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ishtellian
SAM-MIK General Tso's Alliance
70
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Posted - 2014.12.15 00:47:00 -
[1111] - Quote
I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information.
My Heavy Never Dies.
Logibro In training.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
|
Posted - 2014.12.15 04:27:00 -
[1112] - Quote
RKKR wrote: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.
If they don't go through with the change to increase the amount carried for most EQ, I think they should at the very least give a +20% carried per level bonus to the Am/Cal logis.
(The godfather of tactical logistics)
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Meee One
Amakakeru-Ryu-no-Hirameki
1388
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Posted - 2014.12.15 14:16:00 -
[1113] - Quote
John Demonsbane wrote:RKKR wrote: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. If they don't go through with the change to increase the amount carried for most EQ, I think they should at the very least give a +20% carried per level bonus to the Am/Cal logis. More like 1-2+ carried per level for those two. 5-10 extra deployables would last a while.
But i'd like +1 to be class wide if possible. Then maybe an additional +1(for a total of 2 per level) per level for Cal and Amarr logistics.
All logis would benefit,but the deployable specialists would flourish. And it would make Cal appealing again.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
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Posted - 2014.12.15 14:29:00 -
[1114] - Quote
Meee One wrote:John Demonsbane wrote:RKKR wrote: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. If they don't go through with the change to increase the amount carried for most EQ, I think they should at the very least give a +20% carried per level bonus to the Am/Cal logis. More like 1-2+ carried per level for those two. 5-10 extra deployables would last a while. But i'd like +1 to be class wide if possible. Then maybe an additional +1(for a total of 2 per level) per level for Cal and Amarr logistics. All logis would benefit,but the deployable specialists would flourish. And it would make Cal appealing again.
That's fine too; I thought about that but eventually picked 20% simply because it's double at level 5.
You'll find that any numbers that I choose myself come in two categories:
a) Multiples of 10 that combine easily b) Totally random
(The godfather of tactical logistics)
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
916
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Posted - 2014.12.15 14:53:00 -
[1115] - Quote
John Demonsbane wrote:
You'll find that any numbers that I choose myself come in two categories:
a) Multiples of 10 that combine easily b) Totally random
So, basically the same as CCP? ;)
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4930
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Posted - 2014.12.15 15:02:00 -
[1116] - Quote
Zaria Min Deir wrote:John Demonsbane wrote:
You'll find that any numbers that I choose myself come in two categories:
a) Multiples of 10 that combine easily b) Totally random
So, basically the same as CCP? ;)
I promise you I am not a Dev's alt.
No, really.
(The godfather of tactical logistics)
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1394
|
Posted - 2014.12.15 15:24:00 -
[1117] - Quote
Kallas Hallytyr wrote: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!
Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1394
|
Posted - 2014.12.15 15:33:00 -
[1118] - Quote
ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information.
I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much.
I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi.
2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus.
The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc.
This also gives each logi both an active and passive equipment type they they are focused on.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
917
|
Posted - 2014.12.15 16:26:00 -
[1119] - Quote
Jaysyn Larrisen wrote:Kallas Hallytyr wrote: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! Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs. Honestly, here we run into not only an issue with the newly introduced bandwidth, but also the risk-reward ratio of a much longer deployment time of an actually effective proxy trap. Yes, laying down a mine field that can instapop a tank shouldn't be risk free OR instanteneous, but it should be viable and not leave the logi vulnerable and unavailable for other tasks for too long either. Current model of having to equip multiple sets, drop down all of the carried from one, then swap, then deploy another set, maybe get on a hive to resuply to be able to deploy the rest (as max carried is always lower than max active, bizarrely) is in itself far from optimal... making this take even longer is in my opinion not desirable. Yes, increasing max carried would help, but I still prefer the model of fewer, but stronger explosives you have to place carefully, over spammable vehicle damage WP farming silliness.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Kallas Hallytyr
