. Then have them appreciate the progressive smaller bonuses of leveling to the max for improved performance.
If not the bonuses in each leveled step may seem like too much or not enough...
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
717
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Posted - 2015.01.24 03:00:00 -
[30] - Quote
What do I get from a capacitor?
a limited time to heal? or is it more like an overdrive double or tripling my reps for a limited time?
A logi is already gimped enough, let us not gimp them further Booby and Mordecai. You know the arguments about capacitors, but if we need to rehash them we can cut and paste again. Battles are too varied to establish a set time for healing - though some may stay 'leashed' far to often it is not standard of being a logi. Look at the entire class and the many actions it takes, then take another stab at what you may see as WP disparity.
I have had great logi games where I did hit the top of the charts, that was with a well coordinated team. Most often those high WP matches are a rarity and not the established experience of all logis. They are the outliers, the 5%.
If we keep working this through we must ask: Do we start adding capacitors to all suits then? And what would be their purpose?
You see, If we have one capacitor it must be used on other things as well, will it: Limit uplink spawning to 1 per x seconds? Limit firing times for weapons to a x shots withing x seconds? Where will it end?
Don't get me wrong, capacitors work well in Eve and create a dynamic battle system. I can see them on vehicles as some have mentioned, but what bonus do the infantry get from such things?
If they someday have capacitors I hope it will be for the supersoldier modules we've talked about in the past. Like increasing damage for a certain amount of time or sprint speed, but then lowering that boosted stat for the time it was down. I could see a super rep tool variant that used a capacitor or supper rep module that used a capacitor, but it should not be the norm.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
717
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Posted - 2015.01.24 03:03:00 -
[31] - Quote
Mordecai Snake wrote:What if triage points were only rewarded once the armor hits 100%? Like the opposite of a kill.
No.
Because habitually they don't make it to full health before termination. Just as damaging but not killing the enemy will award assist points if they are killed by another player, a logi receives rep points for assisting the health of a merc. But all that goes away with a 100% needle.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
717
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Posted - 2015.01.24 03:07:00 -
[32] - Quote
Burried at the end of the last page, I would like this to be seen by some new eyes.
QUESTION: Most of the bonuses for items in this game are given at a set amount of X% per level. In the coding does anyone know if each level is individually populated like:
lvl1: x% lvl2: x% lvl3: x % lvl4: x% lvl5: x %
or
is there just a single line of "increases by x% per lvl"?
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
718
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Posted - 2015.01.24 03:11:00 -
[33] - Quote
Booby Tuesdays wrote:RedBleach LeSanglant wrote:Mordecai Snake wrote:What if triage points were only rewarded once the armor hits 100%? Like the opposite of a kill. No. Because habitually they don't make it to full health before termination. Just as damaging but not killing the enemy will award assist points if they are killed by another player, a logi receives rep points for assisting the health of a merc. But all that goes away with a 100% needle. HUGE pet peeve of mine. I get punished for my 100% revives via warpoints. Less WP vs the Proto version, and less WP because I don't bust out the rep tool to top them off. Load of BS.
Too true Booby, I am not a fan of such mechanics. Should there be a logic check perhaps? If someone has a repper then the WP is recalculated because we could have repped?
Should it work instead over time and not instant? say, give 30% now and keep repping until it reaches the 90% hp heald level and give rep points along the way?
How do you think it should be fixed?
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
718
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Posted - 2015.01.24 03:18:00 -
[34] - Quote
Booby Tuesdays wrote:RedBleach LeSanglant wrote:What do I get from a capacitor?
a limited time to heal? or is it more like an overdrive double or tripling my reps for a limited time?
A logi is already gimped enough, let us not gimp them further Booby and Mordecai. You know the arguments about capacitors, but if we need to rehash them we can cut and paste again. Battles are too varied to establish a set time for healing - though some may stay 'leashed' far to often it is not standard of being a logi. Look at the entire class and the many actions it takes, then take another stab at what you may see as WP disparity.
I have had great logi games where I did hit the top of the charts, that was with a well coordinated team. Most often those high WP matches are a rarity and not the established experience of all logis. They are the outliers, the 5%.
If we keep working this through we must ask: Do we start adding capacitors to all suits then? And what would be their purpose?
You see, If we have one capacitor it must be used on other things as well, will it: Limit uplink spawning to 1 per x seconds? Limit firing times for weapons to a x shots withing x seconds? Where will it end?
Don't get me wrong, capacitors work well in Eve and create a dynamic battle system. I can see them on vehicles as some have mentioned, but what bonus do the infantry get from such things?
If they someday have capacitors I hope it will be for the supersoldier modules we've talked about in the past. Like increasing damage for a certain amount of time or sprint speed, but then lowering that boosted stat for the time it was down. I could see a super rep tool variant that used a capacitor or supper rep module that used a capacitor, but it should not be the norm. I guess what I am trying to say, is that we need a point of diminishing returns in regards to WP from rep tools. I do not want them to cease in functioning via a capacitor. That would be a huge nerf to logis. It's the WP whoring we're trying to cure. Starting off with +25, and falling as low as 5WP before it cuts off is more of what I am looking for.
Ok, I see what you mean. The greedy part of me that has those games so rarely screams no, but we had a rep cap a while back... I know it was increased but I don't remeber it being removed. Are we also considering the other sources of WP like spawn uplinks? those are pretty bad too.
The other part of me knows that the WP rewards are too high for things like guardian points. (and assists for that matter) IFF points were given as a percentage of health healed WP may change quite a bit... but which direction? The other option is to just lower the WP earned... but i am having so few good games I rarely make it to the middle of the charts - so that doesn't seem to solve the issue either.
So a soft cap after X WP from repping? If we had to please just make it a high one.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
720
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Posted - 2015.01.24 03:21:00 -
[35] - Quote
Booby Tuesdays wrote: Good Stuff
I like those kind of ideas for residual points. I think it speaks directly to the Logi work and how people want to be revived. It places the possibility of more points out there to be had to influence better revives. Dirty needle rezzing will still happen, but this can award good behavior.
Solid Idea
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
725
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Posted - 2015.01.28 21:56:00 -
[36] - Quote
Cross Atu wrote:I leave you guys alone for one minute (well, okay, a good sight longer than that, blame work and look what I come back too! ...constructive discussion... am I still on the Dust boards? You LogiBros do my heart good o7 Cross
YAY! You're Back! Hope all is well. Welcome back
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
726
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Posted - 2015.01.30 19:11:00 -
[37] - Quote
Booby Tuesdays wrote:Zaria Min Deir wrote: First of all. ANYTHING with 4 complex code breakers hacks fast, even though with the stacking penalties, that 4th one is a bit questionable.
Second. The difference between a pre 1.8 and post 1.8. fully skilled minlogi hack speed is not just 5%. 1.8 removed the minmatar logistics skill bonus of 25%, and buffed the minlogi built in hack speed modifier, yes, but not by 20%. That built in bonus was there pre-1.8. It was just buffed slightly (I seem to remember from 1.1 or 1.15 to 1.2) to differentiate the minlogi from the other logistics suits, which have the 1.15 built in modifier. The difference between minlogi and, say, amarr logi, is only 5%... when pre-1.8 it was considerably more than that.
Are you sure that all Logis had a built in modifier? I was under the impression that all suits were at zero, and the Logi with skill bonus went up to a 1.25 modifier? Most drop suits have a built in hack modifier after 1.8 except 3 of the Assaults and all Heavy Frames. Kind of like they added native armor reps to all suits in 1.9. I can't find any spreadsheet on the old stats, and you could be correct. That would have meant the Min Logi hacked even faster than the Min Scout does today though.
Yes. When FoxFour was doing the info dumps a year ago all of the dropsuit baselines could be viewed. I'm at work and cant remember the site, but we did see that all logis had a hack bonus and the minmatar's was the better than that. But the Logi cannot hack faster than the Min Scout now. Though Min Logi may have a base stat bonus the class bonus of the Min Scout blows it away at every level of equal skill/equipment investment.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
729
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Posted - 2015.02.07 00:15:00 -
[38] - Quote
TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came.
Which Maps? Most likely you missed the Bandwidth update and the Scanning update. Bandwidth: logis can throw down lots of EQ. Assault and Scouts 1 or 2. Heavy None. Scanning: Suit scans now have new dimensions as you get farther from the suit, essentially a scaled drop-off. and the Logi was buffed to be a little bit better of a scanner.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
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Posted - 2015.02.07 00:47:00 -
[39] - Quote
Mad Syringe wrote:Open Beta logi with maxed EQ here.
My view on the reptool: I don't like leaching a heavy/slayer 24/7. I think it's ok for intense engagements, but running behind a heavy just not to miss those 35+ Guardian points is just meh... (i think that should be lowered to +25 like kill assists)
I would like to see a overheat on the reptool with the following changes.
The reptool overheats if latched on for extended periods. Overheating increases cooldown.
Standard cooldown 3 sec. Overheat cooldown 10 sec.
Having a seized reptool in hand prevents switching to a weapon, like with overheated weapons.
Time to overheat on a core focused may be around a minute, so that you can have a longer engagement but not perma leash.
The reptool will give higher output (+25%) when heated up (after two thirds of it's heating cycle)
The reptool will overheat slower in lower tiers, since you need quite some time to rep anything with the basic ones.
