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Cross Atu
OSG Planetary Operations Covert Intervention
2768
|
Posted - 2014.08.21 14:25:00 -
[211] - Quote
Alena Ventrallis wrote:John Demonsbane wrote:Meee One wrote:
Sidenote:I see you're trying to blow off and deflect from any relevant suit buffs to logistics. You can better the support experience dramatically by fixing the suits first. Trying to call it an 'arguement' is a lowbrow strategy trying to get off the subject of buffs for logistics,which are severely needed.Go somewhere else with your 'subterfuge'.
lol... slow down there, newb. PIck your targets a little better. Shayz has a lot more cred on the topic than most anyone else. He does have a point though. Buffs to support modules and such are kind of moot if the suit designed to be best with them is still flawed. Although I think shayz meant more along the lines of "support that isn't exclusively logistics suits" which is a valid point. Going to jump in on this one real quick.
Shayz, who has been a Logi Bro since the early days of dust, has been in contact with me quite a bit and was extending some of the points made in a conversation he and I had prior, now I won't speak for him or anyone else but here's the upshot on this "Crosses view" if you will, and if you folks think I am insane please feel free to present your case and persuade me otherwise
Survival is mandatory. Whatever contexts and time frames one can survive in almost completely define the bounds of potential utility one can provide in any role regardless of suit, role, fit, or infantry/vehicle. Note: HP = Raw Hit Points = "brick" or "buffer" tanking eHP = effective Hit Points = raw HP modified by weapon profiles, fit mobility, damage resistance, eWar profile, regeneration rates, arguably even hacking speed if that is part of your primary on field behavior (kind of a subcategory of speed). These two are not interchangeable and should not be treated as such. While they may serve the same role, saying "improve eHP" or "improve survivability" is not the same as saying "make X more like the sentinel frames" (who for the record have high HP and solid eHP do to their damage resistance, but have a lower eHP rating than their raw HP once one considers things like mobility and eWar).
Support play is very too deeply defined as "that stuff you do in the logi suit". The Logistics frame is ideal for support, at least theoretically it is supposed to be, but at no point should all support be considered bounded by the use of the Logistics frame (mCRUs exist for one obvious example).
Hacking, the entire equipment line, multiple vehicle fits (especially if we are able to restore logistics vehicles to the game, but even without them) are all support actions if/when focused on as a primary objective. Example 1: If links cannot be defended or maintained within a key area use of a vehicle with a mCRU can become vital, even if uplinks can be maintained there are instances where use of an mCRU will provide more effective support than an uplink (consider being on comms and altering the path of attack by relocating the mCRU spawn location.) Example 2: Fully damped scout with support equipment. This player is running a sub-300 HP fit with a rep tool, needle, hives, scanner (obviously not all of these at once, no more than two possible). This player is not in a fit that will survive direct contact with hot zones (tho flanking could be an effective combat tactic) however being under the radar they can focus on supporting their squad via the equipment they have on board and further support by clearing hostile equipment deploys and hacking hostile assets. They are not failing to play support simply because they are not in a Logistics frame. Indeed in the current state of the same there are certainly times where Scout frames will be more effective at support than their Logistics frame counterparts.
The Logistics frame - Even where this frame in a perfect state (whatever that may be, opinions diverge on this subject drastically) support play would still not be defined purely by the suit. Without effective mods/gear to use for those support actions support play will remain hampered no matter what the status of any specific frame or chassis may be.
That being said, the logistics frame is not in a good place right now and I am not shy about saying that. Indeed I have been saying it, and presenting the same reasons, for a very long time now. The reasons that I have presented (check my posting history for a full run down if you'd like one, but be warned it is somewhat long) still, to the best of my knowledge, remain unanswered and most of the conversations I have had on the subject, when they get down to discussions of specific fittings and actions, highlight that most players who are firm in their belief that the Logistics suits are fine as is do not have support actions compose the majority of their on field behavior (further many of them are also in the upper segments of the population when it comes to gun game so they have more latitude in how they do things).
Character limit reached, and I have work to get back to, feel free to tell me how you think I'm wrong if you think I am.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Sum1ne Else
Fatal Absolution
1355
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Posted - 2014.08.21 15:01:00 -
[212] - Quote
I have been a Logi since Beta, and have slowly moved away from it for a few reasons. It's just not as fun anymore and you will only really see me Logi against strong teams or in PC. That said, I will always do the support thing at the beginning of a match.
