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Meee One
Amakakeru-Ryu-no-Hirameki
1484
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Posted - 2015.02.07 17:51:00 -
[1261] - Quote
tritan abbattere wrote: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 Still terrible.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meee One
Amakakeru-Ryu-no-Hirameki
1484
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Posted - 2015.02.07 18:00:00 -
[1262] - Quote
So,now that the killers get passive damage increase. And constant officer weapons,and even deadlier experimental weapons.
What do us supporters get? Another shaft you say? My,how generous! Again...
How about a logistics warbarge? Replace damage increase with equipment efficiency. Replace officer/experimental weapons with equipment. + Yellow stripes = Profit!!!
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Hawkings Greenback
Dead Man's Game RUST415
310
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Posted - 2015.02.07 18:04:00 -
[1263] - Quote
Meee One wrote:So,now that the killers get passive damage increase. And constant officer weapons,and even deadlier experimental weapons. What do us supporters get? Another shaft you say? My,how generous! Again... How about a logistics warbarge? Replace damage increase with equipment efficiency. Replace officer/experimental weapons with equipment. + Yellow stripes = Profit!!!
https://forums.dust514.com/default.aspx?g=posts&m=2574801#post2574801
But every night I burn.
Screaming the animal scream.
Every night I burn.
Dreaming the crow-black dream.
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Meee One
Amakakeru-Ryu-no-Hirameki
1484
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Posted - 2015.02.07 18:08:00 -
[1264] - 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).
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. As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Mad Syringe
Dead Man's Game RUST415
454
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Posted - 2015.02.10 09:52:00 -
[1265] - Quote
Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
The reptool is not supposed to give your heavy invincibility, but it should give the heavy time to kill two incoming heavies of the same tier.
So considering the blue heavy and the two incoming red heavies are of same tier and skill, the engagement should be pretty even, with one side winning with a sliver of health left. If you are on the winnning side, you can rep your guy up instantly to full health, while the other side, would need to find a logi or retreat until self repping does the job.
The logi's job is not to make the heavy invincible but more durable.
My proposal is intended to make the logi job a little bit more active and less boring.
I personally have no problems to run with a heavy, but just leaching him with no action involved is just plain boring. I'd prefer if the overheat mechaninc would give me more to think about. It would also involve skill to time the overheat right, and not to seize your reptool. Much more fun in my opinion. As compensation, the reptool might be buffed a little (in cool state).
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Meee One
Amakakeru-Ryu-no-Hirameki
1498
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Posted - 2015.02.10 14:21:00 -
[1266] - Quote
Mad Syringe wrote:Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
The reptool is not supposed to give your heavy invincibility, but it should give the heavy time to kill two incoming heavies of the same tier. So considering the blue heavy and the two incoming red heavies are of same tier and skill, the engagement should be pretty even, with one side winning with a sliver of health left. If you are on the winnning side, you can rep your guy up instantly to full health, while the other side, would need to find a logi or retreat until self repping does the job. The logi's job is not to make the heavy invincible but more durable. My proposal is intended to make the logi job a little bit more active and less boring.
I personally have no problems to run with a heavy, but just leaching him with no action involved is just plain boring. I'd prefer if the overheat mechaninc would give me more to think about. It would also involve skill to time the overheat right, and not to seize your reptool. Much more fun in my opinion. As compensation, the reptool might be buffed a little (in cool state). Your post reads like a QQ post from GD.
Logistics takes "no skill","it's boring",etc.
And i'm not falling for it.
I've found your problem (see underlined).
You either: -are limiting your attention to repairing purposely -are running frequently with a camping squad -have never run a front-line logistics,because repping on the front-line is much more exciting than on the back-line where no opponents are -are a bad logistics for keeping your repair tool on a fully healed ally while others need reps too
The problem isn't with the grossly underpowered repair tools,it's with your playstyle. Try running solo in ambush and Dom,but avoid skirm like a plague.
I'll agree to an overheat right after all weapons get one,because the repair tools are the only things that logistics has that isn't nerfed to smithereens. And a "lolskillful" overheat would destroy them.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Cross Atu
OSG Planetary Operations Covert Intervention
4063
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Posted - 2015.02.10 23:05:00 -
[1267] - Quote
RedBleach LeSanglant wrote: 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.
Noted in order (sorry I'm doing several things at once so this will be a short reply).
1. I really want this, but I do not think we will see it directly. Just like diminishing returns it costs a lot with regards to performance to run those active calculations. We can perhaps mimic it however, by increasing the rate cycles happen while pulling back on the number of HP repped per cycle. This does not have to alter the actual net rep value and can still create a more granular/proper system without the in game performance cost.
2. Agreed generally (there could be a few changes made to baseline rewards mechanic but not at a role based level so that's another topic).
3. Agreed. This is something I am advocating to CCP as part of the Logi revamp.
4. This is pivotal, needs to include WP being tied more directly to tactically effective behavior as much as possible, and hopefully will include some increased diversity within the equipment line(s).
