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bogeyman m
Minmatar Republic
414
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Posted - 2014.09.24 16:37:00 -
[571] - Quote
Cross Atu wrote:John Demonsbane wrote:That was me advocating all logi suits being better with all equipment than all other suits. As such, I'm not going to list a secondary bonus, Cross, because I don't think it's a good idea.
As for individual suits fitting power, the Amarr desperately needs more PG. CPU is fine. Both laz0r weapons and uplinks are PG intensive, the Amarr suit is virtually designed NOT to use it's own racial weaponry and equipment. For those who aren't going to go looking, the method John is talking about/advocating can be read here please feel free to pipe up if you are more in support of this method than than the lessor version which was proposed in my question above. Cheers, Cross Here's my vote for a significant bonus on the primary racial equipment and a lesser bonus across all other equipment (along the lines of what that shiny slave master is suggesting).
I don't have any specific comments regarding CPU or PG, except that I think that all Amarrian suits should probably have one CPU and one PG each. #DieAmarrianDie
Duct tape 2.0 ... Have WD-40; will travel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3123
|
Posted - 2014.09.24 16:42:00 -
[572] - Quote
Hate to say this, but HAV guns need a bit more juice.
I'm against the removal of the rail splash because tanks DO need an anti-infantry method not dependent upon secondary turrets. The idea that HAVs should not be effective killing infantry IS asinine in my opinion. I know many disagree but bluntly the tank owner needs a better shot at defending against people like me. They need to be able to put supporting fire on an objective to suppress and kill infantry in a push.
I think we have achieved overnerfing the offensive capacities of HAVs at this point. I would like to be challenged by them when I kill them.
HAVs ARE support vehicles. They cannot support if they are impotent against infantry and only of use against LAVs and HAVs. yes people get mad when tanks start gunning them down. This is why AV weapons were created.
The idea that an HAV owner should be wholly dependent upon SOMEONE ELSE to protect them was a bad decision IMHO. Should they be vulnerabe to infantry AV? they always were once the 1.7 insanity went away.
As an AV gunner I have no sympathy to most infantry who will not swap fits to a tank cracker fit and then ***** that the tanks kill them too easy.
Unless a tank is bricktanked, I have no real difficulty killing them. There should be a 50/50 chance of a tank busting my chops when run by a driver who is as good at driving as I am at AV. The survival rate just dropped sharply.
I am an AV gunner, I have zero points dropped into HAVs.
HAVs should not have their infantry killing capabilities taken away when Infantry still have access to AV weapons. expecting tanks to go play private party World of Tanks while infantry farm them is just as bad as tanks farming infantry with impunity.
thank you. |
zzZaXxx
Vengeance Unbound
575
|
Posted - 2014.09.24 18:08:00 -
[573] - Quote
Breakin Stuff wrote:Hate to say this, but HAV guns need a bit more juice.
I'm against the removal of the rail splash because tanks DO need an anti-infantry method not dependent upon secondary turrets. The idea that HAVs should not be effective killing infantry IS asinine in my opinion. I know many disagree but bluntly the tank owner needs a better shot at defending against people like me. They need to be able to put supporting fire on an objective to suppress and kill infantry in a push.
I think we have achieved overnerfing the offensive capacities of HAVs at this point. I would like to be challenged by them when I kill them.
HAVs ARE support vehicles. They cannot support if they are impotent against infantry and only of use against LAVs and HAVs. yes people get mad when tanks start gunning them down. This is why AV weapons were created.
The idea that an HAV owner should be wholly dependent upon SOMEONE ELSE to protect them was a bad decision IMHO. Should they be vulnerabe to infantry AV? they always were once the 1.7 insanity went away.
As an AV gunner I have no sympathy to most infantry who will not swap fits to a tank cracker fit and then ***** that the tanks kill them too easy.
Unless a tank is bricktanked, I have no real difficulty killing them. There should be a 50/50 chance of a tank busting my chops when run by a driver who is as good at driving as I am at AV. The survival rate just dropped sharply.
I am an AV gunner, I have zero points dropped into HAVs.
