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Apothecary Za'ki
Biomass Positive
426
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Posted - 2014.08.12 20:18:00 -
[91] - Quote
Bishop Harcourt wrote:Howdy Ya'll, Proto Minmatar logibro here.
I had an idea based on what I perceived each races combat philosophy to be. Please correct me if I'm wrong.
Amar: Mid range, slow moving continuous firefights. Give the (it hurts to type this) repp tool bonus that the Minlogi has to them. It never made much sense to give it to the logi with the lowest health and have them in the front lines. It would be better served on the most combat oriented Logistics suit, paired with the Sentinel with the highest armor HP. They would be a terror on the battlefield.
Caldari: Long ranged, sustained engagements Keep the bonus to nanite injectors. Also the one to ammo nanohives, but add increase amount carried buy 1 per lvl. This would help when setting up forward and defensive positions. It will also allow for the Calogi to move with the battle as the situation dictates.
Gallente: Short range, quick CQ brawlers I always thought the Galogi bonus was a little weak(the fact that its tied to the scanner, not the bonus itself), so I suggest also giving them the Calogi bonus to Armor Repair nano-hives. Give them this, but not the +1 per. This would help get Federation soldiers back in the fight faster after a brush up as well as allowing the them to know weather a counter offensive was inbound.
Minmatar: Quick, hit and run Guerrilla warfare While the repper bonus is awesome, giving it to the Amlogi is (IMO) the best thing to do. So what about the Minlogi? Give them a minor(very minor I.E +1% damage per lvl) bonus to remotes/proxies and also the Amlogi's droplink bonus. Now before True starts with the "the droplinks are Amar tech" jabba wabba, hear me out.
The Minmatar are about speed. Hit them hard, fast, and bug out. The bonuses I described would best fit their guerrilla tactic style of play. Setting an ambush on a supply convoy with proxie's, RE's in and around the road, with droplinks set in strategic locations. Then spawning in just as the frist proxy's blow. That to me sounds very Matari.
So you other logi's mull it over and let me know. i disagree with your motion to give rep tool range/amount to amarr.. that would just make them the bast logi to use end of story as they have a sidearm and most raw HP and also armor tanker.. this would basically kill off all 3 of the other race logis stone dead.
[LogiBro in Training]
channel: BP SQUAD
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Apothecary Za'ki
Biomass Positive
426
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Posted - 2014.08.12 20:20:00 -
[92] - Quote
RKKR wrote:Cal Logi lately (Well I usually swap out to a different suit because I'm more usefull that way after I deploy all my equipment) See that phrase between the parentheses? That shouldn't be necessary if one decides to spawn in with a support role. I recently made a quick post in this thread. Added the posts at the end of this post for your convenience (actually I don't feel like spending the energy to go to deep into this topic before we get a glimpse that CCP changes their attitude towards the support role: eg. The original idea of reducing speed of logis, just to make assault more viable & ignoring all feedback from the 1.8 changes) Besides that...I'm supposed to support the team...I need to run around the battlefield from ally to ally...I can't with the current pool of stamina and regen...(the suit is called LOGISTICS for fucks sake) unless I sacrifice all my low slots to some modules.
RKKR wrote:RedBleach LeSanglant wrote:This is a good age for a logi. I'm not feeling the passive VS active Logi idea... In short: The passive logi will just become a much worse version of an assault/scout after all his equipment is used. The current mechanics don't even allow the passive logi to switch suits or he will lose his racial bonus. All this while the active logi will have benefits from their undestroyable/mobile/infinite usage equipment. Callogi will need even more CPU for it's sidearm, while it's not even 100% sure they wil adjust the crap CPU of the suit after all the warnings just out of fear of a slayer logi and shield tanking is still too CPU extensive en suckt compared to armor tanking. Seems that an assault with a rep tool might be more useful than my callogi. This game is getting more cookie cutter like with every update. RKKR wrote:RedBleach LeSanglant wrote: So besides the bonuses what needs to be fixed with logis? Because the next hotfix PG/CPU adjustments are due and a few other changes. Lets be ready.
Just some unlikely idea: If we have to keep our bonuses...maybe they could change the way how equipment works. Make all equipment unlimited use but with some kind of cool-down period for it's next usage, more like the scanner and cloak. Limit maximum active equipment of deployable items per type and maybe let them be destroyed when switching to another suit that hasn't got the equipment currently deployed (fixes spamming aswell, win-win), this way the caldari/amarr logi can keep it's bonus playing the game without needing to restock at the supply depot and losing their bonus. Scanners are squad only, maybe allow it to be visual for a few seconds for the whole team aswell? In short: CCP drop the passive support role thing, it's not even a thing and drives the 'experience and effectives' to the lowest point it can get. people dont run cal logi cause its rubish.. its a case of armor tank or GTFO the battlefield cause 1 flux and your defence is nullified as a shield tanker.
[LogiBro in Training]
channel: BP SQUAD
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RKKR
The Southern Legion Final Resolution.
