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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6087
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Posted - 2014.09.30 02:56:00 -
[601] - Quote
Schwing to the top.
Ok.........now say that in quif.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3303
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Posted - 2014.09.30 10:10:00 -
[602] - Quote
As far as logis go I think they should only be able to deploy a single hive or droplink at a time (this goes double for everyone else). With the caveat that the deployables should last significantly longer (if you are wearing a logi suit) and provide commisurately more benefit per unit.
This would prevent:
Quad armor hive tanking.
Deliberate spam lag.
Zerg rush lemming link placement.
And would encourage loginerds to carry more options than four varieties of droplinks and/or hives.
Repair guns? Scanners? Injectors?
Limiting deployables will force more careful use than "spam all my hives around a supply depot to easy farm warpoints!"
Once we do that, the logis need some survivability/escape/evasion love. |
TheD1CK
Dead Man's Game
1308
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Posted - 2014.09.30 10:20:00 -
[603] - Quote
Breakin Stuff wrote:As far as logis go I think they should only be able to deploy a single hive or droplink at a time (this goes double for everyone else). With the caveat that the deployables should last significantly longer (if you are wearing a logi suit) and provide commisurately more benefit per unit.
This would prevent:
Quad armor hive tanking.
Deliberate spam lag.
Zerg rush lemming link placement.
And would encourage loginerds to carry more options than four varieties of droplinks and/or hives.
Repair guns? Scanners? Injectors?
Limiting deployables will force more careful use than "spam all my hives around a supply depot to easy farm warpoints!"
Once we do that, the logis need some survivability/escape/evasion love.
Woah..... Nanohives are usually only only seen at depots as it is (love Dust Logic) This makes it less likely for 'pubbers' to use them at all.... although
If we raised the re-supply ammount AND the WP for resupply I would be closer to agreeing with this It would make Nanohives more likely to be used in battle, rather than WP whoring EQ
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3303
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Posted - 2014.09.30 10:30:00 -
[604] - Quote
Armor hives near resupply points makes sense. Reload hives is just whoring. |
Cross Atu
OSG Planetary Operations Covert Intervention
2952
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Posted - 2014.09.30 15:10:00 -
[605] - Quote
Breakin Stuff wrote:Armor hives near resupply points makes sense. Reload hives is just whoring. I'd have to slightly disagree, I would say it is primarily a way to farm WP but some of them (at proto level), especially when more than one hive is stacked will feed ammo faster than the depot so for weapons like the MD or for heavy use of nades it can serve an actual purpose is select circumstances. But 9 times out of 10 you'd be right, it is only a method of grinding WP.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
2952
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Posted - 2014.09.30 15:58:00 -
[606] - Quote
Breakin Stuff wrote:As far as logis go I think they should only be able to deploy a single hive or droplink at a time (this goes double for everyone else). With the caveat that the deployables should last significantly longer (if you are wearing a logi suit) and provide commisurately more benefit per unit.
This would prevent:
Quad armor hive tanking.
Deliberate spam lag.
Zerg rush lemming link placement.
And would encourage loginerds to carry more options than four varieties of droplinks and/or hives.
Repair guns? Scanners? Injectors?
Limiting deployables will force more careful use than "spam all my hives around a supply depot to easy farm warpoints!"
Once we do that, the logis need some survivability/escape/evasion love.
A few things here, first being able to deploy only one is in my view bad form and does not actually address most of the concerns, however there is a strikingly similar idea that I support (more on that at the bottom).
Armor hive tanking, even proto based hex armor hive tanking, can be overcome without casualties by a couple scouts or a heavy lobi pair. I use these examples because I witnessed both during my play time last night. (In the case of the scouts they were even outnumbered by the 'blue' forces on the hives).
I have still not seen any confirmation that deployed gear causes lag. I know many players believe this to be true, and I am not saying I can prove it to be false. But what I am saying is that every test on it I have personally run has shown no direct correlation and I have experienced my worst lag (out side of PC matches) in games where equipment deployment was mild (under 12 pieces total) to non-existent.
Non-tactical uplink placement can happen no matter how many uplinks can be deployed, and does not become less likely with a limit of this nature because so much of the uplink spam is from people who are not actually playing support they are playing slayer with either a 'swap and drop' or the use of a burner suit. This limit would decrease the number of links they could deploy but not the practice, because it in no way effects their direct role (slaying). Meanwhile these 'fire and forget' assets would persist for even longer (if not bound to the logi suit) and would become closer to useless (if bound to the logi suit in the current methodology where buffs cease to function upon the death of the squishy logi).
People who are actually playing support rarely mono stack equipment (more common with hives than uplinks in my experience). I have tried stacked uplink suits to test the viability of using them throughout a match, they run just over 185 to just over 219k ISK and between 374-554 HP (eWar fit, or brick tanked both including the effects of maxed skills). Now someone with a better gun game than mine could get better results no doubt but regardless of that it is hard to run these setups at a profit without heavy combat avoidance (alone the lines of run when you see red dots) and most Logibros run diverse equipment racks not mono tactics.
