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Meee One
Amakakeru-Ryu-no-Hirameki
1383
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Posted - 2014.12.09 20:57:00 -
[1081] - Quote
Breakin Stuff wrote:Meee One wrote:Auris Lionesse wrote:a non combat logi is fine. but it cant be that powerful. it still needs to be killable in order to take out squads. otherwise 5 super logis on 1 sentinel would be literally unkillable by a whole team. meeones idea is way to much. they should keep the side arm though. but make it like pistols only. no smgs and stuff. syphon filter splits weapons in 3 categorys. your main weapon, light weapons in this case. and smgs go into an auxillary category. then sidearms are the same. itd be like a sidearm/smallweapons/light weapons/heavy weapons in dust. good for scouts and logis.
anyway. logis will never be correct until all the repair tools are in the game and properly distributed. there needs to be the shield repair tool and the armor tool needs to go to gal and amarr as ive already said on previous occasions.
Ok then,what would you suggest as a fair trade for all offensive ability? Nothing. There is no such thing as a useful noncombatant on the battlefield. Logistics are a PRIME reason why I say you cannot balance in DUST the way you do in EVE. And those ships in EVE are fragile as all hell. there is no precedent for an obnoxiously tanky, non-shooting walking target that reps people and spams hives. Never mind that the only way to make the defenses viable would be to make it able to tank past an HMG Heavy's overheat. Otehrwise you just get chopped to chutney anyway. This is why it would also have speed. It would survive via defense,not offense. It would dodge and weave,if need be,run away.
And would add another unique feature to an already unique game.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meee One
Amakakeru-Ryu-no-Hirameki
1384
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Posted - 2014.12.09 23:36:00 -
[1082] - Quote
Meee One wrote:Breakin Stuff wrote:Meee One wrote:Auris Lionesse wrote:a non combat logi is fine. but it cant be that powerful. it still needs to be killable in order to take out squads. otherwise 5 super logis on 1 sentinel would be literally unkillable by a whole team. meeones idea is way to much. they should keep the side arm though. but make it like pistols only. no smgs and stuff. syphon filter splits weapons in 3 categorys. your main weapon, light weapons in this case. and smgs go into an auxillary category. then sidearms are the same. itd be like a sidearm/smallweapons/light weapons/heavy weapons in dust. good for scouts and logis.
anyway. logis will never be correct until all the repair tools are in the game and properly distributed. there needs to be the shield repair tool and the armor tool needs to go to gal and amarr as ive already said on previous occasions.
Ok then,what would you suggest as a fair trade for all offensive ability? Nothing. There is no such thing as a useful noncombatant on the battlefield. Logistics are a PRIME reason why I say you cannot balance in DUST the way you do in EVE. And those ships in EVE are fragile as all hell. there is no precedent for an obnoxiously tanky, non-shooting walking target that reps people and spams hives. Never mind that the only way to make the defenses viable would be to make it able to tank past an HMG Heavy's overheat. Otehrwise you just get chopped to chutney anyway. This is why it would also have speed. It would survive via defense,not offense. It would dodge and weave,if need be,run away. And would add another unique feature to an already unique game. And it wouldn't become FOTM,because only killing suits become FOTM. You'ld see who the real logibros are,because most would switch to it.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
159
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Posted - 2014.12.10 00:33:00 -
[1083] - Quote
Meee One wrote: And it wouldn't become FOTM,because only killing suits become FOTM. You'ld see who the real logibros are,because most would switch to it.
If logis are fast enough to team up with scouts, what's the counter? Right now you can counter heavy/logi pairing by using their relative lack of mobility to either win the objective hacking race or engage at a range chosen by the scouts/assaults. (Leaving aside the lack of entry/exit delay for LAVs that excessively mitigates this heavy's weakness, since it might actually be easier to kill a logi/hvy pair when they're in a LAV.)