HAVs should not have their infantry killing capabilities taken away when Infantry still have access to AV weapons. expecting tanks to go play private party World of Tanks while infantry farm them is just as bad as tanks farming infantry with impunity.
thank you. I'm sure this would be a great read if it were in the appropriate thread. Just because you think HAVs "support" the team doesn't mean they can be considered directly related to logistics and support. By that logic anything could be considered support. Please move your comments to another thread. |
Songs of Seraphim
Murphys-Law General Tso's Alliance
0
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Posted - 2014.09.24 19:02:00 -
[574] - Quote
Cross Atu wrote:I have a couple specific questions I would like a re-focus on.
1. Current status of fittings resources (CPU/PG) per race from each player who runs them. In other words where do you see shortfalls and why? Does any aspect seem overly generous and where/why? Please make sure you are responding with regards to suits you can field yourself and bonus points if you include specific fittings and/or mods in your descriptions.
2. Presuming the notion of a secondary (weaker) equipment bonus were being added to the frames, what would you advocate those secondary bonuses be - please list by race and include the reasoning behind your selection - and would such a method, in your view, require the alteration or substitution of any current/primary bonus (if yes which ones, how, and what is the rational behind that).
Thanks, Cross
I'm on my phone, so bear with me here... Before I start, this is my first post. I have max core skills in the Dropsuit Upgrade tree except the cloak, hand-to-hand combat, and cardiac regulation.
I'm a Caldari Logistics and I absolutely despise the fact that my Caldari Assault has more CPU and that I have to fit a Complex CPU module on ALL my PROTO Caldari Logi fittings. I can make do with three equipment slots, but I usually forgo Uplinks on my suits to fit a Repair Tool, Nanohive (for the bonus), and Nanite Injector (anything less than a Wiyrkomi or Kaalakiota on PC is foolish); even so, seems like I wasted SP for Proto Uplinks since I basically have to make a trade-off with my suit (plus I can't put shield extenders alongside Uplinks since it DRAINS my PG. But, that's seems fine in comparison to the gimped CPU my logi has -- 350 base or 459 at max skills.
I'm gonna use this example fitting to show how screwed we are in terms of CPU: 4 Complex Shield Extenders 1 Complex Shield Recharger State Kaalakiota Specialist Rail Rifle (using this as an example since it has lower fitting requirements) (No grenade) Wiyrkomi Nanite Injector Ishukone Gauged Nanohive Six Kin Triage Repair Tool 1 Complex Regulator
This leaves me at 455/459 CPU (and 79/102 PG) but with no grenade and 3 slots in the lows untouched since I didn't want to go over... Mind you I have some fitting optimization... And I usually equip an Energizer and Recharger on my fit, yet I'm unable to do so since I don't have enough CPU.
Onto my actual PC fit....
2 Complex Shield Energizers 3 Complex Shield Extenders Ishukone Assault Rail Rifle (lower fitting requirements & skills into fitting optimization) Allotek Flux Grenade State Kaalakiota Nanite Injector State Ishukone Quantum Nanohive Republic Boundless Repair Tool Complex Shield Regulator Complex Ferroscale Plate Complex Reactive Plate And. Guess what? 1 Complex CPU module that I wish was another Regulator or Armor Repair!
This leaves me at 616/620. Granted I spent a load of SP into fitting optimization on weapons as well. Sadly I used to have to use both a CPU mod an PG mod. But I can always dump SP to alleviate the PG issue.
I don't even use that much HP in PCs since I have my heavy and assault to work with and keep me alive. As long as they do their job, I'll do mine. And that's when I'm not playing assault myself.
I feel like I'm missing something.... but that's where I'm trying to get at. CPU needs an overhaul. PG is fine as is. eHP... Not too sure. Maybe a slight adjustment mirror the assault buff and regen for racial tank. I'd rather have more efficient regen than HP.
Any other Caldari Logistics out there that you can add to this? |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
331
|
Posted - 2014.09.24 21:52:00 -
[575] - Quote
Cross Atu wrote:I have a couple specific questions I would like a re-focus on.
