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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics
4581
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Posted - 2014.11.18 19:38:00 -
[1] - Quote
Apothecary Za'ki wrote:
its not the logi role or the equipments fault.. its the fault of stupid goddamned equipment spammers who spam equipment at supply depos and then switch to their chosen slayer suits.. (usually 50% scouts and 30% sentinels 15% assault 5% logi)
BANDWIDTH LIMITS WILL KILL LOGISTICS!
Do you even realize how you just contradicted yourself? This bandwidth thing has exactly one purpose: Get rid of equipment that some spammed crapped out on the way to a supply depot to switch into their sentinel suit so they can get some free WP from uplinks while having 1200 HP and an HMG.
If you stay in your logi suit, your equipment stays. Switch to a sentinel it goes away. How does limiting me to LESS equipment (with the idiotic hard cap of one EQ per type) than this proposal help me in my Amarr logi suit?
(p.s. Just like Cross, I've been playing logi for much longer than one year so don't bother asking)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4586
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Posted - 2014.11.18 23:47:00 -
[2] - Quote
Realistically, for the people worried about scouts and proxies/RE's, can't we just make it so they are less BW? As in, one RE is nowhere near as useful as 1 uplink, so it should have less bandwidth. I see no reason why every single individual deployed item should have the same exact bandwidth. Same with compact nanohives, why not make them 1/2 the BW of a X-2, for example?
Finally, as for those confused about the mechanic, I'll give an example. I'll make the math easy and not representative of what's in the spreadsheet.
Scenario 1: Start battle in an Amarr Logi suit which has enough BW to drop 6 uplinks or hives. I drop 4 uplinks and 2 hives. I switch to a different logi suit for whatever reason. It has the same amount of BW, 6 pieces. I already have 6 out so if I drop another, the "oldest" one I have from before "pops". I don't make new BW out of thin air because I switched suits.
The amount of equipment you can have out at any time is based on the suit you are in at that moment.
Scenario 2: I'm a spam monkey. I start the match in a min logi suit, which has the BW for 6 uplinks. I drop them all and then hit the supply depot to move on to my l33t cloaked shotty scout. It has enough BW for 3 uplinks. oops! The first 3 uplinks I deployed 'pop'. My delicious slayer scout tears flow onto the forums where actual logis feed on them.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4595
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Posted - 2014.11.19 13:48:00 -
[3] - Quote
Imp Smash wrote:I like the idea a lot -- just lookin at the numbers:
Say you have a BW of 32 (for some Pro logis).
That means about 8 pieces of equipment (extremely simplified). Is that what ya'll envision in terms of quantity? Seems just a tad high to me -- but I'm not a logi so I really don't know.
In an average match, if you include uplinks (usually 4, up to 6, esp. if no-one else is placing them), nanohives (2-4, pretty disposable, I'd likely pop those all the time) and RE's (3) it's not in any way unusual for me to have that much out.
To keep the objectives in managable striking distance on a 5 point map you need a minimum of 3 uplinks, and that's if they are very well and centrally positioned, with none as fallback points.
Under the premise that as an Amarr logi it's my job to keep the map under control like this, 8 is pretty reasonable, though I'm not that fond of having to run proto all the time to do it. It's expensive enough as it is being a logi....
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4598
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Posted - 2014.11.19 17:27:00 -
[4] - Quote
Dubya Guy wrote:Zeylon Rho wrote:Fox Gaden wrote:
What was not made clear in the original post is that this change is intended to deal with multiple issues: 1)Decrease Equipment Spam 2)Discourage Role Switching. Increase the commitment to the role you spawn into. 3)Nerf Scouts who act as fast Logi. 4)Nerf Sentinels who try to get around their lack of an equipment slot. 5)Buff Caldari/Amarr Logi, provided they stick to their role.