I agree limiting spam is useful, though most often the culprits aren't actually playing logi (either being in a support fit nor focused on a support role) during most of the match, which I think is worth noting.
Agreed that logi frames need some hugs to be viable in the current game state and that pushing that forward at the same time as an equipment revision is a sound path to take.
Having said all of that here's the current alteration to the deployed equipment mechanic that I support.
example numbers wrote:Current proto uplink:
- 2 active, 3 carried.
- 20 spawns per uplink (60 potential spawns in total).
New characteristics under this proposal:
- 2 active, 12 carried.
- 5 spawns per uplink (60 potential spawns in total)
Current proto nanohive:
- 2 active, 3 carried.
- 48 clusters per nanohive (144 potential clusters in total).
New characteristics under this proposal:
- 2 active, 12 carried.
- 12 clusters per nanohive (144 potential clusters in total).
This set up maintains current max potential while requiring active play by assigning smaller 'portions' to each deployed hive/link as they would require consistent reapplication to remain functional making support play less 'fire and forget'. This would also result in fewer wasted spawns and clusters for those who already actively play support as they would abandon less of their total payload when their squad moves/lose less when their gear is fluxed/destroyed.
The other asset of this proposal is that I am reasonably confident it can be implemented server side solely by altering current item stats and thus is a low dev time solution.
0.02 ISK Cross
ps ~ I also currently support the notion of support equipment by and large having higher fittings cost and lower ISK cost than present along with an improvement to the logi role buff further pushing sets of proto equipment into the purview of the support specialist role.
See a cool idea thread? Mail me the title and I'll take a look =)
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Logi Bro
Brutor Vanguard Minmatar Republic
3362
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Posted - 2014.09.30 16:18:00 -
[607] - Quote
I may be a little late to the discussion, but I figure I'll throw this out regardless.
Experience: Minmatar Logistics since E3 build
I think the failing with logistics suits is that they have become too specialized. This has been discussed by others before, but what are Caldari and Amarr logi's supposed to do after they throw down their deploy-able equipment? What is a Minmatar logi supposed to do when the heavy he was repping dies? What is a Gallente logi supposed to do if he has no squad to give intel to?
In the game's current state, the answer to all these questions is either stay to fight, and die doing so because you are using the least combat efficient suit in the game, or run away. Logistics has no secondary function.
Assaults have a little bit of everything despite the fact their primary purpose is combat, scouts have extra equipment slots despite the fact that their primary purpose is intel, sentinels have massive firepower despite the fact that their primary purpose is tanking, and commandos have a relatively high eHP pool + equipment despite the fact that their primary purpose is massive firepower.
Logistics have what other than their equipment? A slightly better scan precision than assaults? A slightly better eHP pool than scouts? Better speed than sentinels? More grenades than commandos? It used to be that they had the best customization because they had the most module slots, but now assaults have been buffed and invalidate that perk.
I think that to make logistics better you need to capitalize on one thing in particular and buff it. You could make them the second best EWAR suit and buff their precision/profile. You could buff their speed. You could buff their health. (but if it were a significant buff it should probably come at the cost of speed) They are already good at their primary role, they just need another thing on the side.
SP Sinks? Fixed.
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Cross Atu
OSG Planetary Operations Covert Intervention
2955
|
Posted - 2014.09.30 16:48:00 -
[608] - Quote
It's spreadsheet time.
This is the current amalgamated result of feedback gathered here, in game, through e-mail and skype as well as CPM conversations and some on the ground testing (you know, that whole 'played support logi as main role since closed beta' thing) by yours truly.
The goal of this proposal is to enhance the fidelity of the logistics support niche, making it a more active role (i.e. less fire and forget/spamable) while promoting some unique advantages (one of these being more flexible racial affinity as that is a frequently stated community desire). In attaining these goals, which per force include better survivability, steps were taken to avoid overly encroaching on other roles in game (for example avoiding the "killer bee" CalLogi days of old).
Please provide input on this spreadsheet via this forum thread and when doing so note that it is feedback on the spreadsheet proposal so as not to get any feedback mixed up (this is derived from previously provided community feedback after all ). Also bear in mind that some of these ideas may turn out to be beyond the scope of server only updates and thus could require further revision but I deemed it valuable to discuss the conceptual merits at this point regardless, and have made best efforts to note potential tech constraints which will require review.
Finally I would like to reiterate my usual request, that being to keep comments and feedback constructive as while I love a good debate vitriol and hyperbole aren't very actionable and as such do not really contribute to the feedback process.
Alright mercs, speak up.
