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Meee One
Hello Kitty Logistics
1083
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Posted - 2014.09.06 04:02:00 -
[481] - Quote
John Demonsbane wrote:bogeyman m wrote:Breakin Stuff wrote:Demonsbane your antagonistic, murderous bad attitude towards boosters Minmatar has been noted and found giggleworthy. ^Also true. I'm glad we agree that a murderous attitude towards minmatar is giggle worthy and therefore approved/acceptable. pâ+(n+Ç+¦-¦)pâÄ Not this again.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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bogeyman m
Minmatar Republic
393
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Posted - 2014.09.06 05:23:00 -
[482] - Quote
John Demonsbane wrote:bogeyman m wrote:Breakin Stuff wrote:Demonsbane your antagonistic, murderous bad attitude towards boosters Minmatar has been noted and found giggleworthy. ^Also true. I'm glad we agree that a murderous attitude towards minmatar is giggle worthy and therefore approved/acceptable. Ha. Wrong again, my shiny misguided fiend. (Not a typo.)
I agreed that YOUR antagonistic, murderous attitude toward Minmatar was giggle worthy.
Nice try though.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
393
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Posted - 2014.09.06 05:24:00 -
[483] - Quote
Meee One wrote:John Demonsbane wrote:bogeyman m wrote:Breakin Stuff wrote:Demonsbane your antagonistic, murderous bad attitude towards boosters Minmatar has been noted and found giggleworthy. ^Also true. I'm glad we agree that a murderous attitude towards minmatar is giggle worthy and therefore approved/acceptable. pâ+(n+Ç+¦-¦)pâÄ Not this again. LOL
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
393
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Posted - 2014.09.06 05:37:00 -
[484] - Quote
John Demonsbane wrote:el OPERATOR wrote:bogeyman m wrote:John Demonsbane wrote:How does it confirm anything?... people farm vehicle damage points too. Should we take that away? Action + result + repeatability = confirmation People farming vehicle damage is a different issue... And I never suggested taking anything away, just to balance the rewards from related actions. (Amarrs is so tricksy.) This logic though also has us lose Triple SP events altogether, in that: Triple SP Event+more spam+everytime=Triple SP events cause spam and must be STOPPED!! Maybe, just maybe, since the maps are huge and (unlike most every other fps) we aren't allowed to spawn directly off teammates AND most everybody after the first hour realizes that often the one thing between a team redlining the other is one good uplink maybe most people skill uplinks at some level early on? And then, when its Triple SP time, players who largely don't play do or players use low skill characters they normally wouldn't and those characters only have links so they strew them about. Maybe? Maybe its just higher player traffic of low-skill players grasping for any points they can get? In which case, lowering the SP payout doesnt inspire anything except skilling into higher tier links to get the higher quantities deployable? Mebbeh?? Too bad there isn't a way to limit how much of that low-skill spam happens from logisuits... lol Still not going to do what you think it will... As for Appia, yeah, you're not going to get very far with her. Now, I do totally agree that vehicle scans should not find damped scouts, and that was a bad idea. Reasons: 1) cuz f*ck vehicles 2) Continuous 360 degree scan on a highly mobile platform. On the other hand, I also agree that a maxed Gal logi with a duvolle focused scan should be able to see any scout, or at the very least, any scout that's not a cloaked proto gallente with a complex dampener in every slot and maxed skills. ...In which case we should still make a new scanner available, let's call it the duvolle laser focused (lol), with a shorter scan duration and angle that can then pick up any scout no matter what, because it's an active piece of equipment designed specifically for that, not a passive thing that is always on. Gotta agree with the shiny, creepy-looking dude on point 1.
On point 2, I have no opinion since I'm always easy to find - either look for a heavy, cuz I'm reppin' it... or look for a tank, cuz I'm reckin' it.
Duct tape 2.0 ... Have WD-40; will travel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2595
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Posted - 2014.09.06 15:54:00 -
[485] - Quote
Meee One wrote:like using an LAV to get kills,
If you're crossing the street in front of me, I'm not going to politely hit the brakes. i'm going to accelerate and bulldoze you.
or using an HMG + LAV combo.
This is what we refer to as "minimizing one's weaknesses." Just because CCP failed to program a "get in, get out" animation so fatties don't teleport into jeeps is the fault of the game designer, not the player using the jeeps to kill you.
And broken....like a scout tossing an RE,taking 3 steps back and blowing it up not killing themselves in the process while the other suits at the REs location can't RUN and escape the blast.
