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Booby Tuesdays
Tuesdays With Boobies
862
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Posted - 2014.10.02 00:34:00 -
[691] - Quote
Cross Atu wrote:Booby Tuesdays wrote:Pokey Dravon wrote:Adipem Nothi wrote: In my opinion, a better question is ... If this proposal were passed as is, would 6 Slayer Logis out-slay 6 Assaults?
PS: I like your corp name, by the way. A great book :-)
Do you feel that would happen because of the improvement of the Logi's bonus? Or because of the increase in resource cost for equipment? I think the concern here is if Logis get a boost to eHP, as well as a better fitting bonus, that leaves more room for tank and gank modules, as well as having the best equipment. This was the initial reason Logis were the go to suit for a bit. I apologies for being a bit nit picky here (I kind of hate it when people do that on forums) but for the sake of clearlity this one needs pointed to. eHP is not the same as HP HP = Raw value of buffer tank eHP = Effective Hit Points, and depending on the use case things like mobility, eWar, etc can apply here. Things like HP regeneration and damage reduction certainly do apply here. The concern over total eHP and dps output is one of the key reasons for the suggested change in equipment fittings values along with the reduction to average logistics base fittings resources (stats on suit). Correct. The reason I say eHP is because with the buff to HP + Core Skills, adding in the fitting bonus and regen buffs will possibly make fitting the modules you speak of easier. I guess my point is to just make sure and tread carefully with the fitting bonus and CPU / Grid reductions and buffs. I too am not the greatest at math.
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Booby Tuesdays
Tuesdays With Boobies
862
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Posted - 2014.10.02 00:37:00 -
[692] - Quote
I may be in the minority here, but I have no desire to have a bonus to RE's, and am still confused why they are considered equipment when you unlock them with grenades...
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Booby Tuesdays
Tuesdays With Boobies
862
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Posted - 2014.10.02 00:44:00 -
[693] - Quote
John Demonsbane wrote: But I think I still have to go with Cross in that I see zero problem with non-logis's needing to downgrade their equipment. To anyone who disagrees, I'll pose the same question as Cross. If other classes can use the same equipment in a totally self-sufficient way, why does the logi suit need to exist? You may like using the equipment, see a valid tactical reason for your particular suit class to need it, but in a global sense, why does a squad, much less an organized PC team, need a logi if they can easily spread equipment out amongst others?
I think this quote might put me on board with the direction equipment is heading. A squad should need and want a Logi.
My other concern is will other roles want Logis to not be able to carry or use Proto weapons. If only a Logi can carry Proto equipment and weapons, it makes me wonder what type of blowback will arise. I am not adamently opposed to this, I'm mainly supporting, not killing, but I do need to defend myself from time to time. Just a thought.
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4114
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Posted - 2014.10.02 00:46:00 -
[694] - Quote
Pokey Dravon wrote:John Demonsbane wrote:Just like Pokey, I like my proposed change to the EQ bonuses best, the global one. But, I think 50% is actually too high, the original proposal was for roughly 30%, to avoid over-homogenizing the suits, which is the most valid criticism of the idea. To be fair, I think what Cross is going for with the increase to fitting is that it would make it such that only Logis can easily fit Proto Equipment, which in turns makes them better at using all equipment than any other role. So in effect, the resource reduction bonus is actually an equipment buff for all equipment, simply because it's able to use a higher tier than what you could use otherwise.
I actually wasn't talking about the fitting bonus there, sorry for the vague lead-in. I'm talking about the bonus to actual equipment function, e.g, minmatar get 10%/5% to rep tools per level. Cross proposed 50% of the primary bonus to go to other races (5%/2.5%, to use the same example), I think it should be a little less, like 30%. I'm totally in agreement with the equipment fitting bonus changes.
(The godfather of tactical logistics)
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6595
|
Posted - 2014.10.02 01:14:00 -
[695] - Quote
Reduced lock-on times for the repair tools would be nice.
Maybe another re-evaluation of Active Scanners as they could be doing a little better. Reduced duration killed the scanner-ina stuff but the increased cooldown is a bit much, imo.