Cheers, Cross
EDIT: Also, my spelling can be awful sometimes when dyslexia trumps spell check, so feel free to let me know if anything has slipped through and needs correcting. Thanks EDIT2: Thanks to the scouts of the barbershop for making my understanding of eWar upgraded from level 0 to it's current approximate level 3 (your input on the eWar ideas I threw at you was very helpful o7)
See a cool idea thread? Mail me the title and I'll take a look =)
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Adipem Nothi
Nos Nothi
5374
|
Posted - 2014.09.30 16:54:00 -
[609] - Quote
@ Cross - Bad URL
Shoot scout with yes.
- Ripley Riley
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Cross Atu
OSG Planetary Operations Covert Intervention
2961
|
Posted - 2014.09.30 16:59:00 -
[610] - Quote
Adipem Nothi wrote:@ Cross - Bad URL Fie!
/me fights with google
EDIT: Try now.
See a cool idea thread? Mail me the title and I'll take a look =)
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Booby Tuesdays
Tuesdays With Boobies
852
|
Posted - 2014.09.30 17:05:00 -
[611] - Quote
Cross Atu wrote:Adipem Nothi wrote:@ Cross - Bad URL Fie! /me fights with google EDIT: Try now. Still nada. No URL listed.
EDIT: Working now!
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Cross Atu
OSG Planetary Operations Covert Intervention
2961
|
Posted - 2014.09.30 17:09:00 -
[612] - Quote
\o/ the google monster having been cowed into submission I now return you to your regularly scheduled spreedsheet
See a cool idea thread? Mail me the title and I'll take a look =)
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bogeyman m
Minmatar Republic
419
|
Posted - 2014.09.30 17:09:00 -
[613] - Quote
Cross Atu wrote:Breakin Stuff wrote:As far as logis go I think they should only be able to deploy a single hive or droplink at a time (this goes double for everyone else). With the caveat that the deployables should last significantly longer (if you are wearing a logi suit) and provide commisurately more benefit per unit.
This would prevent:
Quad armor hive tanking.
Deliberate spam lag.
Zerg rush lemming link placement.
And would encourage loginerds to carry more options than four varieties of droplinks and/or hives.
Repair guns? Scanners? Injectors?
Limiting deployables will force more careful use than "spam all my hives around a supply depot to easy farm warpoints!"
Once we do that, the logis need some survivability/escape/evasion love. A few things here, first being able to deploy only one is in my view bad form and does not actually address most of the concerns, however there is a strikingly similar idea that I support (more on that at the bottom). Armor hive tanking, even proto based hex armor hive tanking, can be overcome without casualties by a couple scouts or a heavy lobi pair. I use these examples because I witnessed both during my play time last night. (In the case of the scouts they were even outnumbered by the 'blue' forces on the hives). I have still not seen any confirmation that deployed gear causes lag. I know many players believe this to be true, and I am not saying I can prove it to be false. But what I am saying is that every test on it I have personally run has shown no direct correlation and I have experienced my worst lag (out side of PC matches) in games where equipment deployment was mild (under 12 pieces total) to non-existent. Non-tactical uplink placement can happen no matter how many uplinks can be deployed, and does not become less likely with a limit of this nature because so much of the uplink spam is from people who are not actually playing support they are playing slayer with either a 'swap and drop' or the use of a burner suit. This limit would decrease the number of links they could deploy but not the practice, because it in no way effects their direct role (slaying). Meanwhile these 'fire and forget' assets would persist for even longer (if not bound to the logi suit) and would become closer to useless (if bound to the logi suit in the current methodology where buffs cease to function upon the death of the squishy logi). People who are actually playing support rarely mono stack equipment (more common with hives than uplinks in my experience). I have tried stacked uplink suits to test the viability of using them throughout a match, they run just over 185 to just over 219k ISK and between 374-554 HP (eWar fit, or brick tanked both including the effects of maxed skills). Now someone with a better gun game than mine could get better results no doubt but regardless of that it is hard to run these setups at a profit without heavy combat avoidance (alone the lines of run when you see red dots) and most Logibros run diverse equipment racks not mono tactics. I agree limiting spam is useful, though most often the culprits aren't actually playing logi (either being in a support fit nor focused on a support role) during most of the match, which I think is worth noting. Agreed that logi frames need some hugs to be viable in the current game state and that pushing that forward at the same time as an equipment revision is a sound path to take. Having said all of that here's the current alteration to the deployed equipment mechanic that I support. example numbers wrote:Current proto uplink:
- 2 active, 3 carried.
- 20 spawns per uplink (60 potential spawns in total).
New characteristics under this proposal:
- 2 active, 12 carried.
- 5 spawns per uplink (60 potential spawns in total)
Current proto nanohive:
- 2 active, 3 carried.
- 48 clusters per nanohive (144 potential clusters in total).
New characteristics under this proposal:
- 2 active, 12 carried.
- 12 clusters per nanohive (144 potential clusters in total).