This is why mass drivers are useful. Plasma cannons too. Usually puts a stop to that crap.
-or- a nearly dead enemy (scout) getting shot swapping to a different suit (1000 armor heavy with an HMG) and getting full health and invulnerability at a supply depot.
Oh no, he swapped to a heavy! I have enough ammo in the Boundless. Bring it B*tch.
-or- snipers quickly shooting a second or even third time and being dead on target -or- large blasters sniping from 200m away (they can again)
Snipe 'em back. it works for me. Forge Gun Vs. Blaster tankat 200m = dead Blaster Tank
-or- REs being counted as equipment yet refilling at nanos.
But i would agree if it didn't feel so cheap.
Cheap thrills are the best thrills. They cost little and provide much satisfaction.
People wouldn't complain if "low skilled" methods had counters,but they don't.
They do, but "run straight at the heavy" is not one of them.
-Equip a swarm to kill the LAV/HAV,driver kills you because you only have a sidearm (usually).
Been there, done that. He still lost the tank. My dropsuit was MUCH less painful on the wallet.
-Sniper can't be killed except by sniping
This is not universal. Not all snipers are cheese-eating f**ktards. I've seen a few with actual balls.
-Can't escape from REs dropped from 30m above your head.
I challenge you to escape the mass driver bombardment from 30m up.
-Scouts can regenerate damage as you shoot them (almost),and they can OHK you.
Almost only countsin horseshoes and hand grenades, I'm bluntly shocked that you're madder about THIS than them being binary undetectable.
-Can't disarm REs without killing your allies.
I consider this a feature, not a bug. blueberry shoulda been looking to disarm them himself. Am I an ass for waiting to destroy the RE till AFTER he starts the hack? Yeah ok, sure. But I was also one of the pioneers of the grenade ganks and have a very hard time passing up the opportunity to gank blues at least once a match.
-Watching a scout throw down a hive,then spam drop REs on an objective.
You can only deploy three of each type, the excess ones disappear. Next time shoot the RE while the scout is dropping them. Hilarity ensues.
-Heavies turn insanely fast while spraying bullets,making escape impossible.
Why the hell are you engaging a heavy in CQC you twit? CQC is where heavies are strongest by design. What, are you expecting them to flail about helplessly like aturtle on it's back while you merrily shoot them in the side of the head? There's a reason that crap got changed.
-ADS hovers over allies spamming missiles (pilot stacking)
I'm a forge gunner. this is a scenario I live for. Kill ADS, make crash on bluedot heads.
They wouldn't be used if there were effective counters.
There are effective counters. Just because they are either not obvious or difficult to pull off doesn't mean they don't exist. By your logic people should feel bad about shooting a caldari dropsuit with triple-modded scrambler rifles. It's low-skill and trivial.
Here's a hint, Junior Mint: This game is about warfare, and in warfare if you ain't cheating, you ain't trying.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
306
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Posted - 2014.09.06 17:26:00 -
[486] - Quote
Well, the vehicle scanner idea really was an attempt at a middle ground. That certain scouts can be basically unscannable at all times, under all circumstances seemed contrary to the rock-paper-scissors crafting idea to me. She had a great point in that if there's to be stealth it needs to be stealth all the time and with the overwhelming number of people who went SP deep into scanners, making an infantry portable scanner capable of picking up even the clackest of the clacked would get spammed horribly and make scout stealth negligible.
So the idea was then that maybe a toptier vehicle scanner be made available which, by virtue of being larger sized and vehicle CPU/PG powered, would be able to detect those lowest profiles. The spam-potential balance would axis on that since it's vehicle based there would need to be deep deep investment into not just a scanner but the vehicle AND the PG/CPU of the vehicle AND the existing vehicle gamemode limits (which I don't think were in effect at the time of the convo but were drafted and highly likely). It could also be short burst, long cooldown etc to further keep it balanced in larger gameplay. Hell, even the range on that 360 degrees could be adjusted for balance.
A vehicle scanner also, as far as scanners go, are the easiest to avoid since a) the vehicle has to enter the area b)scanning vehicles are very obvious, what with the halos they emit and the distinct pulsing sound
Having something like this would let scouts scout, infantry scan and get some hits and if theres a need for it a vehicle-specific Anti-Infantry tool is available. Vehicle based so easily countered by existing AV as well.
