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Takahiro Kashuken
Red Star. EoN.
3801
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Posted - 2014.08.15 10:40:00 -
[151] - Quote
CCP already plan to remove the Amarr Logi Sidearm slot
Removal of the slot means it becomes just like any other logi suit and loses its combat role and ability to stick around the front lines
I skilled into the Amarr Logi for the sidearm slot because i happen to use it alot, its useful on all 3 levels of the suit
If the slot is removed then once again my choices dont matter or have consequences and it becomes a suit i will rarely use
Asking for the cpm to even attempt to reverse this current decision is like asking for xmas in may, i have little hope that my amarr logi will even keep its sidearm slot but if i dont ask... |
Broonfondle Majikthies
Dogs of War Gaming
1289
|
Posted - 2014.08.15 10:44:00 -
[152] - Quote
Personally I think there is no need to change anything.
I've been a Min Logi since 1.2 and was my first role. I play as such for 70% of squad games.
I can fit great equipment, decent health (with good shields too) and a respectable weapon. And I'm certainly not helpless.
With a good team who understands your limitations and appreciates the support we give we don't need to be directly in the line of fire, so weapons and health are not a priority, especially since we have such an impact on a game by equipment - which doesn't have to be used directly.
I don't see how we can need any more
Equipment on the other hand does need revisiting. And even then I'd say only the injector is in dire need of adjustment. For starters take it off the medic starter fits. Its not a medic if it can't ensure its team is combat effective. Give them rep tools instead. Then tier the WP for better needles. Cus most of the playerbase is selfish and want WP so would rather use a rusty needle and rep tool. After that think about only awarding WP to the user after a successful revive. Its not a revive if you dive out of cover to Rambo into fire and try picking up a teammate for +60 wp (and award +100 to the enemy, but people forget that part -_- )
"The air smells damp and oppressive, like a wet nun"
"Why am I talking to a lightbulb? Illuminate me"
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Meee One
Hello Kitty Logistics
994
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Posted - 2014.08.15 11:08:00 -
[153] - Quote
Broonfondle Majikthies wrote:Personally I think there is no need to change anything.
I've been a Min Logi since 1.2 and was my first role. I play as such for 70% of squad games.
I can fit great equipment, decent health (with good shields too) and a respectable weapon. And I'm certainly not helpless.
With a good team who understands your limitations and appreciates the support we give we don't need to be directly in the line of fire, so weapons and health are not a priority, especially since we have such an impact on a game by equipment - which doesn't have to be used directly.
I don't see how we can need any more
Equipment on the other hand does need revisiting. And even then I'd say only the injector is in dire need of adjustment. For starters take it off the medic starter fits. Its not a medic if it can't ensure its team is combat effective. Give them rep tools instead. Then tier the WP for better needles. Cus most of the playerbase is selfish and want WP so would rather use a rusty needle and rep tool. After that think about only awarding WP to the user after a successful revive. Its not a revive if you dive out of cover to Rambo into fire and try picking up a teammate for +60 wp (and award +100 to the enemy, but people forget that part -_- ) I'm going to try to say this in the nicest way possible... A single logistics should require a whole team to keep them alive? Requiring even a squad is asking too much.
If everyone is guarding the logi,who then would take the objectives?
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2063
|
Posted - 2014.08.15 11:25:00 -
[154] - Quote
Meee One wrote:Broonfondle Majikthies wrote:Personally I think there is no need to change anything.
I've been a Min Logi since 1.2 and was my first role. I play as such for 70% of squad games.
I can fit great equipment, decent health (with good shields too) and a respectable weapon. And I'm certainly not helpless.
With a good team who understands your limitations and appreciates the support we give we don't need to be directly in the line of fire, so weapons and health are not a priority, especially since we have such an impact on a game by equipment - which doesn't have to be used directly.
I don't see how we can need any more
Equipment on the other hand does need revisiting. And even then I'd say only the injector is in dire need of adjustment. For starters take it off the medic starter fits. Its not a medic if it can't ensure its team is combat effective. Give them rep tools instead. Then tier the WP for better needles. Cus most of the playerbase is selfish and want WP so would rather use a rusty needle and rep tool. After that think about only awarding WP to the user after a successful revive. Its not a revive if you dive out of cover to Rambo into fire and try picking up a teammate for +60 wp (and award +100 to the enemy, but people forget that part -_- ) I'm going to try to say this in the nicest way possible... A single logistics should require a whole team to keep them alive? Requiring even a squad is asking too much. If everyone is guarding the logi,who then would take the objectives?
