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Booby Tuesdays
Ahrendee Mercenaries
1264
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Posted - 2015.01.29 20:44:00 -
[1231] - Quote
I'm sending you 5 million ISK when I get home tonight. That was awesome.
Small tweak though. The Min Scout gets a native 10% bonus before the extra 25% from racial bonus, and 25% from hacking skill. So, it starts off with 35% instead of 25% as you have listed.
Again, badass video!
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Booby Tuesdays
Ahrendee Mercenaries
1264
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Posted - 2015.01.29 20:50:00 -
[1232] - Quote
el OPERATOR wrote:Booby Tuesdays wrote:el OPERATOR wrote:DJINN Jecture wrote:From a Minmatar Logi's perspective the current bonuses are fine, in fact they are rather good, still I stand by what I posted the first time it was suggested to use different equipment more effectively depending on race of Logi. I don't like it. I do like long rep ranges though and I also like all the other equipment I use but its really a no brainer here, you make all minmatars medics that is their role, and it pigeon holes them. Not that I can't use proto hives or links or needles or even scanners but I see a problem with the current iteration. Last iteration all I did with my matar logi was hack. Do you see a pattern here? I certainly do. I miss my MinLogis hacking bonus. Min Logi still has a 20% bonus to hacking speed. They took away 5% in Uprising 1.8, and gave an even greater bonus of 35% to the Min Scout. At max skills, the Min Logi gets a 45% bonus and the Min Scout gets a 60% bonus before adding Hacking mods. All Logis hack faster than any suit but the Min Scout, as the other 3 Logis have a 15% built in Hack bonus. A Proto Min Logi with 4 Complex Hack mods is still damn fast though. ProMin w/4complex breakers IS fast, still, but it definitely isn't as fast as it used to be. ProMin w/o 4 complex breakers, also, is fast-ish but also isn't as fast as it used to be. "As fast as it used to be" being what I miss about my MinLogis hacking bonus. EDIT: And, yes of course, that it was the fastest possible hacking suit on the block. It's only 5% slower. Like the difference from Hacking 0 to Hacking I. The Min Scout just gets an even greater bonus, thus making the Logi feel way slower. Take a look at the video lee corwood posted. We're talking about 2 tenths, 5 one hundredths, and 2 one thousandths of a second at max skills on a Proto suit. That's nothing, even with the low TTK.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.29 22:19:00 -
[1233] - Quote
Booby Tuesdays wrote:el OPERATOR wrote:Booby Tuesdays wrote:el OPERATOR wrote:DJINN Jecture wrote:From a Minmatar Logi's perspective the current bonuses are fine, in fact they are rather good, still I stand by what I posted the first time it was suggested to use different equipment more effectively depending on race of Logi. I don't like it. I do like long rep ranges though and I also like all the other equipment I use but its really a no brainer here, you make all minmatars medics that is their role, and it pigeon holes them. Not that I can't use proto hives or links or needles or even scanners but I see a problem with the current iteration. Last iteration all I did with my matar logi was hack. Do you see a pattern here? I certainly do. I miss my MinLogis hacking bonus. Min Logi still has a 20% bonus to hacking speed. They took away 5% in Uprising 1.8, and gave an even greater bonus of 35% to the Min Scout. At max skills, the Min Logi gets a 45% bonus and the Min Scout gets a 60% bonus before adding Hacking mods. All Logis hack faster than any suit but the Min Scout, as the other 3 Logis have a 15% built in Hack bonus. A Proto Min Logi with 4 Complex Hack mods is still damn fast though. ProMin w/4complex breakers IS fast, still, but it definitely isn't as fast as it used to be. ProMin w/o 4 complex breakers, also, is fast-ish but also isn't as fast as it used to be. "As fast as it used to be" being what I miss about my MinLogis hacking bonus. EDIT: And, yes of course, that it was the fastest possible hacking suit on the block. It's only 5% slower. Like the difference from Hacking 0 to Hacking I. The Min Scout just gets an even greater bonus, thus making the Logi feel way slower. Take a look at the video lee corwood posted. We're talking about 2 tenths, 5 one hundredths, and 2 one thousandths of a second at max skills on a Proto suit. That's nothing, even with the low TTK.
meh. You can talk about it that way and I'm glad somebody who had never done it (stacked some CBs on a ProMin) made a video. Regardless, having specced and kept MinLogi from the openbeta and having been fully skilled to Hacking5 for a very long time now, whether the difference is 5% or 500% on paper or film it used to be faster, I miss it being that little bit faster and that's all I have to say on the matter. No harm, no foul, I miss having the old hacks for both the extra speed and the fact they were the fastest possible.