The Dust/Eve Isk Exchange Thread
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1303
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Posted - 2014.12.11 07:17:00 -
[1084] - Quote
Meee One wrote:Auris Lionesse wrote:a non combat logi is fine. but it cant be that powerful. it still needs to be killable in order to take out squads. otherwise 5 super logis on 1 sentinel would be literally unkillable by a whole team. meeones idea is way to much. they should keep the side arm though. but make it like pistols only. no smgs and stuff. syphon filter splits weapons in 3 categorys. your main weapon, light weapons in this case. and smgs go into an auxillary category. then sidearms are the same. itd be like a sidearm/smallweapons/light weapons/heavy weapons in dust. good for scouts and logis.
anyway. logis will never be correct until all the repair tools are in the game and properly distributed. there needs to be the shield repair tool and the armor tool needs to go to gal and amarr as ive already said on previous occasions.
Ok then,what would you suggest as a fair trade for all offensive ability?
i like your idea. just scaled down abit so the logis arent invincible. just saying that having 1500hp with scout reps and speed is excessive. you can buff the logis speed a bit since theyre faster than assaults base stats in eve online. and you can alter some other stuff. but it doesnt need to be that far. a logi should need to reply on his team for protection. he cant be so strong that he can just walk around oblivious to everything happening and reap points off people. he needs to be just as killable as everyone else. it doesnt exclude a buff to help them if they give up the ability to fight.
in eve rep tools would be the weapon slot so it makes sense here.
rep tool, scrambler pistol for emergencys or no sidearm like your saying. base stat speed buff. bonuses to racial equipment and the racial repairer and then a bonus to racial tank. seems fair to me.
any logi changes need to include the shield repair tool and the armor tool being given to amarr and gal as ive said previously. it comes down to whether you want that to count as a weapon slot. think repair tool of battlefield able to hurt vehicles and kill at close range. or keep it as equipment and in your case remove their weapons altogether.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
703
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Posted - 2014.12.11 21:33:00 -
[1085] - Quote
I've always wanted a setting on my repair tool for KILL. Just like MAG and Battlefield where they damaged vehicles and infantry and installations.
Obviously remove the lock on mechanic and give it a line of fire equal to its repair range.... new reason for flux tools :) It could have an overheat function - the reason it is damaging is that it is scrambling everything on overdrive, not the cool, calculated, and methodical repair stream that is the normal setting. Single button switchout
If this could equally damage soldiers as much as a sidearm and damage Vehicles in a competitive but under par AV function I would have little trouble in giving up my Amarr side arm slot.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
705
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Posted - 2014.12.11 23:00:00 -
[1086] - Quote
Meee One wrote:Cross Atu wrote:Input and feedback is being sought regarding the state of support play within Dust, and how to improve the experience and effectiveness.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross Logistics Mk.0 Injectors: WP as incentive is nice,but if a MLT frame can walk up and tap O to negate your Pro needle then the problem still remains. Doesn't really help shield tankers. -Need a needle priority system that uses the HIGHEST level needle when reviving. -Possibly reduce the amount of armor refilled and give a comperable amount of shields instead. Rep tool: Neon "kill me" sign. Can't outrep a MLT weapon with a Pro rep tool. Places logistics firmly on the frontlines of combat with its insanely short reach. Provides 0 incentive other than WP farming. Allies don't know they're being repaired. Doesn't really help shield tankers. -Remove the rep tool line to aid in logistics survival,leave the lock on boxes. -Give damage resistance while using (something like 65% to all damage) -Increase range by dramatic amounts for the logistics class. -Return the rep tool glow,but have it work like hit detection so an ally can see which side they are being repaired from -Negate shield recharge delays while used on allies,or recharge 25% of shields per hp/s restored. (eg sixkin 88 hp/s so 25% of 88) possibly reduce armor repair rate to compensate. Presto a rep tool that helps shield and armor. Hives - Any- Too easily destroyed by any stray explosions. Low carrying capacity. Low refilling amounts. (nanites) Annoying when a MLT frame stands on top throwing grenades at no one to use them faster. -Explosive resistance increase so it actually takes effort to destroy them. -+1 carried per level logistics bonus -Increased nanites -or- burst variants that refill faster but have lower nanites (think compact nanohives). -Disable grenades being refilled Scanners: Dat cooldown. -Nuff' said Uplinks: Actually alright R.E.s: The description says volitile chemicals yet i see scouts throw them from hights taller than their own suit,and sling them as if they are throwing frisbees. Are considered equipment yet can be refilled at nanohives. -Have them explode killing only the thrower if dropped from too high a height or slung with too much momentum -Disable refilling from hives Logistics suits: 30 more eHP than a scout Slower than heavier tanked mediums Bigger hitbox despite having less eHP Doesn't have the best regen despite having less eHP Doesn't have the best eHP despite its speed. When run as a support unit it costs easily 2x as much with 1/2 the survival Since logistics has more in common with scouts (ewar,equipment) logistics should be made to mimic them. -Keep the low eHP but in exchange give speed/stamina,regen amount and speed,and a smaller hitbox. This way it establishes a theme,support is fast and evasive,while killing is strong and durable. -Cut equipment costs by 50% minimal Based on personal experience,i would prefer to be harder to hit with better regen than have higher eHP. eHP just makes it too tempting to fight instead of support.