Sentinels should be jumping in front of the logis. You are big, fat, ammo hungry and they are trying to murder your enabler. Hop to it. |
Vell0cet
Fraternity of St. Venefice Amarr Empire
2138
|
Posted - 2014.08.15 16:16:00 -
[155] - Quote
I'd like to see the reintroduction of the shield rep tool. I was thinking maybe it could work like the "chain heal" in WoW. It hits the main target for 100%, the most damaged person in range of the first target by 50% and the next most damaged person in range do the second person by 25% of the original heal. Alternatively it could work as an AoE heal. Both of those may be bad ideas (there could be major flaws I haven't considered) and perhaps just having shield remote repair use the same mechanics as remote armor repair is the way to go. I mentioned those ideas because it would be cool if there were unique behaviors for shield vs. armor repair. WPs would have to be different though (perhaps scaled to the amount healed). These ideas may not even be hotfixable though. Getting more parity between shields and armor is a good thing.
I'd like to see the bonuses change for remote reps. I'd like to see Amarr/Gallente get bonuses to armor repair and Minmatar/Caldari get bonuses to shield repair. Perhaps Amarr/Caldari get a bonus to repair amount and Minmatar/Gallente get a repair range bonus to their respective shield/armor rep tools (or flip them around in a different combination). These bonuses would be in addition to the existing bonuses. Of course that leaves the Minmatar short a bonus, so we'd have to come up with an additional one for them. You could go with the old hacking bonus, but that role makes more sense on the scout (IMO). Perhaps the injectors on Minmatar Logi suits could also restore a percent of shields too? Perhaps 10%/level?
I'm just brainstorming/spitballing. Logistics would be much more interesting if we had shields and armor repair, and each race had a different approach to it.
As someone who occasionally runs Amarr Logi, I'm pretty indifferent to the sidearm question. I can appreciate both perspectives, and there is a logic to making all suits within a given class have more symmetry with less exceptions. I can also see how a suit bonused for uplinks should be more combat oriented. If we went in the direction I proposed of shields/armor reps, the Amarr Logi sidearm (snowflake argument) becomes much less compelling though.
Best PvE idea ever!
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Booby Tuesdays
Tuesdays With Boobies
778
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Posted - 2014.08.15 16:26:00 -
[156] - Quote
Breakin Stuff wrote:Oh the previous poster absolutely brings up s brilliant point. Logis do not have the speed to support a push of assaults. This is a massive problem given their low survivability under fire. A logi caught alone is likely helpless against opportunistic killers.
They need to be as fast as a assault team of the same race. I would posit that making a logi 10-15% faster than an assault so they can respond faster to needed support actions and can dive for cover when under direct fire.
In my experience in coordinated squad vs coordinated squad, whoever loses the logi first gets shredded. I don't know that we should be faster than Assaults, but we should at the very least be able to keep up. Especially with the basic movement speed, we can't run with the rep tool out, so it results in a lot of re-reacquiring a lock on after sprinting to catch up.
Do we need more stamina and speed? Better efficacy to rechargers, regulators, and armor reps? Lower delay to shield regen? Built in reps again, at 1, 2, and 3 respectively for basic, advanced and pro? I don't think we need more HP, just a little added survivability.
I think Logis are pretty close to perfectly balanced, but now that every other suit has been buffed, we need just a little something to bring it all together.
Melee Weapon of Choice: Nokia-3310 Prof. V
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Meee One
Hello Kitty Logistics
994
|
Posted - 2014.08.15 17:05:00 -
[157] - Quote
Vell0cet wrote:I'd like to see the reintroduction of the shield rep tool. I was thinking maybe it could work like the "chain heal" in WoW. It hits the main target for 100%, the most damaged person in range of the first target by 50% and the next most damaged person in range of the second person by 25% of the original heal. Alternatively it could work as an AoE heal. Both of those may be bad ideas (there could be major flaws I haven't considered) and perhaps just having shield remote repair use the same mechanics as remote armor repair is the way to go. I mentioned those ideas because it would be cool if there were unique behaviors for shield vs. armor repair. WPs would have to be different though (perhaps scaled to the amount healed). These ideas may not even be hotfixable though. Getting more parity between shields and armor is a good thing.
I'd like to see the bonuses change for remote reps. I'd like to see Amarr/Gallente get bonuses to armor repair and Minmatar/Caldari get bonuses to shield repair. Perhaps Amarr/Caldari get a bonus to repair amount and Minmatar/Gallente get a repair range bonus to their respective shield/armor rep tools (or flip them around in a different combination). These bonuses would be in addition to the existing bonuses. Of course that leaves the Minmatar short a bonus, so we'd have to come up with an additional one for them. You could go with the old hacking bonus, but that role makes more sense on the scout (IMO). Perhaps the injectors on Minmatar Logi suits could also restore a percent of shields too? Perhaps 10%/level?
I'm just brainstorming/spitballing. Logistics would be much more interesting if we had shields and armor repair, and each race had a different approach to it.
