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Jadd Hatchen
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Posted - 2014.11.19 17:08:00 -
[1] - Quote
CCP Rattati wrote:This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field.
First good on you guys for finally coming up with a solution that actually fixes a problem correctly!!! Yay!
But my main point is: Ok so you finally admit it! You f'ed up when you left scouts OP with the currently layout!!!!
Honesltly scouts are able to do TOO MUCH. I can understand versatility, but the more versatility should come at a COST! As they are now, a scout can fit to be a decent logi, a decent assault, a more than decent scout, etc. They have too many role-specific slots!!! Hell you removed the sidearm from some logi's to represent the COST of being a logi! But for scouts you ADDED a slot instead? How dumb is that?
So the point I'm making is that Scouts should either have one less equipment slot or have no sidearm slot.. You can still fit a sidearm in a light weapon slot, but now you only get one weapon instead of two.
Or better yet! Let the players decide which they prefer! On two of the races, (let's say Minmatar and Caldari) you get to have two equipment slots and no sidearm slot. But on the other two races (Amarr and Galente) you get to have the sidearm slot as well as the light weapon slot, but only one equipment slot. The specific races don't matter, but the point is that there is one too many slots on the scout suits as they are now. Please fix it!
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Jadd Hatchen
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647
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Posted - 2014.11.19 23:19:00 -
[2] - Quote
RedPencil wrote:Jadd Hatchen wrote:CCP Rattati wrote:This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field. First good on you guys for finally coming up with a solution that actually fixes a problem correctly!!! Yay! But my main point is: Ok so you finally admit it! You f'ed up when you left scouts OP with the currently layout!!!! Honesltly scouts are able to do TOO MUCH. I can understand versatility, but the more versatility should come at a COST! As they are now, a scout can fit to be a decent logi, a decent assault, a more than decent scout, etc. They have too many role-specific slots!!! Hell you removed the sidearm from some logi's to represent the COST of being a logi! But for scouts you ADDED a slot instead? How dumb is that? So the point I'm making is that Scouts should either have one less equipment slot or have no sidearm slot.. You can still fit a sidearm in a light weapon slot, but now you only get one weapon instead of two. Or better yet! Let the players decide which they prefer! On two of the races, (let's say Minmatar and Caldari) you get to have two equipment slots and no sidearm slot. But on the other two races (Amarr and Galente) you get to have the sidearm slot as well as the light weapon slot, but only one equipment slot. The specific races don't matter, but the point is that there is one too many slots on the scout suits as they are now. Please fix it! Once upon a time, I told CCP Rattati to remove scout's sidearm slot. He reply me with only one word " NO ".
Well CCP Rattati I'm calling you out!!! Please explain yourself! Why is it fair for a logistics dropsuit to have no sidearm slot and it's somehow fair for a scout to have the second most equipment slots AND still have the sidearm slot?!? How is this fair by any stretch of game theory and mechanics? I demand you explain you and your teams' logic on this one or forever be shamed and owe me a drink at next year's EVE Vegas event. 8)
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Jadd Hatchen
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647
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Posted - 2014.11.19 23:24:00 -
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John Demonsbane wrote:RedPencil wrote:Jadd Hatchen wrote:CCP Rattati wrote:This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field. First good on you guys for finally coming up with a solution that actually fixes a problem correctly!!! Yay! But my main point is: Ok so you finally admit it! You f'ed up when you left scouts OP with the currently layout!!!! Honesltly scouts are able to do TOO MUCH. I can understand versatility, but the more versatility should come at a COST! As they are now, a scout can fit to be a decent logi, a decent assault, a more than decent scout, etc. They have too many role-specific slots!!! Hell you removed the sidearm from some logi's to represent the COST of being a logi! But for scouts you ADDED a slot instead? How dumb is that? So the point I'm making is that Scouts should either have one less equipment slot or have no sidearm slot.. You can still fit a sidearm in a light weapon slot, but now you only get one weapon instead of two. Or better yet! Let the players decide which they prefer! On two of the races, (let's say Minmatar and Caldari) you get to have two equipment slots and no sidearm slot. But on the other two races (Amarr and Galente) you get to have the sidearm slot as well as the light weapon slot, but only one equipment slot. The specific races don't matter, but the point is that there is one too many slots on the scout suits as they are now. Please fix it! Once upon a time, I told CCP Rattati to remove scout's sidearm slot. He reply me with only one word " NO ". Because that's not a good solution. Rather than take away the 2nd EQ slot entirely, this sorta "forces" it to be used for a cloak, as was intended. You won't be able to deploy 2 full slots worth of ADV or PRO EQ so it's not as useful for deployables.