A few things I would like to address, and they are mainly game issues, rather than actually changing the Logi itself.
Firstly, the glitched indicator for a revive still showing when said person is 'bled out' wtf?
Bring back the glow around the screen when being repped (but just make it less prominent)
Bring down the cost of prototype equipment (265k for 1 proto suit, really?)
WP gains for more ADV gear used (already in action I know)
Sprint glitch needs to be fixed
Changing at a supply depot should not render your suits bonuses useless
Give an innate explosive damage resistance; this would need to be increased through the tiers, 5, 10, 20% through STD, ADV, PROTO respectively.
The bonuses are great, I like that each is individual because there are clearly different roles to play when you choose a Logi depending on how you want to play. I'm not too sure why you would need to change any of them
I don't think the passive armour reps need to come back; this would just bring back slayer logis as I have spoken to the guys that specced out of the Logi suit because of this.
I read pretty much all of the previous posts; Zaria Min Deir and I-Shayz-I have great things to say.
I hope revisting the Logi suit does not mess them up, good luck.
Thanks.
Longest PLC Kill - 193.71m
Logi mk.0 - Com gk.0 - Scout gk.0 - Ass ak.0
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John Demonsbane
Unorganized Ninja Infantry Tactics
3884
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Posted - 2014.08.21 15:11:00 -
[213] - Quote
You're insane, Cross.
Just one thought on what you are saying. I maintain the suits are presently the key to your ongoing project, as they are the only remaining class not to be hotfixed, and represent the most glaring hole in the "support experience."
So, despite my earlier post, this is one of the few times I disagree with Shayz, in that the logi suits and improvements to the support role are not separate issues at the moment, even if only to the extent that you have to take the suits into account when modifying equipment and modules. To not address them simultaneously, even when just throwing around ideas, would only invite future problems. (I wasn't trolling Meee so much as cautioning him(her?), no need to invite another ban any more than he already is with the word choices and especially that sig)
Scouts, as you mentioned, have a role in support, even when they only had one equipment slot I still always had a speed tanked/damped Dragonfly suit handy for dropping uplinks behind enemy lines. But, they are now in the position the logistics suits were previously argued to be, they fill all other roles better than the suit "intended" for it.
So, for my money, the capability for support actions in scout suits should be looked on as something that needs to be degraded, at least in a relative sense... I've never liked the "nerf A to buff B" apporach so I don't want scouts nerfed per se, just not enhanced. (Though honestly, the fitting power of even a G/1 is pretty excessive, and only my stubbornness and loyalty to the Empire have so far kept me from being seduced by the dark side and abandoning my logi suits completely. It's sooo hard though! You really don't have to make any sacrifices at all fitting a Gallente scout nowadays)
p.s. I read and made a few minor contributions to the whole "support actions" thread long ago, as you probably know. My memory might a be a little fuzzy, but I was down with most of what was presented there. It's more a matter of priorities and the "low hanging fruit" Rattati is looking for.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
3884
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Posted - 2014.08.21 15:21:00 -
[214] - Quote
Also, Cross, I'd love to get you to commit to an opinion on one topic (which you can obviously change in the future).
One of the bigger and longer running discussions regarding the logi suits, and one I'm particularly interested in, has been the equipment efficacy bonuses. With only three main options put forward recently, it's fairly easy to state a concrete opinion on, unlike more complicated issues like eHP and "survivability"
Throw me a bone here and at least tell me what you personally like the sound of:
1) Keep the bonuses as is, one suit, one equipment bonus.
2) Give each suit a bonus to two types of equipment. One primary bonus, one (smaller) secondary bonus.
3) Every suit gets a small bonus to each type of equipment in addition to the current primary bonus.
(The godfather of tactical logistics)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2284
|
Posted - 2014.08.21 15:39:00 -
[215] - Quote
Sum1ne Else wrote: Give an innate explosive damage resistance; this would need to be increased through the tiers, 5, 10, 20% through STD, ADV, PROTO respectively.
Dear God no.
Mass Drivers are literally one of the only ways to force a logi OFF a heavy long enough to burn the fat man down without finding a way to gank the logi outright.