1. Current status of fittings resources (CPU/PG) per race from each player who runs them. In other words where do you see shortfalls and why? Does any aspect seem overly generous and where/why? Please make sure you are responding with regards to suits you can field yourself and bonus points if you include specific fittings and/or mods in your descriptions.
2. Presuming the notion of a secondary (weaker) equipment bonus were being added to the frames, what would you advocate those secondary bonuses be - please list by race and include the reasoning behind your selection - and would such a method, in your view, require the alteration or substitution of any current/primary bonus (if yes which ones, how, and what is the rational behind that).
Thanks, Cross
Amarr/MinLogi, full cores.
1. If there is any suit in the game that should be capable of stacking complex mods high and low, using all proto equipment and have proto weaponry it really should be the logi class.
2. Secondary bonuses I think would be best if they were just a simple bonus to the "non-racial" gear not bonused by the primary bonus. This second bonus should be 1/2 to 2/3 the value of the equipments primary bonus for the respective race. So, for example, my Minlogi has the repper bonus but adds 1/2-2/3 the bonus Cal gets for hives, Amarr gets for links and Gal gets for scans. My AmarrLogi gets its link bonus and thenngets 1/2-2/3 the Min bonus to the repper, the Cal hives and the Gal scans. Seem simple enough? We keep our original bonuses (which are lore appropriate basically, and fine except the exclusivity across the class aspect) and get bonused decently for everything else, further solidifying Logis as the fiels equipment mastery class.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Basmurick
The Ra-lin Corporation
4
|
Posted - 2014.09.24 22:30:00 -
[576] - Quote
This may be a disastrous idea but I wouldn't even be opposed to some sort of combat penalty on the suit so it could have the fitting and equip/module bonuses it needs without enabling the 'slayer' build to overlap assaults. Even something like a penalty to light weapon fitting to go along with the equipment bonus might ensure that we could fit proto modules and equipment with great bonuses but suffer on the level of a cloak to try and fit a weapon beyond adv.
IMO Force logi suits to be true LogiBro, the SP investment is already there. Other suits have equip utility slots without being a dedicated support role for those who just want the odd toy. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
331
|
Posted - 2014.09.24 23:10:00 -
[577] - Quote
Basmurick wrote:This may be a disastrous idea but I wouldn't even be opposed to some sort of combat penalty on the suit so it could have the fitting and equip/module bonuses it needs without enabling the 'slayer' build to overlap assaults. Even something like a penalty to light weapon fitting to go along with the equipment bonus might ensure that we could fit proto modules and equipment with great bonuses but suffer on the level of a cloak to try and fit a weapon beyond adv.
IMO Force logi suits to be true LogiBro, the SP investment is already there. Other suits have equip utility slots without being a dedicated support role for those who just want the odd toy.
We are actually already combat penalized. Unlike every other combat suit we receive no weapon performance or fitting bonuses. That, coupled with our embarrassingly low base stat values, makes us already very direct combat ineffective versus the other combat classes. Further penalizing our already sparse self-defense abilities would be a very bad idea IMO.
EDIT: reread the OP. I agree, it would absolutely be disastrous.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Basmurick
The Ra-lin Corporation
4
|
Posted - 2014.09.24 23:45:00 -
[578] - Quote
el OPERATOR wrote:Basmurick wrote:This may be a disastrous idea but I wouldn't even be opposed to some sort of combat penalty on the suit so it could have the fitting and equip/module bonuses it needs without enabling the 'slayer' build to overlap assaults. Even something like a penalty to light weapon fitting to go along with the equipment bonus might ensure that we could fit proto modules and equipment with great bonuses but suffer on the level of a cloak to try and fit a weapon beyond adv.
IMO Force logi suits to be true LogiBro, the SP investment is already there. Other suits have equip utility slots without being a dedicated support role for those who just want the odd toy. We are actually already combat penalized. Unlike every other combat suit we receive no weapon performance or fitting bonuses. That, coupled with our embarrassingly low base stat values, makes us already very direct combat ineffective versus the other combat classes. Further penalizing our already sparse self-defense abilities would be a very bad idea IMO. EDIT: reread the OP. I agree, it would absolutely be disastrous.