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 Bad Intention
782
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Posted - 2015.01.29 22:56:00 -
[1234] - Quote
That IS a cool video, btw. MinScout w/stacked CBs is just blazin' fast. Damn.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Zaria Min Deir
0uter.Heaven
1119
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Posted - 2015.01.29 23:02:00 -
[1235] - Quote
Booby Tuesdays wrote:el OPERATOR wrote:Booby Tuesdays wrote:el OPERATOR wrote:DJINN Jecture wrote:From a Minmatar Logi's perspective the current bonuses are fine, in fact they are rather good, still I stand by what I posted the first time it was suggested to use different equipment more effectively depending on race of Logi. I don't like it. I do like long rep ranges though and I also like all the other equipment I use but its really a no brainer here, you make all minmatars medics that is their role, and it pigeon holes them. Not that I can't use proto hives or links or needles or even scanners but I see a problem with the current iteration. Last iteration all I did with my matar logi was hack. Do you see a pattern here? I certainly do. I miss my MinLogis hacking bonus. Min Logi still has a 20% bonus to hacking speed. They took away 5% in Uprising 1.8, and gave an even greater bonus of 35% to the Min Scout. At max skills, the Min Logi gets a 45% bonus and the Min Scout gets a 60% bonus before adding Hacking mods. All Logis hack faster than any suit but the Min Scout, as the other 3 Logis have a 15% built in Hack bonus. A Proto Min Logi with 4 Complex Hack mods is still damn fast though. ProMin w/4complex breakers IS fast, still, but it definitely isn't as fast as it used to be. ProMin w/o 4 complex breakers, also, is fast-ish but also isn't as fast as it used to be. "As fast as it used to be" being what I miss about my MinLogis hacking bonus. EDIT: And, yes of course, that it was the fastest possible hacking suit on the block. It's only 5% slower. Like the difference from Hacking 0 to Hacking I. The Min Scout just gets an even greater bonus, thus making the Logi feel way slower. Take a look at the video lee corwood posted. We're talking about 2 tenths, 5 one hundredths, and 2 one thousandths of a second at max skills on a Proto suit. That's nothing, even with the low TTK.
First of all. ANYTHING with 4 complex code breakers hacks fast, even though with the stacking penalties, that 4th one is a bit questionable.
Second. The difference between a pre 1.8 and post 1.8. fully skilled minlogi hack speed is not just 5%. 1.8 removed the minmatar logistics skill bonus of 25%, and buffed the minlogi built in hack speed modifier, yes, but not by 20%. That built in bonus was there pre-1.8. It was just buffed slightly (I seem to remember from 1.1 or 1.15 to 1.2) to differentiate the minlogi from the other logistics suits, which have the 1.15 built in modifier. The difference between minlogi and, say, amarr logi, is only 5%... when pre-1.8 it was considerably more than that.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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lee corwood
Knights Of Ender RISE of LEGION
1161
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Posted - 2015.01.29 23:23:00 -
[1236] - Quote
Booby Tuesdays wrote:I'm sending you 5 million ISK when I get home tonight. That was awesome. Small tweak though. The Min Scout gets a native 10% bonus before the extra 25% from racial bonus, and 25% from hacking skill. So, it starts off with 35% instead of 25% as you have listed. Again, badass video!
Will have to edit!
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Booby Tuesdays
Ahrendee Mercenaries
1268
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Posted - 2015.01.30 00:05:00 -
[1237] - Quote
Zaria Min Deir wrote: First of all. ANYTHING with 4 complex code breakers hacks fast, even though with the stacking penalties, that 4th one is a bit questionable.
Second. The difference between a pre 1.8 and post 1.8. fully skilled minlogi hack speed is not just 5%. 1.8 removed the minmatar logistics skill bonus of 25%, and buffed the minlogi built in hack speed modifier, yes, but not by 20%. That built in bonus was there pre-1.8. It was just buffed slightly (I seem to remember from 1.1 or 1.15 to 1.2) to differentiate the minlogi from the other logistics suits, which have the 1.15 built in modifier. The difference between minlogi and, say, amarr logi, is only 5%... when pre-1.8 it was considerably more than that.
Are you sure that all Logis had a built in modifier? I was under the impression that all suits were at zero, and the Logi with skill bonus went up to a 1.25 modifier? Most drop suits have a built in hack modifier after 1.8 except 3 of the Assaults and all Heavy Frames. Kind of like they added native armor reps to all suits in 1.9.
I can't find any spreadsheet on the old stats, and you could be correct. That would have meant the Min Logi hacked even faster than the Min Scout does today though.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
726
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Posted - 2015.01.30 19:11:00 -
[1238] - Quote
Booby Tuesdays wrote:Zaria Min Deir wrote: First of all. ANYTHING with 4 complex code breakers hacks fast, even though with the stacking penalties, that 4th one is a bit questionable.
Second. The difference between a pre 1.8 and post 1.8. fully skilled minlogi hack speed is not just 5%. 1.8 removed the minmatar logistics skill bonus of 25%, and buffed the minlogi built in hack speed modifier, yes, but not by 20%. That built in bonus was there pre-1.8. It was just buffed slightly (I seem to remember from 1.1 or 1.15 to 1.2) to differentiate the minlogi from the other logistics suits, which have the 1.15 built in modifier. The difference between minlogi and, say, amarr logi, is only 5%... when pre-1.8 it was considerably more than that.
Are you sure that all Logis had a built in modifier? I was under the impression that all suits were at zero, and the Logi with skill bonus went up to a 1.25 modifier? Most drop suits have a built in hack modifier after 1.8 except 3 of the Assaults and all Heavy Frames. Kind of like they added native armor reps to all suits in 1.9. I can't find any spreadsheet on the old stats, and you could be correct. That would have meant the Min Logi hacked even faster than the Min Scout does today though.
Yes. When FoxFour was doing the info dumps a year ago all of the dropsuit baselines could be viewed. I'm at work and cant remember the site, but we did see that all logis had a hack bonus and the minmatar's was the better than that. But the Logi cannot hack faster than the Min Scout now. Though Min Logi may have a base stat bonus the class bonus of the Min Scout blows it away at every level of equal skill/equipment investment.