Something that I'd like to see (that I keep asking for) is standard variations of weaponry (assault combat rifle, for instance). That'd work wonders for lower tier Logistics suits in terms of fitting capability. 1.35 damage per round isn't worth 21 CPU/1 PG to me (standard vs advanced combat rifle)
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Cross Atu
OSG Planetary Operations Covert Intervention
3017
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Posted - 2014.10.02 03:27:00 -
[696] - Quote
Logi Bro wrote:After looking at your spreadsheet, I see nothing that would in any way overpower the class, but there are a few things I disagree with.
While I understand your logic behind giving Minmatar/Caldari a shield transporter bonus if it were implemented, it makes no real sense why the Amarr would have a bonus to Minmatar equipment while the Minmatar themselves have no bonus to their own equipment. I think that Method 3 is really a no-go.
Method 1, as many other people have said, really reeks of homogenization.
Method 2 is definitely my favorite, but the Tertiary bonuses in Method 2 don't make sense to me. They are all bonuses to the equipment of the primary enemy of the logi's race. The Amarr, lore-wise, wouldn't want a bonus to Minmatar equipment, so on and so forth. The tertiary bonus should be the ally of the enemy's equipment, for example, a bonus to nanohives for the Minmatar, a bonus to scanners for the Amarr, a bonus to uplinks for the Gallente, and a bonus to the rep tool for the Caldari.
Those were just my personal opinion disagreements, but now I'd like to point out a few math discrepancies. While I love lore, and racial flavor, and making the world draw together because of it (I have stacks of RPGs around which attest to this) the simple truth at this point is that the "toolbox" when it comes to dust assets, particularly equipment in this case, is limited enough that I have had to primarily dismiss lore from my considerations as the proposal was crafted But, it is what it is, and regardless of the why of my actions your support for Method #2 is noted
Logi Bro wrote:I have to point out that if you decrease remote explosive damage by 25%, you will need to make the logi bonus give a 33.33% increase in order to keep the damage the same. Alternatively, you could decrease the remote damage by 20%, and the 25% logi increase will keep it at where it is currently. Now, once again admitting I'm not the best numbers guy, but what about the effects of the Demolition skill change? That should keep things even on base before applying any theoretical change to racial logi skills no? (because it is supposed to, and if it doesn't then it needs to be changed )
Logi Bro wrote:The amounts of eHP each logi is getting is the same, 30 in one stat and 50 in another for a total of 80 for each logi, and that's all well and good, but you have to consider that the Amarr logi has the most eHP, and should get the biggest increase, while the Minmatar should get a smaller increase to give the same percentages.
If we use the Caldari and Gallente as the template, they are getting a ~28% increase to their dominant stat and a ~33% increase to their recessive stat. So applying that to the Amarr and Minmatar, the Amarr should get +28% to their armor, which would make it +60 armor instead of +50(not a big difference, but CCP has specifically set up health to speed ratios, and you have to increase by percentages rather than set amounts if you want to keep the ratios the same) and the Minmatar would get +40 armor instead of +50.
But having said all that, I'm really just nitpicking, it's a solid proposal.
All increase values in all logi racial lines have been intentionally kept as uniform as possible to avoid altering internal logi balance while we close the gap on external logi vs rest of frames balance. While you are correct that the Amarr have higher HP than the Minmatar, in theory every suit in a role should have the same eHP once all is said and done. And while, yes, the changes could be sculpted to an extent such that they would further feed, rather than simply maintain as they currently do, the diversity of the racial profiles, the margins for possible change on any given attribute are relatively small due to ensuring the logi frame does not encroach the role of either scout or assault. The final consideration in this regard is that some of these aspects are a bit "apples to oranges" which is good, but it does create a devil of a time if we cannot buff them all by the same %Delta which in some cases we cannot because the actual numbers do not have room to do so, either because of how close they are to scout/assault or because of possible rounding which would force them outside of that % margin anyway.
Now, having said all of that I more than welcome you to put together some alternate numbers on this front which more fully take into account both racial flavor and HP to speed ratios. Since I do all of this stuff in my (so called) free time it is quite possible that I have yet to hit on a more dynamic method that is still workable within this context, and if you (or someone else) can present it to me then so much the better
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
3018
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Posted - 2014.10.02 03:44:00 -
[697] - Quote
Booby Tuesdays wrote:John Demonsbane wrote: But I think I still have to go with Cross in that I see zero problem with non-logis's needing to downgrade their equipment. To anyone who disagrees, I'll pose the same question as Cross. If other classes can use the same equipment in a totally self-sufficient way, why does the logi suit need to exist? You may like using the equipment, see a valid tactical reason for your particular suit class to need it, but in a global sense, why does a squad, much less an organized PC team, need a logi if they can easily spread equipment out amongst others?