As someone who occasionally runs Amarr Logi, I'm pretty indifferent to the sidearm question. I can appreciate both perspectives, and there is a logic to making all suits within a given class have more symmetry with less exceptions. I can also see how a suit bonused for uplinks should be more combat oriented. If we went in the direction I proposed of shields/armor reps, the Amarr Logi sidearm (snowflake argument) becomes much less compelling though. AOE rep tool,awesome idea.
Hacking should be a logi speciality,seeing as logis are the MASTER support class,and support is everything BUT combat. Scouts on the other hand should be the best STEALTH hackers,not the fastest.
When it comes to support, other classes shouldn't be able to beat logistics,so when CCP bowed down to scouts in charlie regarding codebreakers they spat in logistics faces AGAIN.
It's like they're saying "sure you're MASTER support,but we're going to have another class beat you in a support action."
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Jack 3enimble
Vengeance Unbound Dark Taboo
176
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Posted - 2014.08.15 18:05:00 -
[158] - Quote
Broonfondle Majikthies wrote:Personally I think there is no need to change anything.
I've been a Min Logi since 1.2 and was my first role. I play as such for 70% of squad games.
I can fit great equipment, decent health (with good shields too) and a respectable weapon. And I'm certainly not helpless.
With a good team who understands your limitations and appreciates the support we give we don't need to be directly in the line of fire, so weapons and health are not a priority, especially since we have such an impact on a game by equipment - which doesn't have to be used directly.
I don't see how we can need any more
Equipment on the other hand does need revisiting. And even then I'd say only the injector is in dire need of adjustment. For starters take it off the medic starter fits. Its not a medic if it can't ensure its team is combat effective. Give them rep tools instead. Then tier the WP for better needles. Cus most of the playerbase is selfish and want WP so would rather use a rusty needle and rep tool. After that think about only awarding WP to the user after a successful revive. Its not a revive if you dive out of cover to Rambo into fire and try picking up a teammate for +60 wp (and award +100 to the enemy, but people forget that part -_- )
You do know that with your speed and reptool bonus you're with the amarr the only viable logi right now? My Cal logi can't keep up with heavies that have kincats and I can't fit kincat because my suit was robbed of CPU so I have to fit a CPU mod. Not to mention the fitting costs for shield modules to survive are rediculously high and on top of that my shield extenders get a shield delay penalty per extender. Brick tanking makes it even slower. The Cal logi is garbage to say the least. Did I mention my pro costs like 200K per suit?
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Duke Noobiam
S.e.V.e.N. General Tso's Alliance
135
|
Posted - 2014.08.15 18:57:00 -
[159] - Quote
Minmatar prototype and I play the MEDIC role.
I like where this logi is right now, I don't think it needs a buff or a nerf. I would appreciate not changing the bonuses as I specialized in Minmatar to be a medic.
How do you kill that which has no life?
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Hawkings Greenback
Red Star. EoN.
211
|
Posted - 2014.08.16 06:29:00 -
[160] - Quote
Duke Noobiam wrote:Minmatar prototype and I play the MEDIC role.
I like where this logi is right now, I don't think it needs a buff or a nerf. I would appreciate not changing the bonuses as I specialized in Minmatar to be a medic.
Although I manage, it is hard to stay ISK positive and I would like a slight buff on the ISK payout for logis.
Seems like I don't see many Galente or Caldari logis, maybe they need a little buff.
I'm sorry but you won't get an increased payout because you are a logi. There would be 32 logi's each match circle jerk repping each other for a better payout.
Better to reduce equipment costs. Also as has been discussed slightly increasing logi survivability (not HP buff, there are other ways) will help reduce your overall isk costs.
The trouble is I specialised in Minnie for the awesome rep bonus. Then I specialised into Amarr for the better links. Then I specialised . . . . Nah didn't bother with Caldari and I didn't need a scanner as we had scouts!!!!
There are 2 logi's that are used. 1 I've seen used occasionally, Gallente (scans) and then there is the Caldari ( re supply ) which I have at adv, which I barely see any of.
That rep bonus could be utilised by ALL logi's ( shield rep tools ftw ) then they could have equipment bonus. That way at least each logi could benefit from the one thing most people will agree a logi should be doing, repping.
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Andris Kronis
Legio DXIV
69
|
Posted - 2014.08.16 07:06:00 -
[161] - Quote
Meee One wrote:
Logistics suits: 30 more eHP than a scout Slower than heavier tanked mediums Bigger hitbox despite having less eHP Doesn't have the best regen despite having less eHP Doesn't have the best eHP despite its speed. When run as a support unit it costs easily 2x as much with 1/2 the survival
Since logistics has more in common with scouts (ewar,equipment) logistics should be made to mimic them.
-Keep the low eHP but in exchange give speed/stamina,regen amount and speed,and a smaller hitbox. This way it establishes a theme,support is fast and evasive,while killing is strong and durable.