The Logi Code. Creator, Believer, Follower
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poison Diego
Dead Man's Game RUST415
554
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Posted - 2015.02.02 11:44:00 -
[1239] - Quote
Cass Caul wrote:Main support suits: Logistics gk.0 and Logistics ck.0 HP shouldn't be a concern, as although survivability is important, their capacity for out-tanking Assault was a primary cause for Slayer-Logi being a thing.
Nanite Injector: It's a ******* piece of ****. It's been 2 years. The guys on the CPM0 were telling CCP even before it was released how aboslute game-breaking terrible it would be if you can just pick up anyone. ATM terribads and troll are the only ones that carry them. More than any thing else there needs to be a way to avoid some prick with a dirty needle. Secondly, the nanite injector is just terrible in that it only provides armor HP. It needs to provide Shield HP as well.
Active Scanner: Needs to be re-balanced to detect medium frames. Best solution to that is to take away Gallente Logistics Scan Precision bonus and replace it with increased scan angle. The recharge/duration needs to be closer. Not so you can constantly spam it. So long as Gal-Logi has a bonus to precision Medium Frames cannot participate in stealth. 1.4-1.7 had many Assaults or Logistics running 2 dampeners. It was a much healthier game in that tacnet exchange.
Removal of squad-shared passive scanning will also significantly improve the desireablity of Active Scanner
Skill Bonus. It's been 9 months of me saying this: They need to be comprehensive. The Logistics suits need to be the best at using all equipment. Not just a single one. Fire the idiot, even if it was LogiBro, that thought it was a good idea or even acceptable to have these split up. It's not even complicated.
- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level
What you are saying about removing precision bonus on gal logi would remove their role completely. Scouts are not supposed to be able to wander around unseen at all time because 2 damps.. That is utter bullshitz and would be an undescribable buff to the scout in general.This is coming from a top tier dedicated scout so dont bullshiz me about not wanting balance. Logis get bonus to their own equipment whether you like it or not (ccp the Amarr logi sucks goat a5s right no, btw) the cal and ammar logis should both get 4 equipment slots. The 3 slots are outoutrageously paralysing and it doesn't matter if you take away the amarr sidearm, just givem 4 equipments.
proud CBM member
Nýja Eden er bara byrjunin.
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Cross Atu
OSG Planetary Operations Covert Intervention
4058
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Posted - 2015.02.05 10:25:00 -
[1240] - Quote
Booby Tuesdays wrote:RedBleach LeSanglant wrote:What do I get from a capacitor?
a limited time to heal? or is it more like an overdrive double or tripling my reps for a limited time?
A logi is already gimped enough, let us not gimp them further Booby and Mordecai. You know the arguments about capacitors, but if we need to rehash them we can cut and paste again. Battles are too varied to establish a set time for healing - though some may stay 'leashed' far to often it is not standard of being a logi. Look at the entire class and the many actions it takes, then take another stab at what you may see as WP disparity.
I have had great logi games where I did hit the top of the charts, that was with a well coordinated team. Most often those high WP matches are a rarity and not the established experience of all logis. They are the outliers, the 5%.
If we keep working this through we must ask: Do we start adding capacitors to all suits then? And what would be their purpose?
You see, If we have one capacitor it must be used on other things as well, will it: Limit uplink spawning to 1 per x seconds? Limit firing times for weapons to a x shots withing x seconds? Where will it end?
Don't get me wrong, capacitors work well in Eve and create a dynamic battle system. I can see them on vehicles as some have mentioned, but what bonus do the infantry get from such things?
If they someday have capacitors I hope it will be for the supersoldier modules we've talked about in the past. Like increasing damage for a certain amount of time or sprint speed, but then lowering that boosted stat for the time it was down. I could see a super rep tool variant that used a capacitor or supper rep module that used a capacitor, but it should not be the norm. I guess what I am trying to say, is that we need a point of diminishing returns in regards to WP from rep tools. I do not want them to cease in functioning via a capacitor. That would be a huge nerf to logis. It's the WP whoring we're trying to cure. Starting off with +25, and falling as low as 5WP before it cuts off is more of what I am looking for.
With the way that WPs work internally now I am not sure there needs to be any change here to be totally honest.
However since I am not even remotely a fan of foregone conclusions, please outline for me the specifics of the situation and why it is a problem because I do not wish to assume there is nothing I have missed.
Describe specifically what behavior you are trying to alter/address and why. Also what levels of WP would be considered proper, in what contexts, and why. Bonus Question: If diminishing returns were added should higher meta rep tools award more WP per cycle? (should they award more per cycle anyway considering that higher meta = fewer cycles and thus lower potential earnings in many contexts). Input on why/why not in both cases.
Above questions open to all who wish to comment Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
4058
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Posted - 2015.02.05 10:30:00 -
[1241] - Quote
RedBleach LeSanglant wrote:Booby Tuesdays wrote:RedBleach LeSanglant wrote:What do I get from a capacitor?
a limited time to heal? or is it more like an overdrive double or tripling my reps for a limited time?
A logi is already gimped enough, let us not gimp them further Booby and Mordecai. You know the arguments about capacitors, but if we need to rehash them we can cut and paste again. Battles are too varied to establish a set time for healing - though some may stay 'leashed' far to often it is not standard of being a logi. Look at the entire class and the many actions it takes, then take another stab at what you may see as WP disparity.