I think this quote might put me on board with the direction equipment is heading. A squad should need and want a Logi. My other concern is will other roles want Logis to not be able to carry or use Proto weapons. If only a Logi can carry Proto equipment and weapons, it makes me wonder what type of blowback will arise. I am not adamently opposed to this, I'm mainly supporting, not killing, but I do need to defend myself from time to time. Just a thought. I have all related skills (weapon, fitting, etc) to max and already cannot run both a full proto tank and full proto weapons (LW+nad and sidearm for the Amarr) if I first ensure the use of a full set of proto equipment filling all slots. So this requirement, that fittings - not slot layout or some other hard coded restriction - not allow room for that is already the case at present (clearly not all fits are created equally, and there are exceptions).
I totally agree with your point that treading carefully is important however for while I think making it more CPU/PG intensive to run gear from another role is fine; Scouts get cloaks, Assaults have LW/Sidearm/Nade, Sent have Heavy Weapons, etc. such things should not be absolutely prohibitive, just usually suboptimal, in essence it comes at a high cost in fittings resources.
I also, just for anyone jumping into the thread at this point, want to reiterate that said proposed changes are only proposed for "the big 4" pieces of logistics support equipment as defined by CCPs application of racial logistics bonuses (i.e. Rep Tool, Active scan, Links, Hives). The change is not intended nor proposed to be applied more generally. (And in keeping with this tone the current discount logi gain to fitting a cloak because it is 'equipment' would no longer apply).
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
3018
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Posted - 2014.10.02 03:48:00 -
[698] - Quote
Aeon Amadi wrote:Reduced lock-on times for the repair tools would be nice. Working on that pending all the usual tech VooDoo
Aeon Amadi wrote: Maybe another re-evaluation of Active Scanners as they could be doing a little better. Reduced duration killed the scanner-ina stuff but the increased cooldown is a bit much, imo.
I honestly hadn't considered touching the cooldown as an aspect, that's worth thinking about thanks
Aeon Amadi wrote:Something that I'd like to see (that I keep asking for) is standard variations of weaponry (assault combat rifle, for instance). That'd work wonders for lower tier Logistics suits in terms of fitting capability. 1.35 damage per round isn't worth 21 CPU/1 PG to me (standard vs advanced combat rifle) That's a bit outside of my domain as far as this proposal is concerned, but it is certainly something the CPM could have a conversation about.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6600
|
Posted - 2014.10.02 05:49:00 -
[699] - Quote
Cross Atu wrote:Aeon Amadi wrote:Reduced lock-on times for the repair tools would be nice. Working on that pending all the usual tech VooDoo Aeon Amadi wrote: Maybe another re-evaluation of Active Scanners as they could be doing a little better. Reduced duration killed the scanner-ina stuff but the increased cooldown is a bit much, imo.
I honestly hadn't considered touching the cooldown as an aspect, that's worth thinking about thanks Aeon Amadi wrote:Something that I'd like to see (that I keep asking for) is standard variations of weaponry (assault combat rifle, for instance). That'd work wonders for lower tier Logistics suits in terms of fitting capability. 1.35 damage per round isn't worth 21 CPU/1 PG to me (standard vs advanced combat rifle) That's a bit outside of my domain as far as this proposal is concerned, but it is certainly something the CPM could have a conversation about. Cheers, Cross
Right, but it does loosely tie-in to the overall balance aspect of things because the Logistics don't have a sidearm. Personally, I'd rather players use the gear they want at the lower tiers than have to be shoe-horned into paying extra ISK/CPU/PG for a weapon they like using because there's no standard variant.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
367
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Posted - 2014.10.02 07:16:00 -
[700] - Quote
Just make logis faster. Make them just as fast as assaults(maybe faster?), but with more Stamina. That way they can run away from pretty much anything but a scout, but their actual combat effectiveness is still low.
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Cross Atu
OSG Planetary Operations Covert Intervention
3022
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Posted - 2014.10.02 07:40:00 -
[701] - Quote
Fizzer XCIV wrote:Just make logis faster. Make them just as fast as assaults(maybe faster?), but with more Stamina. That way they can run away from pretty much anything but a scout, but their actual combat effectiveness is still low.