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Mister Goo
Random Gunz RISE of LEGION
145
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Posted - 2015.02.11 13:55:00 -
[1268] - Quote
Cross Atu wrote: snip
3. Agreed. This is something I am advocating to CCP as part of the Logi revamp.
snip
We have 64 pages of Ideas, some good, some great, and some terribad. We have been talking about a logi revamp for months and have seen nothing other than the BW which effectively made a logi's job harder, with no benefit to the class. I know you have been advocating a change and I know it is on the Rattati's Big Board of Things. But it is not on the road map anywhere in the next 3 releases.
Sooo
Is this something that CCP / Rattati is looking at, or just something they hope posting here will pacify us. Right now I get the feeling that it is just a pacifying technique.
Are you willing to say that there is some positive changes seriously being look at for the logi? You don't have to explain just a simple yes or no.
Sadly I am beginning to agree with Mee One, and that sad.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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TerranKnight87
Seituoda Taskforce Command Caldari State
159
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Posted - 2015.02.11 15:17:00 -
[1269] - Quote
Hello, time for the latest edition of this.......
WE NEED WP FOR REPAIRING CRUS, DEPOTS, VEHICLES, TURRETS AND DERPSHTS.
APPLY THE TRIARGE MECHANIC TO THOSE WITH A NEW NAME 'MECHANIC' AND WP CAP IT AS WELL SO IT CAN'T BE FARMED.
Thank you lol.
"Tech you're in a max suit, you have 15 mins to unfk yourself or you can fk off." - Stumpycat C/O of Goon Brigade.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
224
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Posted - 2015.02.11 15:33:00 -
[1270] - Quote
Mister Goo wrote:Is this something that CCP / Rattati is looking at, or just something they hope posting here will pacify us. Right now I get the feeling that it is just a pacifying technique.
I dread a blue tag post that just says, "We're working on it. It will be implemented... Soon. TM"
The Dust/Eve Isk Exchange Thread
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TerranKnight87
Seituoda Taskforce Command Caldari State
160
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Posted - 2015.02.11 15:37:00 -
[1271] - Quote
Gyn Wallace wrote:Mister Goo wrote:Is this something that CCP / Rattati is looking at, or just something they hope posting here will pacify us. Right now I get the feeling that it is just a pacifying technique. I dread a blue tag post that just says, "We're working on it. It will be implemented... Soon. TM"
I wonder if someone could create a formula to estimate how long SOONGäó is relative to CCP lol.
That would be hilarious.
"Tech you're in a max suit, you have 15 mins to unfk yourself or you can fk off." - Stumpycat C/O of Goon Brigade.
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Hawkings Greenback
Dead Man's Game RUST415
314
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Posted - 2015.02.11 18:26:00 -
[1272] - Quote
Mister Goo wrote:Cross Atu wrote: snip
3. Agreed. This is something I am advocating to CCP as part of the Logi revamp.
snip
We have 64 pages of Ideas, some good, some great, and some terribad. We have been talking about a logi revamp for months and have seen nothing other than the BW which effectively made a logi's job harder, with no benefit to the class. I know you have been advocating a change and I know it is on the Rattati's Big Board of Things. But it is not on the road map anywhere in the next 3 releases. Sooo Is this something that CCP / Rattati is looking at, or just something they hope posting here will pacify us. Right now I get the feeling that it is just a pacifying technique. Are you willing to say that there is some positive changes seriously being look at for the logi? You don't have to explain just a simple yes or no. Sadly I am beginning to agree with Mee One, and that sad.
Despite this threads best intentions & the fact that the logi frame & class role needs looking at I believe in my own mind that it is not that far up on the list of things to do.
Honestly I am surprised by the lack of blue tag interaction bearing in mind the complaints of people regarding logis & the inherently negative perception of them from the community as a whole, this despite the fact that most good squads want a logi. It does seem to boil down to what is critical in keeping the game ticking over and logis are apparantly few & far between currently ( if you believe G.D. ) so maybe its priority isn't as important.
However there are a few very simple things that could help logis in there day to day, cost of equipment being one of these as an example.
The last time I think a blue tag discussed logi changes was when Rattati was looking to reduce the speed & remove the amarr logi sidearm. That didnt go down to well and there was a lot of heated discussion & since then the only thing we have had is BW which was to reduce spam & improve frame rate. It has had a dramatic effect on the logi class overall good & bad.
Some of the CPM is hopefully trying to drive this topic & I suppose we just have to keep discussing & bumping this thread until some one decides to talk to us ( looks at Rattati )
The one thing I asked at the start was " How do CCP envision the Logi role ?" still a valid question that they won't or cannot answer atm.
Mini splurge over, keeping the faith, repping, scanning ( ( ) ) and picking your dead ass of the ground whenever I can.
But every night I burn.
Screaming the animal scream.
Every night I burn.
Dreaming the crow-black dream.