I have had great logi games where I did hit the top of the charts, that was with a well coordinated team. Most often those high WP matches are a rarity and not the established experience of all logis. They are the outliers, the 5%.
If we keep working this through we must ask: Do we start adding capacitors to all suits then? And what would be their purpose?
You see, If we have one capacitor it must be used on other things as well, will it: Limit uplink spawning to 1 per x seconds? Limit firing times for weapons to a x shots withing x seconds? Where will it end?
Don't get me wrong, capacitors work well in Eve and create a dynamic battle system. I can see them on vehicles as some have mentioned, but what bonus do the infantry get from such things?
If they someday have capacitors I hope it will be for the supersoldier modules we've talked about in the past. Like increasing damage for a certain amount of time or sprint speed, but then lowering that boosted stat for the time it was down. I could see a super rep tool variant that used a capacitor or supper rep module that used a capacitor, but it should not be the norm. I guess what I am trying to say, is that we need a point of diminishing returns in regards to WP from rep tools. I do not want them to cease in functioning via a capacitor. That would be a huge nerf to logis. It's the WP whoring we're trying to cure. Starting off with +25, and falling as low as 5WP before it cuts off is more of what I am looking for. Ok, I see what you mean. The greedy part of me that has those games so rarely screams no, but we had a rep cap a while back... I know it was increased but I don't remeber it being removed. Are we also considering the other sources of WP like spawn uplinks? those are pretty bad too, not bad but just point farms. Usefull, just like repping, but that WP should be examined as well. The other part of me knows that the WP rewards are too high for things like guardian points. (and assists for that matter) IFF points were given as a percentage of health healed WP may change quite a bit... but which direction? The other option is to just lower the WP earned... but i am having so few good games I rarely make it to the middle of the charts - so that doesn't seem to solve the issue either. So a soft cap after X WP from repping? If we had to please just make it a high one. Instead of pressing these points down could we instead raise other sources of WP? Like kills, hacks, etc.?
Here is the big logical issue / disconnect I see personally.
Can I make more WP in my Logi suit than my assault or heavy? Yes. Can I break even ISK wise in my Logi suit even half as often as my assault or heavy? No. Should Logi WP be lowered thus deepening the current problem of overly burdensome role cost? I do not think so.
The above is made worse still by the fact that I am a pretty solid Logi, and only a mediocre slayer so that I am more able to go ISK positive playing slayer than logi is a sign things are really not correctly calibrated.
See a cool idea thread? Mail me the title and I'll take a look =)
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Gyn Wallace
OSG Planetary Operations Covert Intervention
214
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Posted - 2015.02.05 16:09:00 -
[1242] - Quote
Cross Atu wrote:Here is the big logical issue / disconnect I see personally.
Can I make more WP in my Logi suit than my assault or heavy? Yes. Can I break even ISK wise in my Logi suit even half as often as my assault or heavy? No. Should Logi WP be lowered thus deepening the current problem of overly burdensome role cost? I do not think so.
The above is made worse still by the fact that I am a pretty solid Logi, and only a mediocre slayer so that I am more able to go ISK positive playing slayer than logi is a sign things are really not correctly calibrated.
I agree and am largely in the same boat. I support dropping the WP reward per rep tick very modestly, from 25 down to 22 or 23, and cutting the cost of equipment massively, halving the cost of equipment across the board.
That would shave 40-50k? isk expense from some proto fits and drop the WP logis earn a little bit, without making it ridiculously hard for a logi to ever top the WP list. Is there a downside? Cheaper equipment is unlikely to result in more equipment spam now that bandwidth is implemented. It will primarily reduce the degree to which running a logi is almost guaranteed to cost isk instead of making it.
The only reason I can think of to keep equipment costs as high as they are currently, is to maintain the logi role as essentially a luxury. Newbs, the poor, and players without friendly support need not apply. I kind of get that attitude toward pilots, but not a role primarily dedicated to infantry support.
Its not a huge problem, logis making WP more easily than others, but taking small steps in the right direction seems reasonable.
The Dust/Eve Isk Exchange Thread
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Booby Tuesdays
Ahrendee Mercenaries
1281
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Posted - 2015.02.05 19:40:00 -
[1243] - Quote
Cross Atu wrote:Booby Tuesdays wrote:RedBleach LeSanglant wrote:Things Stuff With the way that WPs work internally now I am not sure there needs to be any change here to be totally honest. However since I am not even remotely a fan of foregone conclusions, please outline for me the specifics of the situation and why it is a problem because I do not wish to assume there is nothing I have missed. Describe specifically what behavior you are trying to alter/address and why. Also what levels of WP would be considered proper, in what contexts, and why. Bonus Question: If diminishing returns were added should higher meta rep tools award more WP per cycle? (should they award more per cycle anyway considering that higher meta = fewer cycles and thus lower potential earnings in many contexts). Input on why/why not in both cases. Above questions open to all who wish to comment Cheers, Cross I guess the biggest issue for me is that some schmo can hold R1 the entire match and see little to no decrease in the amount of WP, versus a Logi that was an actual integral asset to the team via links, hives, reps/revives, and kills/kill assists.
I honestly believe that if the rep tool had a point of diminishing returns, then the Logi WP whores would go do something else. I don't see many staying put and continuing to rep if they are not grossly rewarded for doing so. What I can see though, is a real Logibro staying and doing the job needed even if they are not getting as many WP as before.