1008
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Posted - 2014.08.12 20:40:00 -
[93] - Quote
Apothecary Za'ki wrote: people dont run cal logi cause its rubish.. its a case of armor tank or GTFO the battlefield cause 1 flux and your defence is nullified as a shield tanker.
Shield VS armor is a different topic and the callogi is not entirely rubbish BUT it's the reason why I'm constantly switching out at the supply depot for the equipment that is needed on the battlefield and try to stay on the long range side. Sadly this is not always possible due to the crap spawn system in ambush that spawn you near your teammates that are getting spawn camped and domination/skirmish are game-mode where you have to go in close at some point (or have boring redline games). In those situations I have to rely more on my teammates, but the problem is that teammates don't rely on me unless they are out of ammo,...then they are the first to complain about logis not doing their job.
The point was: why stay in a logi suit when all passive equipment is dropped down? |
Midnight Cardinal
UNITED MERCINARY AND PILOTS ALLIANCE
9
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Posted - 2014.08.12 21:02:00 -
[94] - Quote
Breakin Stuff wrote:
My point was uplinks as mobile spawn points that can be dropped a dozen at a time lessen the need for recovery equipment. It's often faster to have four people revive at an uplink than to needle and rep each one.
Also uplinks reduce the need for map control and good movement habits. because uplink spam means you can instapop back up right on top of a contested objective. In all cases except outliers, he who spams links wins.
I don't think one piece of equipment should overshadow all others that much.
Whenever I happen to come across such a display of dumbassery, I do what any logical person would. Which is to say, oh I don't know... maybe pack one of those undervalued grenades, what were thay again? Ahh, yes, Flux grenades. They have a decent range, destroy equipment, and you carry two with a basic varient. The spam has a rather effective counter, but not everyone uses it. So if you could squeeze some fluxes on to one of your suits, or alert a squadmate, maybe try telling your logi to pack some fluxes; then you will find that the spam can be combated to a degree of managable circumstances.
To be honest, any contested objective should be thoroughly fluxed before the first heavy waddles onto the scene. (This isn't just for breakin stuff. This is for anyone whom has a similar problem with spamming equipment.)
Your heart pumps faster, you feel the power and energy of pure adrenaline.
You're in my sights, you're gone in a moment.
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TechMechMeds
Level 5 Forum Warrior
5055
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Posted - 2014.08.12 21:13:00 -
[95] - Quote
Ripley Riley wrote:I would like to see skills to further specialist in one equipment type. Call the skills (Equipment Type) Calibration or (Equipment Type) Proficiency. These skills would further allow logistic specialists to be the absolute best at what they do. For example... Repair Gun CalibrationPrerequisite: Repair Tool Operation IV Rank x5 +2% to repair gun amount per level This is obviously something off the cuff, but you get the idea. Some other thoughts:
- eHP for logisitic dropsuits should increase
- Increasing movement speed for logistic dropsuits would be useful and fair
- WP from equipment needs to be closely evaluated. Triage and Guardian rewards are fine, but Intel Kill Assist is too low.
- Logistics dropsuits do not need a sidearm. Only the Amarr because it is more combat oriented, as stated in its description.
Fixed.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Cross Atu
OSG Planetary Operations Covert Intervention
2734
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Posted - 2014.08.12 21:27:00 -
[96] - Quote
Apothecary Za'ki wrote:Cross Atu wrote:Apothecary Za'ki wrote:Doc DDD wrote:I didn't read anyones post above me so may be repeating someone else:
Logis should have High ehp with crappy recharge/repair rates to take some hits while doing logi work so the logi/slayer role would be less desirable than pure slayer (assault).
Logis spamming equipment is still ridiculous, 4 different SETS of hives spammed, go to supply depot, 4 more SETS, go to supply depot, 4 SETS of uplinks, go to supply depot, 4 more SETS of links, and suddenly the enemy team hits a LAG WALL when they get in range of all the spam. Would love to see a hard cap on equipment one player can drop to keep the garbage spam logis from filling rooms/areas with so much equipment that one flux gives the other team an orbital ( if you manage to get close enough to the lag wall to limp arm a flux)
Please fix lame spam/glitch 9 uplinks at the highest point of a map, usually 2 feet inside a wall texture where even a flux can't remove it. Don't know if it is fixable but how about you need a 3 meter radius of flat ground surrounding an area for an uplink to 'stick'. 1 flux nade wipes out everything around a supply depo but yes it does get a little laggy at times Perhaps I'm just lucky but even when actively trying to create the equipment lag situation (several full proto logi deploying everything they could around the underground bunker depot) I have yet to encounter this myself which makes me strongly wonder if the equipment/lag correlation isn't either a false positive or more complex than simply 'more equip = more lag'. However, even with my own testing regimes giving a negative result on that correlation, there is clearly still something happening and this serves as a good reminder to investigate further and talk with CCP about it in greater depth. Cheers, Cross perhaps the lag is due to people on one side of the atlantic putting down dozens of deployables and people on the other side beign effective due to ping/latency?
Doc DDD wrote: You lag less when you are actually "IN" the area of the spammed equipment, but if you are around 100m away on the opposite team and then approach the area that has been equipment spammed the ps3 starts puking and shaking.