I can see how it might be problematic in that sticking to roles ultimately requires people to be grouped and communicating to be an effective team. The fact that heavies don't have a slot has always suggested to me that they're meant to have logistics backup for full efficacy. That people don't always play as a team and vets can one-man-army using multiple roles is sort of a separate issue. The only real issue to me is that the role exclusion is ultimately a logi-specific thing here. Going from logi to blank - you're punished with equipment lost. Go from heavy to scout, scout to assault, etc. it doesn't matter because the only real role restriction is equipment-based. I agree Zeylon Rho. If you want to buff Logi's, buff Logi's. If you want to discourage role-tourism, there are more straightforward ways that involve applying the "cost" to the player at the supply depot, rather than a "cost" to the team when some blueberry switches and randomly pops that well-placed uplink you thought your squad could use. There is little accountability in the role-switching aspect of this, and it really only encourages Logi's to persist and not other roles. There are numerous threads about problems with the supply depot. I think adding a 30 second delay to suit switching at depots, or possibly even costing a clone, would be role-neutral, player-costing alternatives that don't require a whole new game mechanic. Please, buff Logi's. But don't pretend this equipment-popping, bandwidth idea is a good way to address role-switching. There's plenty of logi-buffing discussion in Cross' thread, this is a separate but related issue. This should be seen as a 'fix' to EQ spam, particularly by non-logis, not a specific nerf to scouts or the only or even primary means by which to buff logi's.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4599
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Posted - 2014.11.19 17:54:00 -
[5] - Quote
Dubya Guy wrote:lee corwood wrote:John Demonsbane wrote:
There's plenty of logi-buffing discussion in Cross' thread, this is a separate but related issue. This should be seen as a 'fix' to EQ spam, particularly by non-logis, not a specific nerf to scouts or the only or even primary means by which to buff logi's.
I agree. Keeping this thread on task for reducing EQ spam should be the center point. I've seen every suit/role imaginable spamming EQ and that's what we hope to stop. If I could team kill every bb I saw throwing down 12 nanohives around a supply depot... My apologies. I had no intention of moving off task. I was only responding to Cross's pointer to this thread in the referenced Logi-buff thread, and him indicating they were intricately tied together. Forget I said "Buff Logi's". Forget I suggested this is an unfair solution to "role-switching". Yes, it will limit equipment spam. Yea!! I think it carries a lot of baggage in order to do so. Boo!! I think there are better ways to limit equipment spam, but this thread is about this one idea which seems to be a done deal, so since I can't seem to get on board with it enough to debate the specific numbers, and discussing its overall shortcomings is off-task, I'll leave off.
You hardly need to to that, there are plenty of things to discuss, but specifically to your statement of "If you want to buff logi's, butf logi's", implying that is the primary goal, or that we should be doing that instead of this red herring of EQ spam is not completely on topic. Nor would discussing other ways to buff logis be, not that you did that.
Ultimately, IMO, if you try to buff logis without addressing other things (such as EQ spam), the inherent irrational backlash against logi's on the forums, whether it be outdated concerns about slayer logis or misplaced blame for EQ spam, is going to hamper those efforts.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4601
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Posted - 2014.11.19 18:00:00 -
[6] - 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 ".
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.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4601
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Posted - 2014.11.19 18:11:00 -
[7] - Quote
Fox Gaden wrote:Nothing Certain wrote:Fox Gaden wrote:Can the Sentinel be given the same band width as an Assault, even though the Sentinel does not have an equipment slot?
In Pub matches were no one is dropping Uplinks, I am sometimes forced to switch to another fit to place some uplinks. Once that is done I spawn in again in my preferred Sentinel fit after dying or finding a Supply Depot.
If the Sentinel has no bandwidth I will be stuck playing a suit that has bandwidth in these situations, because my team needs an uplink or they will be red-lined.
This is what this change is designed to prevent. I had thought that Logi were the cause of the Uplink Spam. However, I have learned from reading this thread that those "Logi"* who cause Equipment Spam all switch to HMG Sentinels after they have deployed 2 or 3 Logi suits worth of equipment, which explains where all the extra HMG Sentinels came from. As a dedicated Sentinel since 1.3 I always looked at it as a sacrifice to have to spawn in a different fit to help the team when no one was placing Uplinks. Instead I learn that many people do this as an exploit.
Oh Fox, you poor idealist. Always trying to find the best in people. That is a tall order in New Eden. Probably illegal in some sectors as well.
(*Also, FTFY)
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4602
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Posted - 2014.11.19 18:36:00 -
[8] - Quote
RedPencil wrote:John Demonsbane wrote:RedPencil wrote:Jadd Hatchen wrote: 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. Why did you say "not a good solution" when you are the one who brought up "Scouts should either have one less equipment slot or have no sidearm slot." ? I don't object against low bw on scout, but I urge CCP to reconsider RE and Prox bw. The ability to stick 3 - 4 RE on a tank should be fare on every suit.
I can assure you I never brought the sidearm idea up as a preferred solution or in a serious manner.