But there are valid cases for having a scout that can sneak (ie cloak) and still deploy RE's. This would require 2 EQ slots, but that sort of play should come at a cost like loosing the sidearm slot. That's why I suggested that having a sidearm slot should get rid of the second EQ slot on 2 of the races' scout dropsuits and vice versa on the other 2 races' scout dropsuits. Kinda like they did with the logistics dropsuits where the ones with the sidearm still on them, have one less EQ slot (3 insted of 4) and the ones that don't have a sidearm slot have all four EQ slots. This is the best of both worlds then. Players can pick and choose which style of play they want to skill into and build upon and balance is maintained in either case.
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Jadd Hatchen
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647
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Posted - 2014.11.19 23:30:00 -
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So the whole thing in this thread about people swapping roles after deploying equipment got me to thinking... If they make it so that the bandwidth of the currently equipped dropsuit is used for the max deployables possible, how will they actually get that code to work?
I mean currently they can't even get the Amarr Logistics Dropsuit bonus to work right so how is CCP gonna get this change to even reliably work?!?!?!?!?!
What am I talking about? Right now an Amarr Logi suit is supposed to decrease deployment time on uplinks that they deploy. However if they swap suits, then that bonus goes away. Ok that part works well and good... But if you die and come back in the same suit, your bonuses are STILL GONE!!!!!
So what do I foresee happening? I foresee a world with deployable bandwidth where a logi suit deploys its maximum bandwidth of equipment, dies and then comes back into game with the same suit and all of its extra bandwidth of previously deployed goodies ALL GONE!!! Because before CCP can even do anything like this they need to fix the code that is already broken for this aspect of play!!!!!
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Jadd Hatchen
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654
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Posted - 2014.11.20 15:20:00 -
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Llast 326 wrote:Imp Smash wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop. Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? Because it takes Three to take out a HAVGǪ And it is not an easy task to do. If a scout can only lay one or two, then it is only encouraging their use as an anti Infantry weapon.
Just work in pairs then... job done.
Seriously, how in the world is it reasonable for a freaking SOLO puny scout to take out a freaking super-powered tanks with high tech nanites and shields anyways? Instead having an assault or logi distract the tank with some swarms/plasma while a scout sneaks in to place an RE or two would be the perfect teamwork/gameplay goal IMO.
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Jadd Hatchen
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654
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Posted - 2014.11.20 15:23:00 -
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One Eyed King wrote:Imp Smash wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop. Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? Yes. 1) Tanks don't explode with 1 RE. Neither does an LAV. 2) We use them for point defense. Often cover multiple objectives with them. The catch being if I detonate upon seeing an objective hacked, I blow ALL the REs. Even if that objective were fluxed first. Its a reasonable trade off. 3) This still doesn't fix the problem of Frisbee REs. Most complaints arise from this tactic. I don't see how nerfing people who use multiple REs as intended, while not fixing the Frisbee RE thrower complaints, and reducing the AV capacity of scouts effectively nerfs Slayer Scouts. In the end, that mentality only increases the viability of that play style vs more legitimate scout roles.
I totally agree thet FRISBEE REMOTE EXPLOSIVES is a BROKEN F*#CKING MECHANIC that CCP needs to fix ASAP!!!!!!
However a tank should never be killable by one scout either IMO. It should be a pair of scouts or a scout working in conjunction with a heavy or other AV type to do it.