Without some level of enhanced survivability outside of speed most of the light weapons in the game do not care how fast you are, just as the Rail Rifle, or any scout caught out in the open
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3207
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Posted - 2014.10.02 07:43:00 -
[702] - Quote
Booby Tuesdays wrote:I may be in the minority here, but I have no desire to have a bonus to RE's, and am still confused why they are considered equipment when you unlock them with grenades...
I consider indirect combat support such as controlling enemy movement via remotes/proxies as part of the Logistics role. From the people I've talked to, there is a demand for a bonus such as this. If anything Logistics are most suited for this sort of work as they are able to carry remotes/proxies without limiting their support abilities like an Assault would, as the Assault only has one equipment to work with, and will often want something else in that slot that's more beneficial to its direct-combat role.
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3342
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Posted - 2014.10.02 07:45:00 -
[703] - Quote
Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4117
|
Posted - 2014.10.02 12:10:00 -
[704] - Quote
Breakin Stuff wrote:Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes.
I edited it out of my earlier post, but I agree. If there was a global increase to fitting costs of equipment, non-rep hives should be treated differently; everyone has a legit reason to use those.
(The godfather of tactical logistics)
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Mister Goo
Abandoned Privilege Top Men.
29
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Posted - 2014.10.02 13:07:00 -
[705] - Quote
Booby Tuesdays wrote: I may be in the minority here, but I have no desire to have a bonus to RE's, and am still confused why they are considered equipment when you unlock them with grenades...
Your not the only one, as Logi Bro pointed out the rep tool is Minmatar equipment why wouldn't they have a bonus in using it.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Cross Atu
OSG Planetary Operations Covert Intervention
3036
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Posted - 2014.10.02 18:55:00 -
[706] - Quote
Breakin Stuff wrote:Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes. I am beginning to be of the impression the the Commando may need an uptrend on its fittings situation generally speaking. I don't have a commando suit unlocked at present sadly but how would it effect things if their fittings resources matched the racial Sent?
See a cool idea thread? Mail me the title and I'll take a look =)
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ACT1ON BASTARD
Amarr Templars Amarr Empire
195
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Posted - 2014.10.02 18:59:00 -
[707] - Quote
Cross Atu wrote:Breakin Stuff wrote:Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes. I am beginning to be of the impression the the Commando may need an uptrend on its fittings situation generally speaking. I don't have a commando suit unlocked at present sadly but how would it effect things if their fittings resources matched the racial Sent? Yeah some extra fitting or give them some built in reps so you can put something besides a repper in your lows. |
Cross Atu
OSG Planetary Operations Covert Intervention
3036
|
Posted - 2014.10.02 19:16:00 -
[708] - Quote
ACT1ON BASTARD wrote:Cross Atu wrote:Breakin Stuff wrote:Unfortunately cross I have no idea just how tight the commandos really are until I am off work and bust out a calculator or get my light weapons to 5 and all of the light weapon optimizations to 4. All I know is that I'm aiming for basic RE/prox mines and I can only get that on two of my fits.
Hives/links are right out ATM. Otherwise I have engineering/electronics 5. So I need to defer to more heavily specced commando users. But no I was never advocating that commandos need proto rep gear. Basic serves my purpose there easily as a secondary logi assistant.
I would like commandos to have an eadier time fitting offensively aspected equipment. Scanners, explosives, mines and non rep hives seem most appropriate given they are specced for havoc and suffer rapid ammo depletion if you survive longer than three minutes. I am beginning to be of the impression the the Commando may need an uptrend on its fittings situation generally speaking. I don't have a commando suit unlocked at present sadly but how would it effect things if their fittings resources matched the racial Sent? Yeah some extra fitting or give them some built in reps so you can put something besides a repper in your lows.
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
3071
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Posted - 2014.10.03 20:02:00 -
[709] - Quote
Now that we've pretty much established the Commando needs its own touch ups (and that they will be taken care of outside of this proposal to maintain the iterative approach to changes) I'd like to focus in on where things stand for the second draft.
- How do the new eHP changes stack up against the prior ones? (in this case include the mobility changes)
- How does everyone feel about tabling just the Eq fittings changes until a second pass? Good idea, bad idea, keep them in but with one of the scaled methods?