More this.... Any word from Cross?
The Logi Code. Creator, Believer, Follower
Trust CROSS
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xXCleopatra FlippantXx
F0RSAKEN EMPIRE. Smart Deploy
74
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Posted - 2014.12.12 05:32:00 -
[1087] - Quote
I ran LOGI for 2+ years. I feal i have to stick with the 'CORE REP' to do any fun progressive repping. If you just upped the rep rate and made them focus on squad mates(if the coding doesent kill the game). Allso, dont go with the longest range, like maybe have the range from the standard rep on something like a core, that would make them working just fine i think. If you guys could add modules that extends the range of the rep tool on cost of a tank fit that would be savvy. Maybe boost the passive scan range so they can do some actual logistics too, but you guys tell me if im wrong |
RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
705
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Posted - 2014.12.12 19:08:00 -
[1088] - Quote
xXCleopatra FlippantXx wrote:I ran LOGI for 2+ years. I feal i have to stick with the 'CORE REP' to do any fun progressive repping. If you just upped the rep rate and made them prioritize on squad mates(if the coding doesent kill the game). Allso, dont go with the longest range, like maybe have the range from the standard rep on something like a core, that would make them working just fine i think. I allso agree they need a slight EHP bonus and speed but in addition If you guys could add modules that extends the range of the rep tool on cost of a tank fit that would be savvy. If you re balance to make them give less damage then the other classes you can easily evade the risk of combat logi. Maybe boost the passive scan range so they can do some actual logistics too, but you guys tell me if im wrong
I think you're on to something. Modules that affect equipment never even crossed my mind :) Having a range module or efficiency module or nano boost module would be awesome; and trading that for some tank factor may be justified if it keeps the logi out of harms way.
Your point about survivability (ehp and speed) certainly echos many of our thoughts.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
705
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Posted - 2014.12.12 19:33:00 -
[1089] - Quote
But I can't remember if the coding for affecting equipment is actually possible. I remember that some time ago - years - that was impossibly improbable. But, with the logi bonuses being what they are now that may have been overcome :)
I'm sorry that I cant remember.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
628
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Posted - 2014.12.12 20:43:00 -
[1090] - Quote
xXCleopatra FlippantXx wrote:I ran LOGI for 2+ years. I feal i have to stick with the 'CORE REP' to do any fun progressive repping. If you just upped the rep rate and made them prioritize on squad mates(if the coding doesent kill the game). Allso, dont go with the longest range, like maybe have the range from the standard rep on something like a core, that would make them working just fine i think. I allso agree they need a slight EHP bonus and speed but in addition If you guys could add modules that extends the range of the rep tool on cost of a tank fit that would be savvy. If you re balance to make them give less damage then the other classes you can easily evade the risk of combat logi. Maybe boost the passive scan range so they can do some actual logistics too, but you guys tell me if im wrong
We generally are already doing less damage than most of the other classes by virtue of those classes being bonused for damage one way or another. All this neutering of the combat efficiency of a suit whose role largely puts it in the thick of combat is extremely detrimental to the class overall. I'm not necessarily there to fight but at any point need to be capable of fighting.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Mister Goo
Abandoned Privilege Top Men.