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Meee One
Amakakeru-Ryu-no-Hirameki
1498
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Posted - 2015.02.12 02:25:00 -
[1273] - Quote
Mister Goo wrote:Sadly I am beginning to agree with Mee One, and that's sad. Agreeing with someone who's right about something makes you sad?
BTW,you're only agreeing because you can see with your own eyes that everything i've been saying is correct.
Don't blame yourself for not agreeing sooner,blame CCP for making me correct.
Anywho...
Something tells me logistics is going to be UP and expensive for a while longer.
And we'll never see a blue tag,unless it's for placebo or trolling. "We hear and are working actively to improve logistics as a whole". They say. While crossing their fingers behind their back.
Honestly i'd prefer silence over a lie.
Then there's the players...
They'll suggest radical nerfs and try to put a pretty ribbon on it using the words tactics,or 'skill'. When in all actuality they're bored with the way they play the game,but instead of changing themselves they'd rather change the game around them.
Let's not forget the word 'balance'. Which,for equipment,is impossible.
Why do i say that? Because each race doesn't have it's own variation.
For example: -When ARs were the only ones in the game they shot miles for insane damage. -When the other rifles were introduced,it allowed a bar to be set to start balance. (If a certain weapon was being used much more than the others.)
Where's the Gal uplink? Or Cal shield tool? Amarr scanner? Min nanohive?
Oh yeah...they don't exist. And since they don't,there is no bar set for proper balance,it simply can't be done,unless you pull the numbers out of your butt.
So when i,or anyone else throw seemingly insane numbers around,this is why.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Lenz Hong
Blood-Titans E-R-A
5
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Posted - 2015.02.12 04:22:00 -
[1274] - Quote
Meee One wrote:[quote=Mister Goo] Where's the Gal uplink? Or Cal shield tool? Amarr scanner? Min nanohive? Oh yeah...they don't exist. And since they don't,there is no bar set for proper balance,it simply can't be done,unless you pull the numbers out of your butt. So when i,or anyone else throw seemingly insane numbers around,this is why.
How should the equivalent equipments be? How should them be used? Amarr/Caldari should be dropped, as Nanohives and Drop Uplinks? Minmatar/Gallente should be pointed and used, as Rep Tools and Active Scanners?
Don't get me wrong, just curiosity since all this can change a lot in the game
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Cross Atu
OSG Planetary Operations Covert Intervention
4065
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Posted - 2015.02.12 12:14:00 -
[1275] - Quote
Mister Goo wrote:Cross Atu wrote: snip
3. Agreed. This is something I am advocating to CCP as part of the Logi revamp.
snip
We have 64 pages of Ideas, some good, some great, and some terribad. We have been talking about a logi revamp for months and have seen nothing other than the BW which effectively made a logi's job harder, with no benefit to the class. I know you have been advocating a change and I know it is on the Rattati's Big Board of Things. But it is not on the road map anywhere in the next 3 releases. Sooo Is this something that CCP / Rattati is looking at, or just something they hope posting here will pacify us. Right now I get the feeling that it is just a pacifying technique. Are you willing to say that there is some positive changes seriously being look at for the logi? You don't have to explain just a simple yes or no. Sadly I am beginning to agree with Mee One, and that sad. Yes it is being looked at. To be blunt it has not happened as expediently as I would wish and as recently as this week I brought it up again because I believe it is long overdue.
The Trello board is for patch level releases and the bulk of the logi fixes can be done via hotfix so it is still slated for sooner than it seems but I will redouble my efforts to make sure it does not get lost in the shuffle.
See a cool idea thread? Mail me the title and I'll take a look =)
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Meee One
Amakakeru-Ryu-no-Hirameki
1499
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Posted - 2015.02.12 15:01:00 -
[1276] - Quote
Lenz Hong wrote:Meee One wrote:[quote=Mister Goo] Where's the Gal uplink? Or Cal shield tool? Amarr scanner? Min nanohive? Oh yeah...they don't exist. And since they don't,there is no bar set for proper balance,it simply can't be done,unless you pull the numbers out of your butt. So when i,or anyone else throw seemingly insane numbers around,this is why. How should the equivalent equipments be? How should them be used? Amarr/Caldari should be dropped, as Nanohives and Drop Uplinks? Minmatar/Gallente should be pointed and used, as Rep Tools and Active Scanners? Don't get me wrong, just curiosity since all this can change a lot in the game Well,that's the problem.
First you have to define logistics. I always thought logistics were techsperts.
Sacrificing physical force (eHP speed and stamina),for the ability to be the best at external support (think stereotype nerd,weak physically,strong mentally),multiplying the force presented by other units.
Which would mean logistics should have the best eWAR (range and precision),and hacking right? While scouts would have the best dampening.(they are described as being sneaky and compact,not eWAR based)
Well there's the problem. Logistics isn't good at eWAR,and logistics is only moderately faster at hacking.