High tier reptools would have a much shorter cooldown. They overheat faster, but they also recover pretty much instantly (3 sec at proto).
I think that this could be fun. I would like to see them as variants at first, for trial an testing. while offering a form of tactical play I don't think that they would be the tool of choice for the majority. Similar to the laser rifle. Awesome, but not a popular weapon as it is a situational weapon.
Quote:Wp should not be attached to the repping cycle, but the amount of reps given.
Agreed. And agreed upon since the beginning a few years back.
Quote:To make life for Logis easier, make a quickdraw EQ slot, which can be chosen with the weapon swap button. This would make it much easier for logis to switch from weapon to reptool and vice versa.
Give the Amarr the possibility to put EQ in his sidearm slot.
Give the Caldari either a combined sidearm/EQ slot or one more EQ slot.
I like this in general. I can forsee other classes asking for the same opportunity to equip EQ in the Side Arm slot too though. I don't have an answer on how to deal with that other than just making all logis have 4 EQ slots. Maybe following the type 2 possibilities offered in different threads.... but the whole slot balancing must be reached. We've hashed it over and over again and it is just damn time for it.
Quote:Apart from that, I'd like to see more speed for the logis, since they need to run around much more than point defenders to either drop EQ in different locations or run to the depot to resupply. Logis need to be at least as fast as Assaults, to be able to move with a slayer squad.
What has been said about a general EQ buff for logis, I agree upon. EQ should only shine on logis, not on the other suits.
I would also like to see racial reptool variants, like tools with resistances, shield tools and combined shield/armour tools.
Make a special Stealth Uplink useful to Scouts, that has insane fast spawn times (2sec), but only 5 spawns on it and a very low scan profile (not detectable by a Gallogi). It would be 3 carried but only one active at a time. It would be nice if this link was given a fitting bonus on scouts like the cloak has. This would help in reducing the Scout QQ which I'm tired of.
Yes. Base logi stats should be adjusted. Multiple proposals out there, few offer survivability as they cater to keeping the logi slow, low hp, bad reps and recharges, hitbox issues, strafe speed, etc.
I don't want to be the easiest thing to hit on the map, but I have no defenses. The basis of the Logi Frame came from the suits used in doing all the labor and repair in all conditions of space and land. Their Stats should be mid level but excel at repair and recharging, mobility, stamina, and Eq handling. Scouts and assaults, were designed for military use. Heavies may have been the super logi for heavy lifting, or extreme conditions perhaps.
But we are all soldiers now. Equipment has been militarized for the battlefield use if it was not originally designed that way. The Logi suit and equipment would be no different. But currently it feels like the suit is paperthin and has little likelihood of any survival against an opponent - like this is the same suit I would use to work on the farm in. I a battle - regardless of escaping to recuperate, returning fire, or playing dead... one is seen and then dead.
All things being equal A logi should not have the same chance of survival as an assault in direct and constant fire. But in staggered fire? Equal or better - I should be able to recharge faster. Escape - fast as or faster than Assault - but better strafe stamina - smaller pool, faster recharge
Sorry, I kinda derailed there. Good suggestions, the quick swap is probably the most useful to me right now.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
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Posted - 2015.02.07 01:11:00 -
[40] - Quote
Cross Atu wrote: First things first, a tech issue. I do not see diminishing returns as being at all likely from a coding standpoint. Could it be done? Sure. Would it be done in light of the resource cost (in game/match) to implement it? Almost certainly not. Now, I am not a CCP programer and I could simply be mistaken but from other features I have seen discussed and dismissed (scaled WP for injectors based on total HP restored for example) I do not think we will see it in game.
Independent of that there are a couple of issues to address. 1. If Logi income is to be balanced including kills/kill assists as part of the baseline then logi combat ability needs to be balanced with the ability to get kills (and survive in the contexts to do so) as part of the baseline as well (I do not believe this is the current condition of the frame). 2. If Reps are to be brought down in value to normalize them with other support actions to force players to spend less time repping then that contains an implicit assumption that logi earnings are improperly high. Otherwise the proper course would be to raise the other rewards to the level of reps. I cannot fully support the notion that logi rewards should be diminished unless/until playing logi throughout an entire match is not so frequently a losing (ISK) prospect.
Conceptually I am adamantly opposed to building the game such that proper tactical behavior is not rewarded. There are times when this will be needed due to exploits but I am not a fan of things like caps and cooldowns on earnings for actions. Should there be a cool down or cap on the earnings from kills or assists? I can see a real slayer staying and doing the job needed even if they are not getting as many WP as before (but does that make it a good move?)
To be clear, I spend more of my support play time deploying links and hives in key areas than I do repping so the recent changes to BW (which I supported) have had more of an impact on my earnings than a rep tool change would. But these changes cannot be made based on any one of our personal play styles or preferences. We need solid game or role level concepts to recommend a change.
0.02 ISK Cross
I think you hit the point right on the head. I have missed your ability of explanation in these discussions. You grab the origins of the points of view, add the missing details, and then clearly point to what we were really trying to express. Thank you.
People are crying about logi wp earnings. There is no explanation of isk lost on the EOM screens; and as has been said the people so used to FPS EOM screens can hardly fathom why support play would be rewarded or at least earn the top spot. Unfortunately the EOM is comparing apples to oranges in my opinion. While they both contain similar vitamins and water molecules they are very different when taken as whole pieces of fruit side by side. Thus an orange is clearly awarded when and apple should have been #1 in the popular mindset... or vice versa.
As DUST is striving to be more than just a mindless FPS Twitcher it seems that the logi population has mentally been beaten down into thinking of our roles as inferior. I work my ass off for every fargin point on that board. Sometimes I am rewarded more than others - but it does not put me at the top of the charts all the time either.
Our solution was to nerf rewards so that only slayers would shine in reward and EOM EPeen comparisons of kills. The traditional belief is: #1 should equal most kills, most points, most everything. But a balanced mind understands the flaw in this view. Everyone's job is important and we all help in different ways.
So, how do we satisfy the egos that need that EPeen boost for their own wellbeing - remember that we need them to play too -? I believe that an EOM screen adjustment would be best. WP does not win. Kills and Assists do.
We cannot change the mentality of the world or the player base. A war hero will always be seen as more of a hero than a father, or the farmer that provided the food, or the office worker that approved the air strikes, or the factory employee that put the equipment together, or even the doctor that ensured the survival of the wounded soldier that received all those medals. These are not Lesser Roles, or less important. One cannot function without the other. So, we let those that need the attention get it.
CHANGE THE EOM SCREEN RATINGS AND CALCULATIONS for Epeen comparisons. Make Kills and assists and destruction points the weigh more heavily in the awards ceremony. But not in the actual rewarding of gear and isk. I'll take my rewards on the side for my help and live happily knowing the guy facing the bullets is happy and I'm collecting my paycheck. The player that earned #1 has his reward of recognition and some good stuff too. Logis don't often seem to me like those that need the lime light to have a good game. Others need it.
So. yeah. ahem. Scaled with HP repped, not cycles so rewards will scale. Don't change rewards Change gear prices Make gear better, and even better for logis.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
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Posted - 2015.02.07 02:10:00 -
[41] - Quote
I want a type 2 Varient "Sachmo" - just thinking of planetary exploration in a Heavy Logi suit. previous posters have talked about it. Mee One, El Operator. But I want an Extreme Condition Logi. Sentinel size. HUGE HP Pool All other stats same as Sentinel but Modules and EQ slots of a logi with only a sidearm for a weapon.
I am now on board. Pirate faction, Lost Tech, I don't care - a 5H 5L 4E with a sidearm. Beautiful... a Logi Tank for each race. It would be a fun one to pull out every now and then. :)
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
733
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Posted - 2015.02.20 20:38:00 -
[42] - Quote
Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
This could be very fun. Adding a sense of timing and reward for some heavy battle repairs.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
734
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Posted - 2015.02.21 01:20:00 -
[43] - Quote
Meee One wrote:Lenz Hong wrote: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 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.
Is it possible to love you more? I doubt it - You are nailing this discussion right now!
"Where does CCP see the Logi Role" is the perfect question because we don't see the Eve side of the role reflected in Dust514. - I'm not advocating or debating such a practice only agreeing that we don't have that definition and that it would be very useful. There must be a survival mechanism for the Logi, even if it was logi's didn't have a side arm because they all had a active energy shield they could throw up... but since that is equipment like that wouldn't be suit specific.... so nevermind. But we know where we want to go.
Logis as a class must excel in one or two of the traits that offer a mechanism to live in a battle. AND We need to be more that a pack mule with a specialty in 1 piece of gear. So I'm on board with most suggestions to implement that defining. I wanted best regens but best EWAR is OK too if there is some increase in survivability. As a few others have posted the roles all need definition and some qualities that make them different that then allow us to customize styles with those benefits.
