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Bradric Banewolf
D3ATH CARD RUST415
422
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Posted - 2014.10.23 03:04:00 -
[1] - Quote
I've proposed some ideas on this as well. What you said here makes sense entirely, but alas breaking up the easy mode circle jerk will not likely happen?! Too many guys are simply too simple minded, and want things to be easy.
I was in a match with this new guy to corp, and he was repping a cal assault suit?!?!? Of course we told him that that was pointless as my buddy only had around 200 armor. We told him he needed to get on his gun and shoot! His reply at that point almost made me forget who I was?! He said
"naw man I'm just trying to get the guardian points".
It took everything I had not to kick him from corp!!! I went into a rage! These are the type of mentalities you have here in the forums, and in-game. They simply hunt for crutches, and hang on for dear life?!
Now this isn't to say that all logis are like this. I run an advanced gal logi often to drop ammo and links. It is a needed role, and when done correctly it can truly turn the tide of a battle significantly. The problem is the price of some of the Logistics equipment, and equipment in general. Proto hives cost more than advanced dropsuits for something that can be elbowed?! Why does expendable dropped equipment for ammo cost 28k? I've posted threads about the market pricing of suits and equipment, and I feel the price of proto is too steep which creates a gap. More players would dare try their hand in PC if they could just afford it?!
To the point, the rep tool needs to be changed as it is long overdue for an overhaul. It is a relic, or legacy equipment if you will. It's still operating on 1st Gen tech from over 2 years ago?! It creates a mentality that is toxic to the player base?! Give the Logistics dropsuit more ehp, a bonus for carrying equipment, and force them to truly get in the fight! If they had a significant bonus to carrying the costly equipment that they carry we may see more of it! Too many battles I have seen no uplinks, searched countless meters for ammo, and can hardly pay a merc to carry a needle?! I know what all you killers out there are saying. "Where are the logis?" Well they're broke?! At best you'll get cheap militia needles, a compact nanohive or worse, and basic rep tools?! It simply cost too much?! It's cheaper to put a rep tool on an assault suit.
Some logis would actually run their logi fits if they could, but it usually means instant death?! Some are useless without their rep tools however?! I've watch some logis simply run when their heavy goes down?! They don't even try to shoot?! Even if the enemy is almost dead?! This isn't a daycare! Make them work same as everyone else, but I would say on the logis behalf that the price of equipment is far to steep at proto level?! My Gek cost less than wirykomi nanohives, and they only have 100hp?! If we want a logi to bring links, ammo, and rep tool it's gotta either cost less or produce much more isk payout. I am here to tell you that just running assault cost less?!
I support this message!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
422
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Posted - 2014.10.23 03:43:00 -
[2] - Quote
Breakin Stuff wrote:all it takes for a suppressor Heavy to be a thing is for Rattati to:
Up HMG range
Lower HMG damage to somewhere around current assault HMG
Decrease dispersion sharply.
the only thing that my proposition needs is a rework of the HMG. The weapon is dictating the role, not the suit. Plus if the weapon had the range the suit could have things like turn penalties that would allow scouts and assaults to peel it open in CQC and being restricted from doing things like driving LAVs.
and then the most obnoxious use of the rep tool goes down 50-80% and people calm down about it.
This would definitely change in-game tactics, but would it be worth it to be a sentinel if this happened? Dropping hmg damage would just bring more sentinels with rail rifles running around?!
Pause for the cause: CCP, 'H' means heavy weapon! Fix it!
There are different types of hmg's for a reason. The assault version is a specialist weapon, and though I would argue that the dispersion should be less, it does it's job in skilled hands. The same goes for the burst and general purpose hmg's.
A suggestion while on the subject would be to get rid of this "all barrels firing at once" mentality that CCP has adopted?! Traditionally gatlin guns fire through all barrels individually. Creating one very concentrated stream of fire. So this "dispersion" idea on hmg's is unfounded entirely?!
Short range hmg's should carry large calibers and produce big damage at close range while lacking in range due to bullet drop.
Long range hmg's require smaller more accurate rounds that produce less damage, but carry for longer distances.
With this premise in mind this whole "barrel burst" of ammo flying in all different inaccurate directions is ludicrous?! The dispersion that comes with hmg's should be lowered in the least if not removed completely.
As far as logis go, you have working logis dedicated to the role of support equipment...... and then you have rep tool logi whores who feel that their contribution to the OB makes up for their lack in tactics?!
The suppressor heavy exist in min and cal heavies with burst and assault hmg's. Their not the door kicking titans that the gal and Amarr heavies are, but they have speed and shields to flank and fire from distance if used correctly.
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
423
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Posted - 2014.10.23 04:02:00 -
[3] - Quote
Mister Goo wrote:Breakin Stuff wrote:Mister Goo wrote:stuff and numbers.