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Jadd Hatchen
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655
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Posted - 2014.11.20 15:36:00 -
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Xatha De'Agelle wrote:I love what you do Rattati!
I like this with one addendum based on !!!the complaint about tank fighting further below!!!; if you do this where RE's are that difficult to deploy by scouts: Options: 1a) Set RE's at a BW of 2. It'll interrupt uplinks, but allow the allotment of RE's to be available. 1b) Make RE's tap shields and armor at the same time. 2) Make anti-tank RE's, so that one or two are devastation, but poor against infantry. 3) Provide some version of alpha damage against tanks. (Point blank anti-tank that isn't suicide-knifing with nova's)
I understand that changes have a lot of other considerations, like proxies, Uplinks, and making equipment more scalable on radar...
One complaint as a scout: RE's costing 4 per a unit And STD scouts being 4 BW. I thought these changes with BW were to stop equipment spam? Well, Uplinks are the spam, not RE's.
I'm a hateful Anti-vehicle scout with RE's. Please don't make it this difficult for STD to take out a tank like this. Few but a cloaked scout can get close enough to tanks to RE them.
It takes at least 2 Basic RE's and a flux grenade to significantly wound(read: almost destroy) a milita/basic fit tank. That entails sneaking up inside of a constantly shifting target window, throwing the RE's, fluxing the shields off and detonating. One RE is going to tickle and then they drive off(Or backup and kill you.)
Taking out careless tanks with RE's will be very hard unless you are running a protoscout, which sets the curve very high against STD scouts in turn because Proto-scouts have fitting room for proto-RE's anyway of which their 12 BW can deploy them all too. They would just gun it forward or back up and gun you down if you're caught.
Stop this... Stop saying that scouts main role in life is to be anti-vehicle... it takes taht role away from the heavies and the assaults and the logis who are supposed to be doing this stuff.
Second no tank should be a solo-able thing!!! Why do you all insist that the lightest dropsuit class in the game should be able to destroy the most heavy vehicle inthe game, BY ITSELF? This makes no logical sense whatsoever. That's like trying to claim that a frigate should have enough guns and firepower to solo kill a dreadnaught in EVE... It's not gonna happen.
Third, you don't just have freaking REs as a scout!!! If you truly wanna go tank hunting in a scout, then ONE RE + proto-AV nades + skilled up PLASMA CANNON or SWARM LAUNCHER still gets you a very decen chance to kill a tank!!! Whining about the RE thing is just plain dumb as you have so many other tools to use in the toolbox!!!!
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Jadd Hatchen
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655
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Posted - 2014.11.20 15:41:00 -
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John Demonsbane wrote:LAVALLOIS Nash wrote:Almost all the gameplayI do is logi. And I think this change will impact me negatively. Please hear me out:
I understand that there are concerns about "equipment spam". By this, im sure they mean when people put down 50 nanohives around a supply depot. But thats not where I get any WP from because I dont do that.
Here is what I do when im playing Dust:
I spawn in, I have to get out and get my uplinks out fast. If its Line Harvest, I got to go and place uplinks on the roofs so that if my team suffers a bunch of setbacks, we have a place outside of the redline that is safe to regroup and relaunch from. It allows a outmatched team to keep trying instead of being redlined and waiting out the clock. If its Fracture Road then I prefer to have one on the pipes, as well as at locations I-7 and C-7. This creates a "flexible front line" and allows a team to reground and encircle an enemy who has the objective in Domination.
I need more that just 1 uplink, and I always place a Remote Mine on my uplink after I plant it as a trap to any shotgun eager scouts. Heck, sometimes when I know my team is about to be driven from an area, ill plant some nanohives with Remote Mines on top as we retreat, knowing that victorious squads get careless sometimes. Ive taken out entire squads with this kind of trickery. Im a player who plays 99% solo, i been playing for almost a year........this is going to curtail my creativity. So far ive been doing well because Ive had the flexibility to. Even LAVs, every time I use one, place some REs on the seat beside me, so if it gets captured I can get revenge on whoever killed me and stole it. Which brings me to my next point:
Proximity mines: Yeah, I use them. I should mention i have mines Lv5. I can slow down, scare, or destroy heavy or light vehicles. This is part of my job. I supply the frontline. In order for me to do that, its preferable if I can prevent an enemy vehicle assault on my teams rear or flank. I cant have the same suit with 3 sets of mines that I have for my 2 sets of uplinks and 1 set of RE. I need two different suits.