Will we agree as a community? I doubt it, but with an official CCP proposal at least we would know what they are willing to look at and then we could work on ideas from there. Currently we have ideas from all over the board covering quite a full spectrum of solutions from a lighter logi to a heavier logi simply because we all see the suit handling differently and CCP has muddied the waters with stat and story values that don't nail down the class. I'm all for open game play and breaking things, but first want the balance conversation that can come from defining each class.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
735
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Posted - 2015.02.21 01:51:00 -
[44] - Quote
Meee One wrote:RedBleach LeSanglant wrote:Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
This could be very fun. Adding a sense of timing and reward for some heavy battle repairs. And it would make repairing installations and vehicles worth it. And can add chances for other logis to get bonuses. For example: -Min gets a starting advantage (rep amount) -Amarr gets a heat increase to top out faster,seeing as it is their native tech -Gal gets a heat rep rate multiplier so they end up repping the most -Cal gets a reduction to the cooldown so they can maintain higher rep rates during combat lulls That's if shield and hybrid tools aren't added of course,then it allows for a whole more host of bonuses.
That is some good thinking :) Querry: Your Gal multiplier makes them repair more per cycle, shortens cycle, or... i'm sorry I guess i'm just not getting it. I'm confused because Minmatar are the current master reppers and this sounds like it would change that. The Min base amount advantage seems like it would still push the max.
For some numbers to help my mind with your idea, it sounds like this to me: (Imaginary numbers) repair tool base rep of 50 hp per cycle. (hpc) 1 cycle = 1second. Heat build up is 10 per sec. (h) Buildup maxed at 10. So, 10 seconds of repping = 100h = fully warmed up. Warmup multipliers could be at diff levels, but we will choose 50h and 100h for our example. 1.5x at 50 heat. and 2x at 100 heat Cooldown of 5heat per sec when not repping. Full cooldown in 20seconds I am not exploring the possibilty of race specific tools at this moment - too complicated for an example.
Minmatar starting bonus of 25% pushes initial repair tool to starting rep rate of 0s- 0h - 62.5hpc 5s - 50h - 93.75hpc 10s -100h - 125hpc
Amarr bonus of 50% to heat build up. (h) 0s - 0h - 50hpc 2.5s - 50h - 75hpc 5s - 100h - 100hpc
Caldari 50% bonus to -cooldown. Cooldown is 40seconds wow, that could be a reason to use Caldari always staying near the top of the rep cycle power. 0s - 0h - 50hpc 5s - 50h - 75hpc 10s - 100h - 100hpc
Gallente 25% bonus to rep rate multiplier. 0s - 0h - 50hpc 5s - 50h - 93.75 (1.875 rate) 10s - 100h - 125 (2.5 rate)
OK, so I get it now. It was not as drastic as I thought. I just needed the numbers to speak to me and get it out to logic the situation. A warm up could be useful and make repping a new kind of fun, and the race would really bring a new dynamic that does not add Complexity - and that is what I think we like. Have some cool ideas but don't make it complicated for the newbros, but add some flavor for the oldbros.
I approve this idea.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
736
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Posted - 2015.02.21 02:02:00 -
[45] - Quote
Meee One wrote:Adipem Nothi wrote:
Cross would know better than I, but Scouts are very likely UP at the moment. An increase in GA Logi grade scans would render Scouts obsolete. I'm of the opinion that the GA Logi precision bonus should be toned down, or the bonus replaced with something logistics related and given to the AM Scout. The AM Scout has had no competitive function since Falloff killed passive recon, and active recon seems a much more appropriate role for a Scout than a Logi. Further, a maximum of two periodic, overpowered scans would be 100% less overpowered than 4.
If the GA Logi scan bonus were going to be replaced, what would you want in its stead?
Tbh,Gal logis have 0 other options. Gal have 0 other equipment that their logi can be good with. So i would have 0 other suggestions regarding a replacement,unless CCP lets us know possible options. But as for scouts getting to be better with equipment than a logistics...the answer is a resounding NO!Besides that,it's Gal tech why would Amarr be better with it? Plus scouts are supposed to be niche anyway. Used as a last resort,just read their description FFS it basically sums up to "assault with dampening instead of eHP meant to sneak by enemies". Consider the following as well,each scanner takes 15-30 seconds,with 4 you sacrifice a lot of possible WP through lost equipment. As well as leaving yourself without aid through hives and idle through cooldown timers. It's actually a pretty bad sacrifice IMO. I don't run scouts,but wouldn't a bonus to cardiac regs be more in-line with its current bonuses? Run in,reveal enemies,run out or around them. It would overcome its weakness with oodles of stamina. ------ To address your question specifically... There's obviously only 1 valid replacement,repair rate on the repair tool. If CCP adds different repair tools,shield(blue),hybrid(blue and gold),to go along with the armor (gold) one we currently have.(just change beam colors) That's when you get the chance to replace it with a worthwhile bonus. Armor repair tool: -Amarr would have the longest range -Gal would have the highest repair rate Shields: -Cal would have the longest range -Min would have the highest repair rate -or- Shields: -Cal would have the highest repair rate and longest range Hybrid (1/2 as effective as the others): -Min would have the highest repair rate and longest range. But as it currently stands i'd say there isn't really a fair bonus to offer for poking their eyes out.
That being said I would like to clarify that logi bonuses should not only be reptools. Not that MeeeOne is suggesting that, only that latecomers to the thread may not get that. A repairtool only bonuse does not fit the overall equipment focus of the logi.
For the Gal Logi... I have to disagree with you Adipem. You have undoubtably been in a conversation about "everything needs a counter". And I agree. A fully maxed scout with 4 dampeners and the racial bonus to dampening should have a chance to escape a scan because the entire build is dedicated to it. To that same end a GalLogi with a native EWAR and not active scanner should be able to pick up most things, but dedicating every slot to precision it should weed out every scout. My opinion - I believe that LOGI should be better ewar scanning. You may feel that if both opponents were maxed that the scout should win - that's fine, but I am saying it should be a dedicated fit, no scout with 1 or 2 damps should beat a GalLogi with 1 or two precision. That is where I see it.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
736
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Posted - 2015.02.21 02:09:00 -
[46] - Quote
Meee One wrote:RedBleach LeSanglant wrote: Is it possible to love you more? I doubt it - You are nailing this discussion right now!
"Where does CCP see the Logi Role" is the perfect question because we don't see the Eve side of the role reflected in Dust514. - I'm not advocating or debating such a practice only agreeing that we don't have that definition and that it would be very useful. There must be a survival mechanism for the Logi, even if it was logi's didn't have a side arm because they all had a active energy shield they could throw up... but since that is equipment like that wouldn't be suit specific.... so nevermind. But we know where we want to go.
Logis as a class must excel in one or two of the traits that offer a mechanism to live in a battle. AND We need to be more that a pack mule with a specialty in 1 piece of gear. So I'm on board with most suggestions to implement that defining. I wanted best regens but best EWAR is OK too if there is some increase in survivability. As a few others have posted the roles all need definition and some qualities that make them different that then allow us to customize styles with those benefits.
Will we agree as a community? I doubt it, but with an official CCP proposal at least we would know what they are willing to look at and then we could work on ideas from there. Currently we have ideas from all over the board covering quite a full spectrum of solutions from a lighter logi to a heavier logi simply because we all see the suit handling differently and CCP has muddied the waters with stat and story values that don't nail down the class. I'm all for open game play and breaking things, but first want the balance conversation that can come from defining each class.
Before that can happen CCP needs to decide what it's 'core' is going to be. The first suits newer players will be driven to get in to. Mediums? Assault + Logistics? Then define those two (combat vs support),and balance appropriately. And after those suits are balanced,then do the other more niche roles. By balancing their core suits properly they can balance the fringe suits easier. For example: Assaults are good for eHP,sents are better,but worse for speed. Logistics is good for eWAR and hacking,but scouts are good at evasion and sabotage (also hacking) via stealth,but worse for eWAR. Fringe suits would be for very specific purposes. While core suits would be for generalist purposes.
AGREE that CCP skipped over defenitions.
I never even look at the core (basic?) suits because of the lack of bonuses. I always opted for a leveling system that took your cumulative bonuses and that the basic suits carried a racial and frame bonus. then the class bonus would come into play as a person specialized.
I can see your point. but In my mind I never see the basics as a choice I just see specialized on the battlefield.... where else would a logi fit? Weird situation to think about. If Basic Frames were worthwhile... the whole game experience would change for newbros. For oldbros it just means another bonus and if the basics are cheaper... but what else would be the draw?
Not a discussion I'm ready to get into. I'd have do to alot more thinking about it.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
736
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Posted - 2015.02.21 02:24:00 -
[47] - Quote
Meee One wrote:RedBleach LeSanglant wrote:Meee One wrote:RedBleach LeSanglant wrote: Is it possible to love you more? I doubt it - You are nailing this discussion right now!
"Where does CCP see the Logi Role" is the perfect question because we don't see the Eve side of the role reflected in Dust514. - I'm not advocating or debating such a practice only agreeing that we don't have that definition and that it would be very useful. There must be a survival mechanism for the Logi, even if it was logi's didn't have a side arm because they all had a active energy shield they could throw up... but since that is equipment like that wouldn't be suit specific.... so nevermind. But we know where we want to go.
Logis as a class must excel in one or two of the traits that offer a mechanism to live in a battle. AND We need to be more that a pack mule with a specialty in 1 piece of gear. So I'm on board with most suggestions to implement that defining. I wanted best regens but best EWAR is OK too if there is some increase in survivability. As a few others have posted the roles all need definition and some qualities that make them different that then allow us to customize styles with those benefits.