There seems to be some general grumbling about our base stat values and I'll never turn down more survivability, but I think the issue is how to buff logi where they need it in terms of fitting ability and tank without making a tanked damage mod'd logi a better option than the assault. If we're going to get any kind of 'improvement' beyond more equipment tweaks I can imagine them needing to gimp possible damage projection to keep assault viable in the same way we can't become more versatile commandos.
I completely agree that our self-defense could use some work in terms of survivability if perhaps not in offensive power. I don't really experience that much myself as I'm Amarr with a maxed pistol that has served me quite well, but I can imagine life without it. There's probably a good reason I see maybe one or two other yellow suits a day across all my games. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4088
|
Posted - 2014.09.25 02:11:00 -
[579] - Quote
The easy way to make a "combat" penalty is to simply NOT improve the absolute fitting stats of each suit (with the exception of the Amarr PG and Caldari CPU, as they are not proportionately allocated; an adjustment does need to be made there). Instead, keep the PG/CPU the same and just double the bonus to fitting equipment.
That way you are enabled to use better quality equipment, or, if you already do, additional CPU/PG will be freed up to "un-gimp" the suit. At the same time, you avoid the issues of the past where the suit was too flexible and could be fitted quite easily for offense.
(The godfather of tactical logistics)
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Basmurick
The Ra-lin Corporation
4
|
Posted - 2014.09.25 02:26:00 -
[580] - Quote
John Demonsbane wrote:The easy way to make a "combat" penalty is to simply NOT improve the absolute fitting stats of each suit (with the exception of the Amarr PG and Caldari CPU, as they are not proportionately allocated; an adjustment does need to be made there). Instead, keep the PG/CPU the same and just double the bonus to fitting equipment.
That way you are enabled to use better quality equipment, or, if you already do, additional CPU/PG will be freed up to "un-gimp" the suit. At the same time, you avoid the issues of the past where the suit was too flexible and could be fitted quite easily for offense.
How much need do you feel there is for a buff to base stats, movement speed, or the return of the native regen? The fitting bonus as you describe it makes perfect sense and I think most people are in favor of the PG/CPU adjustment, I suppose I'm just concerned about the suit becoming too appealing if changes beyond that are made (as nice as they'd be). |
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John Demonsbane
Unorganized Ninja Infantry Tactics
4096
|
Posted - 2014.09.25 02:46:00 -
[581] - Quote
Basmurick wrote:John Demonsbane wrote:The easy way to make a "combat" penalty is to simply NOT improve the absolute fitting stats of each suit (with the exception of the Amarr PG and Caldari CPU, as they are not proportionately allocated; an adjustment does need to be made there). Instead, keep the PG/CPU the same and just double the bonus to fitting equipment.
That way you are enabled to use better quality equipment, or, if you already do, additional CPU/PG will be freed up to "un-gimp" the suit. At the same time, you avoid the issues of the past where the suit was too flexible and could be fitted quite easily for offense. How much need do you feel there is for a buff to base stats, movement speed, or the return of the native regen? The fitting bonus as you describe it makes perfect sense and I think most people are in favor of the PG/CPU adjustment, I suppose I'm just concerned about the suit becoming too appealing if changes beyond that are made (as nice as they'd be).
I think a person's answer depends on individual playstyle and philosophy. Some people would prefer logi suits to be "heavier" than Assaults, almost like commandos, because it fits their style. Others, myself included, would rather they be "lighter", with regen instead of tank, more speed, and better scan precision/profile, because it suits my playstyle better.
Neither approach is "wrong", per se, but what we don't want to do is both, by adding a bunch of eHP and simultaneously making them faster and have better ewar. Then they run the risk of being OP.
Some improvements need to be made, don't misunderstand. The base stats are different than fitting power, though. Buffing fitting power has a higher potential for abuse than adding 10% to base speed or something like that.