Also: It would be easy to miss given all the replies but I already mentioned I am down with reducing the BW cost of RE's.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4610
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Posted - 2014.11.19 22:24:00 -
[9] - Quote
Uhh... are you guys on crack? Have fun running a good old fashioned "slayer logi" with the current state of logi suits compared to the rest.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4613
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Posted - 2014.11.19 23:07:00 -
[10] - Quote
el OPERATOR wrote:John Demonsbane wrote:el OPERATOR wrote:S-PANZA wrote:
Another option is to substitute the first step (speed scout making drops) to logi spamming equipment....then switching to slayer logi suits.
FTFY Uhh... are you guys on crack? Have fun running a good old fashioned "slayer logi" with the current state of logi suits compared to the rest. No, I'm not on crack. I am High On Frustration with this proposal however, and if my lack of running full proto in pubs OR running slayerlogi TGS builds has taught me anything in the last 2 years its that IF I do, I can be reeeaal good at it. This **** nerfs us even more dude.
But you just said....
el OPERATOR wrote:the best thing for the group is for the Logi to flip frames into something actually combat-appropriate (since Logis now and by all available proposals are absolutely not and won't be)
???
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4617
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Posted - 2014.11.19 23:12:00 -
[11] - Quote
Any why does the equipment pop if the scout has to switch fits, unless its to a sentinel? Or anyone else to switch fits for that matter? Everyone else can have some equipment out.
It's not like the uplink pops every time you switch suits no matter what, or even when you switch to a suit that doesn't have it equipped. It only pops if you run out of BW.
Scout drops uplink.... uh oh, I need to use a commando for AV or something... the uplink stays exactly where it is. Unless you want to drop a bunch of triage hives to stand on, in which case you have to think about if you really need all of them at once.
Logi drops all 8 pieces of EQ. Switches to different logi suit with scanner/rep tool/needle. EQ stays right where it is. I don't see where the "zero" flexibility comes from.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4621
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Posted - 2014.11.19 23:36:00 -
[12] - Quote
Jadd Hatchen wrote: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!!!!!
It comes back once you are back on the field, but unfortunately, yes, it's usually not possible for you to take advantage of your own bonus when respawning. No question that's lame, but allegedly a lot of that code got fixed with 1.9 (believe it when we see it, I know).\
The mechanic should be that the bonus disappears (or BW changes) only when you spawn in a new suit, not on death. The assumption, again, for what it's worth, is that this will be the case. Otherwise, yes, chaos and ragequtting will be the order of the day.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4621
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Posted - 2014.11.19 23:39:00 -
[13] - Quote
Imp Smash wrote:John Demonsbane wrote:Imp Smash wrote:I like the idea a lot -- just lookin at the numbers:
Say you have a BW of 32 (for some Pro logis).
That means about 8 pieces of equipment (extremely simplified). Is that what ya'll envision in terms of quantity? Seems just a tad high to me -- but I'm not a logi so I really don't know. In an average match, if you include uplinks (usually 4, up to 6, esp. if no-one else is placing them), nanohives (2-4, pretty disposable, I'd likely pop those all the time) and RE's (3) it's not in any way unusual for me to have that much out. To keep the objectives in managable striking distance on a 5 point map you need a minimum of 3 uplinks, and that's if they are very well and centrally positioned, with none as fallback points. Under the premise that as an Amarr logi it's my job to keep the map under control like this, 8 is pretty reasonable, though I'm not that fond of having to run proto all the time to do it. It's expensive enough as it is being a logi.... Well that's the thing -- you do this currently. And currently we have equipment spam which will require an entire new mechanic introduced to combat. Ergo -- doing this is bad. You probably shouldn't have 4 to 6 uplinks. You probably shouldn't have 2-4 nanohives. Probably shouldn't have 3 REs. Assaults have an equipment slot. Commandos have an equipment slot. Scouts have TWO! So have them share the load with nanohives and uplinks. Squad up with people in an organized manner. Defend your uplinks. Stop RE frisbee'ing. Don't throw out all your deployables RIGHT away. Drop a nanohive. When it pops drop another. You don't HAVE to carpet bomb them so that ammo is pretty much a non issue. Supply depots moving up in value to be similar to a CRU would be cool. Like I said -- 8 seems like a lot o.O It would seem to me this equipment limiting will only be a good thing as we will see less heavy spam, more tactical engagement/organization, and less resource eating spam.
8 is not a lot only because I am an Amarr logi and that's my role. I've been doing this since beta. I didn't suddenly become the source of spam.
