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Hawkings Greenback
Red Star. EoN.
195
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Posted - 2014.08.12 07:51:00 -
[31] - Quote
Minmatar Logi mk.0, Amarr Logi ak.0, Caldari Logi C/1(adv). I also run Minmatar assault and scout.
I am able to run proto ( as above ) but in all honesty I tend to run adv and scale back on the modules to ensure good equipment goes on. It also helps keep the cost down.
For Minmatar I focus on mobility over tanking out my suit using biotics, ferroscale and reps in the lows. Then shield extenders and recharge/energiser(?) in highs. I always carry a 6 kin dual beam, proto needle then one of hive/link. At proto it'll be both. At this point it is basic CR, to help keep the PG/CPU costs down and I have prof 4 so basic is still good IF I need to dish it out. This gets me about 550HP with a reasonable walk/sprint speed. This is my support logi and the main suit I use.
Before we go any further I would like to say a couple of things. Over the 2 years I have been here I have heard some **** spouted on these forums about logi's. Please do not bring up "slayer logi" nothing we have at the moment compares to those fits of 12 month ago and any real logi ran pretty much as they do now focussing on equipment and support. Just because I am a logi DOES NOT mean I can't kill you it also does not make me a "slayer". Also playing asupport role does not mean I can't hack, kill, drive vehicles, blow you up, blow your toy tanks up etc
With that off my chest. A logi's main bonus should be to the rep tool, we can argue about shield and armour of course, but every logi then would have the opportunity to rep efficiently giving the chance for all logi's to be on the field. THEN each logi could do with a flavour whatever that may be. Pokey threw a few ideas around a couple of weeks back, which were good.
Logi's could either do with a small HP buff or look at rep/recharge for armour or shield. I am not wanting HF Charlie assault HP value. Any logi is a target because of the support they can give can turn the tide of a battle. I am after a little boost to allow me to fulfil my role. Scouts have less hit point but for that advantage they get a bunch of e war to facilatate it. I have EQ slots if I don't get a HP buff then drop the price of equipment or something.
I understand people's frustrations with multiple logi's and heavies murdering people but they are counterable.
I would love for the lock on when using the rep tool to be less clunky. When there is a group of people I often end up repping the wrong person and often have to reposition to get a lock again. The dual beam allows for some hilarious moments as you try an d tag the second person and some one walks in front. I would like to be able to tag people with the command wheel to make it easier to pick out squad mates etc
Enough rambling, more later.
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Zaria Min Deir
TeamPlayers
769
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Posted - 2014.08.12 08:00:00 -
[32] - Quote
I could go on about all the things that are really wrong, like the false revive indicators and the ****** reptool lock on mechanics and the laggy equipment selection etc. But there is not much point in talking about actually fixing anything in Dust, as that won't ever happen, so I'll stick to things Rattati might be able to affect by fiddling with some numbers server side.
How to actually improve the experience and effectiveness of the Logistics role?
Despite some people jumping up and crying about slayer logis (what slayer logis? I think you'll find they, for the most part, moved over to scout suits months ago) I do think the survivability of the Logi suits needs to be looked at. Now, a direct HP buff is not the only way to do that, necessarily, as there are other things that affect survivability, like regen or resists for instance. Now, for an example, a reasonable amount of resistance to projectiles/explosives would serve a minlogi well in the role CCP has assigned it as the designated heavy repper. Queue the "But that's OP!"
What's the point in having a support role in a game if most that support player is good for is providing kills for the enemy team?
I won't claim to have some sort of magical solution to this, and I personally don't like this trend that we're on of HP buff for one class, then another, then another... straight up HP buffs shouldn't be the only solution to everything.
Anyway, I am just going to assume that actual buff to logi suits won't happen, as there will always be people who will start screaming about slayer logis (which, again, haven't really been an issue since 1.8, but who cares to consider that). And CCP does seem to listen to the loudest mob anyway.
So, how to improve the Logistics ROLE without buffing the oh so scary logistic suit? How about, for a start, improve equipment, make it more worthwhile to carry even in a suit that doesn't have a bonus to that specific equipment. Also, decrease the cost of the equipment, why does the most fragile suit in the game have to be the most expensive by far (when, you know, actually fitted to fill its role)? Make one of the scout suits' equipment slots cloak only, so that people won't find it as easy to cover the Logistics role without actually using a Logi suit? I even do that myself, I don't use a cloak on my scout, I run it with uplinks and hives in situations where I know running my Logi would be pointless. And the scout is, in almost all circumstances, the best suit for repping heavies there is currently.