Logistics is currently good at only 1 thing,being an equipment mule,and while worth it in theory that in no way aids in survival like eWAR would.
So until CCP decides to give logistics a defined survival mechanism through methods that are already sacrificed for, pondering equipment to attach to the broken suit is a bad idea,as it allows for distraction from the #1 problem,the suit itself.
Think assault level buff in regards to eWAR and external support for logistics,that would do it. And seeing as logistics and assaults are supposed to make up the bulk of all suits in combat,while scouts are supposed to be niche,it makes sense to buff them in a similar fashion.
But as to your questions. I have no idea.
TBH i'm picturing different shapes,but essentially the same functions (like rifles). But this is only because CCP hasn't even given us an inch in regards to the possibility.
I do however see a scanlink,you place it,you press the fire button it sends out a 'ping' and scans. Limited amount carried,limited amount of scans,refilled at the supply depot.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Mister Goo
Random Gunz RISE of LEGION
146
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Posted - 2015.02.13 00:20:00 -
[1277] - Quote
Cross Atu Yes it is being looked at. [:) wrote: To be blunt it has not happened as expediently as I would wish and as recently as this week I brought it up again because I believe it is long overdue.
The Trello board is for patch level releases and the bulk of the logi fixes can be done via hotfix so it is still slated for sooner than it seems but I will redouble my efforts to make sure it does not get lost in the shuffle.
Thank You, keep the flames on CCP because we need something soon.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Lenz Hong
Blood-Titans E-R-A
5
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Posted - 2015.02.13 01:12:00 -
[1278] - Quote
Meee One wrote: Well,that's the problem.
First you have to define logistics. I always thought logistics were techsperts.
Sacrificing physical force (eHP speed and stamina),for the ability to be the best at external support (think stereotype nerd,weak physically,strong mentally),multiplying the force presented by other units.
Which would mean logistics should have the best eWAR (range and precision),and hacking right? While scouts would have the best dampening.(they are described as being sneaky and compact,not eWAR based)
Well there's the problem. Logistics isn't good at eWAR,and logistics is only moderately faster at hacking.
Logistics is currently good at only 1 thing,being an equipment mule,and while worth it in theory that in no way aids in survival like eWAR would.
So until CCP decides to give logistics a defined survival mechanism through methods that are already sacrificed for, pondering equipment to attach to the broken suit is a bad idea,as it allows for distraction from the #1 problem,the suit itself.
Think assault level buff in regards to eWAR and external support for logistics,that would do it. And seeing as logistics and assaults are supposed to make up the bulk of all suits in combat,while scouts are supposed to be niche,it makes sense to buff them in a similar fashion.
But as to your questions. I have no idea.
TBH i'm picturing different shapes,but essentially the same functions (like rifles). But this is only because CCP hasn't even given us an inch in regards to the possibility.
I do however see a scanlink,you place it,you press the fire button it sends out a 'ping' and scans. Limited amount carried,limited amount of scans,refilled at the supply depot.
Well, let's think about the role. Logistics is a support role, which means it should help the others, being behind them repping and providing intel, right? Since the equipments bonus are about to change, all of the logis seems to gain a repair tool bonus (), and all of them seems to gain a buff in eHP (not a great but, ok..) let's think about intel then.
The only one who can provide "a good intel" is the GalLogi but it have to stop it actions and take a distance to use an active scan. From here we see a problem. Why not add to the logistics bonus a +10% range role bonus? From Protofits the base range of the Logis is 25 meters, in this case the GalLogi would have (lvl5, Logi and Range Skills) 50 meters, seems a good for a better "intel". But range without precision is nothing, why not -2/3% scan precision per level? From this point the base is 45db (seems too much =/) but considering a change to 40dB and lvl5 at Precision and Logi skills it could turn too be either 32db or 30db, good to see even some Scouts.
I don't know about a bonus to hacking, but maybe a better hacking speed built-in the dropsuit?
About scouts, they're sneaky and compact, their intent is to invade, provide some intel and hack without getting caught. Maybe the "answer" is to diminish the CPU/PG of the scouts but give them a bonus to cloak and profile/precision/range modules?
Considering the Equipments and what I know from the focus of each faction, i thought in this for the equivalents (maybe some/all of them already have been thought, but..)
Repair Tool: maybe a Caldari Shield Regen (Rail Rifle like, could just buff the shield recharge and diminish the shield recharge delay), Gallente Armor+Shield Regen (Repair tool like, give repair to both, but is weaker than the others) and a Amarr Power-Up (basically a ray to give a damage mod to someone, dunno if would be a good idea..)