Will we agree as a community? I doubt it, but with an official CCP proposal at least we would know what they are willing to look at and then we could work on ideas from there. Currently we have ideas from all over the board covering quite a full spectrum of solutions from a lighter logi to a heavier logi simply because we all see the suit handling differently and CCP has muddied the waters with stat and story values that don't nail down the class. I'm all for open game play and breaking things, but first want the balance conversation that can come from defining each class.
Before that can happen CCP needs to decide what it's 'core' is going to be. The first suits newer players will be driven to get in to. Mediums? Assault + Logistics? Then define those two (combat vs support),and balance appropriately. And after those suits are balanced,then do the other more niche roles. By balancing their core suits properly they can balance the fringe suits easier. For example: Assaults are good for eHP,sents are better,but worse for speed. Logistics is good for eWAR and hacking,but scouts are good at evasion and sabotage (also hacking) via stealth,but worse for eWAR. Fringe suits would be for very specific purposes. While core suits would be for generalist purposes. AGREE that CCP skipped over defenitions. I never even look at the core (basic?) suits because of the lack of bonuses. I always opted for a leveling system that took your cumulative bonuses and that the basic suits carried a racial and frame bonus. then the class bonus would come into play as a person specialized. I can see your point. but In my mind I never see the basics as a choice I just see specialized on the battlefield.... where else would a logi fit? Weird situation to think about. If Basic Frames were worthwhile... the whole game experience would change for newbros. For oldbros it just means another bonus and if the basics are cheaper... but what else would be the draw? Not a discussion I'm ready to get into. I'd have do to alot more thinking about it. Core as in suits CCP wants players to use over 90% of the time,not basics. Basics are terrible to force players into specialist suit. If CCP wants 90% of the suits to be assaults and logistics,they need to balance around that idea.
Wow. Honestly I had no idea that this was a thing.
Seriously? CCP wants 90% of the players to be Assault and Logi? I could deal with fewer scouts - they annoy the hell out of me (and gank me to no end) - but fewer heavies and commandos too?....
Really? I mean I'm sorry to derail the thread a little bit here it's just that I thought I was caught up on most things and this just seems out there for them to want people to play logis. I get that they want the ASSAULT to have the biggest draw but I was thinking more like a 50% max.... .... huh ..... I guess that's something new to think about.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
739
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Posted - 2015.02.24 19:45:00 -
[48] - Quote
Meee One wrote:One Eyed King wrote:@Meee One.
Logis were overperforming as slayers, that is what got them into trouble, not that they were killing anyone at all.
All suits should have some viability with shooting other players. A balanced Logi should be able to rep, provide scans, and shoot mercs among other supporting actions. It becomes imbalanced when the degree to which they do any of the above results in over performance and abuse. That goes the same for any suit or vehicle. Well,if my ability to rep gets reduced via overheat. My shooting time increases because of overheat. I personally picked logistics so thay my shooting responsibilities would be minimal,and yet players want to reduce my supporting ability? Lolno Mad is saying he wants an overheat to add skill and he's bored. All he has to do is stop repping and shoot,but as rep tools are infinite he wouldn't have a valid excuse to give squad mates. So instead of being candid with his crew he comes here to try to have an excuse made for him. It's terribly childish,and i can see through it easily. He doesn't want to be a logistics,he wants to be an assault with more than 1 equipment slot.
Agreed. An overheat that seizes the repair or more diminished returns with WP are not the answer. It is a barrier to new logis that creates a steep learning curve and will also lead to cursed frustration whenever that limit is reached in battle. Especially in a situation where those reps would have allowed your team to hold a point, survive, or turned the tide of battle.
Overheat no.
A warm up capacitor to reward actual repping - meaning that when it is repairing it is increasing in efficiency and when it is tethered but not repping it begins to cool down - is a method that rewards active repping with a direct battle effect. This affects repping behavior and has a greater possibility to lead to the desired behavior of smart repping rather than "leashing" an entire match.
That said - you can't force anyone to play the way you want them to. All we can do is provide tools and allow players to use them however they see fit. You will have that guy that is dedicated to pistols, RE's, LZR, or other situational/unique items and we cant change that. All that can be done is to give fair rules of play for all.
An overheat is punishing to a class that draws players for the reason that they don't want to/or have to shoot, or they are just not good at it. But being able to leash another player, help out, and provide other support may full that need of fun, purpose, or entertainment that we all seek by playing games, and that's perfect for people like me.
I believe that the majority of users would find the overheat a bane to the class and alienate players even further. While it is unique, and may offer a minority of users a new thrill for a while the permanency of such a change, and how that might affect future changes in the mechanics of other items is not something that can be supported.
Capacitors or warm up mechanics maybe. Seizing/stopping/arresting/halting/etc.... just no.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
739
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Posted - 2015.02.24 19:47:00 -
[49] - Quote
Adipem Nothi wrote:Mad Syringe wrote:Considering the slayer logis, the only real problem with that ever, was the cal logi, which had way to good bonuses. Wasn't the Slayer GalLogi at some point as equally bad as the Slayer CalLogi? I recall Nyain San switching from 6 of one to 6 of the other, but I don't recall which was FoTM first. All long ago, of course; Slayer Logis have been dead for quite some time (barring that "Vagheitan" guy from AE).
Nope
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
740
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Posted - 2015.02.25 01:29:00 -
[50] - Quote
el OPERATOR wrote:RedBleach LeSanglant wrote:Adipem Nothi wrote:Mad Syringe wrote:Considering the slayer logis, the only real problem with that ever, was the cal logi, which had way to good bonuses. Wasn't the Slayer GalLogi at some point as equally bad as the Slayer CalLogi? I recall Nyain San switching from 6 of one to 6 of the other, but I don't recall which was FoTM first. All long ago, of course; Slayer Logis have been dead for quite some time (barring that "Vagheitan" guy from AE). Nope But "Fear" made every logi a target. It is similar to modern profiling: color = crime. Therefore all yellow logis were under scrutiny for the actions of one races class and bonus. CalLogi technically wasn't even "bonused" , it just happened to be able to stack Damage Mods during the time period when Damage Mods had no stacking penalty. DM stacking without penalty + ability to self-logi (its own ammo/rephives) = a Slayer's go-to fit.
I believe that the statement is not entirely accurate. While damage mod scaling had yet to be implemented even that was fixed after the "slayer logi" problem was fixed. As previously posted the Cal Logi's bonus supplied it with extreme shield HP. On a Caldari with low recharge time, 4 low slots for armor/reppers, and a natural 5hps rep - it was the most survivable Tank to date as this was well before a lot of other balancing took place (like the TAR god gun). Damage mods were secondary to the survivability of such a suit as going toe to toe with any other logi or assault, even heavies at the time, it would come out the victor and quickly recharge all HP. While carrying nanos to refill ammo.
The CPU nerf, initial bonus change to regulators, took care of the threat.
To further specify: at the time Logis had more modules than assaults and better CPU/GP to fit with. The extra module slots, and the Cal bonus worked in tandem to create a suit that, despite worse base stats, could still survive better than an assault. Since the weapons had not been balanced the extra module slots, AFTER the CalLogi bonus fiasco, did make a DMG mod logi desirable - BUT low base stats often stopped players from using the logi for slaying... but not all.
Until the Module efficiency re-balancing and the Slot balancing that put Assaults at the top of the fitting charts the potential for a "slayer logi" was still there. But no longer.
The bonuses do not support survivability, low base stats ensure worse performance, module stacking penalties apply uniformly (except armor and scouts) making the best suit for modules, survivability, and overall better performance for slaying most commonly and Assault... or it was until scout upgrades and other tampering that has made scouts the more popular suit choice.
Moving ON. We have derailed this thread long enough. How bonuses interact with other classes, equipment, vehicles, etc. does have import as to how the logi class should be balanced. Though direct scout balancing threads are best for some issues, bringing up a concern in this thread on the interaction of that bonus is input that should be taken into consideration.
Just as "leashed heavies" would have some valuable input as to how they like being tethered. AS several pages have been spent on comments as to whether leashing is acceptable from a support/logi standpoint we should hear from the Heavies. Do they appreciate it? Do they care? What do they want? They rely on us shouldn't we have some direction from them? Yes.
Their first input would probably be visual notification that they are being repped. This we know. What about the survivability of their logis? Do they often die before the skirmish is over? Do they outlast the Heavy? Do most of them want us to be firing when we could be repping them? Answers to these questions are better than a Support oriented class dictating how it should be done.
What do they think of a Seize/Overheat Mechanic? - What do you believe their answer would be... You already know don't you. (no question marks - these are statements). You know they would call it stupid, pointless, and make the same points that have been made about such a mechanic.
HOW our work affects players should be the ultimate guiding principle when speaking to equipment. That incorporates changes to bonuses, base stats, EQ pricing, and more.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
742
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Posted - 2015.02.26 02:46:00 -
[51] - Quote
Adipem Nothi wrote:Gyn Wallace wrote:Why should stealth get to be the bargain instead of detection? I don't know that this is a reasonable premise, Gyn Wallace. Running around in a 400HP Scout Suit is not a low risk activity; it is certainly more risky than using an Active Scanner while embedded among friendlies.