Now, I don't really feel like going into too much detail about the Logi suit bonuses, that'd be enough for a whole another long winded post, but I will say I don't think all the suits should have the same bonuses as much as I don't like the whole bonus to one equipment only thing either.
And someone in this thread suggested something I have actually made jokes about many times, as in, giving Minlogi a bonus to REs/Proxies... this would actually make sense, much more than the reptool, as the REs are actually Minmatar tech in spirit too, unlike the reptool. And I don't see this ever happening, can you imagine the QQ? But, oh, it would be glorious.
-Support Logi since Fall 2012
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1950
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Posted - 2014.08.12 08:13:00 -
[33] - Quote
Role: priority target, AV, Sentinel CQC, Commando suppressor.
Mostly of note are drop uplinks. They diminish the value of needles, rep tools and map control by making it easy to spam out seemingly dozens of the things into an area making it almost impodsible to clear them. Needles are in disfavor because uplinks are cleaner and more reliable.
Rep tools: easy to use. Rarely deployed. There needs to be a shield rep tool badly so shield tankeers can compete with active rep armor suits.
Nanohives: armor rep hives allow solo pubstars to eliminate the need for squad support. Most players use them in preference to rep tools as dropping two armor hives is more efficient than a rep logi.
Needles: hardly anyone uses em. Most people prefer using uplink respawns.
Scanners: have replaved most battlefield resupply and support tools as preferred method
Commandos: have no functional value over the new assaults beyond better weapon selection and poorer fitting capability. The slower speed is going to kill them.
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Zaria Min Deir
TeamPlayers
769
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Posted - 2014.08.12 08:22:00 -
[34] - Quote
Cass Caul wrote: Nanite Injector: It's a ******* piece of ****. It's been 2 years. The guys on the CPM0 were telling CCP even before it was released how aboslute game-breaking terrible it would be if you can just pick up anyone. ATM terribads and troll are the only ones that carry them.
Have to just say... Just because you use a needle for "trolling"/grieving doesn't mean everyone else holds that same mentality, and also, most people don't have nearly as hilarious **** fit reaction to being revived as you do, so I think you are overestimating the trolling potential of the needle. But thanks for calling me a terribad, sweetie ;)
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Hawkings Greenback
Red Star. EoN.
195
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Posted - 2014.08.12 08:46:00 -
[35] - Quote
Zaria Min Deir wrote:Cass Caul wrote: Nanite Injector: It's a ******* piece of ****. It's been 2 years. The guys on the CPM0 were telling CCP even before it was released how aboslute game-breaking terrible it would be if you can just pick up anyone. ATM terribads and troll are the only ones that carry them.
Have to just say... Just because you use a needle for "trolling"/grieving doesn't mean everyone else holds that same mentality, and also, most people don't have nearly as hilarious **** fit reaction to being revived as you do, so I think you are overestimating the trolling potential of the needle. But thanks for calling me a terribad, sweetie ;)
I was going to mention something but it seems to be the norm on these forums that if one logi has 1k HP they all do, if one scout shoguns from cloaked they all do, if one person trolls with a needle everyone does etc etc etc.
There are quite a few posters that lack any sort of perspective and some times common sense. Still I live in hope.
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Hawkings Greenback
Red Star. EoN.
195
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Posted - 2014.08.12 08:57:00 -
[36] - Quote
I would honestly like the idea of recharge/energiser/rep boost as oppose to a straight up HP buff. Maybe an efficiency bonus in the use of these modules?
Also all equipment needs to be useful and used when deployed as opposed to sitting around being useless. How about some sort of timer on the 'life' of equipment so if it isn't depleted in a certain time it will decay. This may promote a more tactical deployment as oppose to spam. Not sure if possible.
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Juno Tristan
Inner.Hell
60
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Posted - 2014.08.12 09:42:00 -
[37] - Quote
Bring back the rep tool visualisation on the suit being rep'd so that they know they still have logi support before they dive into a room full of red dots |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1950
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Posted - 2014.08.12 10:01:00 -
[38] - Quote
Scanners need to have a margin for error, allowing suits to sometimes spoof the radar instead of being autodetection.