Its not "throwing down cheap equipment either". My proto proxymine fit costs something like 70,000SIK. And I dont always get to get away with it either. Sometimes an enemy tank or a scout with an early start catches me.
Plus after all the equipment is down, then what do I do? I no longer have a role. Right now I can take a dropship, land in a hotzone, throw down some triage nanohvives, and then blast off. For player who play in squads, its more feasible to follow someone with a repair tool or revive team mates. I cant always do that. Im always a solo player. When my job is to supply, I need to be able to deliver all these resources on time without compromising the rest of my supply chain. There have been times when im the only logi on a 16 man team. Imagine how much worse it would be with limits. If you want to say that "if you deploy stuff in a logi suit you cant use anything else except a "logistics" suit," then I would accept.
How about before everything gets changed, try a few small hotfixes:
-Prevent equipment from being deployed within a certain radius of a supply depot. A large enough one because the supply depot provides nanites so there is no need for equipment near it. -Increase the range and radius of flux grenades so that they can be thrown into high places -Increase the hitbox vertically to 0.3M on equipment so it can be targeted easier (exception: proxy mines) -Introduce a mass driver that fires flux rounds (ok maybe thats not a hotfix)
Thankyou for considering my concerns.
Those types of radii would be great, but from what Rattati has told me, not something they are able to do... although that was pre-1.9, so maybe the new code allows it. If it did, yes, that would be great, too. The complaints about RE's and proxies make a lot of sense, so I would propose the folllowing change Rattati: 1) Proxy BW = 1, RE BW =2 or 2) Give scouts a 50% reduction to RE/prox BW so they get the above values (For those who hate the frisbee scout RE's, this doesn't affect it either way, that only takes 1. )
Again, why does everyone keep insisting that a scout must have the ability to kill a tank with RE's ONLY? You can use an RE, AV nades, and a swarm launcher...
Oh wait that would cut into you ability to face shotgun people and otherwise kill infantry as a scout? Guess what you can't and shouldn't be able to do EVERYTHING in one suit like that. That's why there are so many scouts and scouts are so OP right now. They can do everything in one setup if skilled up right and that is counter to encouraging teamwork in the game. Seriously, if you want to take out a tank, then you should be doing that, but if you want to kill infantry, then you should have a DIFFERENT setup for that, not the same one.
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Jadd Hatchen
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683
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Posted - 2014.11.25 15:12:00 -
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Fox Gaden wrote:Jadd Hatchen wrote:Stop this... Stop saying that scouts main role in life is to be anti-vehicle... it takes taht role away from the heavies and the assaults and the logis who are supposed to be doing this stuff.
Second no tank should be a solo-able thing!!! Why do you all insist that the lightest dropsuit class in the game should be able to destroy the most heavy vehicle inthe game, BY ITSELF? This makes no logical sense whatsoever. That's like trying to claim that a frigate should have enough guns and firepower to solo kill a dreadnaught in EVE... It's not gonna happen.
Third, you don't just have freaking REs as a scout!!! If you truly wanna go tank hunting in a scout, then ONE RE + proto-AV nades + skilled up PLASMA CANNON or SWARM LAUNCHER still gets you a very decen chance to kill a tank!!! Whining about the RE thing is just plain dumb as you have so many other tools to use in the toolbox!!!!