Active Scanner: Considering Cloak Field as a Caldari answer to the active scanner, we could have Amarr distraction points (deployable and fix or deployable and auto-moveable? maybe hide the user while is being active..). Minmatar, being allies from Gallente could use some of the Gallente Technology to create remote scanners, as remote explosives they would be deployable and activatable (in active mode, it would emit some pulses and enter in "overheat mode" (?), just like Scrambler Rifle/Ion Pistol)
Can't think about the others (Drop Uplink, Nanohives, Nanite Injectors, etc...) |
Meee One
Amakakeru-Ryu-no-Hirameki
1499
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Posted - 2015.02.13 05:41:00 -
[1279] - Quote
Lenz Hong wrote: The only one who can provide "a good intel" is the GalLogi but it have to stop it actions and take a distance to use an active scan. From here we see a problem. Why not add to the logistics bonus a +10% range role bonus? From Protofits the base range of the Logis is 25 meters, in this case the GalLogi would have (lvl5, Logi and Range Skills) 50 meters, seems a good for a better "intel". 50 meters is crazy far,35m seems less insane and would encourage less soloing assault style But range without precision is nothing, why not -2/3% scan precision per level? From this point the base is 45db (seems too much =/) but considering a change to 40dB and lvl5 at Precision and Logi skills it could turn too be either 32db or 30db, good to see even some Scouts. the change would have to be significant enough to be worth replacing eHP mods. So probably.
I don't know about a bonus to hacking, but maybe a better hacking speed built-in the dropsuit? Yes
About scouts, they're sneaky and compact, their intent is to invade, provide some intel and hack without getting caught. Maybe the "answer" is to diminish the CPU/PG of the scouts but give them a bonus to cloak and profile/precision/range modules? Don't wave the nerf bat so fast,there might be a way to just buff logistics without nerfing scouts.
Considering the Equipments and what I know from the focus of each faction, i thought in this for the equivalents (maybe some/all of them already have been thought, but..)
Repair Tool: maybe a Caldari Shield Regen (Rail Rifle like, could just buff the shield recharge and diminish the shield recharge delay), Gallente Armor Regen (Repair tool like, but is stronger with lower range than the others) and a Amarr Power-Up (basically a ray to give a damage resist to someone, dunno if would be a good idea..) FTFY
Active Scanner: Considering Cloak Field as a Caldari answer to the active scanner, we could have Amarr distraction points (deployable and fix or deployable and auto-moveable? maybe hide the user while is being active..). Minmatar, being allies from Gallente could use some of the Gallente Technology to create remote scanners, as remote explosives they would be deployable and activatable (in active mode, it would emit some pulses and enter in "overheat mode" (?), just like Scrambler Rifle/Ion Pistol)
Can't think about the others (Drop Uplink, Nanohives, Nanite Injectors, etc...)
About scouts,every one has an eWAR bonus but Min. It has hacking and...NK (the wrong racial weapon).
Before bonuses were swapped logistics had hacking as was intended. But CCP nerfed equipment as an excuse to steal that bonus and,to be blunt,put it on the wrong suit.
As i see it there are 3 faces to this game. eHP,evasion,eWAR.
And in every class they are dominant in at least one of these...
eHP -heavies,bad evasion,bad eWAR All round -assault,good eHP,good evasion,mediocre eWAR
Then there's scouts... eHP of a logistics. Better evasion if they decide not to tank. eWAR for passives and dampening.
And logistics.. Low eHP means high evasion right? Nope Low eHP and low evasion means high eWAR right? Nope Then what does logistics get? The ability to carry extra stuff! Woo for being a worthless pack mule!
Logistics should be the best at eWAR if they aren't supposed to be active combat suits. eWAR = Scanning and precision as well as hacking
Yet they aren't,why? Because 'lolreasons'.
Still believe the lie that scouts should hack faster? Let me ask you 1 thing,what color are all the installations?
Look closely,there are patches of yellow! And what color is logistics? Yellow
But what color are scouts?Blue
So now that you realize this truth,tell me why a logistics suit shouldn't hack a logistics installation (all of them) faster? Yet a scout should?
It shouldn't. But logistics can't because 'lolreasons'. And until logistics is given back what scouts have stolen in eWAR,logistics will always be just a stupid pack mule,with base stats that make 0 sense because it isn't compensated with by that missing eWAR.
But hey what do i know,i only put 2+2 together and got 4.
Then again see mai sig.
As to new equipment,i don't think we'll be getting any new models any time soon,which is why i often try to repurpose assets already in-game.
For example a AOE repair tool,using vehicle scan circle,can heal multiple allies at once. At a decreased rate of course. Something like 50 hp/s at Pro.
Or maybe a flux RE that temporarily disables the enemies tacnet within its radius.
Or an active scrambler which,using the Gal scanner,temporarily makes false enemies appear on the opponents tacnet.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
733
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Posted - 2015.02.20 20:38:00 -
[1280] - Quote
Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
This could be very fun. Adding a sense of timing and reward for some heavy battle repairs.
The Logi Code. Creator, Believer, Follower
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Meee One
Amakakeru-Ryu-no-Hirameki
1507
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Posted - 2015.02.20 21:29:00 -
[1281] - Quote
RedBleach LeSanglant wrote:Meee One wrote: As long as repair tools have a nearly 400% loss vs weapons,i'll fight cooldowns tooth and nail.