I don't think we need to be making MORE suits that resist splash damage, or we'll be rolling right back around to various weapons being utterly useless because :resists: |
Cross Atu
OSG Planetary Operations Covert Intervention
2768
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Posted - 2014.08.21 16:08:00 -
[216] - Quote
John Demonsbane wrote:You're insane, Cross. Thank you, I'm glad we established that
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
2768
|
Posted - 2014.08.21 16:19:00 -
[217] - Quote
John Demonsbane wrote:Also, Cross, I'd love to get you to commit to an opinion on one topic (which you can obviously change in the future).
One of the bigger and longer running discussions regarding the logi suits, and one I'm particularly interested in, has been the equipment efficacy bonuses. With only three main options put forward recently, it's fairly easy to state a concrete opinion on, unlike more complicated issues like eHP and "survivability"
Throw me a bone here and at least tell me what you personally like the sound of:
1) Keep the bonuses as is, one suit, one equipment bonus.
2) Give each suit a bonus to two types of equipment. One primary bonus, one (smaller) secondary bonus.
3) Every suit gets a small bonus to each type of equipment in addition to the current primary bonus. Okay, I am going to qualify this is *takes of CPM hat, puts on been a support player since closed beta hat* my personal opinion rather than any locked down recommendation to CCP since I make a point to keep in mind that the two are not synonymous. In order here are my perceptions.
1. I never liked this conceptually or actually. The theory behind the move of "let us make the buffs racial" is something I actually do like, but in a game state where that means "you are now a one trick pony" that doesn't seem to fit the support role very well. "You have 3-4 slots... which you can fill with one type of mod... congrats!" (and people wonder why there is equipment spam ).
2. This, depending on how it is done, could be a positive move, even via lore it could work because the NPC empires have their allies so we could keep some of that 'racial flavor' aspect from above, even in the current limited game state, and still widen the pallet a little bit.
3. While as a long time support player this is obviously appealing to me, it seems a bit too much like "give me everything because I like shiny". And while I do indeed like shiny, I can't objectively say it is the likely to be the best route. I want players to have choices, and neither too tight a constraint, nor giving too wide a set of buffs, actually promotes meaningful choice / emergence in behavior.
One note here however, is that the logistics role buff is and should be universal and within the correct context (current under quite a bit of discussion, more word soon... what? I can't give away all my secrets, who would love me then ) could be increased. In fact I have actually supported an increase to this since before it was even added as the role bonus (for those who want to know more on the subject, this means you can find out a lot in my post history ).
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2943
|
Posted - 2014.08.21 18:22:00 -
[218] - Quote
You also have to be careful to avoid over homogenizing the Logistics as well though. Even with some racial focus, if they all get +3% to all equipment but a +5% to their racial equipment...well then they don't feel very unique anymore. That being said I think Logistics do need more options, while still maintaining strong individuality. One suggestion I've made in the past is to the give all Logistics the Repair Tool Bonus, and then replace the Minmatar bonus with something like Remotes/Proxy mines. Because Explosions. You may be even go as far as the other poster suggested and add a secondary but lesser bonus, so essentially your Proto Logi setup would look like:
Repair Tool: Full Bonus Racial Equipment: Full Bonus Sub-Racial Equipment: Partial Bonus 4th Equipment: No Bonus |
TechMechMeds
Level 5 Forum Warrior
5270
|
Posted - 2014.08.21 20:31:00 -
[219] - Quote
PLEASE CAN WE GET MECHANIC POINTS FOR REPAIRING VEHICLES,TURRETS, CRUS AND SUPPLY DEPOTS.
JUST APPLY THE TRIARGE MECHANIC AND RENAME IT, MECHANIC.
BEEN SAYING THIS FOR OVER A YEAR NOW.
SOME OF US GO THE EXTRA MILE
SORRY FOR CAPS.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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TechMechMeds
Level 5 Forum Warrior
5270
|
Posted - 2014.08.21 20:53:00 -
[220] - Quote
Whats the experience is like right now provided you are not a brick tanked logi and you are one who really does care about supporting.
heres some thoughts that regularly urinate in my cornflakes often.
My teams awful, im screwed.
Caught off guard, im dead.
Dying 3 times cost about as much as 5 proto fits in equipment alone, almost.
That's the 6th guy to die now because my rep tool wouldn't lock on.