Like I said, it was just an idea. And she hated it. XD
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Meee One
Hello Kitty Logistics
1104
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Posted - 2014.09.09 08:51:00 -
[487] - Quote
i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
188
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Posted - 2014.09.09 22:36:00 -
[488] - Quote
Meee One wrote:i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Cpu and pg would of course be bountiful,to allow any fitting the user desires.
I've mentioned this to the people I play with a few times, hell yes.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Major IMPACT
Vengeance Unbound Dark Taboo
12
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Posted - 2014.09.09 22:52:00 -
[489] - Quote
Orion Sanjeet wrote:Meee One wrote:i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Cpu and pg would of course be bountiful,to allow any fitting the user desires. I've mentioned this to the people I play with a few times, hell yes.
This is a great idea!! But I know people who will exploit this.
People might fit this purely a hacker and a stealth ewar suit, used really to just run around and hack objectives, turrets, supple depot, CRUs, etc.
I would support this, it will be just like having multiple clones into one slayer machine (The one with the HMG would do the slaying).
Caldari logi- Ruler of Nanites
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Meee One
Hello Kitty Logistics
1118
|
Posted - 2014.09.10 04:16:00 -
[490] - Quote
Major IMPACT wrote:Orion Sanjeet wrote:Meee One wrote:i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Cpu and pg would of course be bountiful,to allow any fitting the user desires. I've mentioned this to the people I play with a few times, hell yes. This is a great idea!! But I know people who will exploit this. People might fit this purely a hacker and a stealth ewar suit, used really to just run around and hack objectives, turrets, supple depot, CRUs, etc. I would support this, it will be just like having multiple clones into one slayer machine (The one with the HMG would do the slaying). Interesting fun fact:logistics should be the best hackers.
Killing is the problem CCP wants to prevent,and hacking objectives isn't killing. Hacking is a very essential support action.
TBH i'm just getting tired of having crap stats because my suit has a gun. I would switch to this suit full time.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
137
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Posted - 2014.09.10 07:20:00 -
[491] - Quote
When responding to this thread please note your primary role
Thank god, can we just have our accounts synced to this website already so everyone knows our role. Then well know when to take certain nerf threads with a grain of salt. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
137
|
Posted - 2014.09.10 07:32:00 -
[492] - Quote
Major IMPACT wrote:Orion Sanjeet wrote:Meee One wrote:i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Cpu and pg would of course be bountiful,to allow any fitting the user desires. I've mentioned this to the people I play with a few times, hell yes. This is a great idea!! But I know people who will exploit this. People might fit this purely a hacker and a stealth ewar suit, used really to just run around and hack objectives, turrets, supple depot, CRUs, etc. I would support this, it will be just like having multiple clones into one slayer machine (The one with the HMG would do the slaying). I doubt it with no defenses. People usually dont skill into a suit for hacks people skill into a suit for easy slaying. I would never skill into a hack suit, 1. Because i only play ambush and 2. Why compromise a fit just to get a hack. It is nice in pc though. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
137
|
Posted - 2014.09.10 07:37:00 -
[493] - Quote
Oh yeah and it still wouldnt beat the hacker scouts we have now and wo a light weapon , not gonna be a fotm.Maybe fotm to logi logis but we need more of those anyways. |
Meee One
Hello Kitty Logistics
1122
|
Posted - 2014.09.10 19:56:00 -
[494] - Quote
ACT1ON BASTARD wrote:Oh yeah and it still wouldnt beat the hacker scouts we have now and wo a light weapon , not gonna be a fotm.Maybe fotm to logi logis but we need more of those anyways. Min logistics built in hack speed +Lv 5 hacking +4 complex codebreakers,i'm sure that would give them a run for their money.
But,like most i would build mine for speed and shield regen. I could actually use biotics for once,without severely gimping my suit even more.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1122
|
Posted - 2014.09.11 01:59:00 -
[495] - Quote
How about passive AOE bonuses to allies within a certain range (5-10m)?
Min:Faster shield recharge
Cal:Larger shield recharged amount
Gal:Rep buff,if no reps are present it gives +2hp/s
Amarr:Damage resistance -or- reduced speed penalty for plates -or- more amount plates give.
Limitations: -You can only have one buff per logistics If you had 3 min,the bonus would only act like there was 1.
-You can however have all buffs at once. 1 of each logistics nearby = 1 of each buff applied
-Logistics wouldn't receive their own buff,but if another logistics of the same race were nearby they would receive theirs. Support needs support too.