(The godfather of tactical logistics)
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Basmurick
The Ra-lin Corporation
4
|
Posted - 2014.09.25 05:05:00 -
[582] - Quote
Personally (and I haven't seen this anywhere else yet) I'd like to be able to turn slightly faster. Mind you, when someone comes up behind me and I start getting shot in the back, I agree that I deserve to die before I can turn around and defend myself as that's the importance of situational awareness and is the playstyle of some builds. That being said, blueberries sometimes don't move in a cohesive direction (imagine that) and I'll end up getting caught alone as I try to catch up to wherever the new group of them happens to be forming up, and maybe this is worse because I'm Amarr as I don't know if their slower speed translates to slower turning, but sometimes I'll turn a corner and see something which causes me to (HMG, Tank, red sh*tstorm etc) and I feel like a truck that has to do a 3-point turn to start sprinting back the direction I came as the rounds start to hit the walls around me to cries of "AMG SHOOT THE YELLOW". Generally I try to disengage rather than hold my own with my trusty pistol and I often feel that being able to change directions even only slightly faster would be a large Quality of Life improvement for me, but again that might just be my suit/playstyle and not a good general suggestion. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3139
|
Posted - 2014.09.25 06:18:00 -
[583] - Quote
Cross' OP specifically called out ALL support roles.
Not just logis.
Therefore HAVs are relevant to topic. Just because ya want it to be only about the logistics suit does not make it so.
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RKKR
The Southern Legion Final Resolution.
1033
|
Posted - 2014.09.25 08:48:00 -
[584] - Quote
Caldari Logi > CPU
No explanation needed I guess. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
336
|
Posted - 2014.09.25 18:39:00 -
[585] - Quote
Basmurick wrote:
There seems to be some general grumbling about our base stat values and I'll never turn down more survivability, but I think the issue is how to buff logi where they need it in terms of fitting ability and tank without making a tanked damage mod'd logi a better option than the assault. If we're going to get any kind of 'improvement' beyond more equipment tweaks I can imagine them needing to gimp possible damage projection to keep assault viable in the same way we can't become more versatile commandos.
I completely agree that our self-defense could use some work in terms of survivability if perhaps not in offensive power. I don't really experience that much myself as I'm Amarr with a maxed pistol that has served me quite well, but I can imagine life without it. There's probably a good reason I see maybe one or two other yellow suits a day across all my games.
Thats my point though, even with buffs like we're looking for we still wouldn't be a preffered choice vs. assaults since assaults by bonus design will still perform much better in the role of assaulting. Don't forget, assaults now have their slot layout equalized to ours, so fitting potential is equal. As long as their base stats are relatively higher than ours, which they are and is ez to keep, their weapon bonuses make them better for assaulting. Period.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
336
|
Posted - 2014.09.25 18:40:00 -
[586] - Quote
Breakin Stuff wrote:Cross' OP specifically called out ALL support roles.
Not just logis.
Therefore HAVs are relevant to topic. Just because ya want it to be only about the logistics suit does not make it so.
Agreed. (vomits KickStart and Doritos)
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
336
|
Posted - 2014.09.25 18:42:00 -
[587] - Quote
Basmurick wrote:Personally (and I haven't seen this anywhere else yet) I'd like to be able to turn slightly faster. Mind you, when someone comes up behind me and I start getting shot in the back, I agree that I deserve to die before I can turn around and defend myself as that's the importance of situational awareness and is the playstyle of some builds. That being said, blueberries sometimes don't move in a cohesive direction (imagine that) and I'll end up getting caught alone as I try to catch up to wherever the new group of them happens to be forming up, and maybe this is worse because I'm Amarr as I don't know if their slower speed translates to slower turning, but sometimes I'll turn a corner and see something which causes me to (HMG, Tank, red sh*tstorm etc) and I feel like a truck that has to do a 3-point turn to start sprinting back the direction I came as the rounds start to hit the walls around me to cries of "AMG SHOOT THE YELLOW". Generally I try to disengage rather than hold my own with my trusty pistol and I often feel that being able to change directions even only slightly faster would be a large Quality of Life improvement for me, but again that might just be my suit/playstyle and not a good general suggestion.