- Would people please reiterate their skill method preferences with their second choice present as well (since all of these are contingent on the tech eval saying "yes we can do that")
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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ACT1ON BASTARD
Amarr Templars Amarr Empire
203
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Posted - 2014.10.03 20:22:00 -
[710] - Quote
Cross Atu wrote:Now that we've pretty much established the Commando needs its own touch ups (and that they will be taken care of outside of this proposal to maintain the iterative approach to changes) I'd like to focus in on where things stand for the second draft.
- How do the new eHP changes stack up against the prior ones? (in this case include the mobility changes)
- How does everyone feel about tabling just the Eq fittings changes until a second pass? Good idea, bad idea, keep them in but with one of the scaled methods?
- Would people please reiterate their skill method preferences with their second choice present as well (since all of these are contingent on the tech eval saying "yes we can do that")
Cheers, Cross I say just give the suit some extra cpu/pg(not much 30 cpu,5pg) and some built in reps.I have 3 proto commandos right now gallente, caldari, and minmatar. Caldari i usually fit w damage and reps, minmatar damage and reps, and gallente reps and kin cat. Id like to put something else besides reps on my suit thats about it, and the fitting space, even on the proto is tight. Im liking these commandos still, my fave suit. |
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John Demonsbane
Unorganized Ninja Infantry Tactics
4118
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Posted - 2014.10.03 20:54:00 -
[711] - Quote
Cross Atu wrote:Now that we've pretty much established the Commando needs its own touch ups (and that they will be taken care of outside of this proposal to maintain the iterative approach to changes) I'd like to focus in on where things stand for the second draft.
- How do the new eHP changes stack up against the prior ones? (in this case include the mobility changes)
- How does everyone feel about tabling just the Eq fittings changes until a second pass? Good idea, bad idea, keep them in but with one of the scaled methods?
- Would people please reiterate their skill method preferences with their second choice present as well (since all of these are contingent on the tech eval saying "yes we can do that")
Cheers, Cross
1)I agree with Logi Bro (hung up your HMG this week, did you?) in that the HP changes should be scaled the same way the suits are now due to the inherent speed/HP ratios. They may not be perfect but there is a good reason for them, unlike some other things CCP does. Why should the Minmatar suit get a proportionately [u]larger[/b] HP buff while IGÇÖm still a plodding beast? (And also the same relative buff to stamina!)
2)IGÇÖm fine with tabling the increase to equipment fitting for now, no need to change too many things at once.
3)Of all the methods you list, I naturally pick #2, but still think it might be a little strong. Again, the original proposal I put out was for ~30% of the original bonus, not 50%. Not that I would have a problem with getting that big a bonus to rep tools but I understand the concerns about reducing diversity too much.
IGÇÖll take this opportunity to finally flesh out what I guess I should call my GÇ£Method 2bGÇ¥ in the next postGǪ.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4118
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Posted - 2014.10.03 20:57:00 -
[712] - Quote
Basically, instead of getting a smaller version of both parts of the GÇ£originalGÇ¥ EQ bonus, you get a bigger version of half of it. That way you keep some diversity. Here is what you would get, using ~75-100% of the original bonus.
In this example, to keep even more racial flavor, I will give 100% to allies, 75% to enemies. Amarr/Caldari get maximum benefit to deployables, Minmatar/Gallente to active equipment. Certainly you donGÇÖt have to make that distinction and could simply pick either 75 or 100% and use it for all 3 secondary bonuses regardless of race.
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level
Secondary bonuses (goal: apply pressure): -3% bonus to repair tool rate per level -3% bonus to active scanner precision per level -5% of nanohive supply/repair rate per level
Cakdari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses (Goal: Engage at range): -7.5% bonus to repair tool range per level -7.5% bonus to scanner visibility duration per level -+2 to max uplink spawn count per level (on the fence about this one)
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses (goal: Get the most use out of each piece of equipment. Also: duct tape; not having to work on the landscaping of my estate for the next 8 generations): -10% bonus to scanner visibility duration per level -+1 to max uplink spawn count per level -7.5% bonus to max nanites per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses (goal: Minimize casualties. Also: Minimize getting syphilis) -5% bonus to repair tool rate per level -3% bonus to nanohive supply/repair rate per level -7.5% bonus to uplink spawn time per level (on the fence about this one too)
I think I'm going to say this might be my preferred solution, actually. What is listed as method 2 on the spreadsheet is my second choice.