Interesting, I'll look into both of these aspects and see if something specific can be nailed down. Thanks guys
See a cool idea thread? Mail me the title and I'll take a look =)
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
200
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Posted - 2014.08.12 21:28:00 -
[97] - Quote
I'm not sure how nearly every single firearm and explosive got into a thread that was aimed at "Logistics & Support",... but it makes for a cheerful laugh, LOL!
My character is either a DS operator (transport only--I don't do ADS), or my character is an accompanying Repper/Nano-injector.
As Repper/Nano-injector:
I have no objections with the advanced or proto injectors in the game.
For the player who has just been incapacitated and bleeding out, the Devs should consider REVERSING the function of the "call for help" button, to an "self-expire" button. This way, players who do NOT want to be resussitated will push the current button, and fellow players will see her character as already dead--no need to try to help her.
The GLOW on other players, which tells them when they are being treated with a hand-repper from a fellow player, should be returned to the game. It is more valuable to us players than we consciously realize. Data and information during hectic gameplay is a VERY important factor in our decisions and movements.
As a transport DROPSHIP-operator:
I have no objections to the current WP we earn for transporting a successful passenger. My rewards seem quite acceptable.
I WOULD suggest that Logistics Vehicles, which were temporarily removed from the game, be returned to the game with their logistic modules available on the market again.
The GLOW around the vehicle, that signifies one of your protective/repair modules has been activated, needs to be REDUCED around the onboard-turret (reduced ONLY around the turret---the glow around the rest of the vehicle doesn't need to be altered). Again, data and information during hectic gameplay is a VERY important factor in our decisions and movements. While the glow helps the OPERATOR of the vehicle to know what's going on, the glow HAMPERS the gunner by obscuring her gunsight and distracting her aim.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Apothecary Za'ki
Biomass Positive
428
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Posted - 2014.08.12 23:46:00 -
[98] - Quote
Booby Tuesdays wrote:Cross Atu wrote:Apothecary Za'ki wrote:i disagree with your injector rant.. in charlie(or was it delta) they are getting changed.. pro get more WP as standard/mil get less.. OH and lets not forget Pro also Rep80%+ of the persons armor This has been delayed due to an unexpected tech barrier. This is the saddest thing I have read in a while. That's what I get for getting my hopes up... Hope is the first step on the Road to Disappointment
[LogiBro in Training]
channel: BP SQUAD
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Meee One
Hello Kitty Logistics
983
|
Posted - 2014.08.12 23:57:00 -
[99] - Quote
Apothecary Za'ki wrote: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. i disagree with your injector rant.. in charlie(or was it delta) they are getting changed.. pro get more WP as standard/mil get less.. OH and lets not forget Pro also Rep80%+ of the persons armor Have you tried using one?
I have mine ready,run up to a downed ally,press R1. A blueberry runs up with a garbage needle,presses O.
Negates my Pro needle,and usually the newly revived ally gets gunned down immediately.
Experienced it countless times.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
51
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Posted - 2014.08.13 00:09:00 -
[100] - Quote
As a simple quality of life thing, I'd love to have my deployable equipment restock at supply depots without having to change suits. |
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Meee One
Hello Kitty Logistics
984
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Posted - 2014.08.13 00:14:00 -
[101] - Quote
Bishop Harcourt wrote:Howdy Ya'll, Proto Minmatar logibro here.
I had an idea based on what I perceived each races combat philosophy to be. Please correct me if I'm wrong.
Amar: Mid range, slow moving continuous firefights. Give the (it hurts to type this) repp tool bonus that the Minlogi has to them. It never made much sense to give it to the logi with the lowest health and have them in the front lines. It would be better served on the most combat oriented Logistics suit, paired with the Sentinel with the highest armor HP. They would be a terror on the battlefield.
Caldari: Long ranged, sustained engagements Keep the bonus to nanite injectors. Also the one to ammo nanohives, but add increase amount carried buy 1 per lvl. This would help when setting up forward and defensive positions. It will also allow for the Calogi to move with the battle as the situation dictates.
Gallente: Short range, quick CQ brawlers I always thought the Galogi bonus was a little weak(the fact that its tied to the scanner, not the bonus itself), so I suggest also giving them the Calogi bonus to Armor Repair nano-hives. Give them this, but not the +1 per. This would help get Federation soldiers back in the fight faster after a brush up as well as allowing the them to know weather a counter offensive was inbound.
Minmatar: Quick, hit and run Guerrilla warfare While the repper bonus is awesome, giving it to the Amlogi is (IMO) the best thing to do. So what about the Minlogi? Give them a minor(very minor I.E +1% damage per lvl) bonus to remotes/proxies and also the Amlogi's droplink bonus. Now before True starts with the "the droplinks are Amar tech" jabba wabba, hear me out.
The Minmatar are about speed. Hit them hard, fast, and bug out. The bonuses I described would best fit their guerrilla tactic style of play. Setting an ambush on a supply convoy with proxie's, RE's in and around the road, with droplinks set in strategic locations. Then spawning in just as the frist proxy's blow. That to me sounds very Matari.