Spam occurs because currently it's everyones role.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4632
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Posted - 2014.11.20 00:18:00 -
[14] - Quote
Imp Smash wrote:John Demonsbane wrote: 8 is not a lot only because I am an Amarr logi and that's my role. I've been doing this since beta. I didn't suddenly become the source of massive carpet-bombing spam.
Spam occurs because currently it's everyones role.
(wasn't done editing my post :P) But that's a fair point too. The fact everyone can drop a ton of equipment is also a huge issue. So what would you say -- as a logi you think you need a fair chunk of bandwidth. But Assaults, scouts, and commandos should only have enough to drop 1 piece of gear about? Am I wrong thinking 1 logi should not be able to set up coverage for a 5 point map alone? Or did I misunderstand your post. Honestly the idea of an assault, scout, or commando being able to have only 1 piece of gear (or 2/3 if they are explosive in nature) doesn't bother me as an assault. Nor would the idea of a logi going up in equipment to compensate that limit bother me much. I'm just not quite sure what would be optimum while not 'overly easy to break with tons of stuff that the enemy can't reasonably clear out thereby reducing tactics.'
To your first point, I don't think that and I wouldn't. As proposed, assaults /commandos can have 4 EQ at proto, scouts 3.
The second: maybe I should be able to as an Amarr logi, maybe not. But if I do, that's pretty much all the EQ I can use so someone else (cal logi) will need to bring the nanohives.
This will probably need tweaking and iteration, for sure, but the overall premise is quite good.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4642
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Posted - 2014.11.20 12:32:00 -
[15] - Quote
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. )
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4644
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Posted - 2014.11.20 14:31:00 -
[16] - Quote
Juno Tristan wrote: I think there should also be a blueberry "here's how you drop uplinks" educational video added to the EULA agreement screen
I don't have a recording card (might get one, we'll see) but they could always start here.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4646
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Posted - 2014.11.20 15:32:00 -
[17] - Quote
IDK, I mean, if the HAV pilot is dumb enough to let a scout come up and drop 4 RE's right on his a$$, he probably should get blowed up.
That sh*t is not easy to do!
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4648
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Posted - 2014.11.20 17:34:00 -
[18] - Quote
Mister Goo wrote:After reading this thread I have determined 2 things.
1. Scouts think they should have the capability to do everything with the same suit SOLO. They are not OP and should not be forced to change how they play, everybody else should have to.
2. The players who truly play a logi are going to suffer from this, because the tourists who insist on vomiting equipment just for WP.
Equipment spam is the problem that BW is supposed to fix. I think BW is NOT the answer, there are much better ways to do this and the ideas in Cross's Logistics thread are the most solid I have seen. I know that there are no comments by a dev there, but I also know that you have been reading it.
It is very seldom when running with a squad that I need more than what my suit can put out at one time. But a player should not be punished for using multiple suits to change with the situation. The problem is not that one player uses multiple types of equipment it is that currently they are allowed to put large amounts of the same type of equipment in one place, mostly around supply depots. The fix to this is to put a non deployable radius around equipment of the same types. Granted one problem is repair hives with nano hives needing to be close for repair and resupply not a bad thing.
Uplinks are the exceptions if you want good fall back points you need to put out some well placed uplinks. Not 5 in a line out in the open on the way to the objectives. WP whores know what I am talking about.
There should not be any need to put hives anywhere near a supply depot. For that matter no equipment should be allowed within a determined radius of said depot. Drop links included, your better off putting them in a better location so your team can spawn in and retake the depot. . The "inactive radius" thing has already been suggested (by me at least 15 times, by others at least as many). Per Rattati it is not something they can do with the game's code. Great idea, but not technically feasible, unfortunately.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4654
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Posted - 2014.11.20 23:23:00 -
[19] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:Mister Goo wrote:
Equipment spam is the problem that BW is supposed to fix. I think BW is NOT the answer, there are much better ways to do this and the ideas in Cross's Logistics thread are the most solid I have seen. I know that there are no comments by a dev there, but I also know that you have been reading it.
OMG, YES! I totally forgot about Cross's equipment revamp yesterday! THAT idea works without unduly penalizing tactical play! wtf, Rat? Why the push for BW, but not even a COMMENT about the other? Because Cross' logi revamps are compatible with BW changes and BW can be adjusted up or down to allow logis greater play and flexibility without indirectly buffing other suits since BW is a suit-specific stat. With appropriate dialing of the numbers in Cross' idea, BW and its inherent limitations to gameplay outside of equipment are not neccessary. That is an odd statement considering Cross is in favor of BW...