(The godfather of tactical logistics)
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Cross Atu
OSG Planetary Operations Covert Intervention
3077
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Posted - 2014.10.03 21:10:00 -
[713] - Quote
John Demonsbane wrote: 1)I agree with Logi Bro (hung up your HMG this week, did you?) in that the HP changes should be scaled the same way the suits are now due to the inherent speed/HP ratios. They may not be perfect but there is a good reason for them, unlike some other things CCP does. Why should the Minmatar suit get a proportionately larger HP buff while IGÇÖm still a plodding beast? (And also the same relative buff to stamina!)
2)IGÇÖm fine with tabling the increase to equipment fitting for now, no need to change too many things at once.
3)Of all the methods you list, I naturally pick #2, but still think it might be a little strong. Again, the original proposal I put out was for ~30% of the original bonus, not 50%. Not that I would have a problem with getting that big a bonus to rep tools but I understand the concerns about reducing diversity too much.
IGÇÖll take this opportunity to finally flesh out what I guess I should call my GÇ£Method 2bGÇ¥ in the next postGǪ.
1) Happy to extend you the same invitation I did him with regards to cooking some numbers up for that
2) *nods* thanks for the input
3) That modification is worth keeping in mind esp if we narrow in on that being the primary advocated method, now rather than ramble on I'll go read that "Method 2b" post
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4119
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Posted - 2014.10.03 21:12:00 -
[714] - Quote
I'm afraid I well exceeded my quota for hard numbers in the method 2b post, not gonna touch the HP thing for now. I do have actual work to do, lol.
(The godfather of tactical logistics)
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Mad Syringe
ReDust Inc.
302
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Posted - 2014.10.03 22:31:00 -
[715] - Quote
John Demonsbane wrote:Basically, instead of getting a smaller version of both parts of the GÇ£originalGÇ¥ EQ bonus, you get a bigger version of half of it. That way you keep some diversity. Here is what you would get, using ~75-100% of the original bonus.
In this example, to keep even more racial flavor, I will give 100% to allies, 75% to enemies. Amarr/Caldari get maximum benefit to deployables, Minmatar/Gallente to active equipment. Certainly you donGÇÖt have to make that distinction and could simply pick either 75 or 100% and use it for all 3 secondary bonuses regardless of race.
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level
Secondary bonuses: -3% bonus to repair tool rate per level -3% bonus to active scanner precision per level -5% of nanohive supply/repair rate per level
Cakdari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses (Goal: Engage at range): -7.5% bonus to repair tool range per level -7.5% bonus to scanner visibility duration per level -+2 to max uplink spawn count per level (on the fence about this one)
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses (goal: Get the most use out of each piece of equipment. Also: duct tape; not having to work on the landscaping of my estate for the next 8 generations): -10% bonus to scanner visibility duration per level -+1 to max uplink spawn count per level -7.5% bonus to max nanites per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses (goal: Minimize casualties. Also: Minimize getting syphilis) -5% bonus to repair tool rate per level -3% bonus to nanohive supply/repair rate per level -7.5% bonus to uplink spawn time per level (on the fence about this one too)
I think I'm going to say this might be my preferred solution, actually. What is listed as method 2 on the spreadsheet is my second choice.
I don't really like the randomization here, why are some getting spawn counts, and some get the spawn timer... makes no sense to me.
For all bonuses, I would say, give all logis 2% to opponents races stuff, 4% to allies stuff and 5% to your own stuff (if 5% is the max, the native race gets).
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level:
Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% bonus to active scanner precision per level -8% max nanites and 4% of nanohive supply/repair rate per level
Caldari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% to precision per level and 4% bonus to scanner visibility duration per level -8% bonus to uplink spawn time per level and +2 to max uplink spawn count per level
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses: -8% bonus to scanner visibility duration per level and 4% to precision per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level -4% bonus to max nanites per level and 2% bonus to nanohive supply/repair rate per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses: -8% bonus to repair tool range and 4% bonus to repair tool rate per level -4% max nanites per level and 2% bonus to nanohive supply/repair rate per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level
Considering the introduction of shield transporters (shield repper) I wouldn't like the minmatar to be pushed in the shield direction repping wise, since they are dual tankers... this will be difficult to balance... but I guess that it makes sense considering the EVE lore...