First: Scouts are for CQC AV. Assault/Commando only get close enough to toss an AV grenade. Logi don't usually put RE on thanks. They do AV with Proxies & Remote traps on the road. Sentinels are for long range AV. Second: In WWII many people soloed Tanks. They would dig a shallow trench narrower than the tank tread and lay in it holding a magnetic tank mine on their chest. When the tank rolled over them they would reach up and place the mine on the belly of the tank. Then the guy would have to prey the tank kept going as you don't want to be under a tank mine when it blows up. Third: It is not so much that no tank should be solo-able, as no tank should be solo-able with only one weapon. To solo a Tank a Scout has to use Remote Explosives, AV Grenades, and a Swarm Launcher or Plasma Cannon. Without the Remote Explosives there chances of getting a kill without help are very low. Keep in mind that to use Remote Explosives a Scout has to get close enough to the Tank to risk getting run over, or squished against a wall.
First: No scouts, as the English word implies, are there to do scouting first and foremost. They provide recon and intel. Only in FPS's this is a boring and unwanted task. So in many FPS's they combined the scout role with sniping. In other FPS's they combined the scout role with CQC. Only in DUST they have given the scout the OPTION to choose to be many things. BUT, one has to keep in mind that if you choose one of those things (CQC, recon, sniping, AV, forward logistics, etc.) then you should NOT expect to do the other things at the SAME TIME. If you kit out for AV as a scout, then you should NOT also be able to be an unstoppable slayer that can provide advanced intel to your squad. For game balance purposes, you should have to CHOOSE to do one thing with one particular loadout. Switching to a different suit with a different loadout for a different situation is ok.
Second: I would be all for your WWII example, except that no one would play and FPS where they sit in one place for the entire match and do nothing and hope for a tank to run over them like that even if it did mean that they guaranteed the kill of that tank. No scout in this game is that patient and most squads would kick them for being too inactive. If we are going to use real world examples, how about that of a demolitions expert like EOD or similar? At what point do they frisbee remote explosives? NO? They set charges.. SET THEM CAREFULLY to aim the blast in a directed way. The shape the battlefield by removing obstacles or removing paths the enemy may use. They may even set up an occasional trap, but there's that patience thing again that most of the currently caffeine frenzied scouts in DUST would never go for.
Third: I agree, if you kit out a scout like that so that they are gimped to hell in all other things other than killing tanks, then go for it. However that's not currently the case as you still get that pesky extra sidearm slot that should not be there. I know, one of my scout setups actually is what you called out for an AV scout.
Also, keep in mind that you never have to go anywhere near a tank to use an RE on it!!! You forget that its original intent (before they could be frisbeed) was to set it on a known location where people or vehicles will go! Set it up on a road or pass or entry to a city module where you KNOW a vehicle will have to pass through. Then sit off to the side somewhere and wait. (Oh hell that pesky waiting thing again that scouts don't want to do.) Then you open up with a multiple RE explosion on the vehicle as they pass over your RE's (hey kinda like your WWII example, go figure) and then follow up with AV nades. This will get the tank running, and as they run away you swarm them and boom! Dead tank. Same effect and no risk of getting squished.
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Jadd Hatchen
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683
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Posted - 2014.11.25 15:16:00 -
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Moonracer2000 wrote:I like the idea of cutting down equipment spam and buffing the logi role of equipment but BW seems necessarily complicated. Lots of coding for all equipment and each suit. Lots for players to keep track of.
A simpler system: Calculate the max number of deployables per player in a match allowable while keeping performance. Take that average and set a hard cap per player (or suit type). [example] If the average is 3 you could allow 1 for heavies, 4 for logis and 2 for all other suits. If you want to keep 4 pieces of equipment on the map you stay as a logi. If you switch to a heavy you lose all but one piece of equipment on the field.
REs and proxies might require a separate counter?
This is effectively the same as the bandwidth change. Honestly they had this exact same issue in EVE with drones that were deployed from ships. They were causing so much lag that the servers would crash. So they came up with a bandwidth nerf that worked. They are only applying the same fix to this game and I have to say that I agree with it, but only if they fix the respawning causing stuff to disappear issue first.
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Jadd Hatchen
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683
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Posted - 2014.11.25 15:22:00 -
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bwd23 wrote:We all know something needs to be done about spam, however the BW idea is bad.