101
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Posted - 2014.12.12 21:59:00 -
[1091] - Quote
el OPERATOR wrote: We generally are already doing less damage than most of the other classes by virtue of those classes being bonused for damage one way or another. All this neutering of the combat efficiency of a suit whose role largely puts it in the thick of combat is extremely detrimental to the class overall. I'm not necessarily there to fight but at any point need to be capable of fighting.
I do agree with el OPERATOR on this one. Peoples fear of slayer logi's is greatly unfounded. Even emptying all the equipment and fitting only shield and Armor modules you can not come close to the assault counterpart in ehp, movement, shield regen, and with the exception of the Amar Logi no side arm.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
632
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Posted - 2014.12.12 23:36:00 -
[1092] - Quote
John Demonsbane wrote:That's all fine and good, and yes I did read the entire BW thread. Remember that it's not meant to be done in isolation, it should be part of a larger logistics revamp as we've been discussing all along. Doing one without the others certainly does not leave us in a markedly better position than currently, but all of them together just as certainly would.
And, now, here we are...
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
635
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Posted - 2014.12.13 00:00:00 -
[1093] - Quote
I propose a new tier of War Point generation:
+15-40wp for Logi Guarding.
Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Part of the major issue in running Logistics outside of a Corp or Friend squad is that the suit and role is made to require what Meee One called an "escort". We need to be protected. Not just by our heavies, but by everyone. And we rarely, actively, are. So, incentivise that. Add a WP reward to defending the Logi.
This will not only encourage randomblues to actively protect that sillybluebannana BUT will also help mitigate some of this WarPoint/Leaderboard envy that, while not spoken of directly often, infuses most arguements against Logi performance/reward buffs.
4 frikin months and we can't get any meaningful direct buffs. Maybe we can get something for our teammates instead.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
708
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Posted - 2014.12.13 00:07:00 -
[1094] - Quote
el OPERATOR wrote:I propose a new tier of War Point generation:
+15-40wp for Logi Guarding.
Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Part of the major issue in running Logistics outside of a Corp or Friend squad is that the suit and role is made to require what Meee One called an "escort". We need to be protected. Not just by our heavies, but by everyone. And we rarely, actively, are. So, incentivise that. Add a WP reward to defending the Logi.
This will not only encourage randomblues to actively protect that sillybluebannana BUT will also help mitigate some of this WarPoint/Leaderboard envy that, while not spoken of directly often, infuses most arguements against Logi performance/reward buffs.
4 frikin months and we can't get any meaningful direct buffs. Maybe we can get something for our teammates instead.
I like where this is headed. There was a bonus just applied to being near a letter, slapping it on a logi is awesome. You are right that it adds incentive to protect the logi and give other players the boost that they may feel they are missing from our reps/nanos/spawns etc. .... whatever it takes to make my logi a surviving and valuable resource.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
635
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Posted - 2014.12.13 00:19:00 -
[1095] - Quote
Oh, and I finally finished all the back reading I needed to do on this thread.
BW implementation has made some swaths of the discussion moot. BW implementation WITHOUT the rest of the equipment and bonusing overhaul has made life real 50/50 out there- We've lost the flexibility we had and have gained...?
I still don't like the FatnFastWeaponlessLogi idea. I could see it as a variant, but not the exclusive design.
Shield Reppers I'm on the fence about. I understand the armor/shields "lore" that works in EVE but don't really see a reptool niche for it. Now, as an idea for some of the hives that others have pointed out as being redundant or otherwise useless, I can very easily see Shield Regen Hives having a place, much like armor regen hives. Maybe variants that rep shields and variants that override depletion delays/boost rates. Since Hive laying is also the CalLogi forte adding Shield Repping hives seems like a not-so-bad idea to me.
Give all Logis sidearms. You, Me and all the rest of us deserve the ability to defend ourselves.
The RepairTool having an offensive ability is a great idea, and one that I was real suprised to find wasn't implemented when I first skilled Reppers. As a close up almost OHK (chargedshot NK level of damage/range) item I like it. As a selectable high-volume discharge type item (a flamethrower. YES. A muthafukin' flamethrower) I like it even more. AND, this sort of capability could very reasonably be balanced with the addition of some sort of charge-up/cooldown mechanic. Charging/cooling mechanic NOT being neccessary otherwise.