My injector didnt work when i wanted it to, nor did my rep tool lock on when i wanted it to, see you when we re-spawn buddy. After match hate mail for being a 'crap' logi, nice.
I now have to hide because costs>supporting.
Hey hey, 7th phantom revives a charm, so is the 8th re-spawn, gg.
Hmmmm, assaults run too quick for me to keep up very often.
oh a scout that has a rep tool and injector with comparable hp and more speed than me, i feel so loved.
Ah, there goes another dirty mlt needle revive stolen from me.Aaaaannndd there goes another guy gunned down along with the fool who revived him. I wish i could run quicker without making myself so squishy.
That's generally what my experience is like at the mo, which is why im usually on my alt or running assault or heavy.
I know i could run cheaper stuff but just like most other people, i didn't play this game to skill into and keep my best gear as shinnies to look at. I also enjoy being able to support and survive to the best possible capacity which makes for FUN game play.
I have the sever bpo but i rarely use it, I like that 4th equipment slot so i really am a Swiss army knife.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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John Demonsbane
Unorganized Ninja Infantry Tactics
3893
|
Posted - 2014.08.21 21:19:00 -
[221] - Quote
Pokey Dravon wrote:You also have to be careful to avoid over homogenizing the Logistics as well though. Even with some racial focus, if they all get +3% to all equipment but a +5% to their racial equipment...well then they don't feel very unique anymore. That being said I think Logistics do need more options, while still maintaining strong individuality. One suggestion I've made in the past is to the give all Logistics the Repair Tool Bonus, and then replace the Minmatar bonus with something like Remotes/Proxy mines. Because Explosions. You may be even go as far as the other poster suggested and add a secondary but lesser bonus, so essentially your Proto Logi setup would look like:
Repair Tool: Full Bonus Racial Equipment: Full Bonus Sub-Racial Equipment: Partial Bonus 4th Equipment: No Bonus
I think you might have some unhappy minmatar logis then (which is fine with me, they should be cleaning my stables anyway...). You and I have debated this point before and will just have to agree to disagree, I think a global bonus that is closer to 1/4, maybe 1/3 of the main bonus is reasonable and would not over-homogenize the suits.
Plus, it does really **** me off that a scout suit with 2 equipment slots does support as well, if not better, than my logi suit (which, not for nothing, also has only 2 equipment slots at STD). I just won't ever be OK with that.
(The godfather of tactical logistics)
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TechMechMeds
Level 5 Forum Warrior
5285
|
Posted - 2014.08.22 00:03:00 -
[222] - Quote
Cross Atu wrote:John Demonsbane wrote:You're insane, Cross. Thank you, I'm glad we established that John Demonsbane wrote:p.s. I read and made a few minor contributions to the whole "support actions" thread long ago, as you probably know. My memory might a be a little fuzzy, but I was down with most of what was presented there. It's more a matter of priorities and the "low hanging fruit" Rattati is looking for. This is actually why some of my responses seem so unsatisfying, because the low hanging fruit will come first and until a tech evaluation I won't really know which items those turn out to be. Like the injector WP scaling that I have wanted since closed beta, it turns out there is a tech barrier to what would otherwise, conceptually, be some pretty obvious low hanging fruit. Besides, isn't it a lot more satisfying to get a blue post saying "these are the proposed changes for the hotfix" than me saying "these are the changes I'm going to propose be proposed for the hotfix, presuming there are no unknown tech hang ups"
Yes, injector wp scaling ftw!.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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Sgt Kirk
Lucent Echelon
7342
|
Posted - 2014.08.22 01:17:00 -
[223] - Quote
Primary: suit. Assault Secondary suit: Logistics
both Gallente obviously.
And this post will be full of unpopular opinions.
Nanite Injector: Besides the fact that they should be Gallente I feel that Injectors should have recharge time per use. With that I feel that they should also be able to be used on yourself as well but have the effect devalued by 60% on a functioning clone, i.e. the player.
Nanohives: The Compact Nanohive's cluster amount needs to be increased. I'm completely fine with only carrying one since it can replenish both armor and ammo.
Active Scanners: More Variants needed. I feel that the Active scanners should come in three categories, Long range [+125m] and short angle [<60-¦], Shorter ranged [<100m] and wide angles [>90-¦], and lastly scanners in between. Besides that there is the matter of ewarfare to be looked at but that's a little bit too much to go into with a post I'd like to be relatively short.