I would make the chance low .
Make the scanner light up the user on the radar to his targets. Rather like active sonar, it should work both ways. You pinpoint THEM, but they pinpoint YOU. |
Zaria Min Deir
TeamPlayers
769
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Posted - 2014.08.12 10:48:00 -
[39] - Quote
Breakin Stuff wrote:
Make the scanner light up the user on the radar to his targets. Rather like active sonar, it should work both ways. You pinpoint THEM, but they pinpoint YOU.
Great idea! ...as long as it applies to passive scans as well, not just the active scanner :P
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Zaria Min Deir
TeamPlayers
769
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Posted - 2014.08.12 11:07:00 -
[40] - Quote
Breakin Stuff wrote:Scanners need to have a margin for error, allowing suits to sometimes spoof the radar instead of being autodetection.
I would make the chance low .
Make the scanner light up the user on the radar to his targets. Rather like active sonar, it should work both ways. You pinpoint THEM, but they pinpoint YOU. Scanning in Dust should have worked at least a little bit more like ewar in Eve, with things like optimal and falloff ranges for scans. So you would introduce a sliding scale of uncertainty in scans based on distance, for instance. And then things like sprinting, using equipment, firing a weapon could increase a suit's profile temporarily, kind of like the cloak reduces the profile for its duration, and certain mods could have penalties to profile too. These thing would make the stealth game dynamic and actually interesting, as opposed to the 100% on/off it is now.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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SponkSponkSponk
The Southern Legion Final Resolution.
992
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Posted - 2014.08.12 11:16:00 -
[41] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1951
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Posted - 2014.08.12 11:38:00 -
[42] - Quote
Zaria Min Deir wrote: Great idea! ...as long as it applies to passive scans as well, not just the active scanner :P
Negative sir, rather like passive sonar, if you aren't actively pinging you can sit and listen all damn day without alerting anyone so long as you don't fart too loudly.
Passive scans are your sensors listening for EM feedback whether that feedback be some jerk broadcasting homoerotic slashfic over their comms or the energy signature of a charging forge gun.
Since your passive sensors are not pinging nois out (hence passive) there is nothing to detect from them.
But since an active scanner is pinging it should flash your ass to the enemy team. |
Zaria Min Deir
TeamPlayers
770
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Posted - 2014.08.12 11:43:00 -
[43] - Quote
Breakin Stuff wrote:Zaria Min Deir wrote: Great idea! ...as long as it applies to passive scans as well, not just the active scanner :P
Negative sir, rather like passive sonar, if you aren't actively pinging you can sit and listen all damn day without alerting anyone so long as you don't fart too loudly. Passive scans are your sensors listening for EM feedback whether that feedback be some jerk broadcasting homoerotic slashfic over their comms or the energy signature of a charging forge gun. Since your passive sensors are not pinging nois out (hence passive) there is nothing to detect from them. But since an active scanner is pinging it should flash your ass to the enemy team. Well, I thought was kind of clearly being facetious there...
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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I-Shayz-I
I----------I
4542
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Posted - 2014.08.12 12:02:00 -
[44] - Quote
First of all, some links that I will be refering to: Changing WP values of support actions: https://forums.dust514.com/default.aspx?g=posts&t=168287 WP potential for different roles is unbalanced: https://forums.dust514.com/default.aspx?g=posts&m=1550428#post1550428 Support WP/D ratio possible? https://forums.dust514.com/default.aspx?g=posts&t=171243&find=unread
Hey Cross! Here's a nice summary for you (btw I have subscribed to this thread to stay updated):
Quick important things that need to be adressed: Increasing logistics "sight"/range from 40 meters to at least 100 meters...downed player icons and visible health bars when a repair tool is equipped are currently limited to 40 meters
Fixing the sprint glitch. Adjusting wp sources to reward more difficult to earn tasks, while decreasing the reward for simple tanks (increasing scan assists and transport assist, decreasing triage, etc)
Adjusting wp sources to actually make sense (75 wp for damaging LAV, only 40 for destruction? Hack 100 wp, hack assist 50...counter hack 80 wp, counter hack assist 65?)