The diminishing returns could be offset by the tier of rep tool being used. Mlt/Basic would bottom out at 5 WP, Adv at 10, Proto/Specialist at 15. What would not change is the Guardian Warpoints, keep those as it is. If the WP values were going to change, I would have it at a 20, 25, and 30WP tier from Mlt/Basic to Proto/Specialist.
What I do not want to see, is a rep tool that needs to physically cool down. Lower or no WP? Sure. Just don't have it stop working.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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el OPERATOR
Capital Acquisitions LLC Bad Intention
787
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Posted - 2015.02.05 19:48:00 -
[1244] - Quote
I'd like to remind everyone that War Points from the repper are already drastically reduced, with the overall reduction per cycle and the cap per minute.
Also that "Logi-ing" and being a "A Logi" is more than having a Logi suit and a repper, so putting further WP limits on the repper isn't really addressing the "EZ WP *****" mentality of the playerbase.
And finally that for a Logi to glean those "super-high" WP totals with a beam they must have been either A) in a group that was under constant fire, repping people who were taking constant fire AND/OR B) in a group that was being constantly pushed by an opponent who didn't realize sooner their lack of progress and basically fed kills (and subsequent support points) to the group.
neither of which really warrant a re-evaluation of the WP from the beam, since the activity in both is heavy so points should be high.
I personally feel the best fix would be to fix the equipment cycling stall ( I think its a by-product of the limits placed on cloaks) so we can cycle to the repper faster and more consistently as well as fixing the repper lock-on so it too works more reliably and consistently AND THEN allow Proto Flux nades to break the beam.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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TerranKnight87
Seituoda Taskforce Command Caldari State
118
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Posted - 2015.02.05 21:19:00 -
[1245] - Quote
Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came.
This is TechMechMeds tanker.
Redeployside - You are just in time for minimal immersion edition of ps2.
Enjoy.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
795
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Posted - 2015.02.05 22:37:00 -
[1246] - Quote
TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came.
Nothing direct to Logis, unless it was ninja'd in. There have been several changes to other game elements as a whole which effect Logis peripherally, like passive scanning changes. Best spot unfortunately for finding that stuff tho would be in the FeedbackSticky archives.
We did have our inherent reps returned to us, along with all other medium frames. I'm not sure where/when that falls relative to when you last played though.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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TerranKnight87
Seituoda Taskforce Command Caldari State
120
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Posted - 2015.02.05 22:45:00 -
[1247] - Quote
el OPERATOR wrote:TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came. Nothing direct to Logis, unless it was ninja'd in. There have been several changes to other game elements as a whole which effect Logis peripherally, like passive scanning changes. Best spot unfortunately for finding that stuff tho would be in the FeedbackSticky archives. We did have our inherent reps returned to us, along with all other medium frames. I'm not sure where/when that falls relative to when you last played though.
Ok cheers.
This is TechMechMeds tanker.
Redeployside - You are just in time for minimal immersion edition of ps2.
Enjoy.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
795
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Posted - 2015.02.05 23:03:00 -
[1248] - Quote
el OPERATOR wrote:TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came. Nothing direct to Logis, unless it was ninja'd in. There have been several changes to other game elements as a whole which effect Logis peripherally, like passive scanning changes. Best spot unfortunately for finding that stuff tho would be in the FeedbackSticky archives. We did have our inherent reps returned to us, along with all other medium frames. I'm not sure where/when that falls relative to when you last played though.
Re-Reads response, looks at thread OP date
*cries*
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Booby Tuesdays
Ahrendee Mercenaries
1283
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Posted - 2015.02.06 01:04:00 -
[1249] - Quote
el OPERATOR wrote:el OPERATOR wrote:TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came. Nothing direct to Logis, unless it was ninja'd in. There have been several changes to other game elements as a whole which effect Logis peripherally, like passive scanning changes. Best spot unfortunately for finding that stuff tho would be in the FeedbackSticky archives. We did have our inherent reps returned to us, along with all other medium frames. I'm not sure where/when that falls relative to when you last played though. Re-Reads response, looks at thread OP date *cries* I have a feeling that things would move so much faster if the Logis were based around Aurum...
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Gyn Wallace
OSG Planetary Operations Covert Intervention
216
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Posted - 2015.02.06 01:16:00 -
[1250] - Quote
Booby Tuesdays wrote:I have a feeling that things would move so much faster if the Logis were based around Aurum... Don't jinx us!