-Cut equipment costs by 50% minimal
Based on personal experience,i would prefer to be harder to hit with better regen than have higher eHP. eHP just makes it too tempting to fight instead of support.
Ok, I didn't want to delete anything Meee One said because it was all damn good. But, the bit above is what I want to talk about.
If Logi are going to have about the same hits as a Scout then give them the properties of a scout but designed for logistics and ewar.
If they are the logi frigates of the DUST world then perhaps they should have that reflected in their signature radius (hit box and scan profile) and their scan resolution (Scan precision and range).
If they are supposed to be the logi cruisers of DUST then they should be tanked appropriately.
Pick a direction that makes sense and run with it. I'm now thinking since Meee One's post that the frigate example is better to use - you changed my mind Meee One.
Make the logi faster and better at ewar, there is nothing more frustrating as a logi when trying to fill 4 or 5 different support roles for a squad to have a shotgun scout come up behind the squad and one shot the logi before moving on to the rest of the squad, no way to scan the scout. If they are going to be left as weaklings as there seems to be some holdout animosity against logi-slayers then at least give the logi some options in the way of hit box, ability to scan for the squad, speed, all the things Meee One said.
"Corporation slogan coming to a sig near you"
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Liftrasir
Kang Lo Directorate Gallente Federation
21
|
Posted - 2014.08.16 07:40:00 -
[162] - Quote
I am having a logistical problem with my assets window, I can not seem to find the trash button... Please fix.
Breach Nanite Injector
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2140
|
Posted - 2014.08.16 08:04:00 -
[163] - Quote
Support is not everything but combat. Sentinels are support but they are a combat role. They arent meant to play solo pubstar and for every ten solo nerds you have one who properly supports squads, acts as an anvil for the assault hammer and generally does the suit class right.
Now. Soapbox is over.
Logistics cost is ridiculous. A protofit logi costs 120,000 ISK more than my CQC killer and AV fits. Regardless of the fact that logi is a rock solid force multiplier, the risks involved in having to pay a million isk for four suits versus my 7-8 door kicker party suits seems rather out of whack. I believe that logis should be paying similar cost to a sentinel brickmonster, not more. Their survivability does not justify the cost. |
John Demonsbane
Unorganized Ninja Infantry Tactics
3850
|
Posted - 2014.08.16 19:18:00 -
[164] - Quote
Huh. Looks like IGÇÖm late to the party! So, to introduce myself, I have been a logi since open beta, Amarr pretty much exclusively since it was GÇ£un-brokenGÇ¥ in 1.2 or whatever. The link in my sig explains my playstyle. Once I am satisfied we have the bases covered with uplinks GÇô which nowadays is always at the beginning of a match but I find maintaining tactical control of the map usually falls to me around halfway through and itGÇÖs like before when ridiculous link spam was confined to PC; my guess itGÇÖs in large part due to my links not being dropped indiscriminately in easy to find areas.
Anyway, after that I generally play a pretty typical support role, either rep tool and hives or rep tool and needle, depending on whatGÇÖs going on. Or after enough to drink, I start charging around trying to kill people with my less than l33t gungame. Fun but does hurt the wallet (thank God for BPOGÇÖs). But, I digress.
So, my 0.02, Cross, is as follows (IGÇÖm gonna break it up into 2 posts to keep things digestible): IGÇÖll start with equipment. (Stuff about fitting costs and power IGÇÖll get to in my second post.) 1) First, the hot issue, bonuses. I am of the opinion that every logi suit should be better at using every type of equipment than any other suit.
The poorly conceived single-bonus structure we have now killed the logi suit more than anything else, imo. Why use a logi suit when you can take a Gallente scout, which is faster, undetectable by the vast majority of suits, has about the same eHP potential along with ridiculous fitting power, plus a sidearm and 2 equipment slots? ThereGÇÖs no reason to unless you are very much invested in a single piece of equipment.
That Gallente scout can do literally everything better than my Amarr logi except for uplinksGǪ which anywhere except PC, most people are not going to gaf about the spawn times, tbh.
The rep tool, injector, nanohives, scanners, all work exactly the same on a suit not designed for support. IDK about you, but if I was the Imperial Guard, IGÇÖd fire the guy who designed my logi suits for incompetence and/or arrest him for treason!
I donGÇÖt think any of the other career logiGÇÖs, or even many people from other classes would argue too much about that point, itGÇÖs really just too logical to form a reasonable argument against. The real question is how to do it. Pokey made a nice thread about secondary bonuses, and I do see the point he and Kirk made about not over-homogenizing the different races, but I think itGÇÖs a flawed idea for two reasons: For starters, what I just talked about regarding scouts.
More importantly, there would be a [i]huge fight (already starting a little) about who gets what bonus. LetGÇÖs just be totally honest, everyone wants the rep tool bonus. So, instead of having some massive 17 page flame war about why the Gallente should get it over the Amarr, or how they should both get it and take it away from the Minmatar, just give the damn bonus to everyone!