This would encourage sticking with logistics,and not abandoning them to fend for themselves.
Trying not to double post....
I find myself drifting away from the six kin,having to make the hard choice of save myself or save an ally. I cannot by any reasonable means stay so close and be expected to survive.
And this got me to thinking...why are rep tool ranges so ridiculously short? Why aren't logistics compensated with much longer ranges because they can't survive CQC.
Rifles can kill at ranges of 100m,yet a healing tool can only work at 20m and below,knowing this forces logistics suits to go head to head with enemies.No other suit is required to perform under such unrealistic circumstances.
Low stats,being forced infront of your enemies guns,can't out strafe,can't out rep,can't out tank. Yet CCP thinks this set up is fine?
Other suits with more freedoms have higher stats,while killing,yet logistics has lower while repping at 20m? One is forced into a defenseless posture,without the tank and range of the others. The others can maneuver at excessively long ranges with better ability to survive.
Broken?Yes Fixable?Yes,but until people respect logistics the answer is no.
My solution: -Give logistics "insane" range bonuses to rep tools
A core focused would work at 25m.(for all logistics suits,before min logistics bonuses) Adjust after that.
Either give logistics bonuses to compensate its stats,or give it stats to compensate its bonuses.
"Logistics isn't frontline" At >20m it is. At <25m it isn't.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1135
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Posted - 2014.09.12 00:25:00 -
[496] - Quote
Meee One wrote:i have mentioned this idea before but...
Is it possible to have a non-combat variety of logistics? Drawbacks: -no weapon -no grenade -no res or proxies -no melee
But its draws would be: -sent eHP -scout regen -scout stamina -scout speed -scout stamina regen
Purely defense oriented,this suit would offer the greatest defense at the cost of all offense. Logistics bonuses would apply of course,and it would have 25% blast resistance built in. This pure logistics suit would enable the rep tool to be equipped instead of a light weapon,freeing up an equipment slot.
Cpu and pg would of course be bountiful,to allow any fitting the user desires. This idea is supported by EVE too.
http://wiki.eveuniversity.org/Logistics_Ships_101
T2 logistic ships have small signature radius, decent speed, and high resists.Even though they are the healer, they are tougher than a lot of other ships and will either be attempted to taken down first, jammed, or left to last if they are too tough a nut to crack, leaving your other more fragile, but high DPS ships to deal the pain while you are being concentrated on.
Logistics in Dust shares 0 similarities with logistics in EVE.
In EVE they are/have: -harder to detect -Decent speed -High resists -Weak to high ALPHA damage (low eHP) -Difficult to kill
In Dust they are/have: -Weak to ALPHA damage (low eHP)
If CCP refuses to buff logistics with a gun,create a non-combat variety that actually meets EVE standards. It doesn't even have to be re-colored.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
128
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Posted - 2014.09.12 13:17:00 -
[497] - Quote
el OPERATOR wrote:Gyn Wallace wrote:I pretty nearly never run a Gal logi. In the contest between the best stealthy scout fits and the best possible active scanner fits, is my impression correct that currently the scouts win as far as being able to fit to be undetectable?
If so, that absolutely should be reversed. The very best fit active scanners, who get lucky or good enough to happen to scan in the right direction at the right moment, should be able to pick up the stealthiest scouts.
If the Gal logi got a bonus to active scan precision good enough to achieve this, the SP and cost of running a proto gal logi might actually be worth it. Yes, you are correct, in the contest between stealth and scans at their highest level stealth wins. I floated an idea past a CPM candidate at one point about vehicle scanners being tweaked so that they, at least, could detect those super low profile scouts but she was very very adamant about ANY scanning of scouts making them "useless" (wtf?!??!) and from the context of the convo I got the distinct impression that sentiment was largely that of the current scouting community and previous CPM. She was even worse about the topic of scouts losing that 2nd equipment slot.
Thank you. I don't always keep up to date on the latest changes.
My concern for scanning can be restated as a request for a module much like the precision enhancer, but affecting active scans, and powerful enough to induce an arms race between logis and scouts (similar to the one we have currently among scouts for passive scan fits with with enough precision enhancers or dampers to detect or hide from each other.)
This proposed ACTIVE precision enhancer would also cause the scanning logi to light up like a Christmas tree on enemy scans. Fitting two Active precision enhancers would be required to pick up a scout with a single damper, i.e. the arms race where both logis and scouts sacrifice tanking modules to detect or avoid each other. The end game of that arms race is the stealthiest race's proto scout running the maximum dampers he can run, barely being detected by the best detecting race's proto logi, fitting all his high slots with active precision enhancers, and running a proto active scanner with the narrowest angle, shortest range, and shortest duration.