Amarr suit is a frikin' slug. I use one regularly and I hate every minute in it. Had I known it was that slow I never would have specced into it. And having the Min bonus for reptool range isn't going to save it.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Jack 3enimble
Vengeance Unbound Dark Taboo
406
|
Posted - 2014.09.25 18:48:00 -
[588] - Quote
el OPERATOR wrote:Basmurick wrote:Personally (and I haven't seen this anywhere else yet) I'd like to be able to turn slightly faster. Mind you, when someone comes up behind me and I start getting shot in the back, I agree that I deserve to die before I can turn around and defend myself as that's the importance of situational awareness and is the playstyle of some builds. That being said, blueberries sometimes don't move in a cohesive direction (imagine that) and I'll end up getting caught alone as I try to catch up to wherever the new group of them happens to be forming up, and maybe this is worse because I'm Amarr as I don't know if their slower speed translates to slower turning, but sometimes I'll turn a corner and see something which causes me to (HMG, Tank, red sh*tstorm etc) and I feel like a truck that has to do a 3-point turn to start sprinting back the direction I came as the rounds start to hit the walls around me to cries of "AMG SHOOT THE YELLOW". Generally I try to disengage rather than hold my own with my trusty pistol and I often feel that being able to change directions even only slightly faster would be a large Quality of Life improvement for me, but again that might just be my suit/playstyle and not a good general suggestion. Amarr suit is a frikin' slug. I use one regularly and I hate every minute in it. Had I known it was that slow I never would have specced into it. And having the Min bonus for reptool range isn't going to save it.
It kind of says in the discriptions that the Amarr are the slowest. Btw with you number of low slots you can make it fast rather easily. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
338
|
Posted - 2014.09.25 19:31:00 -
[589] - Quote
Jack 3enimble wrote:el OPERATOR wrote:Basmurick wrote:Personally (and I haven't seen this anywhere else yet) I'd like to be able to turn slightly faster. Mind you, when someone comes up behind me and I start getting shot in the back, I agree that I deserve to die before I can turn around and defend myself as that's the importance of situational awareness and is the playstyle of some builds. That being said, blueberries sometimes don't move in a cohesive direction (imagine that) and I'll end up getting caught alone as I try to catch up to wherever the new group of them happens to be forming up, and maybe this is worse because I'm Amarr as I don't know if their slower speed translates to slower turning, but sometimes I'll turn a corner and see something which causes me to (HMG, Tank, red sh*tstorm etc) and I feel like a truck that has to do a 3-point turn to start sprinting back the direction I came as the rounds start to hit the walls around me to cries of "AMG SHOOT THE YELLOW". Generally I try to disengage rather than hold my own with my trusty pistol and I often feel that being able to change directions even only slightly faster would be a large Quality of Life improvement for me, but again that might just be my suit/playstyle and not a good general suggestion. Amarr suit is a frikin' slug. I use one regularly and I hate every minute in it. Had I known it was that slow I never would have specced into it. And having the Min bonus for reptool range isn't going to save it. It kind of says in the discriptions that the Amarr are the slowest. Btw with your number of low slots you can make it fast rather easily. I do agree with you though that logi's are too slow. Even my Cal that is supposed to be medium fast is a joke compared to its Assault brother
Meh, only speed increase to found in the lows is to sprinting. Logis are too slow all around and the Amarr is definitely the slowest of them all.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2139
|
Posted - 2014.09.25 20:37:00 -
[590] - Quote
THIS IDEA IS FOR PROJECT LEGION ONLY
Logistics should be heavy frames, similar to commandos.
It's the best way to give them the EHP they need to do their role without the threat of them being slayers.
Currently, med frames give far too little native EHP for the logistics to fulfill its role. The remedy: give them a bunch of slots to fit their defenses in. However, this, coupled with their decent speed stats and fitting capabilities (needed for equipment), allows them to cross fit into capable slayers, comparable to Assault suits (often better, though much less since the ehp buff to assaults).
Changing to heavy frames solves most, if not all these issues:
High native tank allows for a reduction of high and low slots without compromising ehp, while also limiting out of role variations.