This link has my proposal. Basically, every logi suit gets a small bonus to every type of equipment, while keeping its current primary bonus. That way we have an incentive to use a logi suit instead of a scout suit. My rep tool may not work as well as it would on a minmatar logi, but at least itGÇÖs measurably better than on some FOTM chaser in a scout suit.
2) Spam: IMO, pretty much everybody thinks itGÇÖs great when they do it and is lame when someone else does it. I do think itGÇÖs an issue, but the crazy proposals flying around with only 1 link/hive per person being allowed, they pop when you die or switch suits, etc, are really just lazy nerfs to logis, particularly the Amarr and Caldari. Unless of course you want to make those limits apply only to every suit except those two. In which case I can live with that.
Now, just like RKKRGÇÖs idea about cooldown times (which I like but I need to know more about the nuts and bolts) a lot of other good solutions are probably not feasible with the minimal effort CCP is willing to expend on this game. IGÇÖve posted the idea of making it a skill several times, Here's a rough example. In this fashion you keep the support specialists viable while discouraging the spammers who just spawn in with an uplink suit, drop 6 uplinks indiscriminately, and then switch into their sentinel suit to get to business. If you want to drop a lot of equipment as your primary role, you still can, but itGÇÖs gonna cost you a couple million SP to do it.
3) Finally, ItGÇÖs definitely too expensive. Yes, logiGÇÖs have a large WP earning potential, but itGÇÖs not cheap. Even many of my ADV fits (which I run 95% of the time) cost in the 75k range and are not that durable. I donGÇÖt know the answer to the issue though, because just making it cheaper would only encourage spam. Perhaps if the bonuses were buffed you could get away with lower tier equipment and still have it be effective.
(on to part two. Get up and stretch your legs if you like)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3850
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Posted - 2014.08.16 19:20:00 -
[165] - Quote
The Logi suits themselves
Plenty of ideas, some good, and someGǪ. LetGÇÖs call them not quite as good (howGÇÖs that, Cross?) have been put out there.
In general I feel like the slot counts need to be adjusted akin to the assaults and the Amarr should keep its sidearm. This isnGÇÖt supposed to be a cookie cutter game, we donGÇÖt need less diversity than we already have! Sprint glitch, the problems with the Amarr bonus not applying, and for the love of god the rep tool glow need to be fixed, among other things.
1) Equipment, fitting power, and the irrational fear of the dreaded GÇ£slayer logiGÇ¥: ItGÇÖs been like 8+ months since this was remotely an issue. Seriously, chill out. The simple solution is that instead of buffing the fitting power of the suits in the same fashion that scouts were, just double the fitting bonus to equipment instead. That way the suits can be built very easily for support but not so much for combat. Here's a hastily thrown together example of the concept.
An exception would be the Amarr and possibly the caldari logi suits. The Amarr logiGÇÖs PG is so pathetic I have been forced to use dirty minmatar weaponry because the ScR uses up like -+ of the total PG of the damn suit (that may be a slight exaggeration). IGÇÖm not as familiar with the Caldari suit but if itGÇÖs going to lose a low slot then it may need a slight CPU buff.
2) Speed and survivability: I think there are two options, or two paths to take might be a better term: Either we can make LogiGÇÖs tankier/heavier, or we can make them faster/GÇÖscoutierGÇÖ.
I donGÇÖt think we should try to do both, personally, thatGÇÖs where you run into trouble with logiGÇÖs filling too many roles too well like before. Alternately you could split up the races and make 2 heavier and 2 lighter (Amarr/Gal or Cal and Min/Gal or Cal being likely pairings)
- Tank is easy. Buff the HP, bring back the old inherent rep but tweak it a little, maybe resistances, thereGÇÖs a lot of ways to do it. I favor this idea less as the primary way to do things, but a small buff is in order either way because the eHP of logi suits is poor considering the other tradeoffs they make in terms of speed/hitbox/etc compared to other suits.
- Faster/GÇÖscoutierGÇÖ is a little more complicated but I like the idea better overall. Correct me if I am wrong, but the logi suits used to have a lower scan profile than the Assault suits, and it was taken away for no reason. I think the logi suits should not be as easy to see as Assaults or Heavies, and should certainly not be slower! Give them a little ewar with lower profiles and longer ranges or higher precision than the other non-scouts, buff the speed so they can keep up with the squad and you make a demonstrable improvement in survivability and utility as a support suit without a major buff to HP or rep tanking.
3) Rep tool glow: ItGÇÖs insane that this has not been put back. I swear I saw a dev once comment GÇ£wait, itGÇÖs not there anymore?GÇ¥ The red hit indicator when taking damage was initially almost as intrusive as the rep indicator, why canGÇÖt the rep indicator be toned down in a similar manner? Though, personally I think that a pulse or glow around the HUD or of the HP gauge is a better option, but again, IGÇÖm guessing thatGÇÖs not hot-fixable.
