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SponkSponkSponk
The Southern Legion Final Resolution.
992
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Posted - 2014.08.12 11:16:00 -
[1] - Quote
Gal Logi here. I often run dual scanners.
Apothecary Za'ki wrote:the suit extra bonuses smell like homogenization but i can dig it.
IMO, off-racial bonuses should be half that of racial suits; enough to get a bonus from anything you'd fit, but also worth putting your racial equipment on for an extra boost.
Regarding injectors: I don't agree with them providing shields, but I do think they should rez you with +1 shield so recharge immediately kicks in.
Regarding scanners: These things are ridiculously powerful, but in turn, it's really difficult to get war points from since it's restricted to kills from your squad. I'm okay with this dichotomy, but if active scans provide shared team scan, then that +15WP bonus should also be extended to kills from the entire team.
However, I am in favour of changing some of the stats of the active scanners because the stats of the various active scanners are not aligned with their use cases.
The use cases of active scanners call for different scanner types:
1. snapshot: Finding bad guys. This use case needs long range and/or relatively fast recharge, but doesn't need to light up the enemies for more than a second or two. Scan angle is also not such an issue. 2. Fire and Forget: for lighting bad guys up. This use case is for logos whose primary task is not scanning, but repairing, AV or whatever. When you know where the bad guys are, you use this scanner and light them up for ages and switch back to primary. Scan duration is really important here, as is scan angle (because you can't afford to miss), recharge rate and long range is not. 3. Permascanning: for those who use the scanner all the time. Recharge rate is ultra important (bearing in mind that the scanner has a nontrivial activation animation), as is precision: you have to be a credible threat to scan scouts down. Scan angle is also important due to the snapshot nature of scans - you can't afford to miss an uncloaked scout flanking you. Range is not important at all.
Currently, the active scanners have a hodgepodge of stats that don't really align with the use cases and I'd be happy to suggest better ones.
Oh, and the proximity active scanner is way too expensive.
Dust/Eve transfers
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SponkSponkSponk
The Southern Legion Final Resolution.
994
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Posted - 2014.08.14 00:48:00 -
[2] - Quote
Cross Atu wrote:We've had a bit of dropship feedback in here, but you are correct mostly there hasn't been support vehicle talk so far, but by all means anyone who plays support on board a HAV/LAV/DS feel free to speak up. While there certainly is a bit of an infantry focus going on here that should not in any way discourage posting from a vehicle support perspective.
Some of the problem is that there's a paucity of support options available to vehicle users.
If I had the option to drive an ambulance around dispensing healing and ammo like a mardi gras parade, I'd jump at the chance.
Dust/Eve transfers
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SponkSponkSponk
The Southern Legion Final Resolution.
994
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Posted - 2014.08.14 01:57:00 -
[3] - Quote
Cross Atu wrote:Perhaps if we can get the LLAV back in you'll have that option, or at least more of it
Maybe, but LLAVs can't go back in the way they used to be.
IMO serious logi vehicles need to be HAVs (preferably with a non-functional large turret) because you need to stay still to rep people and the exposed passengers in a LAV just isn't going to work with that.
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SponkSponkSponk
The Southern Legion Final Resolution.
994
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Posted - 2014.08.15 03:54:00 -
[4] - Quote
I hadn't realised that, but I agree. Combat fits only have to care about proto weapons hitting their wallet, of which generally only one costs a lot.
logistics suits have the same problem, magnified three- or four-fold.
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SponkSponkSponk
The Southern Legion Final Resolution.
995
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Posted - 2014.08.15 05:17:00 -
[5] - Quote
Also, it's noteworthy that the scouts damping bonus was predicated on gal Logi with duvolle focused active scanner. Considering that you need two, or even three of those to not actually find damped scouts, it's a losing proposition, isk wise.
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SponkSponkSponk
The Southern Legion Final Resolution.
1000
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Posted - 2014.08.19 04:31:00 -
[6] - Quote
Cross Atu wrote:Still seeking input on this topic, and planing to roll up my sleeves for the reading catch up here after my weekend out of town.
What are your takeaways so far?
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SponkSponkSponk
The Southern Legion Final Resolution.
1010
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Posted - 2014.08.21 00:32:00 -
[7] - Quote
[quote=I-Shayz-I]I'd like to see some more posts in this thread about the support experience rather than just how to change the logistics suit to be better./quote]
I play a Medic in Team Fortress, and the dynamics of support in Dust are very different. The fact that I often can't keep up with heavies, let alone assaults, while repairing them, the activation-not-always-working bug when doing weapon swaps just makes for a frustrating experience. Sometimes I think it would be easier to just load up on healy hives and just say "stand on this, deal with it". At least then I'd be able to put together a nest to turtle up in.
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SponkSponkSponk
The Southern Legion Final Resolution.
1010
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Posted - 2014.08.21 00:33:00 -
[8] - Quote
Cross Atu wrote: I will try to get something more meaningful out to you guys soon as I am able, I know waiting on this stuff can get frustrating in short order - as I've done quite a bit of it myself - but realistically it is likely to take awhile yet before I have something to present (just to be clear "awhile" should, if nothing goes awry, be tallied more in days than weeks).
You could share a google doc.... :)
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SponkSponkSponk
The Southern Legion Final Resolution.
1014
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Posted - 2014.08.22 01:26:00 -
[9] - Quote
I think some tweaks like
* Lowered prices for proto equipment (in line with nanite injector cost) * Increase the fitting cost of most proto equipment * increase the logistics fitting bonus to compensate
then we'd see a lot more logistics suits running higher tier equipment, because they would be the only ones who could run them without compromising their fit.
Dust/Eve transfers
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SponkSponkSponk
The Southern Legion Final Resolution.
1014
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Posted - 2014.08.22 01:52:00 -
[10] - Quote
TechMechMeds wrote:I run full proto equipment, raising the fitting cost means that I won't be able to do so.........
OK, if your proto equipment totals 100CPU+20PG normally, your logistics bonus would turn that into 75CPU+15PG.
If the bonus was changed from -5%/level to -10%/level but all proto equipment fitting cost is half again, then it becomes
150CPU+30 -> -50% due to skills -> 75CPU+15PG.
No net change.
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SponkSponkSponk
The Southern Legion Final Resolution.
1017
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Posted - 2014.08.23 05:39:00 -
[11] - Quote
I have an idea:
1. Boost the 5%/level bonus for equipment to 12.5% 2. Increase the base HP of logi suits 3. Armour logistics suits get +2HP/second reps (gal gets 4 total) 4. Cut the suit PG to discourage further brick tanking - they can still fit e-war or whatever, just no complex plates etc.
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SponkSponkSponk
The Southern Legion Final Resolution.
1021
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Posted - 2014.08.26 04:38:00 -
[12] - Quote
OK, let's revisit the concept of 'all logistics suits are better with equipment but racial equipment works better with racial suits'.
Currently, the racial bonuses are:
Role Bonus: 5% reduction to PG/CPU cost of equipment
Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
Seems to me that each race could have one of the two bonuses shared between all logistics suits, and the other one kept specific to that race (e.g. Minmatar logistics would keep the +5% repair amount but all logi suits would get +10%/level to repair range).
Thoughts?
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SponkSponkSponk
The Southern Legion Final Resolution.
1022
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Posted - 2014.08.28 06:02:00 -
[13] - Quote
I think Rattati and Logibro have shown that changing numbers or moving skill pre-reqs around is fairly easy to do, but adding stuff ranges from moderate to unfeasibly-high difficulty.
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