The reduction in speed really cuts into their combat effectiveness. It also has the added benefit of the threat of advancing troops "stretching their support" by them running out of support range.
(This was inspired by Eve's Dreadnought and Carrier class capital ships. One being the highly defensive, massive damage-dealing behemoth (though slow and not agile), the other the highly defensive logistics apogee (though also slow and requiring offensive support).
Dust was real! I was there!
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Major IMPACT
Vengeance Unbound Dark Taboo
14
|
Posted - 2014.09.25 22:30:00 -
[591] - Quote
Vulpes Dolosus wrote:THIS IDEA IS FOR PROJECT LEGION ONLY
Logistics should be heavy frames, similar to commandos.
It's the best way to give them the EHP they need to do their role without the threat of them being slayers.
Currently, med frames give far too little native EHP for the logistics to fulfill its role. The remedy: give them a bunch of slots to fit their defenses in. However, this, coupled with their decent speed stats and fitting capabilities (needed for equipment), allows them to cross fit into capable slayers, comparable to Assault suits (often better, though much less since the ehp buff to assaults).
Changing to heavy frames solves most, if not all these issues:
High native tank allows for a reduction of high and low slots without compromising ehp, while also limiting out of role variations.
The reduction in speed really cuts into their combat effectiveness. It also has the added benefit of the threat of advancing troops "stretching their support" by them running out of support range.
(This was inspired by Eve's Dreadnought and Carrier class capital ships. One being the highly defensive, massive damage-dealing behemoth (though slow and not agile), the other the highly defensive logistics apogee (though also slow and requiring offensive support).
I really like this idea. But I wouldn't really suggest replacing the medium framed logis al together. I would also suggest into really limiting it to where it is only used as "Heavy Logistic Suits", or it will replace the commandos.
When do we get our hands on Jovian tech?
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2144
|
Posted - 2014.09.25 22:35:00 -
[592] - Quote
Major IMPACT wrote:Vulpes Dolosus wrote:THIS IDEA IS FOR PROJECT LEGION ONLY
Logistics should be heavy frames, similar to commandos.
It's the best way to give them the EHP they need to do their role without the threat of them being slayers.
Currently, med frames give far too little native EHP for the logistics to fulfill its role. The remedy: give them a bunch of slots to fit their defenses in. However, this, coupled with their decent speed stats and fitting capabilities (needed for equipment), allows them to cross fit into capable slayers, comparable to Assault suits (often better, though much less since the ehp buff to assaults).
Changing to heavy frames solves most, if not all these issues:
High native tank allows for a reduction of high and low slots without compromising ehp, while also limiting out of role variations.
The reduction in speed really cuts into their combat effectiveness. It also has the added benefit of the threat of advancing troops "stretching their support" by them running out of support range.
(This was inspired by Eve's Dreadnought and Carrier class capital ships. One being the highly defensive, massive damage-dealing behemoth (though slow and not agile), the other the highly defensive logistics apogee (though also slow and requiring offensive support). I really like this idea. But I wouldn't really suggest replacing the medium framed logis al together. I would also suggest into really limiting it to where it is only used as "Heavy Logistic Suits", or it will replace the commandos. Well, my ideas for commandos was to make them hyper-offensive assaults suits with huge bonuses to weapons and such with much less defense. Perhaps even their own LMG type weapons only they could fit and a light weapon slot or something.
Dust was real! I was there!
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
341
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Posted - 2014.09.25 22:51:00 -
[593] - Quote
Vulpes Dolosus wrote:THIS IDEA IS FOR PROJECT LEGION ONLY
Logistics should be heavy frames, similar to commandos.
It's the best way to give them the EHP they need to do their role without the threat of them being slayers.
Currently, med frames give far too little native EHP for the logistics to fulfill its role. The remedy: give them a bunch of slots to fit their defenses in. However, this, coupled with their decent speed stats and fitting capabilities (needed for equipment), allows them to cross fit into capable slayers, comparable to Assault suits (often better, though much less since the ehp buff to assaults).
Changing to heavy frames solves most, if not all these issues:
High native tank allows for a reduction of high and low slots without compromising ehp, while also limiting out of role variations.