Native Regen for Logistics suits: All Logistics suits should get a native repair of 2 hps and give Gallente Logistics an additional two more.
As for the bonuses it's already been said best by another poster:
Quote:Skill Bonus. It's been 9 months of me saying this: They need to be comprehensive. The Logistics suits need to be the best at using all equipment. Not just a single one. Fire the idiot, even if it was LogiBro, that thought it was a good idea or even acceptable to have these split up. It's not even complicated.
- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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SponkSponkSponk
The Southern Legion Final Resolution.
1014
|
Posted - 2014.08.22 01:26:00 -
[224] - Quote
I think some tweaks like
* Lowered prices for proto equipment (in line with nanite injector cost) * Increase the fitting cost of most proto equipment * increase the logistics fitting bonus to compensate
then we'd see a lot more logistics suits running higher tier equipment, because they would be the only ones who could run them without compromising their fit.
Dust/Eve transfers
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TechMechMeds
Level 5 Forum Warrior
5287
|
Posted - 2014.08.22 01:30:00 -
[225] - Quote
SponkSponkSponk wrote:I think some tweaks like
* Lowered prices for proto equipment (in line with nanite injector cost) * Increase the fitting cost of most proto equipment * increase the logistics fitting bonus to compensate
then we'd see a lot more logistics suits running higher tier equipment, because they would be the only ones who could run them without compromising their fit.
Hi.
I run full proto equipment, raising the fitting cost means that I won't be able to do so.........
I agree with the other 2 points.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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SponkSponkSponk
The Southern Legion Final Resolution.
1014
|
Posted - 2014.08.22 01:52:00 -
[226] - Quote
TechMechMeds wrote:I run full proto equipment, raising the fitting cost means that I won't be able to do so.........
OK, if your proto equipment totals 100CPU+20PG normally, your logistics bonus would turn that into 75CPU+15PG.
If the bonus was changed from -5%/level to -10%/level but all proto equipment fitting cost is half again, then it becomes
150CPU+30 -> -50% due to skills -> 75CPU+15PG.
No net change.
Dust/Eve transfers
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2944
|
Posted - 2014.08.22 01:57:00 -
[227] - Quote
John Demonsbane wrote:
I think you might have some unhappy minmatar logis then
How so? They would still be receiving a bonus to the repair tool as they always have, and then gaining an additional bonus or two. |
Sgt Kirk
Lucent Echelon
7342
|
Posted - 2014.08.22 02:16:00 -
[228] - Quote
If we get anything out of this thread let it be known the Logistics should get bonuses to all equipment, some more than others based on suits race,
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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TechMechMeds
Level 5 Forum Warrior
5288
|
Posted - 2014.08.22 02:39:00 -
[229] - Quote
SponkSponkSponk wrote:TechMechMeds wrote:I run full proto equipment, raising the fitting cost means that I won't be able to do so......... OK, if your proto equipment totals 100CPU+20PG normally, your logistics bonus would turn that into 75CPU+15PG. If the bonus was changed from -5%/level to -10%/level but all proto equipment fitting cost is half again, then it becomes 150CPU+30 -> -50% due to skills -> 75CPU+15PG. No net change.
Ah yeah lol.
Sorry its late here.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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zzZaXxx
D3ATH CARD
425
|
Posted - 2014.08.22 03:45:00 -
[230] - Quote
It's great to see the CPM working on this. It is high time for some logi love!
My primary support role is remote repping.
Feedback on logistics support roles:
My first thought is that logis need an EHP buff. Logis are targets on the field, especially when we're remote repping. Logis' survivability is out of whack with the other suits because they've all been iterated on while the logi has remained the same. This is just a crystal clear need to me and I hope to the CPM as well.
Roles:
Remote repping: I think this is working well. It is very effective, but not OP, especially now with the advent of the World Eating Burst HMG. A proto vehicle repper would add something to the game I think.
And speaking of repping, the main thing repping logis need besides more EHP is more variety of roles/behaviors for heavies, which means adding the remaining two heavy weapons.
Active Scanning: it seems to me the whole team should be able to see enemies lit up by active scans. There are only 16 of us on one team for crying out loud! One player should be able to help out the whole team in his role. Limiting visibility to squads also severely limits Gallente logistics usefulness in battles when soloing or in an in incomplete squad.