Lets say as a logi I drop triage hives, uplinks, and PEs all in perfect spots.
In the new meta when I die I can help the team much more by being afk in the redline
than going to another role and having all that work disappear. The BW idea encourages afking.
Now to my idea.
have a 40 meter "red zone" around supply depots where equipment may
not be dropped. I am positive this will get rid of nearly 90% of spam.
Simple and effective!
On a sidenote I believe the lag is somehow caused by the pulsing of lots of uplinks/nanos.
The "redzone" won't fix it. I never deploy that close when I can help it as one good flux will take out all my work. Instead I spread it around, but still spam it everywhere. Then switch suits.
As for your AFK concern, why is that so bad? In real life logistics stay in the rear or they get dead. Isn't that the point? You support from the rear, you guard the rear objectives. HELL this is the perfect setup now.
Example: I pull out my logi in the initial rush, and deploy all my stuffs in forward locations. Then I run back to the home/rear most objective and guard it from scouts as I would also have some scanning arrays/modules running. Perfect style of play. I get to support the front with equipment while still guarding the rear with scans and a rifle.
Also this is just one example. As with everything in EVE it's all up to you to decide to use it. But there would still be "tanked" logis with rep tools following heavies around on the frontlines stabbing downed comrades with needles. It would just be a different style of logi role.
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Jadd Hatchen
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Posted - 2014.11.25 15:26:00 -
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S0Lid 5N4K3 wrote:CCP Rattati wrote:Dear Players Based on a lot of feedback, both from CPM, Community and previous CCP designs, one of the things we are able to conjure up is the much wanted Equipment Bandwidth feature. * We want to fix Equipment spam to increase framerate * We want Quality over Quantity Equipment gameplay * We want a solid Logistics progression at using Equipment * We want Logistics to excel at using Equipment, and other roles less so * We want Equipment diversity Now, we want to get your feedback as early as possible, so chime in. But here are some clarifications of intent. Equipment LimitThe main design is primarily based off of Drones in EVE. Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz). That Controller Bandwidth is used to manage deployed Equipment through constant signaling. Each piece of deployed Equipment has a different Bandwidth Cost (or Usage). Note that all Equipment still has the same current limitations of GÇPdeployed per typeGÇ£. Obviously Logistics are made for this purpose, and some Logistics more than others. In the case of deployed Equipment Bandwidth exceeding the Players current Bandwidth, deployed Equipment self-destructs instantly, in the sequence it was deployed. In the attached spreadsheet, we show an example of such a scenario. This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field. Quality over QuantityWe want players to use the best Equipment they have at their disposal. ThatGÇÖs why Bandwidth will not increase with item tiers. We also have the capability and intent to reduce Scan Profile with tiers, so Advanced and Complex gear is not as easy to scan. However, this also allows us to increase the carried amount, for rapid redeployment. Spawn first Nanohive and Drop Uplink at point A, redeploy to Objective B, spawn second Nanohive and Drop Uplink, and so on. Stay out of trouble and you wonGÇÖt need to switch or restock for quite some time. ProgressionLogistics will have the, by far, the highest Bandwidth, with Caldari and Amarr the highest. We may need to reword or change some of their role bonuses. Bandwith progression will follow the Equipment slot progression so a Logistics player can almost always use their full allotment of deployable Equipment. Logistics vs other DropsuitsOne of the key aspects of this proposal is that all Equipment is tied to the active Dropsuit of the Player. Switch from a suit with a high Bandwidth to another suit with lower Bandwidth, and the signal is lost. This means that starting as a Logistics dropsuit, throw down as much cheap Equipment as possible, then switch into another Logistics dropsuit at a Supply Depot, repeat and then finally switch into another role, Sentinel, Scout, Assault or Commando, will not be possible anymore. DiversityWe can now influence players to use more Proximity Mines for example, as Scan Profile will allow them to be hidden from low Precision Vehicle Players, as well as having a lower Bandwidth Cost, allowing more at the same time, without allowing more Uplinks and Nanohives. Extra damage wouldnGÇÖt hurt either. Now, to the numbers found in this spreadsheet. Please remember that these numbers are placeholders, and are definitely up for debate so form your arguments for changes into clear and concise statements. Please read the Example as well, it should explain the whole design clearly. Again, your feedback and input is appreciated. One suggestion to avoid a catastrophic, potentially game-breaking equipment nerf: don't destroy equipment whenever bandwidth is too low; merely deacivate it, then allow it to reactivate if/when bandwidth is restored.