I think thats it for now...besides all the rest of things that have been proposed in here.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
635
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Posted - 2014.12.13 00:23:00 -
[1096] - Quote
RedBleach LeSanglant wrote:el OPERATOR wrote:I propose a new tier of War Point generation:
+15-40wp for Logi Guarding.
Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Part of the major issue in running Logistics outside of a Corp or Friend squad is that the suit and role is made to require what Meee One called an "escort". We need to be protected. Not just by our heavies, but by everyone. And we rarely, actively, are. So, incentivise that. Add a WP reward to defending the Logi.
This will not only encourage randomblues to actively protect that sillybluebannana BUT will also help mitigate some of this WarPoint/Leaderboard envy that, while not spoken of directly often, infuses most arguements against Logi performance/reward buffs.
4 frikin months and we can't get any meaningful direct buffs. Maybe we can get something for our teammates instead. I like where this is headed. There was a bonus just applied to being near a letter, slapping it on a logi is awesome. You are right that it adds incentive to protect the logi and give other players the boost that they may feel they are missing from our reps/nanos/spawns etc. .... whatever it takes to make my logi a surviving and valuable resource.
Yeah, it gives every mode a sort of " Protect the VIP" vibe, which really is what should be happening anyway.
And to all my excellent Corp/Team/Squadmates who already know and are doing this, Thank You.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Vitantur Nothus
Nos Nothi
1147
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Posted - 2014.12.13 00:25:00 -
[1097] - Quote
el OPERATOR wrote: Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Because what Dust needs most is higher rewards for Heavy+Logi Blobs. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
636
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Posted - 2014.12.13 00:34:00 -
[1098] - Quote
Vitantur Nothus wrote:el OPERATOR wrote: Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Because what Dust needs most is higher rewards for Heavy+Logi Blobs.
Because what DUST needs is higher rewards period, since higher rewards =higher pay.
AND since DUSTs primary feature is that it's a TEAMWORK rewarding game, it would only make sense that the Heavy/Logi blob is well rewarded since it's by far the most evident example of player coordinated TEAMWORK that exists.
AND since most randoms don't give two ***** about protecting Logis, maybe a point bonus on top of the support would do it.
AND since its an opportunity for EVERYONE, ANYONE, to be able to make more WP, why not?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
636
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Posted - 2014.12.13 00:36:00 -
[1099] - Quote
Vitantur Nothus wrote:el OPERATOR wrote: Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
Because what Dust needs most is to further incentivize Heavy+Logi Blob gameplay.
lol, take that argument to the BandWidth discussion thread. Oh...wait a minute...
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Vitantur Nothus
Nos Nothi
1148
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Posted - 2014.12.13 00:57:00 -
[1100] - Quote
In competitive play, teamwork is a given. Imbalance is imbalance, and ideas which reinforce imbalance are less than good ideas. |
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
641
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Posted - 2014.12.13 01:07:00 -
[1101] - Quote
Vitantur Nothus wrote:In competitive play, teamwork is a given. Imbalance is imbalance, and ideas which reinforce imbalance are less than good ideas.
Tell that to the Scout Class.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Vitantur Nothus
Nos Nothi
1150
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Posted - 2014.12.13 01:09:00 -
[1102] - Quote
The Scout class is taking their licks; EZ Mode remains attached to the end of your rep gun. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
641
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Posted - 2014.12.13 01:16:00 -
[1103] - Quote
LOL after how many months and pages and pages of threads and QQ back and forth about any little thing making them useless?
Reread the proposal. Its open to ANYONE. You want some? Come and stay a while. You don't wanna be cool, hang out? Fine then, don't. And don't receive the benefit. Nothing imbalanced about that.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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xXCleopatra FlippantXx
F0RSAKEN EMPIRE. Smart Deploy
75
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Posted - 2014.12.13 01:21:00 -
[1104] - Quote
el OPERATOR wrote:xXCleopatra FlippantXx wrote:I ran LOGI for 2+ years. I feal i have to stick with the 'CORE REP' to do any fun progressive repping. If you just upped the rep rate and made them prioritize on squad mates(if the coding doesent kill the game). Allso, dont go with the longest range, like maybe have the range from the standard rep on something like a core, that would make them working just fine i think. I allso agree they need a slight EHP bonus and speed but in addition If you guys could add modules that extends the range of the rep tool on cost of a tank fit that would be savvy. If you re balance to make them give less damage then the other classes you can easily evade the risk of combat logi. Maybe boost the passive scan range so they can do some actual logistics too, but you guys tell me if im wrong We generally are already doing less damage than most of the other classes by virtue of those classes being bonused for damage one way or another. All this neutering of the combat efficiency of a suit whose role largely puts it in the thick of combat is extremely detrimental to the class overall. I'm not necessarily there to fight but at any point need to be capable of fighting.