And that's all the specialized roles there are for logis: remote repping and scanning. Throwing down hives and links is the role of every logi of any race. Just having faster spawning links or faster hives with more nanites does not a specialized role make. That means Caldari and Amarr logis have no real specialized support role. For them both to have one would require new active equipment, such as shield transporters, and I know we're not going there. So the only hope for them is for devs to emphasize their hybrid role.
Slot-wise I think they're already there. They both only have 3 equipment slots at proto, and Amarr has the sidearm, Caldari the extra high slot. What they both need is a combat related bonus. I think a light weapon reload speed bonus would be ideal for the Cal logi. For the Amarr logi I'm thinking some passive rep and a bonus to biotics efficacy would work great, along with switching one of his high slots to a low slot.
As for the rest of the equipment:
Remotes: game breaking. Need to be changed so you have to sKet them and wait
Uplinks: protos need more HP
Nanohives: protos need more HP. I heard the ones that rep and give ammo break when heavies use them. They get sucked up too fast giving them ammo? Not sure.
Nanite Injectors: just needs better "hit" detection and please find a way to get rid of the indicators that send me on a deadly wild goose chase to an empty spot with a needle icon on it.
Thanks for again for focusing on this! |
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John Demonsbane
Unorganized Ninja Infantry Tactics
3895
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Posted - 2014.08.22 05:33:00 -
[231] - Quote
Sgt Kirk wrote:If we get anything out of this thread let it be known the Logistics should get bonuses to all equipment, some more than others based on suits race,
Thank you! Can I get an amen!?
(The godfather of tactical logistics)
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Meee One
Hello Kitty Logistics
1002
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Posted - 2014.08.22 06:23:00 -
[232] - Quote
Double post
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1002
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Posted - 2014.08.22 06:25:00 -
[233] - Quote
Pokey Dravon wrote:You also have to be careful to avoid over homogenizing the Logistics as well though. Even with some racial focus, if they all get +3% to all equipment but a +5% to their racial equipment...well then they don't feel very unique anymore. That being said I think Logistics do need more options, while still maintaining strong individuality. One suggestion I've made in the past is to the give all Logistics the Repair Tool Bonus, and then replace the Minmatar bonus with something like Remotes/Proxy mines. Because Explosions. You may be even go as far as the other poster suggested and add a secondary but lesser bonus, so essentially your Proto Logi setup would look like:
Repair Tool: Full Bonus Racial Equipment: Full Bonus Sub-Racial Equipment: Partial Bonus 4th Equipment: No Bonus Full suit respecs you say?
It isn't CCPs fault you took those refunded points and went into the wrong suit.
Lesser bonuses are fine,but full isn't.
If this happens i'll want a suit respec so i can go back to Gal,where my survival rate is higher.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1002
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Posted - 2014.08.22 06:49:00 -
[234] - Quote
Sgt Kirk wrote:Primary: suit. Assault Secondary suit: Logistics both Gallente obviously. And this post will be full of unpopular opinions. Nanite Injector:Besides the fact that they should be Gallente I feel that Injectors should have recharge time per use. With that I feel that they should also be able to be used on yourself as well but have the effect devalued by 60% on a functioning clone, i.e. the player. Makes sense seeing as it's a canister and not a tube linked to the suit,no to the self injecting too easily abusedNanohives: The Compact Nanohive's cluster amount needs to be increased. I'm completely fine with only carrying one since it can replenish both armor and ammo. No,this would enable too much solo game play. It would effectively decrease the need of support.Active Scanners: More Variants needed. I feel that the Active scanners should come in three categories, Long range [+125m] and short angle [<60-¦], Shorter ranged [<100m] and wide angles [>90-¦], and lastly scanners in between. Besides that there is the matter of ewarfare to be looked at but that's a little bit too much to go into with a post I'd like to be relatively short. More options are always better than less,as long as the differences are made clear.Native Regen for Logistics suits: All Logistics suits should get a native repair of 2 hps and give Gallente Logistics an additional two more. 100% agree,it'll help when a logi is being shot at while repping.As for the bonuses it's already been said best by another poster: Quote:Skill Bonus. It's been 9 months of me saying this: They need to be comprehensive. The Logistics suits need to be the best at using all equipment. Not just a single one. Fire the idiot, even if it was LogiBro, that thought it was a good idea or even acceptable to have these split up. It's not even complicated.
- Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. and +2% to active scan angle per level. and 5% to repair amount per leveland +2 to maximum spawn count per level
- Gallente Logistics: +10% to active scanner visibility duration and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level and +2 to maximum spawn count per level
- Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and +2 to maximum spawn count per level
- Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. and +2% to active scan angle per level. and +5% to supply rate and repair amount per level and 5% to repair amount per level NO,all this will do is eradicate certain logistics. EG,Amarr with Min reps + uplinks = 0 need for any other logistics.
The only way the last portion about logistics bonuses wouldn't be bad is if the current logistics bonuses were doubled.
It would be fine then,because each logistics would blow the others away with its racial equipment.
Sidenote for Cross:Can we get the bonuses doubled?
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2945
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Posted - 2014.08.22 06:56:00 -
[235] - Quote
Meee One wrote: Full suit respecs you say?
It isn't CCPs fault you took those refunded points and went into the wrong suit.
Lesser bonuses are fine,but full isn't.
If this happens i'll want a suit respec so i can go back to Gal,where my survival rate is higher.
I'm...confused. When did I mention a respec? |
John Demonsbane
Unorganized Ninja Infantry Tactics
3895
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Posted - 2014.08.22 11:35:00 -
[236] - Quote
Pokey Dravon wrote:Meee One wrote: Full suit respecs you say?
It isn't CCPs fault you took those refunded points and went into the wrong suit.
Lesser bonuses are fine,but full isn't.
If this happens i'll want a suit respec so i can go back to Gal,where my survival rate is higher.
I'm...confused. When did I mention a respec?
You didn't. He's one of the angry minmatar I warned you about
(The godfather of tactical logistics)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2289
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Posted - 2014.08.22 11:50:00 -
[237] - Quote
zzZaXxx wrote:
Remotes: game breaking. Need to be changed so you have to sKet them and wait
Uplinks: protos need more HP
Nanohives: protos need more HP. I heard the ones that rep and give ammo break when heavies use them. They get sucked up too fast giving them ammo? Not sure.
Nanite Injectors: just needs better "hit" detection and please find a way to get rid of the indicators that send me on a deadly wild goose chase to an empty spot with a needle icon on it.
Thanks for again for focusing on this!
Unattended equipment should be easy to destroy. they do not "require more HP."
Nor does it need to be easier for people to stand inside triage hives and have them weather a mass driver barrage intended to remove them from play. |
zzZaXxx
D3ATH CARD
425
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Posted - 2014.08.22 12:34:00 -
[238] - Quote
Breakin Stuff wrote:zzZaXxx wrote:
Remotes: game breaking. Need to be changed so you have to sKet them and wait
Uplinks: protos need more HP
Nanohives: protos need more HP. I heard the ones that rep and give ammo break when heavies use them. They get sucked up too fast giving them ammo? Not sure.
Nanite Injectors: just needs better "hit" detection and please find a way to get rid of the indicators that send me on a deadly wild goose chase to an empty spot with a needle icon on it.
Thanks for again for focusing on this!
Unattended equipment should be easy to destroy. they do not "require more HP." Nor does it need to be easier for people to stand inside triage hives and have them weather a mass driver barrage intended to remove them from play.
Right now MD and grenades take out proto equipment too fast. I know because I'm on the giving end. Just need a little more resilience. Shouldn't just go poof.
Actually that would be a great nanohive variant: a repping hive that reps half the HP but has a lot of shields and is hard to take out with MD. |
I-Shayz-I
I----------I
4659
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Posted - 2014.08.22 12:50:00 -
[239] - Quote
Equipment doesn't need more HP Proto equipment just needs a lower profile.
Let's reward PLACEMENT rather than spamming in open areas. By hiding your uplink well, it won't show up on scans or passives as long as you're using the best of the best...that's what I want.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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zzZaXxx
D3ATH CARD
425
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Posted - 2014.08.22 12:54:00 -
[240] - Quote
I-Shayz-I wrote:Equipment doesn't need more HP Proto equipment just needs a lower profile.
Let's reward PLACEMENT rather than spamming in open areas. By hiding your uplink well, it won't show up on scans or passives as long as you're using the best of the best...that's what I want.
Low profile equipment. Another good variant they could add! |
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