(The godfather of tactical logistics)
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Meee One
Hello Kitty Logistics
995
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Posted - 2014.08.16 22:30:00 -
[166] - Quote
While you're looking at the logistics suits.... Fix the Min logis stats.
It has more armor than shields and it's supposed to be a shield based race. It has 90 shields and 150 armor.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2171
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Posted - 2014.08.16 22:39:00 -
[167] - Quote
Meee One wrote:While you're looking at the logistics suits.... Fix the Min logis stats. It has more armor than shields and it's supposed to be a shield based race. It has 90 shields and 150 armor.
Minnies are an either/or race for shield/armor. Sometimes they skip all that crap and rock out to heavy metal, juice the engines up to "GODDAMN THING WILL EXPLODE IF A FLY FARTS!" and put the biggest goddamned guns they can find on their gear and try to outdo themselves levelling cities with personal artillery cannons. |
Symbioticforks
Pure Evil.
613
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Posted - 2014.08.18 03:16:00 -
[168] - 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
Sniper / Support
Can't support my team in my PC when the only viable sniper rifle is a Thale's. Headshots are ultra rare in this format of the game, between the inherent amounts of lag that come from PC and a full 16 players wearing prototype. Purchasable sniper rifles just don't cut it.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil.
616
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Posted - 2014.08.18 08:31:00 -
[169] - Quote
In the initial build, you wanted a sniper as support.
Smaller squads with shared vision, a sniper was useful.
then one day
what's this?
NERFBAT!
THWACK!
intentional nerf to snipers? (probably not)
but it most certainly was real.
Sniping Dust 514 (video series)
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Mister Goo
Abandoned Privilege Top Men.
26
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Posted - 2014.08.18 13:53:00 -
[170] - Quote
Proto Min Logi with level 5 in all support areas, links, hives, and repair.
I want to start with Johns proposal I believe it is the most balanced Idea that has been proposed yet. it is well thought out and requires little change for CCP.
John Demonsbane wrote:More importantly, there would be a huge fight (already starting a little) about who gets what bonus. LetGÇÖs just be totally honest, everyone wants the rep tool bonus. So, instead of having some massive 17 page flame war about why the Gallente should get it over the Amarr, or how they should both get it and take it away from the Minmatar, just give the damn bonus to everyone! This link has my proposal. Basically, every logi suit gets a small bonus to every type of equipment, while keeping its current primary bonus. That way we have an incentive to use a logi suit instead of a scout suit. My rep tool may not work as well as it would on a minmatar logi, but at least itGÇÖs measurably better than on some FOTM chaser in a scout suit. If people think this homogenizes the logi suits too much, I'm certainly not against buffing the primary bonus a little more to make up for it. )
John, I am behind your proposal, it is well thought out and makes all logi's better with all equipment. But still makes you choose where you want to be specialized.
I am not an Amar Logi but I still believe that they should not loose their side arm. They are the combat Logi, they loose slots and have to stay alive to maintain their Links. Their choice of role specialization, and gives good diversity to the game.
The equipment bonus to pg/cpu is not enough it needs to be increased, I would say doubled but that is probably excessive.
Isk Cost of equipment is very prohibitive.
Isk Comparison using all advance level items except 1 proto item. I put one proto item because we use the best for where we need the most.
Advance M/1 logi Suit with six kin rep tool =69,285 Advance M/1 Logi Suit with BDR8 rep tool =58365 (trying to cut cost with adv repair tool)
Advance M/1 Assaut Suit complex dmg mod =30,945 Advance A/1 Heavy Suit complex dmg mod =37,770
This is a problem!!!
Repair Tools I have read some of the proposals for rep tool healing the logi's as a way to make up for less ehp. I agree but it needs to be regulated to only when the repair tool is out and actively being used on other team mates. Not when your solo or the target is at full health. It also does not need to be the full amount of the repair tool maybe 50%.
Amount of armor repaired needs to be put back to original amounts before the nerf. That way every logi can out heal a frontline suit with militia weapon and damage mod.
One last thought about all classes of suits. A militia or basic suit should not be able to use a proto level anything.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
161
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Posted - 2014.08.18 15:03:00 -
[171] - Quote
Mister Goo wrote: Advance M/1 logi Suit with six kin rep tool =69,285 Advance M/1 Logi Suit with BDR8 rep tool =58365 (trying to cut cost with adv repair tool)
Advance M/1 Assaut Suit complex dmg mod =30,945 Advance A/1 Heavy Suit complex dmg mod =37,770
This is a problem!!!