Sorry awsome people but I dont remember how to take away my own text and keep the rest,, and dont have the time to figure it out now, so this is ment as an answer to the skepisism to the pure repping, naniting, equipment logi.
Hola el OPERATOR! I never mind running games solely to rep and res and this is what I want to be doing as a logi. When i have to pull out my weapon to survive i should feel like I'd rather not do that. But its a bit un savory at the moment. Is the point of editing the logi to help facilitate more strategic repping? If that is a major point then with a little EHP a little speed and a little more range on the 'core rep tool' all you need to do is dodging incoming fire. If you are feeling for some shooting after just running reps, switch fits and have another logi take over for some time. The thing you need to be capable of is to tell people where the fire is coming in from in longer ranges and have a light weapon to shoot at scouts that a logi nerfed GEK will have a chanse to do annyways. -What would be cool is a logi role that facilitates 'pushes into hot territory' and encurage brave gunplay, instead of stalemates. This is what the core rep can do. As for allready being worse in combat, we do not do more damage then assult suits, we are same as them are we not? I was thinking to lower damage on logis to give incentive for assult builds(maybe used to take out logis from behind) rather then combat logi. But if this is not a problem i take it back. And has the increased passive scan range been mentioned alot? I would like that i think, This would give incentive to protect passive scanning logis aswell, as you risk going blind when they are down |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
641
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Posted - 2014.12.13 01:23:00 -
[1105] - Quote
Vitantur Nothus wrote:The Scout class is taking their licks; EZ Mode remains attached to the end of your rep gun.
Good to know you've gotten a trimshave. Sucks you still haven't realized your need for a haircut.
I'm glad you've got your EZMode fingerpoint ready, when all else fails then deflect, amiright?
Tell you what. Hows about you endorse ALL the proposed Logi buffs to HP, CPU, PG, Speed, Sidearms, Bonuses and Equipment, WE become the newest OPFOTM for 6+months and when you raise the issue or present viable counter-buffs to other classes I'LL agree NOT to stalk your every last post with some bs reason about why its bad or otherwise the be-all end-all of making us "useless".
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Vitantur Nothus
Nos Nothi
1153
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Posted - 2014.12.13 01:45:00 -
[1106] - Quote
el OPERATOR wrote: Basically, using the existing Cocentric Circles data add the above modifier to the reward total generated by any teammate who successfully makes a kill while within the Cocentric Circle range of any friendly Logi. The closer they are to said Logi, the higher the WP reward.
You proposed the above idea. I explained why I think this idea is a bad idea. Simply my two cents. No need for tantrums or sidebar; these do not aid in vetting the merits of the proposed idea. |
Kallas Hallytyr
Skullbreakers
1102
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Posted - 2014.12.13 06:44:00 -
[1107] - Quote
I've skimmed over the document so far and I agree with most of it. What I'd like to talk about are Proximity Explosives. In their current state, they are a very resources intensive deployable; unlike Hives and Links which drop and do their thing, the PEs need to have a large number (usually at least six) to be effective and require a reasonably long time deployed for their value to be reward - and often are not at all.