This set up maintains current max potential while requiring active play by assigning smaller 'portions' to each deployed hive/link as they would require consistent reapplication to remain functional making support play less 'fire and forget'. This would also result in fewer wasted spawns and clusters for those who already actively play support as they would abandon less of their total payload when their squad moves/lose less when their gear is fluxed/destroyed. The other asset of this proposal is that I am reasonably confident it can be implemented server side solely by altering current item stats and thus is a low dev time solution. 0.02 ISK Cross ps ~ I also currently support the notion of support equipment by and large having higher fittings cost and lower ISK cost than present along with an improvement to the logi role buff further pushing sets of proto equipment into the purview of the support specialist role. I like this equipment plan.
Duct tape 2.0 ... Have WD-40; will travel.
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Booby Tuesdays
Tuesdays With Boobies
852
|
Posted - 2014.09.30 17:24:00 -
[614] - Quote
Will post more in depth later, but my initial takeaways...
I would vote for method 2 in regards to the bonus changes.
I would vote to split the difference with the changes to deployable and active equipment. Too big of a sweeping change imo.
I would vote to half the proposed HP buffs, and further buff the regen.
At first I was shocked at losing CPU and Grid, but then I saw the 50% reduction to equipment, but then I saw the 25% increase to actual fitting requirements. We want to make logis better with equipment, not completely take it out of every other suits hands, yes?
I think we are making some good progress!
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6087
|
Posted - 2014.09.30 17:32:00 -
[615] - Quote
MECHANIC POINTS FOR REPAIRING INSTALLATIONS, CRUS, SUPPLY DEPOTS, TURRETS AND VEHICLES.
RENAME THE TRIAGE MECHANIC AS.........MECHANIC.
PUT A CAP ON IT SO IT CANT BE FARMED.
Regen and speed definitely need a buff.
I won't bother repeating anything that has been said anymore than I already have lol.
Ok.........now say that in quif.
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6087
|
Posted - 2014.09.30 17:34:00 -
[616] - Quote
Booby Tuesdays wrote:Will post more in depth later, but my initial takeaways...
I would vote for method 2 in regards to the bonus changes.
I would vote to split the difference with the changes to deployable and active equipment. Too big of a sweeping change imo.
I would vote to half the proposed HP buffs, and further buff the regen.
At first I was shocked at losing CPU and Grid, but then I saw the 50% reduction to equipment, but then I saw the 25% increase to actual fitting requirements. We want to make logis better with equipment, not completely take it out of every other suits hands, yes?
I think we are making some good progress!
Boobs are a good idea.
A face full of boobs never gets boring.
Ok.........now say that in quif.
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Cross Atu
OSG Planetary Operations Covert Intervention
2967
|
Posted - 2014.09.30 17:49:00 -
[617] - Quote
Booby Tuesdays wrote:Will post more in depth later, but my initial takeaways...
I would vote for method 2 in regards to the bonus changes.
I would vote to split the difference with the changes to deployable and active equipment. Too big of a sweeping change imo.
I would vote to half the proposed HP buffs, and further buff the regen.
At first I was shocked at losing CPU and Grid, but then I saw the 50% reduction to equipment, but then I saw the 25% increase to actual fitting requirements. We want to make logis better with equipment, not completely take it out of every other suits hands, yes?
I think we are making some good progress! Replies in order, and also thanks for the feedback looking forward to the in depth post to come
Thanks, vote for method 2 noted - this is one key area I really hope to get a lot of feedback on.
The difference between deployable and active equipment? Do you mean the change to fittings costs, because that is applied to "the big four" Links, Rep Tool, Hives, Scanner. Please elaborate on this so I know what specifically you're saying here
I'm open to the notion of focusing eHP more heavily on regen than raw HP, care to provide some numbers for your ideal breakdown? (everyone else feel free to jump in on this point as well, yea, nay, degrees, whatever )
Current changes to CPU/PG, role bonus (i.e. equipment fittings cost reduction), and equipment fittings requirement increase are closely interlinked. The current method has the following effects (barring a few edge outliers, as there are a lot of possible fitting configurations.
- Fits based on the Logi frame that are currently running with all equipment slots filled will have a net gain in total fittings remaining after equipment is fit as compared to present.
- Fits based on the Logi frame which are NOT currently running full sets of equipment will have a net loss in total fittings remaining after equipment is fit as compared to present. (True even of zero equipment fits). This item further mitigates the potential for 'slayer' builds.
- The increase in equipment fittings cost (CPU/PG) at the current rate makes ADV equipment from "the big 4" has costly to fit under the proposal as PRO equipment from "the big 4" are in current game state. [b]This also serves to further mitigate spam play/increase the value of active support play by making it a more meaningful investment to field, not a grenade style "fill the slot with something because it's there" choice as is so often true now.[/b[
To reiterate, the only things getting that fittings cost increase would be Uplinks, Hives, Scanner, Repair Tool, the four pieces of equipment currently linked directly to the racial logistics frames. No other equipment is being altered in that manner and the cloak is having its bug resolved so logi will no longer be able to fit it with extra ease.