Another thing I've proposed before, if every logi has a wish for putting a repper/transporter on, why not put a repper/transporter slot where the sidearm of all the other frames is...
Dedicated Minmando Masshole with love for Swarmholing...
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1869
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Posted - 2014.10.03 22:50:00 -
[716] - Quote
John's numbers personally. Each logo gets different bonuses to different areas of a given equipment, promoting diversity.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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John Demonsbane
Unorganized Ninja Infantry Tactics
4122
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Posted - 2014.10.03 23:21:00 -
[717] - Quote
Mad Syringe wrote:John Demonsbane wrote:Basically, instead of getting a smaller version of both parts of the GÇ£originalGÇ¥ EQ bonus, you get a bigger version of half of it. That way you keep some diversity. Here is what you would get, using ~75-100% of the original bonus.
In this example, to keep even more racial flavor, I will give 100% to allies, 75% to enemies. Amarr/Caldari get maximum benefit to deployables, Minmatar/Gallente to active equipment. Certainly you donGÇÖt have to make that distinction and could simply pick either 75 or 100% and use it for all 3 secondary bonuses regardless of race.
Amarr: Primary bonus: 10% to uplink spawn time, +2 to max spawns per level
Secondary bonuses: -3% bonus to repair tool rate per level -3% bonus to active scanner precision per level -5% of nanohive supply/repair rate per level
Cakdari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level
Secondary bonuses (Goal: Engage at range): -7.5% bonus to repair tool range per level -7.5% bonus to scanner visibility duration per level -+2 to max uplink spawn count per level (on the fence about this one)
Minmatar: Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level
Secondary bonuses (goal: Get the most use out of each piece of equipment. Also: duct tape; not having to work on the landscaping of my estate for the next 8 generations): -10% bonus to scanner visibility duration per level -+1 to max uplink spawn count per level -7.5% bonus to max nanites per level
Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level
Secondary bonuses (goal: Minimize casualties. Also: Minimize getting syphilis) -5% bonus to repair tool rate per level -3% bonus to nanohive supply/repair rate per level -7.5% bonus to uplink spawn time per level (on the fence about this one too)
I think I'm going to say this might be my preferred solution, actually. What is listed as method 2 on the spreadsheet is my second choice. I don't really like the randomization here, why are some getting spawn counts, and some get the spawn timer... makes no sense to me. For all bonuses, I would say, give all logis 2% to opponents races stuff, 4% to allies stuff and 5% to your own stuff (if 5% is the max, the native race gets). Amarr:Primary bonus: 10% to uplink spawn time, +2 to max spawns per level: Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% bonus to active scanner precision per level -8% max nanites and 4% of nanohive supply/repair rate per level Caldari: Primary bonus: 10% max nanites and 5% to supply/repair rate per level Secondary bonuses: -2% bonus to repair tool rate per level and 4% bonus to repair tool range per level -2% to precision per level and 4% bonus to scanner visibility duration per level -8% bonus to uplink spawn time per level and +2 to max uplink spawn count per level Minmatar:Primary bonus: 10% bonus to repair tool range and 5% to repair rate per level Secondary bonuses: -8% bonus to scanner visibility duration per level and 4% to precision per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level -4% bonus to max nanites per level and 2% bonus to nanohive supply/repair rate per level Gallente: Primary bonus: 10% to active scanner visibility duration and 5% to precision per level Secondary bonuses: -8% bonus to repair tool range and 4% bonus to repair tool rate per level -4% max nanites per level and 2% bonus to nanohive supply/repair rate per level -4% bonus to uplink spawn time per level and +1 to max uplink spawn count per level Considering the introduction of shield transporters (shield repper) I wouldn't like the minmatar to be pushed in the shield direction repping wise, since they are dual tankers... this will be difficult to balance... but I guess that it makes sense considering the EVE lore... Another thing I've proposed before, if every logi has a wish for putting a repper/transporter on, why not put a repper/transporter slot where the sidearm of all the other frames is...
It's not random. See the "goal" listed for each race, which is more or less based on the Dust version of the lore. That said, if you have a better justification for giving the opposite bonus, I'm open to it.