So you other logi's mull it over and let me know. No,for very obvious reasons any true support logistics would understand.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
984
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Posted - 2014.08.13 00:39:00 -
[102] - Quote
Straight up damage resistance would be OP.
Instead explain it as a 'switch function' mode.
While holding a weapon logistics would be in offense mode,0 damage reduction+0 bonuses.
While holding/using an equipment logistics would be in defense mode,high damage reduction + speed/stamina boost + high regen + smaller hitbox
This way logistics could outstrafe/regen scouts while using equipment (of the non explosive variety),but be worse than assaults using weapons.
Logistics just became the #1 in survival using equipment.
EDIT:If this is used,also remove the requirement for logistics to have a weapon. Make the weapon slot an optional equipment slot. This would effectively increase logistics equipment capacity by +1. And true support logistics would survive to use all of them.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
151
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Posted - 2014.08.13 04:48:00 -
[103] - Quote
Only just finished reading page one, however things that need fixed at the moment.
1. A slight increase in the hit detection of the repair tool.
2. Nanite injectors should be whoever gets the needle in the person first. (These weekend logis are killin' me with their usage of O, they are getting more people killed with their late use of the injector than not.)
3. Logis need to be effective in all equipment and excellent with their specialized equipment. I.E. Better than every other role in the use of ALL equipment.
4. Core Focused Repair Tool needs to be brought back up to 175/sec base. If CCP goes though the stats I am sure it's use will be almost non-existent. It is already a very high risk tool due to it's range, at least make it high reward because at the moment it is only sitting at barely above the Six Kin Triage and definitely not enough to risk staying that close to the action.
That is all I can think of for right now.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
151
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Posted - 2014.08.13 04:55:00 -
[104] - Quote
Cass Caul wrote:Jaysyn Larrisen wrote: 1) It may create some hate eye pointed at me but we should make RE's an option to carry in the Grenade slot instead of an equipment slot. Hear me out...you skill into it via the weapon tree and it uses the same access skills as the grenade. Why is it considered an equipment slot? There is also something about making you choose between your Core Locus, Wyrikomi AV grenade, or standard variant RE (that is more lethal then either of those two previously noted offerings!)
And how would you propose one uses the grenade slot to activate remotes? Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
2) Lock range of SLs need a very mild increase. Recommendation would be to increase the lock range to 200m...the additional 25m's of range would be very well received and open up engagement opportunities noticeably.
Anything less than 300m is just ineffectual. Lock-on range and travel-speed are nearly a singular issue Bah! I nearly forgot about my Logistics ak.0. I was wondering why a Logi would carry swarms.
How about increasing lock on range to 200 and a swarm missile range dead stop to 250 with an 25-50% increased missile velocity. Swarms would be deadly within their bubble but dropships wouldn't have to sprint across the map just to outrun them.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
152
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Posted - 2014.08.13 05:15:00 -
[105] - Quote
Zaria Min Deir wrote:giving Minlogi a bonus to REs/Proxies... this would actually make sense, much more than the reptool, as the REs are actually Minmatar tech in spirit too, unlike the reptool. can you imagine the QQ? But, oh, it would be glorious.
I hate you. But seriously. NO.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
153
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Posted - 2014.08.13 06:50:00 -
[106] - Quote
Apothecary Za'ki wrote:Booby Tuesdays wrote:Cross Atu wrote:Apothecary Za'ki wrote:i disagree with your injector rant.. in charlie(or was it delta) they are getting changed.. pro get more WP as standard/mil get less.. OH and lets not forget Pro also Rep80%+ of the persons armor This has been delayed due to an unexpected tech barrier. This is the saddest thing I have read in a while. That's what I get for getting my hopes up... Hope is the first step on the Road to Disappointment Hope was trapped in Pandora's Box will all of the rest of mankind's maladies for a reason.
Because it is one of them.
I do apologize for the excessive posting. This being a topic very need and dear to me continuing to play this game I figured I would comment as I read through this. However I have read it through and commented on what I thought important for me to comment on. However that is it for me tonight.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1990
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Posted - 2014.08.13 07:55:00 -
[107] - Quote
Midnight Cardinal wrote:
Whenever I happen to come across such a display of dumbassery, I do what any logical person would. Which is to say, oh I don't know... maybe pack one of those undervalued grenades, what were thay again? Ahh, yes, Flux grenades. They have a decent range, destroy equipment, and you carry two with a basic varient. The spam has a rather effective counter, but not everyone uses it. So if you could squeeze some fluxes on to one of your suits, or alert a squadmate, maybe try telling your logi to pack some fluxes; then you will find that the spam can be combated to a degree of managable circumstances.
To be honest, any contested objective should be thoroughly fluxed before the first heavy waddles onto the scene. (This isn't just for breakin stuff. This is for anyone whom has a similar problem with spamming equipment.)
If it was just a matter of "flux the cluster" I would never have made the post. There are maps where the layout makes doing that physically impossible. Destroying equipment is easy. But it is excessively difficult where the only reliable way to destroy all 8-16 of them is to use two people on the ground hunting and an ADS above to spot which gantry they happen to be on and pick them off.