However,a warm up mechanism would be interesting.
The more you repair,the better you repair. If you stop you slowly cooldown to a low repair rate.(the starting rate)
This could be very fun. Adding a sense of timing and reward for some heavy battle repairs. And it would make repairing installations and vehicles worth it.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Adipem Nothi
Nos Nothi
6806
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Posted - 2015.02.20 21:48:00 -
[1282] - Quote
Meee One wrote:Lenz Hong wrote: The only one who can provide "a good intel" is the GalLogi but it have to stop it actions and take a distance to use an active scan. From here we see a problem. Why not add to the logistics bonus a +10% range role bonus? From Protofits the base range of the Logis is 25 meters, in this case the GalLogi would have (lvl5, Logi and Range Skills) 50 meters, seems a good for a better "intel". 50 meters is crazy far,35m seems less insane and would encourage less soloing assault style But range without precision is nothing, why not -2/3% scan precision per level? From this point the base is 45db (seems too much =/) but considering a change to 40dB and lvl5 at Precision and Logi skills it could turn too be either 32db or 30db, good to see even some Scouts. the change would have to be significant enough to be worth replacing eHP mods. So probably.
I don't know about a bonus to hacking, but maybe a better hacking speed built-in the dropsuit? Yes
About scouts, they're sneaky and compact, their intent is to invade, provide some intel and hack without getting caught. Maybe the "answer" is to diminish the CPU/PG of the scouts but give them a bonus to cloak and profile/precision/range modules? Don't wave the nerf bat so fast,there might be a way to just buff logistics without nerfing scouts.
Considering the Equipments and what I know from the focus of each faction, i thought in this for the equivalents (maybe some/all of them already have been thought, but..)
Repair Tool: maybe a Caldari Shield Regen (Rail Rifle like, could just buff the shield recharge and diminish the shield recharge delay), Gallente Armor Regen (Repair tool like, but is stronger with lower range than the others) and a Amarr Power-Up (basically a ray to give a damage resist to someone, dunno if would be a good idea..) FTFY
Active Scanner: Considering Cloak Field as a Caldari answer to the active scanner, we could have Amarr distraction points (deployable and fix or deployable and auto-moveable? maybe hide the user while is being active..). Minmatar, being allies from Gallente could use some of the Gallente Technology to create remote scanners, as remote explosives they would be deployable and activatable (in active mode, it would emit some pulses and enter in "overheat mode" (?), just like Scrambler Rifle/Ion Pistol)
Can't think about the others (Drop Uplink, Nanohives, Nanite Injectors, etc...)
About scouts,every one has an eWAR bonus but Min. It has hacking and...NK (the wrong racial weapon). Before bonuses were swapped logistics had hacking as was intended. But CCP nerfed equipment as an excuse to steal that bonus and,to be blunt,put it on the wrong suit. As i see it there are 3 faces to this game. eHP,evasion,eWAR. And in every class they are dominant in at least one of these... eHP -heavies,bad evasion,bad eWAR All round -assault,good eHP,good evasion,mediocre eWAR Then there's scouts... eHP of a logistics. Better evasion if they decide not to tank. eWAR for passives and dampening. And logistics.. Low eHP means high evasion right? Nope Low eHP and low evasion means high eWAR right? Nope Then what does logistics get? The ability to carry extra stuff! Woo for being a worthless pack mule! Logistics should be the best at eWAR if they aren't supposed to be active combat suits. eWAR = Scanning and precision as well as hacking Yet they aren't,why? Because 'lolreasons'. Still believe the lie that scouts should hack faster? Let me ask you 1 thing,what color are all the installations? Look closely,there are patches of yellow! And what color is logistics? Yellow But what color are scouts?Blue So now that you realize this truth,tell me why a logistics suit shouldn't hack a logistics installation (all of them) faster? Yet a scout should? It shouldn't. But logistics can't because 'lolreasons'. And until logistics is given back what scouts have stolen in eWAR,logistics will always be just a stupid pack mule,with base stats that make 0 sense because it isn't compensated with by that missing eWAR. But hey what do i know,i only put 2+2 together and got 4. Then again see mai sig.
As to new equipment,i don't think we'll be getting any new models any time soon,which is why i often try to repurpose assets already in-game. For example a AOE repair tool,using vehicle scan circle,can heal multiple allies at once. At a decreased rate of course. Something like 50 hp/s at Pro. Or maybe a flux RE that temporarily disables the enemies tacnet within its radius. Or an active scrambler which,using the Gal scanner,temporarily makes false enemies appear on the opponents tacnet.
Cross would know better than I, but Scouts are very likely UP at the moment. An increase in GA Logi grade scans would render Scouts obsolete. I'm of the opinion that the GA Logi precision bonus should be toned down, or the bonus replaced with something logistics related and given to the AM Scout. The AM Scout has had no competitive function since Falloff killed passive recon, and active recon seems a much more appropriate role for a Scout than a Logi. Further, a maximum of two periodic, overpowered scans would be 100% less overpowered than 4.