I'm also fine with each logi getting similar bonuses, as I mentioned. I'm simply trying to promote diversity; I personally think that's the preferred route, but I'm not married to the idea.
(The godfather of tactical logistics)
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Booby Tuesdays
Tuesdays With Boobies
869
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Posted - 2014.10.04 01:25:00 -
[718] - Quote
I like the toned down numbers for HP. The main area of concern for me now is the Amarr and Gallente getting quicker shield regen timers, better percentages healed, AND double the passive armor reps. It puts their number awfully close to the "shield tankers". You could give them an extra shield HP healed instead? Making it 18 for both? What about 1 HP/s for all the frames, except Gallente, which would retain 3 HP/s? I just want to avoid any potential "Slayer" QQ.
This would also be a good time to take the Min Logi in line with the other racial suits, and flip flop the shield and armor numbers. Give 30 extra shields, and 10 extra armor. Making for 160 shield and 120 armor?
With the new equipment numbers, if the "big 4" are such a big deal, then shouldn't there be a tiered bonus to all 4 as a Logistic player? I may have missed the reasoning for only getting a bonus to 3 of the 4. The fourth bonus would be to the racial "enemy" equipment variant, and as such would have the lowest bonus, like 1% or something. Low, yes, but still better in a Logis hands.
The toned down equipment numbers are nice too. Not as drastic, but should still limit spam a tad.
All in all, I think we are progressing nicely here!
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Cross Atu
OSG Planetary Operations Covert Intervention
3084
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Posted - 2014.10.04 01:47:00 -
[719] - Quote
Just a few quick notes, people can feel free to yell at me - or even better to politely disagree - but here they are.
When it comes to balancing within limited resources; Good balance > Adherence to Lore I know Jonh will smite me in the name of the empress All my duct tape will spontaneously vanish Exotic dancers will start throwing drinks in my face and someone will try a hostile takeover of my place of employment ...but really, as much as I love lore (and I do honestly) it kind of has to play second fiddle to the game actually working.
Shield transporter - I really, really want one in game. I do not know if it is possible in the current dev cycle I even though I run mostly armor I think having it in game would be a huge asset Yes I am advocating it be given (bonus wise) to the Min and Cal despite such a change making me need to rebuild most of my logi fits and all of my most used ones. Cal is obvious I think, and as many objections as can be raised about the Min there are two key points 1) They make make more sense lore wise than the Gal or Amarr 2) (and more importantly) they are the most mobile and shield built race outside of the Cal so they can make the best actual use of them. *Sub note here, don't hold out for a new repper slot, that is a UI overhaul thing and until CCP says otherwise all those sorts of changes are off the table.
Racial Diversity I am deeply and intently in favor of this, with one caveat, I support effective racial diversity, meaning that if a bonus isn't going to be effective then I do not really support it even if it is still diverse.
This last one brings me to the discussion of racial bonuses and a few concerns. A bonus must be large enough to have an actual/meaningful impact and apply to an area or stat which is not already substantially covered. Max uplink spawn count for example is not actually all that useful in the current state of things, truly how often do you have more than 25 people spawn off the same proto uplink in a single match? Now with the recommended changes to uplinks form my proposal this racial buff becomes more worthwhile because at 5 spawns or less per uplink an additional 1-2 spawns per level actually becomes meaningful. Certain percentile bonuses can be this way as well, depending on how much of a percent buff they offer and how large or small the base number being modified is. I do not think this one applies to any of the ideas in our thread currently (execpt maybe nanohives, 4% is about 2 clusters per level, but until I get more details from CCP I won't know how much of anything that can actually refill) but is key to keep in mind. (Ugh, now I have to go back and recheck my numbers to make sure I fully accounted for this )
In essence, we want to make sure our efforts yield different viable and balanced logistics options, not just different options which - at least for me - can be tricky to keep track of some times when playing with the strange realm where numbers and lore meet
Anyway, keep the input coming folks, it is useful
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4126
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Posted - 2014.10.04 02:26:00 -
[720] - Quote
Cross, if you can actually get an infantry shield transporter to exist, you are welcome to give it to the dirty matari and I promise not to smite you. I will also make appropriate changes to my proposals.
(It's true that the +1 or 2 per uplink is not that helpful now, though it's not entirely useless either. But, if some changes do get made, it would presumably be rather desirable...)
(The godfather of tactical logistics)
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