Making Proximity Explosives useful, rather than "triggers" for RE's
Fixing the less useful variants (flux nanohive, proximity scanner, vehicle repair tool, etc)
Cool ideas that would be nice to see implemented down the road: Racial Logistics to get "themed" bonuses (Caldari get bonuses to longer range, Amarr have higher quantity/supply, Gallente offer the best armor repair, Minmatar are all about speed)
Introducing new WP bonuses for other support actions or skilled gameplay (backstabbing for scouts, bonus points for defending the objectives on skirmish, points for absorbing damage for sentinels, etc)
A complete rework of squad orders (increasing effect of attack order, decreasing defend order, etc)
In-game player stats such as Support wp/d at end of match screen if possible
Icons that pop up when a player needs health/ammo similar to Resistance 2 Co-op
Hope this helps :D
Also, here's the discussion we had on Logistics stuff if you ever want to re-listen to your own thoughts/ideas: Part 1: http://youtu.be/V-zjzy3--Eg Part 2: http://youtu.be/fLO85L2s5YA Part 3: http://youtu.be/OahOkoznxMs
If you'd like me to elaborate further on any of these subjects I'd be glad to.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Meee One
Hello Kitty Logistics
979
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Posted - 2014.08.12 12:32:00 -
[45] - Quote
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.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Alena Ventrallis
S0VER31GN
1547
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Posted - 2014.08.12 14:32:00 -
[46] - Quote
Jack 3enimble wrote:Alena Ventrallis wrote:Logo mko
A fix to the "false positive" revive indicators.
Easier lock on mechanic for rep tools (prioritizing in crowds, etc.)
Actual bonuses on equipment skills, like more precision on scanners, more nanites on nanohives, more reps on repair tool, etc. The Minlogi + sentinel combo is arguebly the best duo in the game, because of the bonus the min has on the reptool and the speedy nature of the suit compared with 4 equipment slots. Now imagine a Core focus reptool with the suit bonus of Pro Min logi and a extra lvl 5 reptool operation bonus. To me that sounds OP and if people would call that OP they're right for once. Just an example. The point is, give equipment a bonus for skilling into it. Hell, even just fitting reduction, but something.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Ripley Riley
Incorruptibles
2605
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Posted - 2014.08.12 14:40:00 -
[47] - Quote
I am, by no means, a logistics merc, but I would like the WP rewards for equipment to be closely reviewed. Triage and Guardian WP's seem to be incredibly high while Intel Kill Assists are pathetically low.
He imposes order on the chaos of organic evolution...
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Hawkings Greenback
Red Star. EoN.
197
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Posted - 2014.08.12 14:48:00 -
[48] - Quote
Ripley Riley wrote:I am, by no means, a logistics merc, but I would like the WP rewards for equipment to be closely reviewed. Triage and Guardian WP's seem to be incredibly high while Intel Kill Assists are pathetically low.
I Shayz has a post about WP linked above.
Also are you saying that you think you don't get rewarded enough or that logi's get rewarded too much?
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Nocturnal Soul
Immortal Retribution
3909
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Posted - 2014.08.12 14:52:00 -
[49] - Quote
A increase in max stamina or stamina regeneration is the only thing that I wanted as a logi.
P.s. and a speed boost
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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TechMechMeds
Level 5 Forum Warrior
5051
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Posted - 2014.08.12 15:05:00 -
[50] - Quote
Proto min logi.
High - 3 complex extenders/1 enhanced energizer. Lows - 1 enhanced armour repair/2 basic plates/1 complex shield regulator
Weapon - whatever fits and is suitable Equipment - 1 proto injector/1 proto repair tool/1 proto hives/1 advanced uplinks
HP seems too balanced across each suit. I would like to see HP values that reflect the racial logi suits better, like the other suit specialisations.
I also think that an extra 100 of armour or shield HP relative to each racial suit would be good. I know that this will get abused but EVERYTHING in dust is abused if possible. This would really be nice for the actual support Logis because we are getting left behind in the HP department.
I don't care about brick tankers, they brick tank any suit anyway so they should never be used as a point of reference for balance. They will always be there.
This could kind of be fixed if we had a built in repair again but I'm on the fence about that one as it impeaches on gallentes bonus.