With the bandwidth system implemented I think it is reasonable to consider some fairly hefty alterations to their operation, to the following effect: - Change max active to be 2/3/4 through the tiers {{This change alongside the damage alteration allows a Logi to carry them and deploy them without having to spend several minutes organising a large minefield.}} - Change max carried to be 4/5/6 through the tiers {{This change is to assist with the persistent role of deployed equipment. May need to be higher carried, uncertain.}} - Change bandwidth usage to 4 Mbit/sec {{This change is to prevent spam and over saturation from rendering ground vehicles obsolete.}} - Change damage to 800/1000/1200 {{This, along with the bandwidth and active/carried changes should allow a Logi to mine an area reasonably effectively without needing to resort to carrying multiple sets persistently. Numbers may need adjusting: 4 PRO would not quite destroy an unfitted Soma (would have 40HP left, though this is not factoring in the potential Demolitions skill change or the MinLogi change), but I'd rather low ball the numbers at first.}}
Essentially, the idea is to have PEs follow the ideal that deployable equipment be a constant activity and one that can move with the squad. The reduction to active/increase in power should see less need for large fields of PEs and the Bandwidth cost would prevent them from being 'fired and forgotten' by other frames: four PEs under this change would be the total deployable Mbit/sec for PRO Assaults and Commandos and more than a Scout could deploy.
Anyway...thoughts?
Alt of Halla Murr. Sentinel.
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Mister Goo
Abandoned Privilege Top Men.
104
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Posted - 2014.12.13 06:55:00 -
[1108] - Quote
Kallas Hallytyr wrote:I've skimmed over the document so far and I agree with most of it. What I'd like to talk about are Proximity Explosives. In their current state, they are a very resources intensive deployable; unlike Hives and Links which drop and do their thing, the PEs need to have a large number (usually at least six) to be effective and require a reasonably long time deployed for their value to be reward - and often are not at all.
With the bandwidth system implemented I think it is reasonable to consider some fairly hefty alterations to their operation, to the following effect: - Change max active to be 2/3/4 through the tiers {{This change alongside the damage alteration allows a Logi to carry them and deploy them without having to spend several minutes organising a large minefield.}} - Change max carried to be 4/5/6 through the tiers {{This change is to assist with the persistent role of deployed equipment. May need to be higher carried, uncertain.}} - Change bandwidth usage to 4 Mbit/sec {{This change is to prevent spam and over saturation from rendering ground vehicles obsolete.}} - Change damage to 800/1000/1200 {{This, along with the bandwidth and active/carried changes should allow a Logi to mine an area reasonably effectively without needing to resort to carrying multiple sets persistently. Numbers may need adjusting: 4 PRO would not quite destroy an unfitted Soma (would have 40HP left, though this is not factoring in the potential Demolitions skill change or the MinLogi change), but I'd rather low ball the numbers at first.}}
Essentially, the idea is to have PEs follow the ideal that deployable equipment be a constant activity and one that can move with the squad. The reduction to active/increase in power should see less need for large fields of PEs and the Bandwidth cost would prevent them from being 'fired and forgotten' by other frames: four PEs under this change would be the total deployable Mbit/sec for PRO Assaults and Commandos and more than a Scout could deploy.
Anyway...thoughts?
I like, maybe even change the PE further instead of placing only 1 mine for 800-1200 damage maybe have one drop spread out 3 mines totaling the 800-1200 damage to get better coverage for same damage profile. being able to cover the bridge with 3 mines instead of using 6.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Kallas Hallytyr
Skullbreakers
1102
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Posted - 2014.12.13 07:00:00 -
[1109] - Quote
Mister Goo wrote:I like, maybe even change the PE further instead of placing only 1 mine for 800-1200 damage maybe have one drop spread out 3 mines totaling the 800-1200 damage to get better coverage for same damage profile. being able to cover the bridge with 3 mines instead of using 6. Kind of like cluster mines? Would be interesting! That's a more mechanical (ie, heavy code change) approach that would be cool, though I was focusing my suggestion on the numbers that would be easily alterable (ie, Hotfixable) but I am definitely down with that idea!
Alt of Halla Murr. Sentinel.
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RKKR
WarRavens Capital Punishment.
1060
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Posted - 2014.12.13 11:17:00 -
[1110] - Quote
Meh to the bandwidth implementation: You only fixed the spam problem because dropping down equipment and running around with nothing left to drop down (or lose your bonuses by switching at a supply depot) is still too passive for a support role.
Heck if repair tools can have infinite nanites to restore suits, then give my cal-logi infinite hives or better...a ammo-restock-tool.
I'm not sure if only 3 equipment slots on my proto-suit cut it with the bandwidth implementation. |
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