If the GA Logi scan bonus were going to be replaced, what would you want in its stead?
Shoot scout with yes.
- Ripley Riley
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Meee One
Amakakeru-Ryu-no-Hirameki
1509
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Posted - 2015.02.21 00:14:00 -
[1283] - Quote
Adipem Nothi wrote:
Cross would know better than I, but Scouts are very likely UP at the moment. An increase in GA Logi grade scans would render Scouts obsolete. I'm of the opinion that the GA Logi precision bonus should be toned down, or the bonus replaced with something logistics related and given to the AM Scout. The AM Scout has had no competitive function since Falloff killed passive recon, and active recon seems a much more appropriate role for a Scout than a Logi. Further, a maximum of two periodic, overpowered scans would be 100% less overpowered than 4.
If the GA Logi scan bonus were going to be replaced, what would you want in its stead?
Tbh,Gal logis have 0 other options.
Gal have 0 other equipment that their logi can be good with. So i would have 0 other suggestions regarding a replacement,unless CCP lets us know possible options.
But as for scouts getting to be better with equipment than a logistics...the answer is a resounding NO! Besides that,it's Gal tech why would Amarr be better with it?
Plus scouts are supposed to be niche anyway. Used as a last resort,just read their description FFS it basically sums up to "assault with dampening instead of eHP meant to sneak by enemies".
Consider the following as well,each scanner takes 15-30 seconds,with 4 you sacrifice a lot of possible WP through lost equipment. As well as leaving yourself without aid through hives and idle through cooldown timers.
It's actually a pretty bad sacrifice IMO.
I don't run scouts,but wouldn't a bonus to cardiac regs be more in-line with its current bonuses? Run in,reveal enemies,run out or around them. It would overcome its weakness with oodles of stamina.
------ To address your question specifically... There's obviously only 1 valid replacement,repair rate on the repair tool.
If CCP adds different repair tools,shield(blue),hybrid(blue and gold),to go along with the armor (gold) one we currently have.(just change beam colors) That's when you get the chance to replace it with a worthwhile bonus.
Armor repair tool: -Amarr would have the longest range -Gal would have the highest repair rate
Shields: -Cal would have the longest range -Min would have the highest repair rate
-or-
Shields: -Cal would have the highest repair rate and longest range
Hybrid (1/2 as effective as the others): -Min would have the highest repair rate and longest range.
But as it currently stands i'd say there isn't really a fair bonus to offer for poking their eyes out.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Ryanjr TUG
KnightKiller's inc.
14
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Posted - 2015.02.21 00:26:00 -
[1284] - Quote
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 Reference:Nanohive Alchemy: Nanite Cluster Mysteries <-- Until I get better numbers, use this as a reference point. EDIT: Proposed changes *WORKING DRAFT*
- 1st iteration
- 2nd iteration
- 3rd iteration<--- Feedback phase in progress, consideration of both concepts and numbers welcome Note: Undergoing updates, document will be made current after the deployment of Patch 1.9
Note: While proposed equipment changes from iteration 1 have currently been tabled discussion is on going, particularly with respects to a more scaled method of the equipment changes Examples: Cross Atu wrote:
- STD - 10%
- ADV - 15%
- PRO - 25%
or
- STD - 5%
- ADV - 10%
- PRO - 20%
I am a logic, and don'r change it. I will leave an take my money with me. I put 20$ in Dust 514 every week, so I don't need the "CPM" tag. I am older player. I have 13 million SP in the logics. You need to mind your own damn Business........
TUG_Ryan
"I come in peace I didn't bring artillery, but I'm pleading with you with tears in eyes
if you fuck me I kill you all"
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killertojo42
KnightKiller's inc.
150
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Posted - 2015.02.21 00:34:00 -
[1285] - Quote
The problem is people who hate logis don't have logis that squad with them or on their team and think it's OP even though it's the most dependent and defenseless class in the game
Because both of us dying as I'm in my nomad BPO is to my benefit
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Ryanjr TUG
KnightKiller's inc.
14
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Posted - 2015.02.21 00:37:00 -
[1286] - Quote
killertojo42 wrote:The problem is people who hate logis don't have logis that squad with them or on their team and think it's OP even though it's the most dependent and defenseless class in the game byomessing for me if the logic gets change:)
"I come in peace I didn't bring artillery, but I'm pleading with you with tears in eyes
if you fuck me I kill you all"
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Meee One
Amakakeru-Ryu-no-Hirameki
1509
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Posted - 2015.02.21 00:55:00 -
[1287] - Quote
Ryanjr TUG wrote:killertojo42 wrote:The problem is people who hate logis don't have logis that squad with them or on their team and think it's OP even though it's the most dependent and defenseless class in the game byomessing for me if the logic gets change:) So,you want 0 improvements?