The Dust/Eve Isk Exchange Thread
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Cross Atu
OSG Planetary Operations Covert Intervention
4059
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Posted - 2015.02.06 01:24:00 -
[1251] - Quote
Booby Tuesdays wrote:Cross Atu wrote:Booby Tuesdays wrote:RedBleach LeSanglant wrote:Things Stuff With the way that WPs work internally now I am not sure there needs to be any change here to be totally honest. However since I am not even remotely a fan of foregone conclusions, please outline for me the specifics of the situation and why it is a problem because I do not wish to assume there is nothing I have missed. Describe specifically what behavior you are trying to alter/address and why. Also what levels of WP would be considered proper, in what contexts, and why. Bonus Question: If diminishing returns were added should higher meta rep tools award more WP per cycle? (should they award more per cycle anyway considering that higher meta = fewer cycles and thus lower potential earnings in many contexts). Input on why/why not in both cases. Above questions open to all who wish to comment Cheers, Cross I guess the biggest issue for me is that some schmo can hold R1 the entire match and see little to no decrease in the amount of WP, versus a Logi that was an actual integral asset to the team via links, hives, reps/revives, and kills/kill assists. I honestly believe that if the rep tool had a point of diminishing returns, then the Logi WP whores would go do something else. I don't see many staying put and continuing to rep if they are not grossly rewarded for doing so. What I can see though, is a real Logibro staying and doing the job needed even if they are not getting as many WP as before. The diminishing returns could be offset by the tier of rep tool being used. Mlt/Basic would bottom out at 5 WP, Adv at 10, Proto/Specialist at 15. What would not change is the Guardian Warpoints, keep those as it is. If the WP values were going to change, I would have it at a 20, 25, and 30WP tier from Mlt/Basic to Proto/Specialist. What I do not want to see, is a rep tool that needs to physically cool down. Lower or no WP? Sure. Just don't have it stop working. First things first, a tech issue. I do not see diminishing returns as being at all likely from a coding standpoint. Could it be done? Sure. Would it be done in light of the resource cost (in game/match) to implement it? Almost certainly not. Now, I am not a CCP programer and I could simply be mistaken but from other features I have seen discussed and dismissed (scaled WP for injectors based on total HP restored for example) I do not think we will see it in game.
Independent of that there are a couple of issues to address. 1. If Logi income is to be balanced including kills/kill assists as part of the baseline then logi combat ability needs to be balanced with the ability to get kills (and survive in the contexts to do so) as part of the baseline as well (I do not believe this is the current condition of the frame). 2. If Reps are to be brought down in value to normalize them with other support actions to force players to spend less time repping then that contains an implicit assumption that logi earnings are improperly high. Otherwise the proper course would be to raise the other rewards to the level of reps. I cannot fully support the notion that logi rewards should be diminished unless/until playing logi throughout an entire match is not so frequently a losing (ISK) prospect.
Conceptually I am adamantly opposed to building the game such that proper tactical behavior is not rewarded. There are times when this will be needed due to exploits but I am not a fan of things like caps and cooldowns on earnings for actions. Should there be a cool down or cap on the earnings from kills or assists? I can see a real slayer staying and doing the job needed even if they are not getting as many WP as before (but does that make it a good move?)
To be clear, I spend more of my support play time deploying links and hives in key areas than I do repping so the recent changes to BW (which I supported) have had more of an impact on my earnings than a rep tool change would. But these changes cannot be made based on any one of our personal play styles or preferences. We need solid game or role level concepts to recommend a change.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Mad Syringe
Dead Man's Game RUST415
453
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Posted - 2015.02.06 12:19:00 -
[1252] - Quote
Open Beta logi with maxed EQ here.
My view on the reptool: I don't like leaching a heavy/slayer 24/7. I think it's ok for intense engagements, but running behind a heavy just not to miss those 35+ Guardian points is just meh... (i think that should be lowered to +25 like kill assists)
I would like to see a overheat on the reptool with the following changes.
The reptool overheats if latched on for extended periods. Overheating increases cooldown.
Standard cooldown 3 sec. Overheat cooldown 10 sec.
Having a seized reptool in hand prevents switching to a weapon, like with overheated weapons.
Time to overheat on a core focused may be around a minute, so that you can have a longer engagement but not perma leash.
The reptool will give higher output (+25%) when heated up (after two thirds of it's heating cycle)
The reptool will overheat slower in lower tiers, since you need quite some time to rep anything with the basic ones.
High tier reptools would have a much shorter cooldown. They overheat faster, but they also recover pretty much instantly (3 sec at proto).
Wp should not be attached to the repping cycle, but the amount of reps given.
To make life for Logis easier, make a quickdraw EQ slot, which can be chosen with the weapon swap button. This would make it much easier for logis to switch from weapon to reptool and vice versa.
Give the Amarr the possibility to put EQ in his sidearm slot.
Give the Caldari either a combined sidearm/EQ slot or one more EQ slot.
Apart from that, I'd like to see more speed for the logis, since they need to run around much more than point defenders to either drop EQ in different locations or run to the depot to resupply. Logis need to be at least as fast as Assaults, to be able to move with a slayer squad.
What has been said about a general EQ buff for logis, I agree upon. EQ should only shine on logis, not on the other suits.
I would also like to see racial reptool variants, like tools with resistances, shield tools and combined shield/armour tools.
Make a special Stealth Uplink useful to Scouts, that has insane fast spawn times (2sec), but only 5 spawns on it and a very low scan profile (not detectable by a Gallogi). It would be 3 carried but only one active at a time. It would be nice if this link was given a fitting bonus on scouts like the cloak has. This would help in reducing the Scout QQ which I'm tired of. |
Booby Tuesdays
Ahrendee Mercenaries
1285
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Posted - 2015.02.06 15:02:00 -
[1253] - Quote
Out of morbid curiosity, how long did Shottys Scout threadnaught take to get its first Dev response? We started this discussion, spreadsheet, and proposal over 6 months ago...
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Hawkings Greenback
Dead Man's Game RUST415
301
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Posted - 2015.02.06 16:16:00 -
[1254] - Quote
Booby Tuesdays wrote:Out of morbid curiosity, how long did Shottys Scout threadnaught take to get its first Dev response? We started this discussion, spreadsheet, and proposal over 6 months ago...