Skullbreakers
1125
|
Posted - 2014.12.15 18:13:00 -
[1120] - Quote
Zaria Min Deir wrote:Jaysyn Larrisen wrote:Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs. Honestly, here we run into not only an issue with the newly introduced bandwidth, but also the risk-reward ratio of a much longer deployment time of an actually effective proxy trap. Yes, laying down a mine field that can instapop a tank shouldn't be risk free OR instanteneous, but it should be viable and not leave the logi vulnerable and unavailable for other tasks for too long either. Current model of having to equip multiple sets, drop down all of the carried from one, then swap, then deploy another set, maybe get on a hive to resuply to be able to deploy the rest (as max carried is always lower than max active, bizarrely) is in itself far from optimal... making this take even longer is in my opinion not desirable. Yes, increasing max carried would help, but I still prefer the model of fewer, but stronger explosives you have to place carefully, over spammable vehicle damage WP farming silliness. Yeah, what Zaria said. Even with, say, 20 carried and 15 deployed at PRO you'd still need about 14 to kill an unfitted Sica. As Zaria said, moving away from the current model is far more preferable; perhaps my numbers need tweaking thusly:
- Carried; 6/8/10 - Deployed; 5/6/7 - Bandwidth; 3 Mbit/sec - Damage; 750/800/850
That would make fields: STD; 5*750 = 3750 (15 Mbit/sec) ADV; 6*800 = 4800 (18 Mbit/sec) PRO; 7* 850 = 5950 (21 Mbit/sec) All; 14,450 (54 Mbit/sec; not possible)
Maybe have same deployed at each level, so the progression is in the damage and carried?
[Edit: Cross asked for credentials: 45m SP, PRO MinLogi and Logi'd since during Beta.]
Alt of Halla Murr. Sentinel.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1395
|
Posted - 2014.12.15 19:06:00 -
[1121] - Quote
Zaria Min Deir wrote:Jaysyn Larrisen wrote:Kallas Hallytyr wrote: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! Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs. Honestly, here we run into not only an issue with the newly introduced bandwidth, but also the risk-reward ratio of a much longer deployment time of an actually effective proxy trap. Yes, laying down a mine field that can instapop a tank shouldn't be risk free OR instanteneous, but it should be viable and not leave the logi vulnerable and unavailable for other tasks for too long either. Current model of having to equip multiple sets, drop down all of the carried from one, then swap, then deploy another set, maybe get on a hive to resuply to be able to deploy the rest (as max carried is always lower than max active, bizarrely) is in itself far from optimal... making this take even longer is in my opinion not desirable. Yes, increasing max carried would help, but I still prefer the model of fewer, but stronger explosives you have to place carefully, over spammable vehicle damage WP farming silliness.
In your camp on this, Zaria. I would much rather carry PEs that had serious punch and fewer of them.
With the way BW is shaping up anything that makes equipment more effecient and effective per drop is a premium. I've heard a lot of discussions about dramatically increasing carried sets of equipment and i'm not too sure of how that will work at the moment with the recent changes.
ps...A total side note to that is that hives and uplinks probably need a legit HP buff as well as an off shoot of the same BW issues.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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ishtellian
SAM-MIK General Tso's Alliance
73
|
Posted - 2014.12.16 15:23:00 -
[1122] - Quote
Jaysyn Larrisen wrote:ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information. I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much. I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi. 2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus. The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc. This also gives each logi both an active and passive equipment type they they are focused on.
I like this but if you play Eve at all, doing this kinda kills possible Pirate faction suits in the future, for example the worm is a pirate faction ship from Guristas its caldari bonus is a bonus to shield resist and its gallente bonus is a bonus to missile damage, its a caldari hull using drones heavily and missiles.
But I do like the idea of all logis having their own bonus to repping since reps imo should be one of the main jobs, keeping the other guys alive.
Maybe Minmatar could get one bonus rep target per suit level, +1 at STD, +2 at ADV, and +3 at PRO, kinda because lore wise, minmitar have huge numbers.
Gallente could get bonus to rep strength, they dont need a range icnrease because Gall is usually upclose melting face ( Plasma Thrower please )
Caldari could get a range increase because their generally longer range than the other races.
Amarr could give their rep target like 2-5% bonus resist per suit level, because amarr ships have resist bonus in Eve ( not all of them but alot compared to other races )
I do like the active/passive equipment focus for each suit tho.
My Heavy Never Dies.
Logibro In training.