While this is a cool and novel idea, it won't fix the lag issue which is the heart of the problem. Inert equipment is still taking up CPU time.
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Jadd Hatchen
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683
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Posted - 2014.11.25 15:32:00 -
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el OPERATOR wrote:SO, new idea.
I am already a declared fan of Cross' proposed equipment revamp, the one Shayz is talking about, I see it reinforcing Logistics (rightfully) as THE equipment use role and while it will have some adverse effects on certain playstyles it doesn't outright nullify others the way BW does.
I am against BW in its entirety, because at it's core it address SPAM (very worthwhile endeavour) but as a collateral cost it also completely eliminates certain Combat Logistics gameplay (which I oppose).
SO, since SPAM is the problem AND evidently switching usage of a Logi suit is the method, why not institute some code that tracks the SPAMming actions themselves and once the algorithm recognizes the spammer it a) kicks their ass out of the match completely b) insta-pops ALL equipment they've deployed c) deducts fully from their wallet all associated suit and fitting costs including the frame they were attampting to switch into and d) ALSO calculates up to that point in the match how many SP they would have received and deducts it from their current available SP pool! If their current available is 0 or less than what they would have gotten then they go negative until they generate proper WP to balance the deficit.
SO, we already know CCP is more than capable to track player action vs. game result (FW friendlyfire negative points, vehicle driving and acceleration cues moving vehicles around etc.) and script appropriate reponses for the cues. Script a piece of code that when it sees [drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-SWITCH OR SUICIDE-drop-drop-drop-drop-drop-drop-drop-SWITCH] all in one particular area it frikin' kicks that ass to the curb and leaves a nice fat CCP bootprint on it.
CCP Glinda, now that she's no longer in denial about equipment spamming and the inherent lag it produces, can track and calculate roughly how much equipment it takes, set a worthwhile time limit to the "drop drop drop" element and quantify the algorithm/coding so it can't be broken by [drop-drop-drop-drop-(x action, say squatting down or firing a weapon)-SWITCH-drop-drop...] but still allows for active LOGISTICS which can be very much drop-drop-drop sometimes.
Playtesting would be required. Analytics on existing and predicted Logistics use play metrics would be required. Coding would be required. BUT, this is the **** being done anyway to institute BW already and if composed correctly PENALIZES SPAMMERS without victimizing gameplayers.
I'm all for growth, balancing and improvement and neccessary changes, especially those that cut down or eliminate exploitation. I'm not for the monthly Calvin and Hobbes comicstrip "New Rule!" method of addressing issues.
btw, I am at work again (if I'm going to spend time doing game design, I'm getting paid dude) so if it takes me a bit to respond to responses that's what's up.
*douses self in gasoline* Flame On!
It wouldn't stop me... I would find a way to beat your "drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-SWITCH OR SUICIDE-drop-drop-drop-drop-drop-drop-drop-SWITCH" algorithm by doing something like: drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-you get the idea...
Players are ingenious like that when it comes to circumventing the system. Also what about the legitimate cases where people would do actions that required a conscious choice to switch from a logi to a heavy in a last ditch attempt at holding an objective? What then? Punish them for trying to play differently?
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Jadd Hatchen
KILL-EM-QUICK
684
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Posted - 2014.11.25 15:35:00 -
[14] - Quote
jace silencerww wrote:CCP Rattati what about proximity mines? if I throw them out (lets say 10 total-3 basic, 3 adv, 4 proto) and change off my logi to an Minnie assault to protect an objective near my prox mines.. what happens to them?