See my above post. the problem people have with the repair tool isn't that it's OP. it's the synergy of the repair tool combined with an amarr or gallente sentinel in CQC where the sentinel can usually block access to the logi. I do agree with your post, but that is not what the OP is saying/suggesting. The synergy is very strong when your solo, but working as a team it is quickly overcome even in CQC. Right now red berries have the mind set of "I'm going to kill that heavy no matter what" and they throw themselves at him, feeding frenzy style. They don't change tactics to compensate for the logi/heavy combination. The Logi/Heavy synergy is a direct result of good team work. There are very vew places that heavys can block all access to a TEAM of enemys. In those few places it can be done, your in a death trap, when more than one person is attacking at the same time. Grenades work wonders on a logi suit. Again TEAM WORK, for a game that is supposed to be based on team work there is very little used. If Dust were changed to your scenerio I agree completely with a capasitor based tool, but as things are now it is not a viable solution. So my response on how to fix the Repair tool in todays game is more simple and doesn't require CCP to do anything. Team Work
Team work, or the lack thereof, isn't the issue. What he is suggesting will stop the influx of new players going straight into heavy or logi dropsuits because it's easy. Every role should be equally challenging, complicated, and rewarding. Changing the rep tool will cause players to have to manage their usage of the rep tool and other equipment, including their rifle!
If the proposed layout was implemented the logi could rep a heavy after an engagement, or during depending g on the situation. This would require more thinking on the part of this "team" and their "team work".
As the logi do I use the rep tool going into this door, and A: there are no enemies B: there are enemies? Do I scan before entry? Do I use nanohives instead, and fire my weapon?
As the heavy do I build my suit all armor, and depend solely on my logi? Do I add reps to my fit, and become self sufficient? Do I use shields or damage mods? Is my approach correct, or do I need to adjust my tactics?
With what has been going on with the current rep tool the assaults and scouts have to make these decisions while logis and heavies role requires no thinking, caution, or tactics?!
Giving logis their passive reps back would help compensate for the rep tool changes, but I can not condone crutch equipment for any role. When they changed the scanner I was actually happy to see it. It forced players to think about when, where, and how they applied it. Instead of just spinning in a circle every 5 seconds?!
This will separate good logis from scrub logis in an instant as the good ones will continue the path of the logibro, and the scrubs will hopefully see a challenge and quit the game?!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
423
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Posted - 2014.10.23 04:32:00 -
[4] - Quote
Spkr4theDead wrote:Atiim wrote:If you don't enjoy reading, then I suggest skipping to the TL;DR. Currently, the only thing required to be successful with a Repair Tools is latch onto an Armor Tanker and hold on for dear life. This doesn't require much thought or user input, and makes things monotonous for those using them. Along with that, Repair Tools favor those with higher HP/s, which makes them inferior to the Focused variants. To solve these issues, I suggest giving them a Capacitor and adjusting their HP/s accordingly. This way, those wielding a Repair Tool would have to decide when or where to use one, but still being effective. Here's an example of what their stats would be: Quote:Normal Repair Tool
- Uptime: 25s
- Downtime: 35s
- Armor Repair Rate: 80HP/s
This would be the general purpose Repair Tool. It's HP/s seems a bit much, but it can only restore a total of 6000HP before it needs to recharge, which is enough to heal an entire squad before needing to recharge Flux Repair Tool
- Uptime: 15s
- Downtime: 25s
- Armor Repair Rate: 60HP/s
Along with being the long range Repair Tool, it would also have an emphasis on going in an out of engagements quickly. Though with only 2400HP before depletion, using it for squad support isn't recommended. Focused Repair Tool
- Uptime: 3s
- Downtime: 30s
- Armor Repair Rate: 215HP/s
This would be the extreme alpha, low duration Repair Tool. It's able to yield incredible amounts of health, but only in short bursts; thus making it ideal for solo play and in situations where you need someone healed quickly. These numbers aren't definitive, but are simply placeholders to show what their purposes would be under my idea. With that in mind, what do you think the stats should be? TL;DR This is a terrible idea. About as terrible as the breach swarm launcher.
He doesn't mean this directly?! Something along these lines as CCP would make the final adjustments, but something definitely needs to change because currently it's a crutch for players with no real skills. They should be held to the same battle standards as every other role, but instead are told
"oh you suck? Ok you see that repair tool? Go level 5, and get behind Ole Brutus there. Brutus, show em the ropes." That's the wrong answer?!
Medics on a battlefield shoot first! They are taught to carry their own weight, and eliminate the enemy first before they administer aid. I would like to see this games logi work more like the support role in battlefield. They are fighters first, but can distribute ammo.
This BS of just leashing onto others to carry you is garbage. On the flip side of that coin make logis more durable, and lower the equipment cost so they can afford to carry more than a rep tool! I'm a big advocate for the Logistics dropsuit, but the rep tool by itself needs a change. Not a nerf CCP! A change! Gotta make that clear, or we'll end up with a nerf like the ScR for the rep tool?!
"Anybody order chaos?"
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