Further there is very little equipment variation between 90% of players. I get needled one out of every eight matches. Rep tooks are rarely on the field and visibly employed. My comando does more repping than most logis. Standard ammo hives are sporadic at best.
Its not JUST drop uplinks. They are the biggest culprit for devaluing other tools because they are the single most useful item in taking and holding ground. Add triage hives, scanners and such and you devalue needles, rep tools, standard hives, etc.
The uplinks also devalue map control and coordinated attack methods. Why mass for an attack when you can continuously spawn bodies right into the assault point and lemming the defenders to death? |
Hawkings Greenback
Red Star. EoN.
203
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Posted - 2014.08.13 09:15:00 -
[108] - Quote
Breakin Stuff wrote:Midnight Cardinal wrote:
Whenever I happen to come across such a display of dumbassery, I do what any logical person would. Which is to say, oh I don't know... maybe pack one of those undervalued grenades, what were thay again? Ahh, yes, Flux grenades. They have a decent range, destroy equipment, and you carry two with a basic varient. The spam has a rather effective counter, but not everyone uses it. So if you could squeeze some fluxes on to one of your suits, or alert a squadmate, maybe try telling your logi to pack some fluxes; then you will find that the spam can be combated to a degree of managable circumstances.
To be honest, any contested objective should be thoroughly fluxed before the first heavy waddles onto the scene. (This isn't just for breakin stuff. This is for anyone whom has a similar problem with spamming equipment.)
If it was just a matter of "flux the cluster" I would never have made the post. There are maps where the layout makes doing that physically impossible. Destroying equipment is easy. But it is excessively difficult where the only reliable way to destroy all 8-16 of them is to use two people on the ground hunting and an ADS above to spot which gantry they happen to be on and pick them off. AgreedFurther there is very little equipment variation between 90% of players. I get needled one out of every eight matches. Rep tooks are rarely on the field and visibly employed. My comando does more repping than most logis. Standard ammo hives are sporadic at best. It's an interesting comment, the hardest part about being a logi is having the right tool/equipment ready at the right time. If I am running solo I will flick between rep tool and weapon. In a squad It is different. Do you run in a squad with dedicated logi or solo?
Its not JUST drop uplinks. They are the biggest culprit for devaluing other tools because they are the single most useful item in taking and holding ground. Add triage hives, scanners and such and you devalue needles, rep tools, standard hives, etc. The uplinks also devalue map control and coordinated attack methods. Why mass for an attack when you can continuously spawn bodies right into the assault point and lemming the defenders to death? I agree with this, what would your idea be to make the deployment of links and hives more tactical bearing in mind any one who is skilled in them can use them?
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1990
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Posted - 2014.08.13 10:06:00 -
[109] - Quote
Due to circumstances largely out of my control, solo usually.
I am speaking more from a strategic, team level. I dont really care if I get caught by a smart enemy squad and repeatedly killed. So that has no bearing on the conversation. By smart I mean full support and focused fire, reps, whatever. When I find triage hive heroes I swap to mass drivers and f**k them up. I do not count "link lemmings" as smart squads even if they can be overwhelming fast.
As far as more tactical? I would leave the number of links allowed to remain static. However I would make it so only 2 can be active at once. When one link is destroyed the next link in line goes hot. That way you cannot omni-vector an attack. You must still utilize tactics and map control.
Alternately revert all drop uplinks to squad-only. The game should be about team tactics and reward teamwork, not cater to solo, wannabe Rambo pubstars.
Would these changes likely hose me, the habitually solo player? Yes. Do I care? No. I'm not joining your pubbie squads of tryhards who care about these matches as anything more than personal entertainment and gank opportunities. But since that is my choice I am copacetic not receiving the same advantages of an organized squad. |
TechMechMeds
Level 5 Forum Warrior
5066
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Posted - 2014.08.13 10:15:00 -
[110] - Quote
Meee One wrote:Bishop Harcourt wrote:Howdy Ya'll, Proto Minmatar logibro here.
I had an idea based on what I perceived each races combat philosophy to be. Please correct me if I'm wrong.
Amar: Mid range, slow moving continuous firefights. Give the (it hurts to type this) repp tool bonus that the Minlogi has to them. It never made much sense to give it to the logi with the lowest health and have them in the front lines. It would be better served on the most combat oriented Logistics suit, paired with the Sentinel with the highest armor HP. They would be a terror on the battlefield.
Caldari: Long ranged, sustained engagements Keep the bonus to nanite injectors. Also the one to ammo nanohives, but add increase amount carried buy 1 per lvl. This would help when setting up forward and defensive positions. It will also allow for the Calogi to move with the battle as the situation dictates.
Gallente: Short range, quick CQ brawlers I always thought the Galogi bonus was a little weak(the fact that its tied to the scanner, not the bonus itself), so I suggest also giving them the Calogi bonus to Armor Repair nano-hives. Give them this, but not the +1 per. This would help get Federation soldiers back in the fight faster after a brush up as well as allowing the them to know weather a counter offensive was inbound.