Obviously we have not left the required sacrifices or bait to entice a blue tag.
But every night I burn.
Screaming the animal scream.
Every night I burn.
Dreaming the crow-black dream.
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Lenz Hong
Blood-Titans E-R-A
2
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Posted - 2015.02.06 19:54:00 -
[1255] - Quote
Any change to be made in the Equipment UI? Maybe, after R2+(R1/L1/L2) could show a interface (like R2 or R2+melee) to adjust the equipment on field. For example, I receive a "notification" that one of my Drop Uplinks will pop soon, so i can use the menu to "restock" the Drop Uplink without have to go there or die and respawn there. Or, with that, i can pop a Drop Uplink misplaced without drop all of them or losing all the clones of an Ambush (for example). Also, this maybe could solve (?) another " spam problem" that could happen. Someone could put all the 6 Drop Uplinks in a single place to don't have to go there a lot of times (a roof, for example). |
RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
729
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Posted - 2015.02.07 00:15:00 -
[1256] - Quote
TerranKnight87 wrote:Any changes to logis since i have been gone?. I stopped playing about 3 weeks before the new maps came.
Which Maps? Most likely you missed the Bandwidth update and the Scanning update. Bandwidth: logis can throw down lots of EQ. Assault and Scouts 1 or 2. Heavy None. Scanning: Suit scans now have new dimensions as you get farther from the suit, essentially a scaled drop-off. and the Logi was buffed to be a little bit better of a scanner.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
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Posted - 2015.02.07 00:47:00 -
[1257] - Quote
Mad Syringe wrote:Open Beta logi with maxed EQ here.
My view on the reptool: I don't like leaching a heavy/slayer 24/7. I think it's ok for intense engagements, but running behind a heavy just not to miss those 35+ Guardian points is just meh... (i think that should be lowered to +25 like kill assists)
I would like to see a overheat on the reptool with the following changes.
The reptool overheats if latched on for extended periods. Overheating increases cooldown.
Standard cooldown 3 sec. Overheat cooldown 10 sec.
Having a seized reptool in hand prevents switching to a weapon, like with overheated weapons.
Time to overheat on a core focused may be around a minute, so that you can have a longer engagement but not perma leash.
The reptool will give higher output (+25%) when heated up (after two thirds of it's heating cycle)
The reptool will overheat slower in lower tiers, since you need quite some time to rep anything with the basic ones.
High tier reptools would have a much shorter cooldown. They overheat faster, but they also recover pretty much instantly (3 sec at proto).
I think that this could be fun. I would like to see them as variants at first, for trial an testing. while offering a form of tactical play I don't think that they would be the tool of choice for the majority. Similar to the laser rifle. Awesome, but not a popular weapon as it is a situational weapon.
Quote:Wp should not be attached to the repping cycle, but the amount of reps given.
Agreed. And agreed upon since the beginning a few years back.
Quote:To make life for Logis easier, make a quickdraw EQ slot, which can be chosen with the weapon swap button. This would make it much easier for logis to switch from weapon to reptool and vice versa.
Give the Amarr the possibility to put EQ in his sidearm slot.
Give the Caldari either a combined sidearm/EQ slot or one more EQ slot.
I like this in general. I can forsee other classes asking for the same opportunity to equip EQ in the Side Arm slot too though. I don't have an answer on how to deal with that other than just making all logis have 4 EQ slots. Maybe following the type 2 possibilities offered in different threads.... but the whole slot balancing must be reached. We've hashed it over and over again and it is just damn time for it.
Quote:Apart from that, I'd like to see more speed for the logis, since they need to run around much more than point defenders to either drop EQ in different locations or run to the depot to resupply. Logis need to be at least as fast as Assaults, to be able to move with a slayer squad.
What has been said about a general EQ buff for logis, I agree upon. EQ should only shine on logis, not on the other suits.
I would also like to see racial reptool variants, like tools with resistances, shield tools and combined shield/armour tools.
Make a special Stealth Uplink useful to Scouts, that has insane fast spawn times (2sec), but only 5 spawns on it and a very low scan profile (not detectable by a Gallogi). It would be 3 carried but only one active at a time. It would be nice if this link was given a fitting bonus on scouts like the cloak has. This would help in reducing the Scout QQ which I'm tired of.
Yes. Base logi stats should be adjusted. Multiple proposals out there, few offer survivability as they cater to keeping the logi slow, low hp, bad reps and recharges, hitbox issues, strafe speed, etc.
I don't want to be the easiest thing to hit on the map, but I have no defenses. The basis of the Logi Frame came from the suits used in doing all the labor and repair in all conditions of space and land. Their Stats should be mid level but excel at repair and recharging, mobility, stamina, and Eq handling. Scouts and assaults, were designed for military use. Heavies may have been the super logi for heavy lifting, or extreme conditions perhaps.
But we are all soldiers now. Equipment has been militarized for the battlefield use if it was not originally designed that way. The Logi suit and equipment would be no different. But currently it feels like the suit is paperthin and has little likelihood of any survival against an opponent - like this is the same suit I would use to work on the farm in. I a battle - regardless of escaping to recuperate, returning fire, or playing dead... one is seen and then dead.