As Gwyn Stated there are many factors to determine balance. A piece of that factoring are the veracity of generalizations and determining if they are quantifiable or not. CCP may have the data needed, but lets look at the statement made of:
Adipem Nothi wrote: 1. Running around in a 400HP Scout Suit is not a low risk activity.
and
Adipem Nothi wrote: 2. it is certainly more risky than using an Active Scanner while embedded among friendlies.
1. True at face value. Are we comparing like activities, are we talking about trading situations by putting a 600hp logi running around or the same scout using an active scanner around friendlies? Taking into account speed, regen, stealth, etc. the risk is decidedly lower than it might sound compared to a logi int the same situation - else why would it be the suit of choice? And what action is being taken? Running around the redline sniping is hardly as dangerous as being on the battlefield. Running in an enemy free zone is hardly risky... so what exact situation are you trying to create here for comparison? A hot point battle at a letter that is constantly being attacked and the blues are holed up inside while a scout runs around outside looking for stragglers....
2. Possible. But this is hardly defined. Are you saying that if the logi and scout switched places one would be at more risk than the other? are you saying that all/ most users of active scanners are embedded among friendlies? would it surprise you to find out that most are running scans on the front lines or from different areas outside 'the blob"? are you assuming that all logis are team players and stay with the friendlies most of the time? are you stating that the logi is at low risk because they are with the team? are you assuming that "shoot the logi first" is not the primary objective of most experienced players?
Around an objective or with blue/green dots every suit is at risk. This is a shooter. Object -> to win -> shoot reds... so what are we trying to say? In the same situation would a logi survive as opposed to a scout?
The comparisons are classically apples to oranges. Which can be done when measuring nutritional content in the context of dietary human health or vitamin C values. But comparing one situation to an entirely different situation based on assumptions, without explanation or specifics, isn't helpful to build a discussion. I get that you are fighting for the scout and how the Gal bonus affects the play, but make something that is comparable. Give something that can be worked with as opposed to pigeon-holed stereotypes.
I appreciate many of your statements, but I feel like this one was not as well constructed or thought out. It seemed reactionary.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 01:35:00 -
[52] - Quote
@Adipem Nothi
From your last few posts and referencing dampening. I do have a question or two for you if you wouldn't mind.
Can all scouts beat the proto Gal proto scanner? or is it only the racial bonuses that help X races. That is to say, a proto scout with their slots full of proto dampeners, and a proto cloak. Will each beat the scan... was it an 18 or a 21 (sorry at work and just posting real quick)
If NOT then I do see a problem. But if each race can then I can see that there is a counter - i did not say balance, just that there is a counter to the scan. Cloaking.
SP wise it is a heavier investment to beat a scan - suit, modules, and 1 EQ. opposed to Gal Logi is Suit, and 1 EQ.
The distance of the scan, covering half the battlefield or more at times I could see as frustrating - I've tried it myself. - Really had to flank to get away from the general scan areas.
On the battlefield it is more difficult to beat the scan without the cloak active. The limited cloaking time - still a nice little while - is not what I hear that you want.
What I hear is that In your view a fully dampened scout should beat a Gal Scan, is that right? Cloaked or uncloaked? Is that with any race? Is it that the cloak is the lynch pin of the operation? or is it just a "visual invisibility" mechanic to you? Do you want it so that Fully dampened beats everything and the cloak is just for fun?
As it stands only a maxed/cloaked scout can beat the scans right? How would you like that to change?
Do you want the Gal Logi to have to be heavier invested in something else to catch scouts? Like having the precision module also affect the active scanner so only a fully precisioned logi with a proto scanner could catch all scouts, just cloaked scouts, or only uncloacked scouts? So that you have more of a module to module and EQ to EQ match up?
If that is the case suggest it. But I need more of a definition of what you are wanting to see happen on the battlefield. Please explain.
Perhaps a Gal Bonus of 3% to precision modules and a 5% to Active scanner Cooldown, and asking the devs to make precision modules affect the active scanner. Then you may feel like you have more of an equal battle between the two. As each class would be equally invested, SP, module, suit, and EQ wise.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 01:44:00 -
[53] - Quote
Adjusted the original google docs to reflect some of my feelings for a more survivable logi, I backed off on the better shield recharge (that seemed more like an Assault thing) to add better hacking and better ewar. Adjusted bonues, increased strafe speed, etc.
Set up new slot layouts and tier progression. Left the whole sidearm thing to CCP to deal with, but provided options.
The ewar precision and range is random numbers, i did not check what the values would be if maxed out (sorry). But it is still something, numbers that CCP wants provided (as they say - players doing the legwork). Can always go higher on the range... but will have to number test it so it doesn't become a Cal Scout issue of seeing the entire battlefield again.
Please, tell me what you think.
RedBleach's Logi Proposal
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:31:00 -
[54] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote:@Adipem Nothi
From your last few posts and referencing dampening. I do have a question or two for you if you wouldn't mind.
Can all scouts beat the proto Gal proto scanner? or is it only the racial bonuses that help X races. That is to say, a proto scout with their slots full of proto dampeners, and a proto cloak. Will each beat the scan... was it an 18 or a 21 (sorry at work and just posting real quick)
Yes, they can. More is required of the MinScout, as it must run a proto suit, fill all of its lows with complex damps, and be proto cloaked to beat all scans. This requirement was argued as "reasonable" before cloak-blind, decloak-delay, falloff, and scout armor/strafe penalty were introduced. If it was a "reasonable" requirement then, it certainly is not now. I believe it appropriate to lessen pressure on today's post-nerf, post-falloff MinScouts by 1 slot. If adjustments to GalLogi scans are off-the-table, this goal could be reached through alternative means. For instance, changing cloak's active damp bonus from 0-5-10 to 10-15-25 would accomplish the same; specifically, MN/AM Scouts would then beat 15dB scans at 2 cmp damps + proto cloak (instead of 3 cmp damps + proto cloak) and GA/CA Scouts at 2 cmp damps + basic cloak (instead of 2 cmp damps + proto cloak). That said, adjustments to GalLogi active scans may prove in the end to be the better path. GalLogi scans aren't just "OP" against MinScouts; these scans also negate any/all value of running damps on any suit other the Scout. Thankfully, balance calls aren't mine to make.
Thank you for your reply.
The Super Scout of 1.8 has been moving more towards a balanced class. And I can certainly get behind a re-evaluation of the current setup post nerf as moving towards a balance when other factors aren't taken into account only leads to further imbalance.
Your first suggestion of increasing the cloaking dampening bonus, to allow 1 more open slot for something else, keeps the requirement for being cloaked to beat all scans. I this reasonable to you? I'm just wondering if 2 cdamps,1 ,or 0 beats most native suit scans so that scanners are the only thing that scouts have to worry about as most often suits run HP setups.
I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it.
Wanting to know if the 3rd dampener is a waste besides just beating Gal scans if 2 does the job for EVERYTHING ELSE. If so then perhaps an adjustment is valid. Be that an adjustment in scanners, Gal Logi bonus, dampeners, precision mods, or the cloak.
@Adipen Nothi. In your opinion when should active scans or dampeners win? Step by step, tier by tier, I think that a fully Damped Scout should beat the equal level of Scanner so a full dam[ proto scout beats proto scanner. But the counter is the Gal Logi that can scan everything. Meaning that the specialty of the Gal Logi scanning all is the draw of the suit, nothing escapes its eyes. So that a proto cloak is required to beat the Gal logi.
I am biased because of my logi core, but I see the counter.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:34:00 -
[55] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote: Logi base scan range was increased to 25m when Falloff was introduced. This is the highest of all classes. Your proposal appears to reflect old values. You also propose changing Precision from 45 dB to 35 dB; this would playout as follows: Scan Precision (5) - 16 / 32 / 41 dB Cmp Precision (x1) - 13 / 25 / 33 dB Cmp Precision (x2) - 10 / 21 / 27 dB Cmp Precision (x3) - 9 / 18 / 24 dB Ranges: 8m / 19m / 38m
"Role bleed" comes to mind (among other things). But that's a conversation for another day.
Thanks, lookslike I need to do some more hunting I appreciate the input.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:51:00 -
[56] - Quote
And I'll look more into falloff, I thought that the 25 was the limit, or far end of the scan when it was already weaker. You are right, I do need to specify. It was an old worksheet and I didn't update all that was needed.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:05:00 -
[57] - Quote
Adipem Nothi wrote:Mister Goo wrote:Adipem Nothi wrote:RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it. Here are two: Borrowed from BarbershopBorrowed from HaerrTo the best of my knowledge, Protofit's EWAR values are also up-to-date. So I see you have continued to successfully derail our thread, QQing about the imbalance of the scout. Please for the love of god ignore this poor scout so we can continue on with the logistics and support. If he wants to discuss this he can START HIS OWN THREAD IN F&B, or better yet go to the barbershop where he belongs. Here is a merc (RedBleach) who wants to better understand EWAR, EWAR balance, and perspectives of EWAR units opposite his role. As his proposal includes significant EWAR changes, does it not stand to reason that he might benefit from new found knowledge? "No knowledge is to be despised." - Joseph Needham
yes, Thank you for your help. It was the Haerr page I was looking for. Proto fits is great for current values, but testing values I needed to find the formulas again, thank you.