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4654
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Posted - 2014.11.21 00:14:00 -
[20] - Quote
el OPERATOR wrote:John Demonsbane wrote:el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:
OMG, YES! I totally forgot about Cross's equipment revamp yesterday! THAT idea works without unduly penalizing tactical play! wtf, Rat? Why the push for BW, but not even a COMMENT about the other?
Because Cross' logi revamps are compatible with BW changes and BW can be adjusted up or down to allow logis greater play and flexibility without indirectly buffing other suits since BW is a suit-specific stat. With appropriate dialing of the numbers in Cross' idea, BW and its inherent limitations to gameplay outside of equipment are not neccessary. That is an odd statement considering Cross is in favor of BW... Having both would be an odd scenario, and having both imposed would be hyper-redundant. Either one seems to fit his idea of an addressing of spam, but that doesn't mean one isn't better than the other when negative side-effects get weighed in. Good to know you're Cross' voice-piece now, he's been having trouble speaking for himself. *shrugs* Just a statement of fact. It can be reasonably inferred from his reposting of my explanation of BW that our opinions are similar. However, I am in no way a spokesman for Cross.
It's becoming readily apparent that engaging you in any sort of discussion is not worth the effort....
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4681
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Posted - 2014.11.22 12:36:00 -
[21] - Quote
Kaze Eyrou wrote:Loving the changes as teams become reliant on Logistics players to give them support instead of allowing them to spam equipment everywhere, as well as preventing "Logi Bombs" (so to speak) in city nodes, which have been blamed for frame rate and fun reduction. I have a question regarding equipment BW vs Max Active that you don't cover in your example. I'll attempt to make my own example: Quote:A) Spawn in Standard Logi Bandwidth Capacity: 16 Equipment Slots: 1 2 3 Equipment: 1) Uplink 2) Nanohive 3)Nanohive To get an understanding, I'll explain the equipment. 1) R-9 Uplink 2) X-3 Quantum Nanohives 3) X-3 Quantum Nanohives Yes, this is not an ideal setup, but it's just to explain my example. Quote:Deployment Sequence: 1 2 3 4 Deployed Equipment: (1) R-9 (2) R-9 (3) X-3 (4) X-3 So far, the Logistics player has used up 4 equipment with 2 left on his person. As we know, X-3s have a Max Active of 2. However, the Bandwidth Limit has also already been reached too. So what happens when... Quote:Deployment Sequence: 5? Deployed Equipment: Attempt to deploy X-3 Logically, we know only 2 X-3s can be active at the same time, so it would be feasible for the 1st X-3 to pop, given the Max Active Limit was reached first. The R-9 Uplinks remain untouched, the 2nd X-3 stays, and the 3rd X-3 actives and rainbows and unicorns appear. My fear is that they don't appear and the system checks the Bandwidth Limit first... Quote:Deployment Sequence: 1 2 3 4 5 Deployed Equipment (1) R-9 (2) R-9 (3)X-3 (4)X-3 (5)X-3 Resulting in the above. Can you shed some light on this Rattati? Rainbows and unicorns or will Logistics players have to extreme micromanage to a level beyond OCD? EDIT: Cleaned-up/formatting. Furthermore, the Logistics role in your spreadsheet show Equipment Slots as having 2 for Standard, 3 for Advanced, and 4 for Prototype. I will put my tinfoil hat on when I say this but, are we to believe that the Logistics class will follow that format across all racial logistics dropsuits for the upcoming rollout of Equipment Bandwidth? Hm. Interesting. Would definitely have to have the algorithm check in the proper order.
What might be even better is if we could make it so it popped EQ of the same type if it could. So, if I dropped 3 links, then 3 hives, and wanted to drop another hive, it would preferentially pop the first hive and not the first uplink.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4687
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Posted - 2014.11.22 23:20:00 -
[22] - Quote
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! Glad to see CCP Glinda getting some mileage, but this is obviously crazy talk. Got at least one person to go for it tho...
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4687
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Posted - 2014.11.23 03:27:00 -
[23] - Quote
el OPERATOR wrote:There's no place like Logic , John, so yeah, CCP Glinda's going on tour. And to paraphrase someone, somewhere, just dismissing an idea outright without saying why or showing how it's otherwise unreasonable or unworkable really just makes the dissmisser appear....dumb or something....
Hmmm....