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6403
|
Posted - 2014.12.16 15:35:00 -
[1123] - Quote
This has basically become like the barbershop.
Shouldn't we create our own version for logistics?.
I am GJRs Renfield.
You heard it here first, I told you so.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1402
|
Posted - 2014.12.16 16:32:00 -
[1124] - Quote
TechMechMeds wrote:This has basically become like the barbershop.
Shouldn't we create our own version for logistics?.
The DHL of Dust... "Because we do Logistics"
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1402
|
Posted - 2014.12.16 16:36:00 -
[1125] - Quote
ishtellian wrote:Jaysyn Larrisen wrote:ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information. I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much. I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi. 2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus. The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc. This also gives each logi both an active and passive equipment type they they are focused on. I like this but if you play Eve at all, doing this kinda kills possible Pirate faction suits in the future, for example the worm is a pirate faction ship from Guristas its caldari bonus is a bonus to shield resist and its gallente bonus is a bonus to missile damage, its a caldari hull using drones heavily and missiles. But I do like the idea of all logis having their own bonus to repping since reps imo should be one of the main jobs, keeping the other guys alive. Maybe Minmatar could get one bonus rep target per suit level, +1 at STD, +2 at ADV, and +3 at PRO, kinda because lore wise, minmitar have huge numbers. Gallente could get bonus to rep strength, they dont need a range icnrease because Gall is usually upclose melting face ( Plasma Thrower please ) Caldari could get a range increase because their generally longer range than the other races. Amarr could give their rep target like 2-5% bonus resist per suit level, because amarr ships have resist bonus in Eve ( not all of them but alot compared to other races ) I do like the active/passive equipment focus for each suit tho.
I am passably familiar with Eve.
I fly with Agony Unleashed.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6404
|
Posted - 2014.12.16 16:38:00 -
[1126] - Quote
Jaysyn Larrisen wrote:TechMechMeds wrote:This has basically become like the barbershop.
Shouldn't we create our own version for logistics?. The DHL of Dust... "Because we do Logistics"
I like that a lot.
I am GJRs Renfield.
You heard it here first, I told you so.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1313
|
Posted - 2014.12.16 16:43:00 -
[1127] - Quote
Jaysyn Larrisen wrote:ishtellian wrote:Jaysyn Larrisen wrote:ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information. I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much. I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi. 2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus. The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc. This also gives each logi both an active and passive equipment type they they are focused on. I like this but if you play Eve at all, doing this kinda kills possible Pirate faction suits in the future, for example the worm is a pirate faction ship from Guristas its caldari bonus is a bonus to shield resist and its gallente bonus is a bonus to missile damage, its a caldari hull using drones heavily and missiles. But I do like the idea of all logis having their own bonus to repping since reps imo should be one of the main jobs, keeping the other guys alive. Maybe Minmatar could get one bonus rep target per suit level, +1 at STD, +2 at ADV, and +3 at PRO, kinda because lore wise, minmitar have huge numbers. Gallente could get bonus to rep strength, they dont need a range icnrease because Gall is usually upclose melting face ( Plasma Thrower please ) Caldari could get a range increase because their generally longer range than the other races. Amarr could give their rep target like 2-5% bonus resist per suit level, because amarr ships have resist bonus in Eve ( not all of them but alot compared to other races ) I do like the active/passive equipment focus for each suit tho. I am passably familiar with Eve. I fly with Agony Unleashed, come visit us in Catch.
give ccp ratatti your code and teach him to play, guy thinks dropsuits shouldnt be balanced by eve ships. smh
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
647
|
Posted - 2014.12.16 18:23:00 -
[1128] - Quote
Auris Lionesse wrote:Jaysyn Larrisen wrote:ishtellian wrote:Jaysyn Larrisen wrote:ishtellian wrote:I think all logis should have like a 3% bonus to all equipment use excluding their racial equipment, but than with their racial equipment they get a 5% - 10% bonus per level, this means that specializing will be obviously better but you would still be fairly useful using a scanner with a Amarr logi suit.
I think Logis should have a racial defence buff also, alongside a buff to armor regen, Gallente would get a very nice buff to armor regen and maybe even a % bonus per level, Caldari could get a recharge delay reduction or maybe HP increase, Amar could get a HP increase or a maybe even a damage resist bonus, Minmitar could maybe get a faster and more agile suit or shield recharge rate. These could help make Logis able to keep themselves alive without directly increasing their EHP.