The reduction in speed really cuts into their combat effectiveness. It also has the added benefit of the threat of advancing troops "stretching their support" by them running out of support range.
(This was inspired by Eve's Dreadnought and Carrier class capital ships. One being the highly defensive, massive damage-dealing behemoth (though slow and not agile), the other the highly defensive logistics apogee (though also slow and requiring offensive support).
No Thank You, I'll keep my medium frame with some buffing in the base stats over the idea that field supply is better served by me moving about at <4m/s but a million eHP. I can already taste the tears of the "Heavy w/a Light Weapon" qq'ers already.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Omega Black Zero
Condotta Rouvenor Gallente Federation
122
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Posted - 2014.09.25 23:44:00 -
[594] - Quote
WP for repping vehicles would be nice, maybe +25 for every 250 armor repaired? obviously would cap your triage WP as would repping infantry |
TechMechMeds
KILL-EM-QUICK RISE of LEGION
5795
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Posted - 2014.09.25 23:46:00 -
[595] - Quote
Omega Black Zero wrote:WP for repping vehicles would be nice, maybe +25 for every 250 armor repaired? obviously would cap your triage WP as would repping infantry
Repairing dropsuits = triage
Repairing anything else = mechanic points
"An abnormally heightened consciousness of one's self, which leads to a viscous circle of heightened awareness of self."
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
343
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Posted - 2014.09.26 00:32:00 -
[596] - Quote
TechMechMeds wrote:Omega Black Zero wrote:WP for repping vehicles would be nice, maybe +25 for every 250 armor repaired? obviously would cap your triage WP as would repping infantry Repairing dropsuits = triage Repairing anything else = mechanic points
I could be wrong, but weren't WP for vehicle/installation repair removed due to farming? If so, they won't be back any time soon.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5895
|
Posted - 2014.09.26 00:34:00 -
[597] - Quote
el OPERATOR wrote:TechMechMeds wrote:Omega Black Zero wrote:WP for repping vehicles would be nice, maybe +25 for every 250 armor repaired? obviously would cap your triage WP as would repping infantry Repairing dropsuits = triage Repairing anything else = mechanic points I could be wrong, but weren't WP for vehicle/installation repair removed due to farming? If so, they won't be back any time soon.
Just add a cap exactly like triage or make it 25 points per X amount of armour repaired.
Done.
"An abnormally heightened consciousness of one's self, which leads to a viscous circle of heightened awareness of self."
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John Demonsbane
Unorganized Ninja Infantry Tactics
4105
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Posted - 2014.09.26 04:17:00 -
[598] - Quote
el OPERATOR wrote:
No Thank You, I'll keep my medium frame with some buffing in the base stats over the idea that field supply is better served by me moving about at <4m/s but a million eHP. I can taste the tears of the "Heavy w/a Light Weapon" qq'ers already.
Agreed. Personally I don't like the heavy frame logi idea either, too slow for most tasks. I guess it's just a side effect of the singular focus on tank that's been the meta for several months now, non-beta players don't know any other answer.
(The godfather of tactical logistics)
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
345
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Posted - 2014.09.26 04:54:00 -
[599] - Quote
TechMechMeds wrote:el OPERATOR wrote:TechMechMeds wrote:Omega Black Zero wrote:WP for repping vehicles would be nice, maybe +25 for every 250 armor repaired? obviously would cap your triage WP as would repping infantry Repairing dropsuits = triage Repairing anything else = mechanic points I could be wrong, but weren't WP for vehicle/installation repair removed due to farming? If so, they won't be back any time soon. Just add a cap exactly like triage or make it 25 points per X amount of armour repaired. Done.
I'm not arguing against an opportunity to be rewarded for doing things I do anyway, but I don't think that even with reasonable limits WP for mechanical repping will be back.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Hawkings Greenback
Red Star. EoN.
232
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Posted - 2014.09.27 10:58:00 -
[600] - Quote
No to heavy logi.
Yes to mechanic points.
Give me a reason to logi again in a logi suit.
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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