They all go away except for the ones that you new suit (the assault) can handle. Your example is exactly the type of spamming that they are trying to remove from the game.
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Jadd Hatchen
KILL-EM-QUICK
684
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Posted - 2014.11.25 15:45:00 -
[15] - Quote
Mad Syringe wrote:Several things seem to be important to think of right now.
Why do dedicated support player like myself switch suits after they deployed equipment?
My reason for that is simple. After Tank 514 hit us hard, I was fed up with OP Vehicles and skilled into AV stuff. First it was just remotes/proxies, later when the MinCommando came out I skilled that to 5 instantly and swarms to 5 as well (P5 now). I switch regularly to my minmando just to support my team, since tanks and DS on rampage hurt my team a lot.
*snip*
Third why are Logis running Scouts instead of a logi? This is very simple to explain, it's also for team support. If you run a logi, you are worth ****, since if you make a support suit, you have no health to survive a single shotgun blast. So since a smart scout will allways go for the logi first, you die a lot. This however is no fun at all (and a liability in PC), and I can understand every Logi that puts a Amarr scout with lots of Scans and hp on to prevent his squad from being backstabbed.
You are wrong. Yes supporting for AV is good, but It's really the domain of the Commando and the Assault for a reason. However if you want to still do it as a logi, it is possible. Just skill into the Amar Logi suit and carry your swarms with a sidearm and still have plenty of equipment slots... There done.
Logi's are not used right now because SCOUTS are able to be slayers, assault, AND logis too with their second equipment slot. By adding a limited bandwidth to the scout, you effectively remove them from the logi role without having to remove that extra pesky equipment slot. BW will only make logi's more valued and prized and once players realize that, they will also start PROTECTING THEIR LOGI'S!!!! Hell I can see non-logis like assaults or commandos even carrying a needle just so that they can ensure that their logi can get back up and continue to support the squad. Cuz', you know, that scout's gonna kill that logi with a shotgun in two hits, but then die to the rest of the squad and then the rest of the squad revives the logi and problem solved...
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Jadd Hatchen
KILL-EM-QUICK
684
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Posted - 2014.11.25 15:49:00 -
[16] - Quote
Mad Syringe wrote:PT2
Verdict These changes will do nothing but punishing Logi players who adapt to the battlefield. Spammers will spam as much as before.
The proposed Orbital changes will have a much greater impact on spam, since you have to spread the equipment for that it's not popped wit a single EMP OB. But when you have to spread it, it's more work and not as attractive. I urge you Rattati, wait with these (BW) changes, until we see what happens with those new tools, try to code simple stuff like no hives in the resupply radius of a supply depot. It can't be, that implementation of something simple as this is more complicated then the mess you are about to dump on us!
Take the time to rethink the whole thing. A simpler solution, like a hardcap of Active and inactive equipment per class, would be much simpler and more easy to understand for newer players.
Last (and this is very IMPORTANT):
Make deployed equipment disappear from the assets of the player. Meaning, if you spam equipment you have to pay in isk. Right now, it is basically absolutely free. If you switch back to a different suit you will not loose those hives and links. This is wrong. Everything deployed should be paid for by the person who put's it down, since you will be paid back in wp/isk! If you go back to a supply to restock your hives, one of each should be taken from your assets!!!
THIS CHANGE WOULD HURT MOSTLY THE SPAMMERS
It wouldn't hurt dedicated support logis, since they often enough pay with their suits when they intentionally suicide to get back with more gear.
Also Logis that run with their squads, usually try to keep their stuff on the suit, until it's needed.
This needs to go in line with slightly more WP for higher tiers of equipment. Otherwise everybody would just spam cheaper stuff...
Your verdict is flawed and incorrect. The BW changes will only make the logis more valuable.
I agree the miniature OB's are a dumb idea that will only hurt the game.
A hard cap is the same as the BW idea. BW *IS* a hardcap already, just based upon suit type.
I like the idea of making deployed assets disappear from inventory once used. This is the only idea you've come up with so far that has any real merit. |
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