I am interested in more feedback on this point, is a "one step" increase in fittings cost on the four main logistics equipment too steep a price to pay as a trade off for reduced spam and diminished slayer fit viability? Does making those specific pieces of gear harder to fit really take it out of the hands of other frames even with the built in ISK cost reduction? Are there better alternatives to making the logistics role more meaningful that do not require further constraints on use? (because clearly the current baseline of "swap and drop" game play from many mercs is not supporting the utility and definition of the role, rather it is feeding spam play).
Cheers Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6088
|
Posted - 2014.09.30 17:56:00 -
[618] - Quote
Cross Atu wrote:It's spreadsheet time.This is the current amalgamated result of feedback gathered here, in game, through e-mail and skype as well as CPM conversations and some on the ground testing (you know, that whole 'played support logi as main role since closed beta' thing) by yours truly. The goal of this proposal is to enhance the fidelity of the logistics support niche, making it a more active role (i.e. less fire and forget/spamable) while promoting some unique advantages (one of these being more flexible racial affinity as that is a frequently stated community desire). In attaining these goals, which per force include better survivability, steps were taken to avoid overly encroaching on other roles in game (for example avoiding the "killer bee" CalLogi days of old). Please provide input on this spreadsheet via this forum thread and when doing so note that it is feedback on the spreadsheet proposal so as not to get any feedback mixed up (this is derived from previously provided community feedback after all ). Also bear in mind that some of these ideas may turn out to be beyond the scope of server only updates and thus could require further revision but I deemed it valuable to discuss the conceptual merits at this point regardless, and have made best efforts to note potential tech constraints which will require review. Finally I would like to reiterate my usual request, that being to keep comments and feedback constructive as while I love a good debate vitriol and hyperbole aren't very actionable and as such do not really contribute to the feedback process. Alright mercs, speak up. Cheers, Cross EDIT: Also, my spelling can be awful sometimes when dyslexia trumps spell check, so feel free to let me know if anything has slipped through and needs correcting. Thanks EDIT2: Thanks to the scouts of the barbershop for making my understanding of eWar upgraded from level 0 to it's current approximate level 3 (your input on the eWar ideas I threw at you was very helpful o7) EDIT3: Seems the hyperlink isn't working for several people so I'm adding the raw one here in hopes that will work better: https://docs.google.com/spreadsheets/d/1OMpIZBbCMXXi4nkk-NykpDla7SCBo9nYmfIjV28Dp0w/edit?usp=sharing
Its looking good but i think shield recharge should be 20hp/s and on that same note, assaults need at the least to be 25hp/s with min assault getting a buff to 30hp/s and caldari getting a slight buff as well.
I think we need slightly more speed or a native 1hp/s armour rep rate that goes to 2hp/s at adv and 3hp/s at proto. This would stack with gallente as well.
Im not factoring in brick tanked logis or assaults that use the logi as an assault as there is no point balancing against those types. We did that before and i have seen it done in other games, they just move to the next thing to abuse which gets nerfed and then they move on again leaving the 'proper' players of a role screwed.
They are all running scout and heavy at the mo anyway lol.
Ok.........now say that in quif.
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Cross Atu
OSG Planetary Operations Covert Intervention
2967
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Posted - 2014.09.30 17:56:00 -
[619] - Quote
TechMechMeds wrote:MECHANIC POINTS FOR REPAIRING INSTALLATIONS, CRUS, SUPPLY DEPOTS, TURRETS AND VEHICLES.
RENAME THE TRIAGE MECHANIC AS.........MECHANIC.
PUT A CAP ON IT SO IT CANT BE FARMED.
Regen and speed definitely need a buff.
I won't bother repeating anything that has been said anymore than I already have lol. Under the proposal the current triage mechanic would be revised somewhat so that use of repair tool, and injector would provide a consistent earnings WP gained to HP restored ratio. This is important to avoid the current problem where potential earnings actually decrease as quality of gear increases. This change would also offer value to repping scouts and other low armor suits, who in my view should not be punished simply for focusing on a lighter frame build.
With the above changes in place mechanic points would follow the same method but the ratio of WP per HP restored would have to be different as installations and vehicles have much higher HP pools and making it more earnings effective to rep the local CRU than to provide reps for any of the mercs spawning from it would be an unfortunate direction to go, no?
Hence the wording with regards to the inclusion of mechanic points, which I fully agree should be restored to the game.
Question: Are you saying; 1. Good job, the proposed regen and speed buff are spot on 2. Reduce the HP buff, and further increase the regen and speed buffs 3. Keep the HP buff as proposed, but further increase the regen and speed buffs 4. Something else I am overlooking
?