I dont think even with 5x Complex reps should a suit be able to comepletely tank anyone weapon, but combined with strafing and avoiding damage the suit should have a highly noticeable bonus to its survivability.
Ive only read the first few page of comments so sorry if I repeat information. I've offered a couple variations of that in the past and the big concern is that we might homogenize the racial logis a little too much. I like the idea in concept, however, you might be able to find some similar options equally attractive: 1) Give all logis a bonus to repping, just not the same bonus. You could vary it by range or rep intensity; you would need to then create something like a bonus to RE / PE for the Min Logi. 2) Tie different bonuses on cross racial themes. Cal gets hive bonus and a scanner bonus, Amarr gets uplink bonus and rep bonus, Gal gets scans and uplinks, and Min gets uplinks and reps. Basically retain the current racial bonus but add a cross-racial secondary bonus. The key is to give a different or perhaps lesser bonus on the secondary...example Cal scanner would bonus to range not precision, Min uplinks would give additional spawns not reduce spawn time, etc. This also gives each logi both an active and passive equipment type they they are focused on. I like this but if you play Eve at all, doing this kinda kills possible Pirate faction suits in the future, for example the worm is a pirate faction ship from Guristas its caldari bonus is a bonus to shield resist and its gallente bonus is a bonus to missile damage, its a caldari hull using drones heavily and missiles. But I do like the idea of all logis having their own bonus to repping since reps imo should be one of the main jobs, keeping the other guys alive. Maybe Minmatar could get one bonus rep target per suit level, +1 at STD, +2 at ADV, and +3 at PRO, kinda because lore wise, minmitar have huge numbers. Gallente could get bonus to rep strength, they dont need a range icnrease because Gall is usually upclose melting face ( Plasma Thrower please ) Caldari could get a range increase because their generally longer range than the other races. Amarr could give their rep target like 2-5% bonus resist per suit level, because amarr ships have resist bonus in Eve ( not all of them but alot compared to other races ) I do like the active/passive equipment focus for each suit tho. I am passably familiar with Eve. I fly with Agony Unleashed, come visit us in Catch. give ccp ratatti your code and teach him to play, guy thinks dropsuits shouldnt be balanced by eve ships. smh
Thats good to hear, he's on the right track then. EVE provides our background lore and plenty of the universes defining elements. However, tying our dropsuit designs too closely to EVE ship designs is a mistake I'm glad he's not making.
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
647
|
Posted - 2014.12.16 18:57:00 -
[1129] - Quote
If PEs need anything its to actually work as Proximity Explosives . As they are they require physical contact to detonate which is what neccessitates seeding the ground with them instead of just planting one. Since they do not detect on Proximity it takes 7-12 explosives to effectively cordon off just one city entrance or bridge mouth. Make them detect on Proximity then start adjusting the dps/payloads.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
308
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Posted - 2014.12.17 01:22:00 -
[1130] - Quote
el OPERATOR wrote:If PEs need anything its to actually work as Proximity Explosives . As they are they require physical contact to detonate which is what neccessitates seeding the ground with them instead of just planting one. Since they do not detect on Proximity it takes 7-12 explosives to effectively cordon off just one city entrance or bridge mouth. Make them detect on Proximity then start adjusting the dps/payloads. Like I said before, make them attracted to vehicles like av nades. vehicle gets too close with the annoying beep, than he deserves his vehicle popped. Would be hilarious to make a rooftop mines that pop incoming derps btw.
Sage /thread
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Vitantur Nothus
Nos Nothi
1212
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Posted - 2014.12.17 03:02:00 -
[1131] - Quote
Doshneil Antaro wrote: Like I said before, make them attracted to vehicles like av nades. vehicle gets too close with the annoying beep, than he deserves his vehicle popped. Would be hilarious to make a rooftop mines that pop incoming derps btw.
Love the idea of short-range homing PEs. Could add RE's "sticky" characteristic to make for more clever trap setting. |
Mister Goo
Abandoned Privilege Top Men.