I don't see how anyone could reasonably argue against that balance. The best detecting logi would still probably cost 3x the stealthiest scout, all for a 1 in 4 or 5 chance of happening to scan in the right direction at the right moment to catch a stealthy scout.
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Fox Gaden
Immortal Guides
4227
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Posted - 2014.09.12 14:02:00 -
[498] - Quote
This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4063
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Posted - 2014.09.12 14:11:00 -
[499] - Quote
Fox Gaden wrote:This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
Maybe you're just bad at your job, Fox!
(The godfather of tactical logistics)
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Meee One
Hello Kitty Logistics
1136
|
Posted - 2014.09.12 23:07:00 -
[500] - Quote
Fox Gaden wrote:This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
5 seconds is a long time when you can be killed in under 1,and a scout could just SG you 3 seconds later.
More like 1-2 after you're revived a logi shouldn't have to escort you out on to that open area and get killed like you do.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1137
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Posted - 2014.09.13 00:06:00 -
[501] - Quote
If a new suit is unfeasable.
I've said this idea before too...
How about built in damage resistance? How it would work: -While a logistics suit holds an equipment,they get 75%-85% straight damage resistance to everything. -While a logistics suit holds a weapon,they don't.
So logistics can choose to be weak offensively,or strong defensively.
This would compensate for low eHP,semi-compensate for low speed. It wouldn't be an active killing buff,so only support logistics would benefit.
If possible: -While a logistics suit holds an equipment,they get a speed boost equalling their racial scout. -While a logistics suit holds an equipment,they get a regen boost equalling their racial scout.
Then you have a suit dramatically encouraged to do their job,or suffer doing anothers.
Slayer logis would be cannon fodder,but support logistics would be hard to kill and difficult to hit,like in EVE.
But their eHP would still be low.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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bogeyman m
Minmatar Republic
407
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Posted - 2014.09.13 22:18:00 -
[502] - Quote
Fox Gaden wrote:This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
Mandatory 'request revive' would help prevent this.
Duct tape 2.0 ... Have WD-40; will travel.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
984
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Posted - 2014.09.13 22:32:00 -
[503] - Quote
bogeyman m wrote:Fox Gaden wrote:This morning when I was picked up twice with a Red standing 20m in front of me in plain sight, I got the idea that there should be a -25 WP penalty if you pick someone up and they die again within 5 seconds.
My role in the context of the Support class: Victim!
I consider the guy who picked me up twice without clearing the area to be an accomplice to my repeated murder. Maybe if there was a penalty for such negligence people would learn?
Mandatory 'request revive' would help prevent this.
^^^
All they have to do is make the logo invisible (currently solid) and flash when the call for help button is pressed (same as now) and the revive option is not available until call for help is pressed.
Honestly it would seem to be a much more appropriate use of the call for help button anyway. It is almost as if someone at CCP thought about this but they quit and the idea went away with them.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1733
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Posted - 2014.09.13 22:46:00 -
[504] - Quote
Meee One wrote:If a new suit is unfeasable.
I've said this idea before too...
How about built in damage resistance? How it would work: -While a logistics suit holds an equipment,they get 75%-85% straight damage resistance to everything. -While a logistics suit holds a weapon,they don't.
So logistics can choose to be weak offensively,or strong defensively.
This would compensate for low eHP,semi-compensate for low speed. It wouldn't be an active killing buff,so only support logistics would benefit.
If possible: -While a logistics suit holds an equipment,they get a speed boost equalling their racial scout. -While a logistics suit holds an equipment,they get a regen boost equalling their racial scout.
Then you have a suit dramatically encouraged to do their job,or suffer doing anothers.
Slayer logis would be cannon fodder,but support logistics would be hard to kill and difficult to hit,like in EVE.
But their eHP would still be low. This could easily create problems though. Imagine if a scout had a rep tool that gave him 75% damage resistance. All he needs to do if his strike fails is pull out his rep tool and then run off Scott free. Not a good idea, but I commend you for out-of-the-box thinking.
A better solution would be to simply have logistics suits have speed and ewar that's only beaten by scout suits. Alternatively, give them base health only beaten by heavies. Personally I'm more fun more more speed/ewar than more health.
Shoot Scout with yes.