Minmatar: Quick, hit and run Guerrilla warfare While the repper bonus is awesome, giving it to the Amlogi is (IMO) the best thing to do. So what about the Minlogi? Give them a minor(very minor I.E +1% damage per lvl) bonus to remotes/proxies and also the Amlogi's droplink bonus. Now before True starts with the "the droplinks are Amar tech" jabba wabba, hear me out.
The Minmatar are about speed. Hit them hard, fast, and bug out. The bonuses I described would best fit their guerrilla tactic style of play. Setting an ambush on a supply convoy with proxie's, RE's in and around the road, with droplinks set in strategic locations. Then spawning in just as the frist proxy's blow. That to me sounds very Matari.
So you other logi's mull it over and let me know. No,for very obvious reasons any true support logistics would understand.
Logi since beta here.
Just no.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1992
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Posted - 2014.08.13 10:32:00 -
[111] - Quote
Were I to change any logi bonus I would give the armor rep bonus to the gallente, given that rep speed has always been a gallente thing.
I would give minmatar the scan bonus for two reasons. 1: Target painters, which scanners are the closest thing to. Target painters are traditionally minnie ewar. 2: skirmish tactics. Being a fast attack is all well and good but fast, fragile groups that blindly dive on enemy positions die by the numbers. Intel makes fast attack viable.
Personally I would give logis a passive Area recovery buff as a role bonus.
Gallente logi: provides allied dropsuits +25% onboard repair when within 30m. This would be a bonus to your low slot reps. Not your rep tool.
Minmatar: +25% reduction in shied recharge delay and depleted delay. Within 30m
Caldari: +25% shield regen per second. After recharge delay ends. Within 30m
Amarr: +10% damage resistance to armor in 30m
Bonuses are not stackable. Bonus priority goes to matching suit class. So if you have a cal logi and amarr logi in range if you are in a gal/amarr suit the amarr logi bonus applies. Matching race to race as priority. Give people a reason to use racial doctrines |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1993
|
Posted - 2014.08.13 11:47:00 -
[112] - Quote
Bear in mind I dont think my amarr bonus example is a good idea. It's an example only.
Reason: existing sentinel resistance bonusing.
But I think bonuses like this would be more appropos than direct suit buffs to equipment types.
And like warfare links, only one of these suit bonuses should apply to a squad. Solo pubstars should again be encouraged to join squads to benefit from logi bonuses.
Emphasize teamwork and suit doctrine synergy. That makes logis a critical team component and a priority to kill/defend.
But things that encourage new players to squad up are good. Things that encourage coordination and tactics are good.
Buffing solo pubstars is bad. Scouts should be the only solo operators. |
Emmalyn Nairn
Enlightened Infantries Special Planetary Emergency Response Group
13
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Posted - 2014.08.13 13:26:00 -
[113] - Quote
Shield rep tool TIA *drops mic walks off stage*
Free Sigberct and Christopher
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Meee One
Hello Kitty Logistics
988
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Posted - 2014.08.13 13:32:00 -
[114] - Quote
Breakin Stuff wrote:Due to circumstances largely out of my control, solo usually.
I am speaking more from a strategic, team level. I dont really care if I get caught by a smart enemy squad and repeatedly killed. So that has no bearing on the conversation. By smart I mean full support and focused fire, reps, whatever. When I find triage hive heroes I swap to mass drivers and f**k them up. I do not count "link lemmings" as smart squads even if they can be overwhelming fast.
As far as more tactical? I would leave the number of links allowed to remain static. However I would make it so only 2 can be active at once. When one link is destroyed the next link in line goes hot. That way you cannot omni-vector an attack. You must still utilize tactics and map control.
Alternately revert all drop uplinks to squad-only. The game should be about team tactics and reward teamwork, not cater to solo, wannabe Rambo pubstars.
Would these changes likely hose me, the habitually solo player? Yes. Do I care? No. I'm not joining your pubbie squads of tryhards who care about these matches as anything more than personal entertainment and gank opportunities. But since that is my choice I am copacetic not receiving the same advantages of an organized squad. I hate it when people on these forums use the words 'tactics' or tactical' because it ALWAYS means "lets make support even harder to do by limiting options even FURTHER".
And your post sums up to exactly that.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
988
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Posted - 2014.08.13 13:41:00 -
[115] - Quote
Breakin Stuff wrote:Were I to change any logi bonus I would give the armor rep bonus to the gallente, given that rep speed has always been a gallente thing.
I would give minmatar the scan bonus for two reasons. 1: Target painters, which scanners are the closest thing to. Target painters are traditionally minnie ewar. 2: skirmish tactics. Being a fast attack is all well and good but fast, fragile groups that blindly dive on enemy positions die by the numbers. Intel makes fast attack viable.
Personally I would give logis a passive Area recovery buff as a role bonus.
Gallente logi: provides allied dropsuits +25% onboard repair when within 20m. This would be a bonus to your low slot reps. Not your rep tool.