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6088
|
Posted - 2014.09.30 18:05:00 -
[620] - Quote
Cross Atu wrote:TechMechMeds wrote:MECHANIC POINTS FOR REPAIRING INSTALLATIONS, CRUS, SUPPLY DEPOTS, TURRETS AND VEHICLES.
RENAME THE TRIAGE MECHANIC AS.........MECHANIC.
PUT A CAP ON IT SO IT CANT BE FARMED.
Regen and speed definitely need a buff.
I won't bother repeating anything that has been said anymore than I already have lol. Under the proposal the current triage mechanic would be revised somewhat so that use of repair tool, and injector would provide a consistent earnings WP gained to HP restored ratio. This is important to avoid the current problem where potential earnings actually decrease as quality of gear increases. This change would also offer value to repping scouts and other low armor suits, who in my view should not be punished simply for focusing on a lighter frame build. With the above changes in place mechanic points would follow the same method but the ratio of WP per HP restored would have to be different as installations and vehicles have much higher HP pools and making it more earnings effective to rep the local CRU than to provide reps for any of the mercs spawning from it would be an unfortunate direction to go, no? Hence the wording with regards to the inclusion of mechanic points, which I fully agree should be restored to the game. Question: Are you saying; 1. Good job, the proposed regen and speed buff are spot on 2. Reduce the HP buff, and further increase the regen and speed buffs 3. Keep the HP buff as proposed, but further increase the regen and speed buffs 4. Something else I am overlooking ? Cheers, Cross
3, but i think we should get one or the other with speed and regen buffs.
Edit: that hp stacks quite a fair bit with level 5 dropsuit armour so now looking at it, we should get one or the other with regen and speed.
Ok.........now say that in quif.
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Cross Atu
OSG Planetary Operations Covert Intervention
2972
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Posted - 2014.09.30 18:07:00 -
[621] - Quote
TechMechMeds wrote:Cross Atu wrote:It's spreadsheet time.This is the current amalgamated result of feedback gathered here, in game, through e-mail and skype as well as CPM conversations and some on the ground testing (you know, that whole 'played support logi as main role since closed beta' thing) by yours truly. The goal of this proposal is to enhance the fidelity of the logistics support niche, making it a more active role (i.e. less fire and forget/spamable) while promoting some unique advantages (one of these being more flexible racial affinity as that is a frequently stated community desire). In attaining these goals, which per force include better survivability, steps were taken to avoid overly encroaching on other roles in game (for example avoiding the "killer bee" CalLogi days of old). Please provide input on this spreadsheet via this forum thread and when doing so note that it is feedback on the spreadsheet proposal so as not to get any feedback mixed up (this is derived from previously provided community feedback after all ). Also bear in mind that some of these ideas may turn out to be beyond the scope of server only updates and thus could require further revision but I deemed it valuable to discuss the conceptual merits at this point regardless, and have made best efforts to note potential tech constraints which will require review. Finally I would like to reiterate my usual request, that being to keep comments and feedback constructive as while I love a good debate vitriol and hyperbole aren't very actionable and as such do not really contribute to the feedback process. Alright mercs, speak up. Cheers, Cross EDIT: Also, my spelling can be awful sometimes when dyslexia trumps spell check, so feel free to let me know if anything has slipped through and needs correcting. Thanks EDIT2: Thanks to the scouts of the barbershop for making my understanding of eWar upgraded from level 0 to it's current approximate level 3 (your input on the eWar ideas I threw at you was very helpful o7) EDIT3: Seems the hyperlink isn't working for several people so I'm adding the raw one here in hopes that will work better: https://docs.google.com/spreadsheets/d/1OMpIZBbCMXXi4nkk-NykpDla7SCBo9nYmfIjV28Dp0w/edit?usp=sharing Its looking good but i think shield recharge should be 20hp/s and on that same note, assaults need at the least to be 25hp/s with min assault getting a buff to 30hp/s and caldari getting a slight buff as well. Just to be clear, I have done nothing in this proposal to alter any attribute of either the Assault or the Scout. Generally speaking further tweaks (buffs or nerfs) to either Assault or Scout are outside the scope of this proposal/balance pass so I'm planing to leave them be unless there is an extremely compelling case provided to the contrary because that adds a huge layer of additional complexity/balance concerns. EDIT: Also, further point of clarification, are you saying you would advocate normalization of shield regen for the logi across all races?