Lol,assault user detected.
But seriously.
I hope CCP ignores all this 'nerf rep tool' spam.
1st it was "logis aren't repping enough,they're shooting too much,nerf them!"
2nd (now) it's "logis are repping too much,they're not shooting enough,nerf them!"
Then it'll repeat infinitely until logistics is removed.
A line needs to be drawn.
And i hope it's here.
No overheat,no capacitor. Now,depending on later additions there may need to be some change,but now is not that time.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meee One
Amakakeru-Ryu-no-Hirameki
1510
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Posted - 2015.02.21 01:15:00 -
[1288] - Quote
killertojo42 wrote:The problem is people who hate logis don't have logis that squad with them or on their team and think it's OP even though it's the most dependent and defenseless class in the game Then there are those that are upset victory isn't handed to them on a silver platter.
These players often get upset about being scanned while flanking,preventing sneak attacks AKA what scanners were meant to do.
Or that opponents survive 3 bullets let alone are able to be repaired. And frequently complain about team work,claiming a solo assault should be able to kill 2 mercs working as a team easily.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5014
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Posted - 2015.02.21 01:16:00 -
[1289] - Quote
Meee One wrote: But seriously.
I hope CCP ignores all this 'nerf rep tool' spam.
1st it was "logis aren't repping enough,they're shooting too much,nerf them!"
2nd (now) it's "logis are repping too much,they're not shooting enough,nerf them!"
So goddamn freaking true.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
734
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Posted - 2015.02.21 01:20:00 -
[1290] - Quote
Meee One wrote:Lenz Hong wrote:Meee One wrote:[quote=Mister Goo] Where's the Gal uplink? Or Cal shield tool? Amarr scanner? Min nanohive? Oh yeah...they don't exist. And since they don't,there is no bar set for proper balance,it simply can't be done,unless you pull the numbers out of your butt. So when i,or anyone else throw seemingly insane numbers around,this is why. How should the equivalent equipments be? How should them be used? Amarr/Caldari should be dropped, as Nanohives and Drop Uplinks? Minmatar/Gallente should be pointed and used, as Rep Tools and Active Scanners? Don't get me wrong, just curiosity since all this can change a lot in the game Well,that's the problem. First you have to define logistics. I always thought logistics were techsperts. Sacrificing physical force (eHP speed and stamina),for the ability to be the best at external support (think stereotype nerd,weak physically,strong mentally),multiplying the force presented by other units. Which would mean logistics should have the best eWAR (range and precision),and hacking right? While scouts would have the best dampening.(they are described as being sneaky and compact,not eWAR based) Well there's the problem. Logistics isn't good at eWAR,and logistics is only moderately faster at hacking. Logistics is currently good at only 1 thing,being an equipment mule,and while worth it in theory that in no way aids in survival like eWAR would. So until CCP decides to give logistics a defined survival mechanism through methods that are already sacrificed for, pondering equipment to attach to the broken suit is a bad idea,as it allows for distraction from the #1 problem,the suit itself. Think assault level buff in regards to eWAR and external support for logistics,that would do it. And seeing as logistics and assaults are supposed to make up the bulk of all suits in combat,while scouts are supposed to be niche,it makes sense to buff them in a similar fashion. But as to your questions. I have no idea. TBH i'm picturing different shapes,but essentially the same functions (like rifles). But this is only because CCP hasn't even given us an inch in regards to the possibility. I do however see a scanlink,you place it,you press the fire button it sends out a 'ping' and scans. Limited amount carried,limited amount of scans,refilled at the supply depot.
Is it possible to love you more? I doubt it - You are nailing this discussion right now!
"Where does CCP see the Logi Role" is the perfect question because we don't see the Eve side of the role reflected in Dust514. - I'm not advocating or debating such a practice only agreeing that we don't have that definition and that it would be very useful. There must be a survival mechanism for the Logi, even if it was logi's didn't have a side arm because they all had a active energy shield they could throw up... but since that is equipment like that wouldn't be suit specific.... so nevermind. But we know where we want to go.
Logis as a class must excel in one or two of the traits that offer a mechanism to live in a battle. AND We need to be more that a pack mule with a specialty in 1 piece of gear. So I'm on board with most suggestions to implement that defining. I wanted best regens but best EWAR is OK too if there is some increase in survivability. As a few others have posted the roles all need definition and some qualities that make them different that then allow us to customize styles with those benefits.
Will we agree as a community? I doubt it, but with an official CCP proposal at least we would know what they are willing to look at and then we could work on ideas from there. Currently we have ideas from all over the board covering quite a full spectrum of solutions from a lighter logi to a heavier logi simply because we all see the suit handling differently and CCP has muddied the waters with stat and story values that don't nail down the class. I'm all for open game play and breaking things, but first want the balance conversation that can come from defining each class.
The Logi Code. Creator, Believer, Follower
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