Minmatar: +25% reduction in shied recharge delay and depleted delay. Within 20m
Caldari: +25% shield regen per second. After recharge delay ends. Within 20m
Amarr: +10% damage resistance to armor in 20m
Bonuses are not stackable. Bonus priority goes to matching suit class. So if you have a cal logi and amarr logi in range if you are in a gal/amarr suit the amarr logi bonus applies. Matching race to race as priority. Give people a reason to use racial doctrines FTFY
+1 sort of..
Your suggestion about bonus swapping is garbage.
AOE bonuses are a good idea,as long as it isn't restricted to being in a squad. I made the ranges shorter so people are forced to earn them by being close enough to take a bullet for them,not just leech and let the logi die with no support. You give support you get support,give and take.
Also,stop trying to make your bad ideas seem good by slipping the word 'tactical' in them,you clearly don't understand what it means.
EDIT:about the AOE bonuses...you have some major holes... For example,around a shield based suit which bonuses apply? Min for speed or Cal for amount?
Or an armor based suit? Gal for reps or Amarr for damage resistance?
Would these bonuses apply to logis?
What if 2 Min logis team up for super regen and go all killer bee? Or bricking Gal? Or bricking Cal with Complex regs?
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1996
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Posted - 2014.08.13 14:25:00 -
[116] - Quote
Dont lecture me on tactics. Tactics are things (methods) you use to maximize strength and minimize weakness as a team.
I have no sympathy for solo players. This includes myself.
The tactical doctrine I am operating from is one born of my experience operating in squads. Both in game and IRL.
There is no benefit to the team as a whole by catering to solo pubstars who do not squad up and coordinate for victory. Support is by definition a team role. Therefore it should be balanced according to operation in a squad.
Support (team) roles include but are not limited to:
Logistics. Sniper. Commando suppression. Sentinels period. AV.
All of these roles are built to support a squad.
The only role in this game that is intended to operate independently of squad support is the scout. The scout excels in this role.
Now that being said, any one dropsuit, weapon or piece of equipment that outshines all others diminishes tactical choices by being clearly superior is bad for game balance and choice. By not utilizing drop uplinks, triage hives and scanners in the current meta YOU ARE GIMPING YOUR TEAM. This is a problem which needs to be addressed.
Tactics are making choices that matter to achieve victory and engaging. When I task the squad newbro to "clear the enemy drop uplinks first!" While the hardened vets butcher the spawning enemy this is called "tactics." Logi/sentinel teams are a tactic. Having snipers call out concentrations of enemy while focusing on the elimination of rep tools this is a tactic.
Simply bricktanking and bullrushing is a tactic. Its a stupid tactic.
Building a squad around four plate loaded amarr assault supported by an HMG amarr sentinel, plated with a plated and rep tanked logi, with the four assaults carrying scramblers, the logi running a laser and the assault carrying two needles, two rep tools and the logi running a full support loadout is a strategy decision rife with synergy and fast recovery between assaults or enemy waves. The tactics that succeed will revolve around the strengths of an amarr brawler squad.
Don't insult the intelligence of every person on this forum by claiming that you disliking my ideas means I dont know what tactics are. Im more aware of what that is than most of you all. I even get to draw on real life experience and training which translates phenomenally well into DUST.
I believe that DUST should be balanced at the squad level, not based on solo weekend warrior anecdotes. Teamwork should be rewarded, Ramboing should be derided. |
RogueTrooper 2000AD
Neckbeard Absolution
194
|
Posted - 2014.08.13 14:41:00 -
[117] - Quote
Breakin Stuff wrote:Dont lecture me on tactics. Tactics are things (methods) you use to maximize strength and minimize weakness as a team.
I have no sympathy for solo players. This includes myself.
The tactical doctrine I am operating from is one born of my experience operating in squads. Both in game and IRL.
There is no benefit to the team as a whole by catering to solo pubstars who do not squad up and coordinate for victory. Support is by definition a team role. Therefore it should be balanced according to operation in a squad.
Support (team) roles include but are not limited to:
Logistics. Sniper. Commando suppression. Sentinels period. AV.
All of these roles are built to support a squad.
The only role in this game that is intended to operate independently of squad support is the scout. The scout excels in this role.
Now that being said, any one dropsuit, weapon or piece of equipment that outshines all others diminishes tactical choices by being clearly superior is bad for game balance and choice. By not utilizing drop uplinks, triage hives and scanners in the current meta YOU ARE GIMPING YOUR TEAM. This is a problem which needs to be addressed.
Tactics are making choices that matter to achieve victory and engaging. When I task the squad newbro to "clear the enemy drop uplinks first!" While the hardened vets butcher the spawning enemy this is called "tactics." Logi/sentinel teams are a tactic. Having snipers call out concentrations of enemy while focusing on the elimination of rep tools this is a tactic.
Simply bricktanking and bullrushing is a tactic. Its a stupid tactic.
Building a squad around four plate loaded amarr assault supported by an HMG amarr sentinel, plated with a plated and rep tanked logi, with the four assaults carrying scramblers, the logi running a laser and the assault carrying two needles, two rep tools and the logi running a full support loadout is a strategy decision rife with synergy and fast recovery between assaults or enemy waves. The tactics that succeed will revolve around the strengths of an amarr brawler squad.