Quote:I think we need slightly more speed or a native 1hp/s armour rep rate that goes to 2hp/s at adv and 3hp/s at proto. This would stack with gallente as well. Technically speaking I believe the speed would be easier to implement so of the two I lean that way (trying to make sure the proposal is as close to actionable for CCP as I can manage). That being the case what aspects of speed are you referencing here and what degree of change do you advocate? (I also wouldn't cry if you included your reasons why )
Quote:Im not factoring in brick tanked logis or assaults that use the logi as an assault as there is no point balancing against those types. We did that before and i have seen it done in other games, they just move to the next thing to abuse which gets nerfed and then they move on again leaving the 'proper' players of a role screwed. Avoiding role damage due to this exact phenomon is part of the goal here. The first round of nerfs to logistics survivability were - as I stated then - unwarranted in my view, barring the obvious change to the CalLogi shield extender buff which was needed. Most changes thus far - prior to the hotfix cycle - aimed at preventing logistics suits from being the FotM slayers hurt those playing support in them generally more than those using them for a once off assault fit. Taking steps to maintain fittings flexibility for those running equipment (which support players do) as compared to those using the suit without it, is one of the few means available to counter cries for the sort of role damaging nerfs which have happened in the past. Of course I am in no way claiming omniscience even with all the feedback reading and searching I've done so if there are other ideas on how to counter such trends I am more than open to them.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
2972
|
Posted - 2014.09.30 18:09:00 -
[622] - Quote
TechMechMeds wrote:Cross Atu wrote:TechMechMeds wrote:MECHANIC POINTS FOR REPAIRING INSTALLATIONS, CRUS, SUPPLY DEPOTS, TURRETS AND VEHICLES.
RENAME THE TRIAGE MECHANIC AS.........MECHANIC.
PUT A CAP ON IT SO IT CANT BE FARMED.
Regen and speed definitely need a buff.
I won't bother repeating anything that has been said anymore than I already have lol. Under the proposal the current triage mechanic would be revised somewhat so that use of repair tool, and injector would provide a consistent earnings WP gained to HP restored ratio. This is important to avoid the current problem where potential earnings actually decrease as quality of gear increases. This change would also offer value to repping scouts and other low armor suits, who in my view should not be punished simply for focusing on a lighter frame build. With the above changes in place mechanic points would follow the same method but the ratio of WP per HP restored would have to be different as installations and vehicles have much higher HP pools and making it more earnings effective to rep the local CRU than to provide reps for any of the mercs spawning from it would be an unfortunate direction to go, no? Hence the wording with regards to the inclusion of mechanic points, which I fully agree should be restored to the game. Question: Are you saying; 1. Good job, the proposed regen and speed buff are spot on 2. Reduce the HP buff, and further increase the regen and speed buffs 3. Keep the HP buff as proposed, but further increase the regen and speed buffs 4. Something else I am overlooking ? Cheers, Cross 3, but i think we should get one or the other with speed and regen buffs. Edit: that hp stacks quite a fair bit with level 5 dropsuit armour so now looking at it, we should get one or the other with regen and speed. Thank you for the clarification
See a cool idea thread? Mail me the title and I'll take a look =)
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6090
|
Posted - 2014.09.30 18:10:00 -
[623] - Quote
Cross Atu wrote:TechMechMeds wrote:Cross Atu wrote:TechMechMeds wrote:MECHANIC POINTS FOR REPAIRING INSTALLATIONS, CRUS, SUPPLY DEPOTS, TURRETS AND VEHICLES.
RENAME THE TRIAGE MECHANIC AS.........MECHANIC.
PUT A CAP ON IT SO IT CANT BE FARMED.
Regen and speed definitely need a buff.
I won't bother repeating anything that has been said anymore than I already have lol. Under the proposal the current triage mechanic would be revised somewhat so that use of repair tool, and injector would provide a consistent earnings WP gained to HP restored ratio. This is important to avoid the current problem where potential earnings actually decrease as quality of gear increases. This change would also offer value to repping scouts and other low armor suits, who in my view should not be punished simply for focusing on a lighter frame build. With the above changes in place mechanic points would follow the same method but the ratio of WP per HP restored would have to be different as installations and vehicles have much higher HP pools and making it more earnings effective to rep the local CRU than to provide reps for any of the mercs spawning from it would be an unfortunate direction to go, no? Hence the wording with regards to the inclusion of mechanic points, which I fully agree should be restored to the game. Question: Are you saying; 1. Good job, the proposed regen and speed buff are spot on 2. Reduce the HP buff, and further increase the regen and speed buffs 3. Keep the HP buff as proposed, but further increase the regen and speed buffs 4. Something else I am overlooking ? Cheers, Cross 3, but i think we should get one or the other with speed and regen buffs. Edit: that hp stacks quite a fair bit with level 5 dropsuit armour so now looking at it, we should get one or the other with regen and speed. Thank you for the clarification
Hehe, long day.
Ok.........now say that in quif.
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Cross Atu
OSG Planetary Operations Covert Intervention
2972
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Posted - 2014.09.30 18:12:00 -
[624] - Quote
I know how that can be o7
See a cool idea thread? Mail me the title and I'll take a look =)
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ADAM-OF-EVE
Dead Man's Game
1638
|
Posted - 2014.09.30 18:22:00 -
[625] - Quote
maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role.
All Hail Legion
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6090
|
Posted - 2014.09.30 18:27:00 -
[626] - Quote
ADAM-OF-EVE wrote:maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role.