And This thread is about balancing logis, and balance applies to the entirety of the game and how this role affects all else in the game. While I get that some feel this conversation is derailing the thread I must disagree and point to the lack of other activity. Few were taking action, posting, providing numbers, and working on something - even if it is disagreed upon - creating a presentation or summation of works or opinions.
This conversation about the GAL LOGI vs scout sparked a conversation. It was this conversation that helped me start work on defining the logi again and reworking some proposal numbers - THAT HAVE STOOD STAGNANT FOR MONTHS from the original post, even after several updates. I may or may not agree with many of the opinions here, but without opposition or discussion there can be no growth, nothing more to give CCP or the CPM.
I have tried to bring the discussion into focus several times and received little to no feedback - EXCEPT from the "Scout guy" - who has actually looked at some of my work, Helped with numbers, and provided Feedback.
el OPERATOR was it not you that wanted the Logi to be better at EWAR? I'm working on it, Gal Logi applies, how it affects scouts applies. If it wasn't you, perhaps Meee One. Eitherway, I'm getting values, working with someone to see how that would play out in game.
I understand your concerns and how you have felt about this discussion and I can agree that sometimes certain posts have been more scout centric. I feel that this discussion applies to our logi balance, and I will continue until I have some numbers that can better reflect the desires of the logi community and be realistic enough to garner approval from the DEVs rather than having it dismissed because it was too OP or did not take into account other game factors. I do this for the team. I would appreciate your help.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:18:00 -
[58] - Quote
Mister Goo wrote:RedBleach LeSanglant wrote: Agreed. An overheat that seizes the repair or more diminished returns with WP are not the answer. It is a barrier to new logis that creates a steep learning curve and will also lead to cursed frustration whenever that limit is reached in battle. Especially in a situation where those reps would have allowed your team to hold a point, survive, or turned the tide of battle.
Overheat no.
A warm up capacitor to reward actual repping - meaning that when it is repairing it is increasing in efficiency and when it is tethered but not repping it begins to cool down - is a method that rewards active repping with a direct battle effect. This affects repping behavior and has a greater possibility to lead to the desired behavior of smart repping rather than "leashing" an entire match.
That said - you can't force anyone to play the way you want them to. All we can do is provide tools and allow players to use them however they see fit. You will have that guy that is dedicated to pistols, RE's, LZR, or other situational/unique items and we cant change that. All that can be done is to give fair rules of play for all.
An overheat is punishing to a class that draws players for the reason that they don't want to/or have to shoot, or they are just not good at it. But being able to leash another player, help out, and provide other support may fill that need of fun, purpose, or entertainment that we all seek by playing games, and that's perfect for people like me.
I believe that the majority of users would find the overheat a bane to the class and alienate players even further. While it is unique, and may offer a minority of users a new thrill for a while the permanency of such a change, and how that might affect future changes in the mechanics of other items is not something that can be supported.
Capacitors or warm up mechanics maybe. Seizing/stopping/arresting/halting/etc.... just no.
Overheat is a flat NO I agree. I like your idea with the capacitor, but I think it should be introduced as a variant at each level and see how it works in realtime vs what we envision. You know how things tend to get jumbled up when introduced. That way tweaks can be made until it is right. I would like to see it at about 225 reps per second at Proto. A little more than half of the sustained DPS of a basic assault rifle. I understand your not wanting more diminishing returns in WP for repairing, Right now there is a hard cap set (I don't remember what it is ). I suggested the diminishing returns as an alternative to a hard cap so we still receive points for repairing the whole time. I have changed my suggestion of stopping at 0. Examples numbers are negotiable. 1min 25 points 2min 20 points 3min 10 points 4min 5 points 5min or longer 1point. The hard drop between 2 and 3 minutes is to encourage releasing the lock when not in direct combat. To reset the timer, lock on should be dropped for 5 (maybe longer) seconds, to force a release. This should stop the release and quickly re-lock to reset WP acquisition. Forcing you to stop repairing for an extended time if you want better WPs, not just keep going and resetting every time your target is hit or they kill someone. I also believe that Guardian points should be dropped to 25 the same as an assist and should follow the same diminishing returns as the repair tool.
That is a positive suggestion. If I understand you correctly you are wanting some incentive mechanic to make a logi disengage for a moment, an incentive to look up and take note of the situation.
I feel like the numbers may need adjusting for the initial time, some intense battles where you are just pinned down can take 2-3 minutes before there is a lull enough to feel confident in dropping the lock. Maybe moving the Hard drop to the 3 Min mark. That said a 2xstreamer sucks to re-engage when you finally just got the two people you needed locked in the swarm of moving bodies.
I can't say that I'm on board but I do appreciate the work you put into it.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:27:00 -
[59] - Quote
Meee One wrote:RedBleach LeSanglant wrote:Adjusted the original google docs to reflect some of my feelings for a more survivable logi, I backed off on the better shield recharge (that seemed more like an Assault thing) to add better hacking and better ewar. Adjusted bonues, increased strafe speed, etc. Set up new slot layouts and tier progression. Left the whole sidearm thing to CCP to deal with, but provided options. The ewar precision and range is random numbers, i did not check what the values would be if maxed out (sorry). But it is still something, numbers that CCP wants provided (as they say - players doing the legwork). Can always go higher on the range... but will have to number test it so it doesn't become a Cal Scout issue of seeing the entire battlefield again. Please, tell me what you think. RedBleach's Logi Proposal ...You reduced scan accuracy and stamina,as well as stamina pool,for 10%on scan radius? Lol no I actually prefer cross',i'll survive longer. I don't know how to feel about that. Happy that logistics are buffed? Sad that the buffs are low? I'll go with happy i spose' that stamina will come in useful.
Man.... I'll review the numbers again! Cross' were the originals up top mine are the ones below.... I really was quite sure I was working of the most recent proposal - maybe I'm completely off I buffed most things like HP, current precision (lower is better) and increased the normal ring scan range - not the edge of the fall off. Perhaps I'll add the shield recharges again.
The original proposal was a low buff, but still not enough. Thanks for the input, I'll work on it some more this afternoon.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:32:00 -
[60] - Quote
el OPERATOR wrote:Quick note about the "counter" to "scouts" in scanning-
1. More than 1 scout frame is able, while properly modded, to defeat scans entirely. That is to say, able to beat all scanners all the time outright.
2. More than one scout frame is enabled when scanned to know that they've been scanned via a nice fat warning message on their screen that says, " You have been SCANNED". SO, when they've been scanned they can change what or how they're doing what they're doing before failing or being killed.
3. This terribly OP uberscanner that wreaks devastation across all games and modes and eviscerated a whole genre of gameplay here has the shortest lightup time (10-15 seconds) the narrowest arc (~45-¦) and the shortest range (100m). (not in front of a stat spreadsheet so figures may be a little off, but those are the gist of them) Even fully loaded with 4 of these things the top suit (GalLogi) for using them is still only able to scan those narrow arcs for those short periods. AND SCOUTS CAN STILL BEAT IT.
4. STEALTH, like any other weapon we have in here is open to everyone, ANY suit can be used to lurk n beast. Scout frames, by design are the most powerful in this regard. And among the scout class certain frames are better than others in more conditions for it. Kind of like our Uplinks, anyone w/eq can carry them, anyone w/eq can pitch them BUT if you want the fastest possible links out then you'll need to use the AmarrLogi. A slow, cumbersome logi not particularly well-suited out of the box for link running, btw. ALL scouts are more than stealthy as hell vs. all other frames. AND they can mod the fit so that they outright defeat their counter, the "OP" Proto GalLogi Proto Active Scans.
The GalLogi bonusing, Cocentric Falloff AND Cloak stats ALL cumulatively create a SUM total of something resembling balance between Scout frames and all others. Scouts refused to tolerate other outright stat nerfs that were proposed to balance their OP bs, suggestions like going single equipment, going sidearm only, being made slightly slower, having outright fitting restrictions on hp mods etc. So, instead, the suite of tweaks that occurred were created and applied, scout OPness came down a notch and overall balance became better. NOW the effort to try and rollback the balancing is afoot and trying to interject itself here because we're on deck for buffs so a patch or fix will happen that could be an opportunity for scouts to regain their utterly dominant position among frames overall.
**** THAT ****, I say.
BTW, had a DOM match vs Mr.GoBang there last Monday. I spent the whole match scanning him, his club and his team. He ultimately sg'd me twice (from his Cal std bpo), went 10-3 on the leaderboard and his team won the match. Thos uber OP GalLogi scans didn't kill him, didn't unhack anything, didn't freeze him in place or make him totally defenseless (he still had his speed, his tank, his gank and his wit) and didn't drop an OB on him. In PC we see scouts, full pro no halfassing it scouts, all the time. They are game changers and playmakers (as they should be) AND they defeat scanners ALL the time, hiding on catwalks raining re's, spamming their own scanners , dropping links, running-and-gunning, ripping off speed hacks left and right etc so this crap about scans being too OP is exactly that: crap.