Repair Tools I have read some of the proposals for rep tool healing the logi's as a way to make up for less ehp. I agree but it needs to be regulated to only when the repair tool is out and actively being used on other team mates. Not when your solo or the target is at full health. It also does not need to be the full amount of the repair tool maybe 50%.
Amount of armor repaired needs to be put back to original amounts before the nerf. That way every logi can out heal a frontline suit with militia weapon and damage mod.
One last thought about all classes of suits. A militia or basic suit should not be able to use a proto level anything.
You dumbass, you cut costs on the weapon, NOT on the repair tool.
And second the repair tool shouldn't repair the repper as it will encourage ONLY armor tanking, active repping though should at least give a somewhat blanket resistance to damage for armor and shields, otherwise cal logis get boned and will discourage diverse fits.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Mister Goo
Abandoned Privilege Top Men.
26
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Posted - 2014.08.18 15:46:00 -
[172] - Quote
Orion Sanjeet wrote:Mister Goo wrote: Advance M/1 logi Suit with six kin rep tool =69,285 Advance M/1 Logi Suit with BDR8 rep tool =58365 (trying to cut cost with adv repair tool)
Advance M/1 Assaut Suit complex dmg mod =30,945 Advance A/1 Heavy Suit complex dmg mod =37,770
This is a problem!!!
Repair Tools I have read some of the proposals for rep tool healing the logi's as a way to make up for less ehp. I agree but it needs to be regulated to only when the repair tool is out and actively being used on other team mates. Not when your solo or the target is at full health. It also does not need to be the full amount of the repair tool maybe 50%.
Amount of armor repaired needs to be put back to original amounts before the nerf. That way every logi can out heal a frontline suit with militia weapon and damage mod.
One last thought about all classes of suits. A militia or basic suit should not be able to use a proto level anything.
You dumbass, you cut costs on the weapon, NOT on the repair tool. And second the repair tool shouldn't repair the repper as it will encourage ONLY armor tanking, active repping though should at least give a somewhat blanket resistance to damage for armor and shields, otherwise cal logis get boned and will discourage diverse fits.
Name calling is NOT required.
I know that you use a lower tier weapon to cut cost, I use my exile on most of my fits. When I want to save isk. I was showing all Advance tier items for comparison to the all advance tier Assault and Heavy Suits with 1 complex damage mod.
I will agree that a Cal logi will be at a large disadvantage. I agree that rep tools would encourage armor tanking, so I am willing to go with a blanket resistance to damage. I used the armor repair because the main function of the repair tool is to repair armor and all suits have armor even cal logi's not much but some.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
161
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Posted - 2014.08.18 16:13:00 -
[173] - Quote
Mister Goo wrote:Orion Sanjeet wrote:Mister Goo wrote: Advance M/1 logi Suit with six kin rep tool =69,285 Advance M/1 Logi Suit with BDR8 rep tool =58365 (trying to cut cost with adv repair tool)
Advance M/1 Assaut Suit complex dmg mod =30,945 Advance A/1 Heavy Suit complex dmg mod =37,770
This is a problem!!!
Repair Tools I have read some of the proposals for rep tool healing the logi's as a way to make up for less ehp. I agree but it needs to be regulated to only when the repair tool is out and actively being used on other team mates. Not when your solo or the target is at full health. It also does not need to be the full amount of the repair tool maybe 50%.
Amount of armor repaired needs to be put back to original amounts before the nerf. That way every logi can out heal a frontline suit with militia weapon and damage mod.
One last thought about all classes of suits. A militia or basic suit should not be able to use a proto level anything.
You dumbass, you cut costs on the weapon, NOT on the repair tool. And second the repair tool shouldn't repair the repper as it will encourage ONLY armor tanking, active repping though should at least give a somewhat blanket resistance to damage for armor and shields, otherwise cal logis get boned and will discourage diverse fits. Name calling is NOT required. I know that you use a lower tier weapon to cut cost, I use my exile on most of my fits. When I want to save isk. I was showing all Advance tier items for comparison to the all advance tier Assault and Heavy Suits with 1 complex damage mod. I will agree that a Cal logi will be at a large disadvantage. I agree that rep tools would encourage armor tanking, so I am willing to go with a blanket resistance to damage. I used the armor repair because the main function of the repair tool is to repair armor and all suits have armor even cal logi's not much but some.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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pagl1u M
Namtar Elite Gallente Federation
949
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Posted - 2014.08.18 16:42:00 -
[174] - Quote
Ok, none said it yet, I m surprised. It looks like I have to say it, dont blame me for proposing it.
Only sidearm logis!
"Oh no what an idiot""gtfo""blablabla die blabla"
But think about it... The main problem is logi's ability to survive. That is why you want to buff logis hp or their regen/speed.
But you are afraid of slayer logis, you are afraid the forum will cry for a nerf. So we have to give logis a good survivability but to we have decrease their firepower.
Giving logis only sidearms will let you buff them (Ehp or regen stats) and avoid the problem of slayer logis at the same time.