122
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Posted - 2014.12.17 22:00:00 -
[1132] - Quote
Cross I know it been a while since you have posted.
Any chance you can give an update, are the devs looking into getting any logi changes out in the next update?
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
710
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Posted - 2014.12.22 02:51:00 -
[1133] - Quote
It has been too long for Cross, I hope he is ok.
I have several of the APEX suits. For the logistics characters I hate the gear slot set up. I believe there was a thread out there that addressed it and seeing if we could change the slot layout of the equipment to be universal on the Apex Logis.
Counting the equipment slots with 1 being at the bottom and 4 (3 for Cal and Amar) being on the far right, I preferr my Repair Tool to be 4 (3) and my Nanite injector to be 1 and the variables to be placed in the middle.
I could even go with Repper 4 (3) and Injector 3 (2) and the variants in 1 and 2 (1)
I like to play around and I believe that keeping the equipment layout the same between logis (I guess scouts would fit in there too). So it doesn't take me extra time to find what I need. My layout is so scripted I don't even look on my regular fits, in less than a second I have what I need and I'm just waiting on the animation.
Any guidance for a thread that talks about this?
Otherwise - Cross, please at it to the 'to do list' :)
Thanks
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
946
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Posted - 2014.12.22 08:05:00 -
[1134] - Quote
RedBleach LeSanglant wrote:It has been too long for Cross, I hope he is ok.
I have several of the APEX suits. For the logistics characters I hate the gear slot set up. I believe there was a thread out there that addressed it and seeing if we could change the slot layout of the equipment to be universal on the Apex Logis.
Counting the equipment slots with 1 being at the bottom and 4 (3 for Cal and Amar) being on the far right, I preferr my Repair Tool to be 4 (3) and my Nanite injector to be 1 and the variables to be placed in the middle.
I could even go with Repper 4 (3) and Injector 3 (2) and the variants in 1 and 2 (1)
I like to play around and I believe that keeping the equipment layout the same between logis (I guess scouts would fit in there too). So it doesn't take me extra time to find what I need. My layout is so scripted I don't even look on my regular fits, in less than a second I have what I need and I'm just waiting on the animation.
Any guidance for a thread that talks about this?
Otherwise - Cross, please at it to the 'to do list' :)
Thanks Perhaps this is yet another example of the people designing the game not having played it enough to understand many of the mechanics... Like the fact that, for a logi, order of the equipment in the slots can make a huge difference, particularly with any lag involved on top of the already clunky equipment wheel. Though I would remind you, there is no universal equipment layout, every logi makes their own, so your preferred order would be annoying to someone else. Though I guess if it was at least consistent between different APEX suits, that would be at least logical (too logical for CCP?) Pretty much, the issue here is that APEX suits are what they are, BPO suits that are noncustomisable. You knew what you were buing... well, except for (minor) issue, when it comes to the APEX suits, of there being no way to know what you are buying in-game
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4966
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Posted - 2014.12.22 15:31:00 -
[1135] - Quote
Zaria Min Deir wrote:RedBleach LeSanglant wrote:It has been too long for Cross, I hope he is ok.
I have several of the APEX suits. For the logistics characters I hate the gear slot set up. I believe there was a thread out there that addressed it and seeing if we could change the slot layout of the equipment to be universal on the Apex Logis.
Counting the equipment slots with 1 being at the bottom and 4 (3 for Cal and Amar) being on the far right, I preferr my Repair Tool to be 4 (3) and my Nanite injector to be 1 and the variables to be placed in the middle.
I could even go with Repper 4 (3) and Injector 3 (2) and the variants in 1 and 2 (1)
I like to play around and I believe that keeping the equipment layout the same between logis (I guess scouts would fit in there too). So it doesn't take me extra time to find what I need. My layout is so scripted I don't even look on my regular fits, in less than a second I have what I need and I'm just waiting on the animation.
Any guidance for a thread that talks about this?