Don't insult the intelligence of every person on this forum by claiming that you disliking my ideas means I dont know what tactics are. Im more aware of what that is than the loud among you who think tactics and gun game are the same. I even get to draw on real life experience and training which translates phenomenally well into DUST.
I believe that DUST should be balanced at the squad level, not based on solo weekend warrior anecdotes. Teamwork should be rewarded, Ramboing should be derided.
Edited to change a statemen that on review was magically stupid.
Nothing 'caters' to them, solo and brick tankers will continue to do so regardless.
We have already been through trying to balance against them and it leads to a whole lot of nothing and going around in circles.
You then say dust should be balanced at the squad level, yet, you want to balance around solo scum and brick tankers?.
2/10 remove your corp tag.
Service with a smile
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1996
|
Posted - 2014.08.13 15:26:00 -
[118] - Quote
RogueTrooper 2000AD wrote: You then say dust should be balanced at the squad level, yet, you want to balance around solo scum and brick tankers?.
If that somehow slipped in there as a thing I need to find it and edit that crap out in a hurry.
Screw solo scum. Screw brick tankers. I said brick tanking was a tactic, not a good one.
Balance DUST around a team play. |
Cross Atu
OSG Planetary Operations Covert Intervention
2743
|
Posted - 2014.08.13 15:44:00 -
[119] - Quote
Good to see the discussion still going strong, keep it up. Also, let's bring it a bit back round to focusing on each issue and suggestion more fully.
Again, debating points, totally valid. Stating meta goals and their supporting or detracting reasons, quite useful. But making declarations such as "X play is stupid", "Y player type sucks", or "Z bit of gear is OP" doesn't really provide anything actionable. If something is bad, UP/OP or even just pisses you off, then sure, call it out but explain clearly and calmly why because simply making the declaration that "a,b,c are terribad and have to go" doesn't actually give me anything additional to work with or present.
Thanks for keeping this thread live and hopping o7
Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2000
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Posted - 2014.08.13 16:02:00 -
[120] - Quote
Cross Atu wrote:Good to see the discussion still going strong, keep it up. Also, let's bring it a bit back round to focusing on each issue and suggestion more fully.
Again, debating points, totally valid. Stating meta goals and their supporting or detracting reasons, quite useful. But making declarations such as "X play is stupid", "Y player type sucks", or "Z bit of gear is OP" doesn't really provide anything actionable. If something is bad, UP/OP or even just pisses you off, then sure, call it out but explain clearly and calmly why because simply making the declaration that "a,b,c are terribad and have to go" doesn't actually give me anything additional to work with or present.
Thanks for keeping this thread live and hopping o7
Cross
My problem with Links, triage hives and scanners is NOT that they are overpowered.
They merely outshine OTHER methods in utility. A good armor rep will do 75 HP/sec-ish. A Triage hive will do 70/cycle (the most recent one I was hit with) to the entire squad and get them to max and can be refilled by doing a double suit swap at a supply depot. You can also have multiple triage hives dropped in a cluster around a corner for the rough equivalent of having 2-4 Logistics with rep tools fixing you simultaneously for fast recovery. Winner: Triage hive by a CLEAR margin over the armor repair tool.
Scanners: they are now must-have. Because the Gal Logi is the only suit bonused for their use, Gal-Logi is the most commonly seen logi suit. Is the scanner by itself overpowered? Absolutely not. It's affect on the meta for logistic suit choice is disproportionate to it's utility because the only suit that can have a chance of spotting a scout with the device is the gallente logistics. Because rather than having a random margin for error, it's a simple if/and statement. Either you succeed or you fail with no variation or middle ground. Hence it is most useful to have a gallente suit on the field for tactical intel. Scouts are relegated to assassination.
Drop uplinks: Can be spammed in large tight clusters around objectives, do not cease functioning when you die/refit and can be placed in impossible to kill spots. I've seen them place IN walls deliberately where fluxes cannot touch them. Further the sheer AMOUNT of spam means everyone on the team can rock and attack/assassin fit without any support roles because you can quick muster on top of an objective and lemming-drop en masse. The only place where this is counterable is when the uplinks are all clustered in one spot (Like in a room on the same floor level together). That allows for fluxing, but most people aren't stupid, and find interesting places to hide them out of nade radius of each other.
To continue, respawning at an uplink as a group means everyone pops up at full health, max ammo, and refreshed equipment. They minimize the need to hold capture points, supply depots and CRUs. You can substitute uplinks for armor reps, needles and hives combined because you can, in fact, drown the enemy in bodies, Stalin style. There is little to no drawback to choosing uplinks, and every advantage by doing so. They are the single most useful piece of equipment in the game all the way back to beta when the watchword was "Don't revive me, I'll spawn at the link with full health."
In no case are these three items overpowered individually. But it's the affect on the meta and tactical choices that make other decisions less meaningful the way they are right now. They are easy substitutes that have greater efficiency than other pieces of equipment.
Also before someone starts ranting about logi + sentinel combo, consider the Mass Driver. Once it is employed the logi must disengage from the sentinel or die. your buddies can pick off the sentinel rapidly after. |
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