Thank you for this, I'm too unfamiliar with scouts and scanners. Repps, hives, needles, and the CAL, AMARR, and Minmatar logis I know well - Galente and the Active Scanners have never been my strong point, but to try and help. I'll keep working.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:43:00 -
[61] - Quote
el OPERATOR wrote:If ain't broke, don't fix it. Mind the dates on posts and their relative timing to subsequent fixes and patches. Just because this thread has required us keeping it alive does not warrant it becoming the scoutbuffideaspitballing room. The buffs that Logis are due can be done without undoing the general balance we currently have, provided we don't allow the interjection of the unneccessary. Current overall balance being largely agreed upon as good as has been seen in a loooong time. We get our buffs and truthfully, IMO, CCP will be able to focus less on this constant frame-balancing situation and more on generating new content . New vehicles, new weapons, new maps, new modes, new frames etc etc etc The dog and pony show has to stop somewhere.
True Dat
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 20:59:00 -
[62] - Quote
IF CCP/CPM is listening
One of the changes I address in my log is Tier and Tier steps for as we all know the CAL and Gal Tiers are messed up, making them unequal to the other logis at all but the Proto level. But let us also look at the starting out as a logi and differentiating from the scout start as well. Fully readjusting the tier scaling.
The point has been made that a starting Amarr and Caldari have the same starting EQ as their scout counter parts, making a scout the better logi in the beginning. Only at ADV level an on do we see a difference in EQ slots and the regular H/L slot count.
YET scouts start with 2. At every level. It never changes moving through the tiers. IF history has set rules then the maximum slot count should only be achieved at the proto level. Possibel maxing of EQ slots at the ADV level as seen with the Amarr and Caldari. If that is the Case shouldn't scouts start with 1 EQ slot and get the second slot only at ADV or Proto as slot progression has previously been determined?
Realizing that this would create a great cry among the scouts with wailing and gnashing of teeth, would it then not be better to take a cue from the scout setup and have logis start out with their max as well? - Yes
Or at the very least start them with 3 EQ (for some this is the maximum) to make them the EQ specific role from the beginning and differentiate them from starting scouts (logi light) in the beginning? Yes.
Crappier Stats same slot count?! Lets move away from that.
FOR EXAMPLE Minmatar Logi Changes - Progressive EQ Flatening
5H/4L/4E 4H/3L/4E 3H/2L/4E
or AMARR
4H/5L/3E Proto 3H/4L/3E ADV 2H/3L/3E Basic alt. 3H/5L/4E 2H/4L/4E 2H/3L/4E
Because Logi should be a Logi from the start 4EQ is a logi, for every class an upgrade is an increase in the H/L slots. Maintain that tradition or we should see the only other class with more than 1 EQ slot have a progression as well, i.e. scouts only get 1EQ until Proto grants them a second.
At the very least each should start with 3 EQ
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
760
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Posted - 2015.03.01 04:41:00 -
[63] - Quote
2/27/2015 Defining the class - Base Stats
HP Regen Part of the Original discussions for Cross' proposal concerning health and stamina pools were whether a logi should have a greater pool or higher recharge rates. We usually see the progression in HP as Higher HP Pools = Lower Shield Recharge rates and with Stamina we see the same but logis are continually the exception and messing up the Battle Standard. To be randomly made weaker to explain carrying equipment I guess.... BUT that only works IFF all logi suits were distinctly different from a scout with 2 EQ. But currently there is a lack of balanced reasons for the current setup.
In many ways the logi has stats closer to Scout and assault and at other times closer to the sentinel and commando sides. This is common knowledge to this community, I know. I'm just trying to think where the line should be drawn.
HP Pool: Current Sentinel> Commando> Assault> Logi> Scout Each Logi gains about 60hp total
Shield regen amount: Current Scout> Assault> Logi> Commando> Sentinel - Cal is outlier. Disparity was too great. A greater value than the Assaults is in order because of Lower HP Amount is now between Assault and Scout.
Shield delays: Scout> Logi> Assault> Commando> Sentinel - Cal is outlier. Maintained but closer to scout than Assault.
Stamina pool and rate are: Scout> Assault> Logi> Commando> Sentinel Previously decided to have larger Stamina pools (we do just lug crap everywhere) and equal or lesser recovery rate Stamina Pool is between Scout and Assault now: Scout> Logi> Assault> Commando> Sentinel
Armor regen should be better for a logi due to the nature of the class, but this doesn't follow HP pool rules with all classes. That would mean that sentinels would have the highest repair rate and scouts the lowest, but it turns out that commandos and Logis were on par with repair rates and sentinels were just above scouts. Bizarre So, Armor repair rates are now the best between all the classes.
Scanning profiles kept the same.
Scanning precision up (down): Able to detect the micro deformities in the ships they work on = High F-ing Precision.
Scan Radius Increased to Allow the Logi to be the master of Ewar Scanning.
Movement Speed faster walk, slower sprint.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
763
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Posted - 2015.03.02 00:33:00 -
[64] - Quote
Adipem Nothi and Mr. Goo
Yeah the whole scan thing I'm still mulling over. Gears are grinding and I'm not completely set on any one thing, and balancing it all will take some time.
Thanks for the support all
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
764
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Posted - 2015.03.03 02:01:00 -
[65] - Quote
el OPERATOR wrote:RedBleach LeSanglant wrote:Adipem Nothi and Mr. Goo
Yeah the whole scan thing I'm still mulling over. Gears are grinding and I'm not completely set on any one thing, and balancing it all will take some time.
STILL working on the rest of what I see as a more current proposal. Playing with numbers, ideas and definition.
Thanks for the support all Don't forget to play the game too. Data analytics is fun and all but its really all about the game.
Yep, getting trashed.
I've played inverted my entire life. But, recently played a game for a month where that wasn't an option, so now playing standard I' cant shoot for crap anymore... trying to figure out what to do to find my groove again. Maybe go through the Mass Effects and regain it. My KDR is just going to the toilet.
I've been playing this for years so I have Thousands of deaths but I've seen it go from a 1.8 to a 1.4... maybe now a 1.2 and I don't consider myself decent at a shooter unless I can maintain a 1/1. Then again, the way this game plays and is not all about KDR my beliefs are being challenged... I just don't want to change. Oh, help me my empress
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
766
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Posted - 2015.03.04 04:07:00 -
[66] - Quote
Meee One wrote:Mister Goo wrote:Meee One wrote:The main problem with costs of equipment is that there's such a huge gap in tier performance. BDR-8:75 on a single target Six Kin:88 on two targets. Thats 13x2 hp/s loss. On weapons the change in damage is maybe 1 point per tier. I think ADV should get 2 targets,with the Pro having higher reps. It would make ADV not feel as worthless by comparison. ------ I'd like any possible updates if available. you forgot the price comparison BDR-8= 8070 ISK Six Kin = 2163 ISK Thats why when I try to cut costs I use the Core Repair tool. 70 HPS 13215 ISK It is worth the extra 5000 ISK for the two streams. Which is why ADV needs 2 as well. No other class is forced into Pro gear for such dramatic performance increase. But i just thought of possible bonuses for the repair tool for the other races. Min-High rep amount (Current) Amarr- Armor Damage resistance Cal-Shield damage resistance Gal-increased weapons efficiency (slower heat build up,faster reload,lower kick,etc.) Since nanites run the world,why not have the individual logistics be able to focus them towards additional functions. With this it becomes more desired to have more logistics,rather than just Min.
Good Points All :) Particularly Tiering of equipment and the performance gaps is stupid huge, but careful how its phrased as a DEV may decide to nerf reps to make them more equal ... more to add to my logi list of things to do :) ADV 2 Streamers is a good idea.
I like the ideas for the added effects of the streams, could be really awesome. I question the Gal from a lore standpoint of valuing life and all that stuff - a damage increase doesn't seem to fit them... if we are just spitballing ideas I wonder what else....
I could see Ammo resupply in there as well.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
767
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Posted - 2015.03.05 00:06:00 -
[67] - Quote
el OPERATOR wrote:RedBleach LeSanglant wrote:Meee One wrote:Mister Goo wrote:Meee One wrote:The main problem with costs of equipment is that there's such a huge gap in tier performance. BDR-8:75 on a single target Six Kin:88 on two targets. Thats 13x2 hp/s loss. On weapons the change in damage is maybe 1 point per tier. I think ADV should get 2 targets,with the Pro having higher reps. It would make ADV not feel as worthless by comparison. ------ I'd like any possible updates if available. you forgot the price comparison BDR-8= 8070 ISK Six Kin = 2163 ISK Thats why when I try to cut costs I use the Core Repair tool. 70 HPS 13215 ISK It is worth the extra 5000 ISK for the two streams. Which is why ADV needs 2 as well. No other class is forced into Pro gear for such dramatic performance increase. But i just thought of possible bonuses for the repair tool for the other races. Min-High rep amount (Current) Amarr- Armor Damage resistance Cal-Shield damage resistance Gal-increased weapons efficiency (slower heat build up,faster reload,lower kick,etc.) Since nanites run the world,why not have the individual logistics be able to focus them towards additional functions. With this it becomes more desired to have more logistics,rather than just Min. Good Points All :) Particularly Tiering of equipment and the performance gaps is stupid huge, but careful how its phrased as a DEV may decide to nerf reps to make them more equal ... more to add to my logi list of things to do :) ADV 2 Streamers is a good idea. I like the ideas for the added effects of the streams, could be really awesome. I question the Gal from a lore standpoint of valuing life and all that stuff - a damage increase doesn't seem to fit them... if we are just spitballing ideas I wonder what else.... I could see Ammo resupply in there as well. I hate to be the DebbiDowner on this one but truth be told if dualbeaming filters down into the adv eq group then a restructuring of WP accrual for repping would absolutely need to be rewritten. Enabling duals on the lower rate/rep beam units will just create even more payout/WPWhoring by tourist users, since they'll be able to dirty needle and scab-rep not one poor sucker at a time but two . DualBeam is a PRO level feature best reserved for individuals willing to pay the price to give their team that best possible level of support dualing creates. I'd actually like to see us NOT tinker too much right now with the actual individual equipment stats/interplay outside of whats been proposed about use/replenishment already, focus on getting solid suit buffs in, the bonus spread handled then some gametime/playtesting with the new stats then, if neccessary we open Pandoras Box of Cans of Worms and start sifting through equipment stats. More than anything else because eq now is pretty well established, so in the overall equation of gamebalance keeping it a "constant" allows us to more precisely define what we will be redefining as "variables" with a better final result. The more things we change all at once the exponentially higher the odds of creating major imbalances that in fixing cost us other gains we may make. Kinda like Adipem in here, sour his class lost advantages they had and should have kept but lost because they weren't willing to KISS.