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Zindorak
1.U.P
905
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Posted - 2014.09.14 01:32:00 -
[505] - Quote
How about a separate skill to further boost the usefulness of the logi's respective equipment
Pokemon master!
I suck at Tekken lol
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Meee One
Hello Kitty Logistics
1137
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Posted - 2014.09.14 13:50:00 -
[506] - Quote
Alena Ventrallis wrote:Meee One wrote:If a new suit is unfeasable.
I've said this idea before too...
How about built in damage resistance? How it would work: -While a logistics suit holds an equipment,they get 75%-85% straight damage resistance to everything. -While a logistics suit holds a weapon,they don't.
So logistics can choose to be weak offensively,or strong defensively.
This would compensate for low eHP,semi-compensate for low speed. It wouldn't be an active killing buff,so only support logistics would benefit.
If possible: -While a logistics suit holds an equipment,they get a speed boost equalling their racial scout. -While a logistics suit holds an equipment,they get a regen boost equalling their racial scout.
Then you have a suit dramatically encouraged to do their job,or suffer doing anothers.
Slayer logis would be cannon fodder,but support logistics would be hard to kill and difficult to hit,like in EVE.
But their eHP would still be low. This could easily create problems though. Imagine if a scout had a rep tool that gave him 75% damage resistance. All he needs to do if his strike fails is pull out his rep tool and then run off Scott free. Not a good idea, but I commend you for out-of-the-box thinking. A better solution would be to simply have logistics suits have speed and ewar that's only beaten by scout suits. Alternatively, give them base health only beaten by heavies. Personally I'm more fun more more speed/ewar than more health. Please re-read.
I mention only logistics,not scouts. I specifically mention "logistics suits".
Holding/using equipment doesn't make a suit logistics. I would never be as stupid as to make such a broad statement.
Only logistics would get the buff.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1137
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Posted - 2014.09.14 13:51:00 -
[507] - Quote
Zindorak wrote:How about a separate skill to further boost the usefulness of the logi's respective equipment That would be nice,but as long as "lolkilling" has the spotlight i wouldn't expect it.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1138
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Posted - 2014.09.14 19:20:00 -
[508] - Quote
Meee One wrote:If a new suit is unfeasable.
I've said this idea before too...
How about built in damage resistance? How it would work: -While a logistics suit holds an equipment,they get 75%-85% straight damage resistance to everything. -While a logistics suit holds a weapon,they don't.
So logistics can choose to be weak offensively,or strong defensively.
This would compensate for low eHP,semi-compensate for low speed. It wouldn't be an active killing buff,so only support logistics would benefit.
If possible: -While a logistics suit holds an equipment,they get a speed boost equalling their racial scout. -While a logistics suit holds an equipment,they get a regen boost equalling their racial scout.
Then you have a suit dramatically encouraged to do their job,or suffer doing anothers.
Slayer logis would be cannon fodder,but support logistics would be hard to kill and difficult to hit,like in EVE.
But their eHP would still be low. As a possible balancing factor... -eHP wouldn't be touched If speed/regen is possible: -Reduce logistics to sent lv speed -Reduce logistics innate rep times to 9 seconds recharge delay 15 seconds depleted.
So,if a logistics doesn't hold an equipment they're doomed,but while holding one they are nigh un-killable. Only if speed and regen are possible.
If not...no changes.
Straight suit buffs,even though i may like them,would enable abuse...which must be prevented beforehand.
I just thought of more buffs whilst using equipment. -While a logistics suit holds an equipment,they get bonuses to scanning range,precision,and dampening. All of which rival their racial scout.
Balancing factor.. -If logistics doesn't hold an equipment they have terrible scanning range (1m),precision(can't see a vehicle parked right next to them),dampening (can hide as well as an HAV,AKA even heavies can scan them).
Logistics becomes a durable,eWAR toting,high regen,non killing support platform.
All optional of course,i'd prefer the suit i suggested earlier. Let the one with the gun keep its crap stats.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1138
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Posted - 2014.09.15 01:51:00 -
[509] - Quote
Any updates? I've noticed a lack of CPM responses,and 0 Dev responses... (GèÖn++GèÖG£+)
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Z3dog
BIG BAD W0LVES Canis Eliminatus Operatives
4
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Posted - 2014.09.17 02:51:00 -
[510] - Quote
Please leave logistics suits stats exactly as they are right now. Slots, pg, cpu, etc.
Dust 5/14
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