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4691
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Posted - 2014.11.23 12:26:00 -
[24] - Quote
Cass Caul wrote:Kinda fed up with all this "Go Proto or Go Home" nonsense. Rattati, since the hotfixes have started when you crippled the Cloak field into 0/5/10% dampening progression but kept that 10% a necessary aspect for 3 of the 4 scouts to participate in stealth, have only continuously moved the divide between new players and Vets. This bandwidth is nonsense really only drives that home.
I'd agree in that this is easily the biggest problem with the proposal. It incentivizes the use of proto way too much.
Why not make it a part of the dropsuit command skill instead, Rattati? I almost suggested that we at least do that for logi suits, but I'm not interested In gettig Into any major class warfare here, so make it for everyone.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4713
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Posted - 2014.11.25 12:39:00 -
[25] - Quote
Sylwester Dziewiecki wrote:When this changes will be deploy players will be able to deploy 8 of 9 uplinks with something like this:
Logistics mk.0(660HP)
- Combat Rifle - Flux Grenade
- Vizam Gauged Drop Uplink - Vizam Flux Drop Uplink - Vizam Quantum Drop Uplink - Vizam Stable Drop Uplink
- 3x Complex Shield Extender - Complex Shield Energizer - Complex Armor Plate - Enhanced CPU Upgrade - 2x Complex Profile Dampener
Then switch to Amarr Logistics(because of sidearm and extra BW) that instead of Uplinks have Repair Tool, Active Scanner and good quality nano with he will be able to drop because of extra bandwidth.
That is one way to exploit BW system, those 8 uplinks mean a lot on public matches, especially if they are placed on rooftops. Bigger thing that consort me is that player may come back to base to switch Logistics suit to one that have just bpo weapon(to lower his loses in case shot-off) and stay for entire match in vehicle - HAV, ADS or any other - players doing so will perform more roles then they should, and because of it I think that vehicle BW need to be included in this changes; player BW need drop at least to 4 when they enter any vehicle to finely end with rooftops-uplink-spam nonsense.
So, one, you can already do this. In fact, you can do it better by switching to a cal or gal scout (or a sentinel) instead of the Amarr logi.
Two, you won't be able to do it with BW, because no suit has enough BW to drop 9 links, much less 9 links plus a bunch of nanohives. This is, in fact, what BW is specifcally intended to prevent.
It remains miind boggling how poorly understood this is!
To your point about BW and vehicles, I see your concern about exploiting the system, but hat seems unnecessarily harsh. It's one thing not to be able to switch suits, but now I can't even jump into an LAV or DS to get somewhere quickly?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4718
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Posted - 2014.11.25 21:43:00 -
[26] - Quote
CrotchGrab 360 wrote:Oh and don't nerf the suit's ability to carry equipment, just introduce a team quota on equipment like vehicles.
Worst. Idea. Ever.
Will be so awesome when you can't deploy a single piece of equipment after some awoxer or AFK farmer drops 18 uplinks/hives in the MCC or redline.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4718
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Posted - 2014.11.25 21:45:00 -
[27] - Quote
dreth longbow wrote:My solution is just one of many that are presented by people, who spend waaay more time on the forums than I. CCP should really do some investigation and talk to a variaty of players before they try to fix a problem that should not be fixed before other issues and once they have a ranked list of issues then seek solutions from the members for the best fix vs developments fix which is usually wrong.
I am not trashing CCP for they have done some good things lately, it just seams they are out of contact with the player base and listen to a few forum warriors that don't represent the player base.
So, I think that's what this thread is for, and equipment spam has been on the top of the list of complaints for over a year afaik.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4756
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Posted - 2014.11.30 13:16:00 -
[28] - Quote
Meee One wrote:Stile451 wrote:With no dev feedback for over 10 days I'm guessing they're not interested in community responses or ideas that aren't in line with the original post. Well,if the responses consisted of more than BW work around suggestions (BW modules,BW skill,BW on sents),then maybe they would. Or "this sux because I don't understand it and change is scary"
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4756
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Posted - 2014.11.30 18:25:00 -
[29] - Quote
dreth longbow wrote:Meee One wrote:Jaysyn Larrisen wrote:Breakin Stuff wrote:Switching to a suit with no equipment slots should not allow you to retain equipment.
Sentinel bandwidth should be zero.