I didn't see it that way. Running a useful logi has turned into a "go pro or go home" in terms of equipment. Even running the standard suits as I do in order to be effective I still need to run 1 or 2 pieces of Proto Gear, normally the repper and an adv hive or sickstick. Other modules on the suit are often std. Because that level of gear is required and gear is so expensive... well you know the rest.
Dropping the price of gear is one option that I approve of as a way to keep costs in line with other suits. AN alternative is to adjust some of the tiered equipment to actually be a solid choice for logi's. Making it so that a Logibro can do good work with adv gear as well as pro.
That's the biggest point I see. Since we don't know where the dev's are willing to deal some give and take I like having this option open. I do hear your opinion as to 'too many changes at once' but I am hoping for some stat/bonus/EQ changes to happen at the same time because we have been waiting for so long. Second to that is another concern of, "if they make one change will they just call it good and move on and not worry about bonuses or eq?"
While I get that too much at once may not be the best option I see it all as the single chance we have to get it all worked out. I'll flip flop on this for a while - still on the fence despite what the safest option may be.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
767
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Posted - 2015.03.05 00:08:00 -
[68] - Quote
Meee One wrote:
As an alternative Gal bonus how about module efficiency? They would then increase the efficiency of modules already present on the suit,aiding in survival.
Perhaps just the armor repair module, as their race is talented in that regard? Complete module efficiency may be too much. Cool idea
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
767
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Posted - 2015.03.05 00:25:00 -
[69] - Quote
Adipem Nothi wrote:el OPERATOR wrote:You keep dropping buzzwords like "permascanned" but theres nothing "perma" about scans 1 GalLogi running multiple Creodon Flux scanners can illuminate an entire city socket at 21dB. Scans are up far more often than they are down, and they are shared team-wide. Add a second GalLogi (if needed) and see the city permascanned. Outside of PC, permascan can also be observed in Ambush matches with/against Nyain San (and their equivalents). One GalLogi is sufficient to illuminate an entire match. This is far from a fluke; it can be observed all day, every day in every match they play.
Yeah that Gal Logi just constantly running scans is something I disagree with. At my heart of logi hearts they are a disgrace, as helpful as it may be I see it as fringe gameplay to a true Support Logi - that is my opinion and how I like to play, but that is all it is as I can't speak to the community's thoughts on it. BUT the sandbox nature of this game allows a person to play however they would like with almost whatever they want - (still waiting on my HMG scout) - but just because we may say it is proper and acceptable doesn't mean that people will follow it.
While I see that it is a powerful Troll build I don't see what could be done about it. Limiting the number of same type of equipment is just like limiting the possibility of sidearm builds that use the same weapon or other builds that rely on only 1 or 2 kinds of modules.
If you can fit it or carry it then you can use it.
THUS! I think that adding the Capacitor idea to the suits and suit equipment is a good idea! Imagine scanning until the capacitor is out and must recharge - pulling out another scanner won't fix the situation, one would still have to wait! There would likely be capacitor recharge and/or increase by x% module but still - I see this as the best answer to date.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
768
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Posted - 2015.03.06 02:54:00 -
[70] - Quote
Adjusted some scanning values after playing with the numbers a bit. It gives the logi RANGE but not the precision of a Scout. I want Precision too for lore reasons, but I can give it up. I like range but maxed out it beats the Cal Scout.
going over the numbers again 2 complex damps beats most anything on a scout, just impressed is all.
So, Here are some more numbers plugged into:
RedBleach's Logi Community Proposal
haven't worked on the equipment section since the Echo announcement. But I will do. when we see the final numbers.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
770
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Posted - 2015.03.12 00:08:00 -
[71] - Quote
el OPERATOR wrote:I'm just going to take a run at the last page or so, there's new input in-
HP- This a given (evidently), we need more, agreed.
Sidearms- Leave my AmLogi alone and give one to my Cal. And cpu for that Cal, btw.
Slot Parity- I'm still a no on this, IMO slot differences between Logi and Assault frames reinforce not just the differences in the suits' roles but also in their fitting needs. Which is a good thing.
Capacitors- **** no. Never. We already have Bandwidth which limits how much eq we can use at once, as well as fixed nanite counts which limit the output of hives AND hard cooldowns after use for our active equipment. For ex. even if I don't scan an area for the entire time that I could (snapshot) my scanner still becomes inactive and cools for the full cooldown period. This is functionally superior to gameplay than a capacitor system that would allow me to "pepper" an area with "snapshot scans" almost ceaslessly but for the momentary gap in between while the capacitor "recharges" or having a "capacitor" fueled bottomless well to spam CoreNades from.
Bandwidth Avail Meter Visibility- Totally overdue, belongs in the HUD. That it wasn't included in some fashion at the point of BW rollout speaks volumes about the lack of full idea vetting at the development level. Not to crack too hard on Ratt/CCP, but wtf ppl? How did you not realize the need for that AND after posting the idea and the deployment intent how did you ignore the droves of players that pointed out the need for one? Bandwidth in general never should have been released without it.
I think thats it, flame away!
I think you and I have a different understanding of how capacitors might work, because refilling nades is wack! I believe the capacitor would work with active and infinite equipment. Bandwidth takes care of product placement. But should broadcasting cut into capacitor energies? A little I think. Bandwidth just means we have the availability to maintain communication. Sending that signal is something else.
Active modules (future) and active equipment like the scanner, reptool, and cloak (shield bubble, miasma bubble etc, in possible future) will have an effect on the capacitor, each will take a sustained portion. Maybe even weapons or the additions to weapons in the future. While each item has its own power-source or workings it needs to connected to the suit to work. But their initial activation and possible sustained activation may drain resources.
So if there is a capacitor of 50 for a logi and a Scanner takes 20 upon activation with a recharge time of 3 per second once it is drained the scanner just wont work unti there are enough resources available. whether that be 1 scanner or 4. Meanwhile if a reptool took 15 to activate it would be a new formula to decide to scan and then rep or decide that 2 scans were needed and wait for the ability to rep.
Maybe it's a buffer with current CPU so that running a high capacitor suit meant keeping all equiped stuff at a low cpu level, meaning that to have a super scanner one could wear very little in the way of gear.
I'm not saying its perfect, I'm just saying that it stops the scan spam with a soft solution. Obviously peppering is a possibility but if it took 20 regardless it may not be worth it.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
770
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Posted - 2015.03.12 00:09:00 -
[72] - Quote
Cross Atu wrote:DJINN Jecture wrote:The reduction of useful equipment is really not needed, however if you really want feedback how about asking what we think Support players need. I honestly do not know what you are saying here, please elaborate because there is clearly a breakdown in communication somewhere (quite possibly on my end). Quote:My personal opinion is more towards giving all Logi suits more HP at the base level, at least an extra 50-100hp per level of logistics suit as a bonus for all Logis. Support means helping not being the first rag doll off the field because you are the lowest HP of the bunch. More HP, or at least eHP is unequivocally required in my studied view. I very much doubt there is a proposal for a rework that could be viable and not include this.
Reworking Proposal :)
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
787
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Posted - 2015.04.07 21:06:00 -
[73] - Quote
Cross Atu wrote:Alena Ventrallis wrote:I think the iterations need a once-over now that we have had some updates that affect logis, like bandwidth and increased max carried and such. Yah the posted links are on the dated side now. /puts it on the "To-Do" list
Yeah, and maybe I see it as a bigger project than it is, but essentially it is reworking the entire proposal, figuring out what new stuff to put on there, and what new stuff shouldn't be on there. Tough job. Being the judge of the final proposal and seeing what should reach CCP. - not that you have anything else to do right :)
Is there something we can do to help? Rip, Cut, Paste a googledoc perhaps? Just let me know.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Fraternity of St. Venefice Amarr Empire
815
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Posted - 2015.05.16 02:28:00 -
[74] - Quote
I put this in the Triage ward as well. :)
If Any of you play with the Apex suits and have been entertained by the idea of Slot Progression Flattening I have made a small thread that seeks to question the fate of the Apex suit and what may be done in the future.
Apex Suits and Slot Progression
Solid post that I suggest you check out:
Power Cores and Slot Progression
Speed to HP ratios
The Logi Code. Creator, Believer, Follower
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