Other than that, everything is good.
PS. Actually maybe it would be nice for repair tools to have their number of targets tiered.
Std/Adv/proto 1/2/3
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1249
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Posted - 2014.08.12 15:05:00 -
[51] - Quote
Nocturnal Soul wrote:A increase in max stamina or stamina regeneration is the only thing that I wanted as a logi.
P.s. and a speed boost
That's actually a key point to not overlook... my base speed is adequate (Cal Logi mostly) but the ridiculously low stamina pool and regen is a big pain in the a$$. Speed is the domain of the scouts but I see no reason why Logi's can have high level base stamina and assaults split the difference.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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TechMechMeds
Level 5 Forum Warrior
5051
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Posted - 2014.08.12 15:08:00 -
[52] - Quote
Ripley Riley wrote:I am, by no means, a logistics merc, but I would like the WP rewards for equipment to be closely reviewed. Triage and Guardian WP's seem to be incredibly high while Intel Kill Assists are pathetically low.
That's because its risk vs reward.
Pointing and clicking for instant wp VS risking getting shot at every turn or blown up to resupply and heal team mates.
Think about it.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2777
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Posted - 2014.08.12 15:35:00 -
[53] - Quote
Jaysyn Larrisen wrote:Nocturnal Soul wrote:A increase in max stamina or stamina regeneration is the only thing that I wanted as a logi.
P.s. and a speed boost That's actually a key point to not overlook... my base speed is adequate (Cal Logi mostly) but the ridiculously low stamina pool and regen is a big pain in the a$$. Speed is the domain of the scouts but I see no reason why Logi's can have high level base stamina and assaults split the difference.
I'd say in general, a feature of the medium suits as a whole should be an ample stamina pool to encourage a more mobile gameplay style. |
Doc DDD
TeamPlayers
272
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Posted - 2014.08.12 15:35:00 -
[54] - Quote
I didn't read anyones post above me so may be repeating someone else:
Logis should have High ehp with crappy recharge/repair rates to take some hits while doing logi work so the logi/slayer role would be less desirable than pure slayer (assault).
Logis spamming equipment is still ridiculous, 4 different SETS of hives spammed, go to supply depot, 4 more SETS, go to supply depot, 4 SETS of uplinks, go to supply depot, 4 more SETS of links, and suddenly the enemy team hits a LAG WALL when they get in range of all the spam. Would love to see a hard cap on equipment one player can drop to keep the garbage spam logis from filling rooms/areas with so much equipment that one flux gives the other team an orbital ( if you manage to get close enough to the lag wall to limp arm a flux)
Please fix lame spam/glitch 9 uplinks at the highest point of a map, usually 2 feet inside a wall texture where even a flux can't remove it. Don't know if it is fixable but how about you need a 3 meter radius of flat ground surrounding an area for an uplink to 'stick'. |
Cross Atu
OSG Planetary Operations Covert Intervention
2715
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Posted - 2014.08.12 15:41:00 -
[55] - Quote
Thank you to everyone who has taken the time to post feedback, it's really great to see this thread picking up momentum. I'd also like to add an additional thinks to I-Shayz-I the quality and format of your post is highly useful and appreciated.
Keep it up folks and as inspired by I-Shayz-I if you have feedback on something specific, and there's already a quality thread on the subject, feel free to add a link to that as well (but please keep providing at least a summery directly in this thread).
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6546
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Posted - 2014.08.12 15:45:00 -
[56] - Quote
Personally, I've always been a fan of cross-racial bonuses so that the Logis aren't shoe-horned into one particular type of equipment.
On the other hand, and I'm speaking as a part-time Logi player so take this as a grain of salt, I kind of feel that the Gallente Logi would do better with a cooldown reduction or a target visibility increase as opposed to a precision bonus, at this point. Mostly because now we've established a mechanic for -all- Scouts to be able to EWAR tank a Gal Logi with active scanners, there's really no point in trying to defeat it. It goes back to the age old argument of "if the scanner can always beat the profile, why bother and if the profile can always beat the scanner, why bother?"
Honestly, knowing in the back of my mind that all I'm doing as a Gallente Logi with a precision bonus is just forcing scouts to go full EWAR and then my role is kind of useless..? I'd much rather just have a general application bonus so that I can constantly and consistently use the -one- scanner instead of having to sport multiple, thereby using my equipment slots for other things.