Otherwise - Cross, please at it to the 'to do list' :)
Thanks Perhaps this is yet another example of the people designing the game not having played it enough to understand many of the mechanics... Like the fact that, for a logi, order of the equipment in the slots can make a huge difference, particularly with any lag involved on top of the already clunky equipment wheel. Though I would remind you, there is no universal equipment layout, every logi makes their own, so your preferred order would be annoying to someone else. Though I guess if it was at least consistent between different APEX suits, that would be at least logical (too logical for CCP?) Pretty much, the issue here is that APEX suits are what they are, BPO suits that are noncustomisable. You knew what you were buing... well, except for yhe (minor) issue, when it comes to the APEX suits, of there being no way to know what you are buying in-game
True. I don't organize my stuff like that. I've always found it less clunky accessing the EQ on the outer slots (1 and 3), so I put the needle in #2 because you don't need to actually switch to it using the so-amazing wheel that CCP created for us.
(The godfather of tactical logistics)
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
710
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Posted - 2014.12.23 02:47:00 -
[1136] - Quote
Zaria Min Deir wrote:RedBleach LeSanglant wrote:It has been too long for Cross, I hope he is ok.
I have several of the APEX suits. For the logistics characters I hate the gear slot set up. I believe there was a thread out there that addressed it and seeing if we could change the slot layout of the equipment to be universal on the Apex Logis.
Counting the equipment slots with 1 being at the bottom and 4 (3 for Cal and Amar) being on the far right, I preferr my Repair Tool to be 4 (3) and my Nanite injector to be 1 and the variables to be placed in the middle.
I could even go with Repper 4 (3) and Injector 3 (2) and the variants in 1 and 2 (1)
I like to play around and I believe that keeping the equipment layout the same between logis (I guess scouts would fit in there too). So it doesn't take me extra time to find what I need. My layout is so scripted I don't even look on my regular fits, in less than a second I have what I need and I'm just waiting on the animation.
Any guidance for a thread that talks about this?
Otherwise - Cross, please at it to the 'to do list' :)
Thanks Perhaps this is yet another example of the people designing the game not having played it enough to understand many of the mechanics... Like the fact that, for a logi, order of the equipment in the slots can make a huge difference, particularly with any lag involved on top of the already clunky equipment wheel. Though I would remind you, there is no universal equipment layout, every logi makes their own, so your preferred order would be annoying to someone else. Though I guess if it was at least consistent between different APEX suits, that would be at least logical (too logical for CCP?) Pretty much, the issue here is that APEX suits are what they are, BPO suits that are noncustomisable. You knew what you were buing... well, except for the (minor) issue, when it comes to the APEX suits, of there being no way to know what you are buying in-game
Consistency is all I am going for. The items that are the same on each logi suit to be the same on the selection wheel... But not being able to move it around is frustrating. Maybe someday when CCP can introduce new programming that would allow adjustment I'll switch it.
Till then I'll cheer on Tiercide.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Booby Tuesdays
Ahrendee Mercenaries
1176
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Posted - 2014.12.23 03:44:00 -
[1137] - Quote
TechMechMeds wrote:This has basically become like the barbershop.
Shouldn't we create our own version for logistics?. Patience, gotta wait for most of the changes to be implemented. Bandwidth was a great start, and I'm really hoping a few more of these great ideas see the light of day!
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Alena Ventrallis
Vengeance Unbound
2315
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Posted - 2014.12.23 05:45:00 -
[1138] - Quote
We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1411
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Posted - 2014.12.23 08:59:00 -
[1139] - Quote
Alena Ventrallis wrote:We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots?
The issue with that option is that you would need to adjust the Logi suits wih a sgnificantly increased BW or they would need to drop the BW down to a base number of 3.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Alena Ventrallis
Vengeance Unbound
2315
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Posted - 2014.12.23 09:03:00 -
[1140] - Quote
Jaysyn Larrisen wrote:Alena Ventrallis wrote:We should increase the amount of deployables carried. Hard caps on amount deployed and bandwidth have all but stopped spam save by dedicated logis, so why not help logis not need to visit the supply depot every minute or so to refill on links and hives? For that matter, why not have links and hives refill at supply depots? The issue with that option is that you would need to adjust the Logi suits wih a sgnificantly increased BW or they would need to drop the BW down to a base number of 3. Unnecessary. This does not allow the logi to drop more equipment. It only allows him to replace it easier before needing to refit at a supply depot.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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