Squad bandwidth makes no sense. 1. Agreed...but you can keep your deployables if you do have bandwidth right? One or two slots worth depending on suit. The cost of switching to suits is exorbitantly higher for the logi with no upside. Losing one or two ammo hives does not in anyway equate to losing a full rack of proto uplinks, ammo hives and triage hives. 2. Agreed. 3. Never said that it did. I heard some folks kicking that around as an alternative and mentioned it, thats all. Also, there is no getting around that if you want to address equipment spam you have to apply hard nerfs to logi suits....which then further undercut a role already being left behind in the dust. My biggest concern is that BW width will go in and we still won't have a rework for the logi suits in hand. If BW (which i still think is a poor idea) goes in...or rather when it goes in, it MUST be either after the logi suit rework or in conjunction with it. Nerf? What nerf? As a pure logistics player i actually consider this a major buff,and a big FU to omni soldiers. This will in no way negatively effect dedicated logistics players. It will however destroy those that spam equipment just to switch suits. This IMHO will actually add value to those dedicated logistics players,seeing as how everyone can see how much of a death trap the suit is. They wouldn't want to run the suit themselves (because they'll die easier) so they might actually start covering those brave enough to do so. ummm Why do you have to be a dedicated type player like logi or scout? What about situational awareness? I have spent untold hours developing skill in playing and skill books to have a diversified play style of different types. What type I use depends on the game situation: if my team is fighting and has no spawn points then I give them spawn points to keep fighting for the objective. If my team is getting killed by tanks or DS I try and deal with that with a tank or swarm or DS If my team needs is losing clones and holding an objective then I give them nanos and reps. if my team is pushed to redline then I give them spawn points up high only reached by DS or CRU in my DS over objectives. If my team is noobs and can't get it together then I put on a heavy and assualt the point to show them what they need to do. If all points are red then I put on a scout and run around and hack points to disrupt the enemy and allow a break out. Soooo why should you say I only need to play one type of role? Play any role you want, but only one at a time. Not that hard to understand.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4758
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Posted - 2014.11.30 20:24:00 -
[30] - Quote
Jaysyn Larrisen wrote:I don't mind the "one role at a time" concept at all...it's understandable. The part I do mind is that the penalty for switching roles is dramatically different for logi players vs. any other role.
There's not a lot of ways to cut back on the ability to put out high levels of equipment without directly impacting logi suits. I would honestly like them to roll out the update to the support suits before introducing BW.
I'm OK with them doing both at once, but agree that doing BW without updating the suits would be a bad idea.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4766
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Posted - 2014.12.01 12:50:00 -
[31] - Quote
james selim brownstein wrote:This may be a stupid question but, will the APEX/FACTION BPO's be categorized under PROTO or BASIC ?
Actually a good question. I have assumed that they would be counted as pro, would certainly be a good way to keep costs down as a logi. Best to get dev clarification though.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4767
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Posted - 2014.12.01 20:07:00 -
[32] - Quote
Jaysyn Larrisen wrote:CCP Rattati wrote:
That's it, this is not a logi balance pass, it's an equipment pass and one of the benefits is to strengthen the logi and make it more unique, not an afterthought you shed after 1 minute of spamming. Equipment Bandwidth is for the good of the game, and for Logis, in that order.
Agreed not a logi balance pass but it is one that greatly effects them. How you implement it will determine the assesment of positive or negative and your track record is for the most part pretty good in this regard. I like the idea of increaseing the value of support players obviously. I would also offer that if some of our logi suits game worthiness weren't weighted entirely on deployable equipment this would be a lot smoother to work with. Balancing the equipment and the logi's inconjunction wtih each other is similar to why cloak and scouts need to get looked at together. I do like the BW bump to Amarr and Cal logi you noted in the spreadsheet and it clearly helps the two races that are heavily dependant on deployable bonuses.
It's no secret I've been a fan of the BW mechanic all along, even as someone heavily dependant on deployable EQ.
That said, I have to agree with Jaysyn to an extent.
My concern, Rattati, is in terms of timing and GÇ£qualityGÇ¥ (for lack of a better word) of the forthcoming logi balance pass.
By timing, I mean that one, hopefully it actually happens, and two, concern that the implementation of BW might delay it some, which also brings me to the point of quality.
Assuming this change works as intended/hoped, we will see more logi suits in the field as people who migrated away to scouts (even I did, to a limited extent) come back. My concern is that the proliferation of logi suits might make them seem more effective than they really are. Your use of statistics, like with the RR for example, is commendable for its transparency and, for the most part, solidly drawn conclusions, unlike some of your predecessors.