Just my amateur input though.
No More Excuses
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Apothecary Za'ki
Biomass Positive
423
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Posted - 2014.08.12 15:50:00 -
[57] - Quote
Breakin Stuff wrote:Role: priority target, AV, Sentinel CQC, Commando suppressor.
Mostly of note are drop uplinks. They diminish the value of needles, rep tools and map control by making it easy to spam out seemingly dozens of the things into an area making it almost impodsible to clear them. Needles are in disfavor because uplinks are cleaner and more reliable.
Rep tools: easy to use. Rarely deployed. There needs to be a shield rep tool badly so shield tankeers can compete with active rep armor suits.
Nanohives: armor rep hives allow solo pubstars to eliminate the need for squad support. Most players use them in preference to rep tools as dropping two armor hives is more efficient than a rep logi.
Needles: hardly anyone uses em. Most people prefer using uplink respawns.
Scanners: have replaved most battlefield resupply and support tools as preferred method
Commandos: have no functional value over the new assaults beyond better weapon selection and poorer fitting capability. The slower speed is going to kill them.
very wrong.. needles are good. they save clones ticking down in all game modes most notably ambush while uplinks are there to give players a faster way back to the hot zone at the time and most every logi should be running with a needle at all times.. typical loadout would be Needle rep-tool uplink.. or Needle, reptool,hive.. or sometimes in amboosh Needle, uplink,hive
[LogiBro in Training]
channel: BP SQUAD
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Apothecary Za'ki
Biomass Positive
423
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Posted - 2014.08.12 16:03:00 -
[58] - Quote
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. i disagree with your injector rant.. in charlie(or was it delta) they are getting changed.. pro get more WP as standard/mil get less.. OH and lets not forget Pro also Rep80%+ of the persons armor
[LogiBro in Training]
channel: BP SQUAD
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1961
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Posted - 2014.08.12 16:05:00 -
[59] - Quote
Apothecary Za'ki wrote:Breakin Stuff wrote:Role: priority target, AV, Sentinel CQC, Commando suppressor.
Mostly of note are drop uplinks. They diminish the value of needles, rep tools and map control by making it easy to spam out seemingly dozens of the things into an area making it almost impodsible to clear them. Needles are in disfavor because uplinks are cleaner and more reliable.
Rep tools: easy to use. Rarely deployed. There needs to be a shield rep tool badly so shield tankeers can compete with active rep armor suits.
Nanohives: armor rep hives allow solo pubstars to eliminate the need for squad support. Most players use them in preference to rep tools as dropping two armor hives is more efficient than a rep logi.
Needles: hardly anyone uses em. Most people prefer using uplink respawns.
Scanners: have replaved most battlefield resupply and support tools as preferred method
Commandos: have no functional value over the new assaults beyond better weapon selection and poorer fitting capability. The slower speed is going to kill them.
very wrong.. needles are good. they save clones ticking down in all game modes most notably ambush while uplinks are there to give players a faster way back to the hot zone at the time and most every logi should be running with a needle at all times.. typical loadout would be Needle rep-tool uplink.. or Needle, reptool,hive.. or sometimes in amboosh Needle, uplink,hive
My point was uplinks as mobile spawn points that can be dropped a dozen at a time lessen the need for recovery equipment. It's often faster to have four people revive at an uplink than to needle and rep each one.
Also uplinks reduce the need for map control and good movement habits. because uplink spam means you can instapop back up right on top of a contested objective. In all cases except outliers, he who spams links wins.
I don't think one piece of equipment should overshadow all others that much. |
Apothecary Za'ki
Biomass Positive
423
|
Posted - 2014.08.12 16:05:00 -
[60] - Quote
Ripley Riley wrote:I am, by no means, a logistics merc, but I would like the WP rewards for equipment to be closely reviewed. Triage and Guardian WP's seem to be incredibly high while Intel Kill Assists are pathetically low. triage and guardian isnt high.. Triage has a points per minute CAP. while guardian requires the repee to kill some one. but i do however agree on the Intell-kill assist points.. more so due to CCP planning on raising WP cost of OB to 5000 points
[LogiBro in Training]
channel: BP SQUAD
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