Is it that stupid? It is not that logis will be completely useless in combat. Having more survivability would let them do their job (support) and still be effective in gunfights (with more defence and less offence) and dont forget that sidearms can be deadly as other weapons!
Minmatar loyalist!
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1560
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Posted - 2014.08.18 16:49:00 -
[175] - Quote
pagl1u M wrote:Ok, none said it yet, I m surprised. It looks like I have to say it, dont blame me for proposing it.
Only sidearm logis!
"Oh no what an idiot""gtfo""blablabla die blabla"
But think about it... The main problem is logi's ability to survive. That is why you want to buff logis hp or their regen/speed.
But you are afraid of slayer logis, you are afraid the forum will cry for a nerf. So we have to give logis a good survivability but to we have decrease their firepower.
Giving logis only sidearms will let you buff them (Ehp or regen stats) and avoid the problem of slayer logis at the same time.
Is it that stupid? It is not that logis will be completely useless in combat. Having more survivability would let them do their job (support) and still be effective in gunfights (with more defence and less offence) and dont forget that sidearms can be deadly as other weapons! No.
I prefer Meeee's idea of fast, scout like logos. Sidearm only was considered and summarily dismissed long ago by CCP.
Rest in peace, oh Captain, my Captain.
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Mister Goo
Abandoned Privilege Top Men.
26
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Posted - 2014.08.18 17:00:00 -
[176] - Quote
Orion Sanjeet wrote:Bare in mind I am a Min logi and for my lows I run 2 complex reppers, and whatever plates will fit after I fill my highs ( 2 comp presicion, 2 comp shield ext) and equipment slots (all proto, injector, ish hive, flux links, and either the republic boundless or six kin repair tool) so the feedback repair from the repair tool would benefit me greatly (for a two target repair tool would you get double feedback?) because I could drop a repper and add a plate, but I don't want any changes made to this game that would make any particular build the "only" build. That is the reason for the resistance instead of the reps. P.S. Sorry about the dumbass comment, I meant it more playfully as opposed to insulting... ya dumbass
I think only one feedback or it would really be OP.
I use Lows 1 comp repper, 1 enhance armor, 2 comp armor High 1comp precision, 1adv energizer, 2 advance Shield extenders. equipment slots proto wyrikomi hives, ish hives,state needle and core focus or six kin.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2865
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Posted - 2014.08.18 17:04:00 -
[177] - Quote
pagl1u M wrote:Ok, none said it yet, I m surprised. It looks like I have to say it, dont blame me for proposing it.
Only sidearm logis!
"Oh no what an idiot""gtfo""blablabla die blabla"
But think about it... The main problem is logi's ability to survive. That is why you want to buff logis hp or their regen/speed.
But you are afraid of slayer logis, you are afraid the forum will cry for a nerf. So we have to give logis a good survivability but to we have decrease their firepower.
Giving logis only sidearms will let you buff them (Ehp or regen stats) and avoid the problem of slayer logis at the same time.
Is it that stupid? It is not that logis will be completely useless in combat. Having more survivability would let them do their job (support) and still be effective in gunfights (with more defence and less offence) and dont forget that sidearms can be deadly as other weapons!
Currently, with very rare exception, a Logi in every way to an Assault, aside from the equipment. Even with a buff to base Logi attributes, the Assault will remain capable of better defenses, better offsense, and better mobility.
I've said this a million times already, but every role in the game is a combat role. They differ in focus, but they are all still capable of putting up a solid fight, and the Logi is no exception. Part of the Logistics role is indirect combat support, may that be proving suppressive fire while their heavy reloads or offering additional DPS to finish off a tough opponent. If you strip the Logi of their primary, you strip them of an important part of the role and water down the whole role. |
Mister Goo
Abandoned Privilege Top Men.
26
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Posted - 2014.08.18 17:46:00 -
[178] - Quote
+1 Pokey Very good analyses of the current situation and side arm logis are not the answer.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
161
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Posted - 2014.08.18 17:59:00 -
[179] - Quote
Mister Goo wrote:+1 Pokey Very good analyses of the current situation and side arm logis are not the answer.
Not unless ya make Mass Drivers sidearms. But I'd guess pagl1u M is a scout and doesn't like logis being able to fight back with the only weapon truly effective against them.
Nothing I say is meant to offend... unless you're stupid. - Mr. Welch
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2866
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Posted - 2014.08.18 18:04:00 -
[180] - Quote
Orion Sanjeet wrote:Mister Goo wrote:+1 Pokey Very good analyses of the current situation and side arm logis are not the answer. Not unless ya make Mass Drivers sidearms. But I'd guess pagl1u M is a scout and doesn't like logis being able to fight back with the only weapon truly effective against them.
We have a Mass Driver Sidearm, it's called the flaylock |
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