All things being equal A logi should not have the same chance of survival as an assault in direct and constant fire. But in staggered fire? Equal or better - I should be able to recharge faster. Escape - fast as or faster than Assault - but better strafe stamina - smaller pool, faster recharge
Sorry, I kinda derailed there. Good suggestions, the quick swap is probably the most useful to me right now.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
|
Posted - 2015.02.07 01:11:00 -
[1258] - Quote
Cross Atu wrote: First things first, a tech issue. I do not see diminishing returns as being at all likely from a coding standpoint. Could it be done? Sure. Would it be done in light of the resource cost (in game/match) to implement it? Almost certainly not. Now, I am not a CCP programer and I could simply be mistaken but from other features I have seen discussed and dismissed (scaled WP for injectors based on total HP restored for example) I do not think we will see it in game.
Independent of that there are a couple of issues to address. 1. If Logi income is to be balanced including kills/kill assists as part of the baseline then logi combat ability needs to be balanced with the ability to get kills (and survive in the contexts to do so) as part of the baseline as well (I do not believe this is the current condition of the frame). 2. If Reps are to be brought down in value to normalize them with other support actions to force players to spend less time repping then that contains an implicit assumption that logi earnings are improperly high. Otherwise the proper course would be to raise the other rewards to the level of reps. I cannot fully support the notion that logi rewards should be diminished unless/until playing logi throughout an entire match is not so frequently a losing (ISK) prospect.
Conceptually I am adamantly opposed to building the game such that proper tactical behavior is not rewarded. There are times when this will be needed due to exploits but I am not a fan of things like caps and cooldowns on earnings for actions. Should there be a cool down or cap on the earnings from kills or assists? I can see a real slayer staying and doing the job needed even if they are not getting as many WP as before (but does that make it a good move?)
To be clear, I spend more of my support play time deploying links and hives in key areas than I do repping so the recent changes to BW (which I supported) have had more of an impact on my earnings than a rep tool change would. But these changes cannot be made based on any one of our personal play styles or preferences. We need solid game or role level concepts to recommend a change.
0.02 ISK Cross
I think you hit the point right on the head. I have missed your ability of explanation in these discussions. You grab the origins of the points of view, add the missing details, and then clearly point to what we were really trying to express. Thank you.
People are crying about logi wp earnings. There is no explanation of isk lost on the EOM screens; and as has been said the people so used to FPS EOM screens can hardly fathom why support play would be rewarded or at least earn the top spot. Unfortunately the EOM is comparing apples to oranges in my opinion. While they both contain similar vitamins and water molecules they are very different when taken as whole pieces of fruit side by side. Thus an orange is clearly awarded when and apple should have been #1 in the popular mindset... or vice versa.
As DUST is striving to be more than just a mindless FPS Twitcher it seems that the logi population has mentally been beaten down into thinking of our roles as inferior. I work my ass off for every fargin point on that board. Sometimes I am rewarded more than others - but it does not put me at the top of the charts all the time either.
Our solution was to nerf rewards so that only slayers would shine in reward and EOM EPeen comparisons of kills. The traditional belief is: #1 should equal most kills, most points, most everything. But a balanced mind understands the flaw in this view. Everyone's job is important and we all help in different ways.
So, how do we satisfy the egos that need that EPeen boost for their own wellbeing - remember that we need them to play too -? I believe that an EOM screen adjustment would be best. WP does not win. Kills and Assists do.
We cannot change the mentality of the world or the player base. A war hero will always be seen as more of a hero than a father, or the farmer that provided the food, or the office worker that approved the air strikes, or the factory employee that put the equipment together, or even the doctor that ensured the survival of the wounded soldier that received all those medals. These are not Lesser Roles, or less important. One cannot function without the other. So, we let those that need the attention get it.
CHANGE THE EOM SCREEN RATINGS AND CALCULATIONS for Epeen comparisons. Make Kills and assists and destruction points the weigh more heavily in the awards ceremony. But not in the actual rewarding of gear and isk. I'll take my rewards on the side for my help and live happily knowing the guy facing the bullets is happy and I'm collecting my paycheck. The player that earned #1 has his reward of recognition and some good stuff too. Logis don't often seem to me like those that need the lime light to have a good game. Others need it.
So. yeah. ahem. Scaled with HP repped, not cycles so rewards will scale. Don't change rewards Change gear prices Make gear better, and even better for logis.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
730
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Posted - 2015.02.07 02:10:00 -
[1259] - Quote
I want a type 2 Varient "Sachmo" - just thinking of planetary exploration in a Heavy Logi suit. previous posters have talked about it. Mee One, El Operator. But I want an Extreme Condition Logi. Sentinel size. HUGE HP Pool All other stats same as Sentinel but Modules and EQ slots of a logi with only a sidearm for a weapon.
I am now on board. Pirate faction, Lost Tech, I don't care - a 5H 5L 4E with a sidearm. Beautiful... a Logi Tank for each race. It would be a fun one to pull out every now and then. :)
The Logi Code. Creator, Believer, Follower
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tritan abbattere
DBAG CORE
24
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Posted - 2015.02.07 05:17:00 -
[1260] - Quote
Would be nice if the person being repped would know if he is being repped or not to change his tactics. If I am switching between targets to rep a lot they may still think they have reps and get too ballsy and get killed.
Also I kinda like this idea.
Cass Caul wrote:- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level
I am the all mighty Tritan. Fear me for I am a MassHole
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