I love the idea of hives being an equipment module that buffs within a radius of the dropsuit.
Maybe the built in module should have an energy bar so if it is used too much at once, it has to recharge if it is depleted.
Maybe make it a variant bu the trade off is that the built in module doesn't re supply the carrier?. We cant be having logis running around with 4 proto triage hives equipped hahahahah, imagine that.
Ok.........now say that in quif.
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DarthPlagueis TheWise
130
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Posted - 2014.09.30 18:33:00 -
[627] - Quote
ADAM-OF-EVE wrote:maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role.
And make uplinks disappear when the person who dropped them dies. That'll keep these FOTM bastards from trying to, as you say, leave them behind and switch to an OP slaying suit. They'd be forced to either continue to support the team for the whole match, or not be able to support the team at all.
Actually I'd say if you died, and didn't spawn in as a Logi your uplinks should disappear. That way you could run in with a scout and place fast uplinks but when you die they would stay there as long as u switch to Logi.
destiny sux
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Cross Atu
OSG Planetary Operations Covert Intervention
2974
|
Posted - 2014.09.30 18:38:00 -
[628] - Quote
ADAM-OF-EVE wrote:maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role.
This style of game play is what the spreadsheet hopes to move things more towards. I acknowledge there are certain departures from the spreadsheet and what you describe however a full alteration of function as opposed to a change in numeric stats as listed in the sheets proposal, will come with a much higher dev hour cost and I am not confident it can be done without a UI update. While hives reimagined as an active module with a cooldown certainly have virtues worth discussing I think that is more of a Legion change then a Dust one tech wise.
How do you think the current proposal holds up to your designs on the subject, even if it faces some obvious constraints?
See a cool idea thread? Mail me the title and I'll take a look =)
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6090
|
Posted - 2014.09.30 18:44:00 -
[629] - Quote
Cross Atu wrote:ADAM-OF-EVE wrote:maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role. This style of game play is what the spreadsheet hopes to move things more towards. I acknowledge there are certain departures from the spreadsheet and what you describe however a full alteration of function as opposed to a change in numeric stats as listed in the sheets proposal, will come with a much higher dev hour cost and I am not confident it can be done without a UI update. While hives reimagined as an active module with a cooldown certainly have virtues worth discussing I think that is more of a Legion change then a Dust one tech wise. How do you think the current proposal holds up to your designs on the subject, even if it faces some obvious constraints?
Nooooooooooooooooooo.
in legion then lol.
Also http://www.youtube.com/watch?v=0JYsQ8p3wM8&feature=player_detailpage
Ok.........now say that in quif.
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ADAM-OF-EVE
Dead Man's Game
1640
|
Posted - 2014.09.30 18:56:00 -
[630] - Quote
Cross Atu wrote:ADAM-OF-EVE wrote:maybe ccp should consider a twist on other games resupply and repair mechanics which do work and do not suffer the same problems as what dust equipment does but with a dust twist.
take hives. why can't it be a simple throw a box of ammo down or med pack or in dusts case a small hive which quickly depletes. for the logi this could mean carrying an endless supply of hives which restock over time completely ruling out spam and replacing strategic placement of equipment which cannot move with the flow of battle with more effective fast clearing and purposeful deployments which can.
the alternative is make them an active piece of equipment which can go with the logi and restock players within a radius.
currently there is only 2 piece of equipment that require actual contact with another player and they are the repair tool and the needle. everything else doesn't require any contact with anyone. they can be used from anywhere at any time. for a logi that is supposed to be supporting the squad or team to have to leave all its equipment behind every time you move is wrong. hives and uplinks are not situational equipment. they are the life blood of any fight. without either the fight is lost.
a simple thing like this would remove all spam from the game aside from uplinks. allow logis to essentially take all their equipment with them and use it in a more directed way rather than a throw it down and then see who needs it.
this, needle, repair tool,scanner and the logibro never needs to leave his squad mates except to respawn.
with carefully set timers and ammo counts per deployment and limits on how many deployed and how many can be used at one time this could increase the overall effectiveness of logis and bring more purpose to their role. This style of game play is what the spreadsheet hopes to move things more towards. I acknowledge there are certain departures from the spreadsheet and what you describe however a full alteration of function as opposed to a change in numeric stats as listed in the sheets proposal, will come with a much higher dev hour cost and I am not confident it can be done without a UI update. While hives reimagined as an active module with a cooldown certainly have virtues worth discussing I think that is more of a Legion change then a Dust one tech wise. How do you think the current proposal holds up to your designs on the subject, even if it faces some obvious constraints?
i didn't notice the spreadsheet. just looked it over. equipment seems ok but the cost reduction on the repair tool isn't enough in my opinion. its the single most expensive piece of equipment a logi can carry yet using it leaves you open do death. i think 40% off or bringing the cost in line with other active equipment would mean more players using the best over the worst to keep costs down
All Hail Legion
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