But, as someone who deals with experimental data frequently, I know all too well that it is subject to not only manipulation, which I donGÇÖt think would really be the case here, but also to less sinister problems like misapplication or misinterpretation (which would not be unprecedented here). I fear that if more people start using logi suits, they will appear more effective than they really are and this will adversely affect any true balance pass that comes later (dare I say, soonGäó). Some have suggested the opposite may happen, with more people using them, the liabilities will be that much more obvious and this will speed things up. That would obviously be fine with me but I have learned not to be that optimistic when it comes to Dust balancing.
TL;DR: I fully support BW and have no problem with the current proposal. Just donGÇÖt delay or forget about the logi suits themselves. WeGÇÖve been slowly dying for reasons totally unrelated to GÇ£suit touristsGÇ¥ or EQ spam for some time now.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4767
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Posted - 2014.12.01 20:11:00 -
[33] - Quote
Stefan Stahl wrote:Mad Syringe wrote:The result will probs be the following, deploy EQ suit, put stuff down, change to slayer logi with basic stuff on as backup... This appears like a valid concern. You don't in fact have to equip a deployable item to keep it on the field. A 950 ehp slayer-logi will do that just fine (as just configured at protofits.com). That's definitely a weakness of the current design proposal. ... Of course that is a weakness it shares with the currently implemented design, but a weakness still. The much simpler "if you don't have it equipped on your suit it goes pop"-rule would solve that and the EQ-spam without the whole EQ bandwidth design...
That would be entirely too restrictive. And expensive. And disproportionately hammer the Caldari and Amarr logi's.
Not totally sure it would be that much "simpler" either, considering bandwidth is something the servers already know how to deal with. People throw terms like "easier" and "simpler" around way too often around here....
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4767
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Posted - 2014.12.01 20:37:00 -
[34] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:It will reinforce each suit having advantages and disadvantages.
Players bypass logi weaknesses by changing suits while enjoying the benefit of equipment spam.
It makes dedicated logis utterly unnecessary and largely superfluous. This needs to change. I completley disagree with you here. Hives and uplinks are only two of the 4 things a logi takes responsibility for. Though i use the amarr and cal logi for deployables, I carry other equipment on them because the suits need staying power beyond just drop and forget. The "weakness" may be in direct 1 v 1 combat, but if that's your primary usage of a logi then you're doing it wrong. There has never been a match where a dedicated logi was made superflous by equipment spammed around a supply depot. the point. It has flown over your head. Warpoint spam from uplinks and hives IS a benefit from logi suits. crap them out, swap suits, trash stays, warpoints free of effort or concern flow in. No risk, since you swapped back, you're in no danger of losing an expensive logistics fit. and since you can drop asstons of hives, why not make two fits? one to spam hives, another to cover 75% of your team's uplink limit by yourself, then swap to a useful suit and go kill people? THAT'S what I'm talking about when I say bypassing logi weaknesses. It's not tactical flexibility. it's farming.
Also, EQ being spammed around supply depots is only part of the problem. They give cheap WP to the spammers but don't actively steal any from me, unlike the asshats who like to spawn in on my carefully positioned uplink and drop two of their own on top of it.
The 30 spawns on that bonused quantum uplink are very unlikely to get used up, so that's not tactical either, it's pure douchbaggery.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4772
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Posted - 2014.12.02 03:42:00 -
[35] - Quote
Mad Syringe wrote:John Demonsbane wrote:Stefan Stahl wrote:Mad Syringe wrote:The result will probs be the following, deploy EQ suit, put stuff down, change to slayer logi with basic stuff on as backup... This appears like a valid concern. You don't in fact have to equip a deployable item to keep it on the field. A 950 ehp slayer-logi will do that just fine (as just configured at protofits.com). That's definitely a weakness of the current design proposal. ... Of course that is a weakness it shares with the currently implemented design, but a weakness still. The much simpler "if you don't have it equipped on your suit it goes pop"-rule would solve that and the EQ-spam without the whole EQ bandwidth design... That would be entirely too restrictive. And expensive. And disproportionately hammer the Caldari and Amarr logi's. Not totally sure it would be that much "simpler" either, considering bandwidth is something the servers already know how to deal with. People throw terms like "easier" and "simpler" around way too often around here.... The simple version would have been, to charge everyone for switching suits or loadouts. So as soon as you switch suits, everything that's not part of the new loadout gets dropped on the Battlefield and is taken from your assets. EQ Spam would still be possible but at a price in isk. To prevent role switching, just treat every role change at supply depot as suicide. I would be perfectly fine with that, but every spammerAmarr and Caldari logi would not! Cheers
FTFY
(The godfather of tactical logistics)
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