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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Meee One
Amakakeru-Ryu-no-Hirameki
1316
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Posted - 2014.11.19 20:29:00 -
[271] - Quote
RedPencil wrote: Prove me wrong
- reduce RE bw isn't equal increase scout bw. Scout still has the lowest ability to deploy equipment. - AV is for every suit. AV RE is suit scout because it require low profile and ability to run fast. - I dare you run assault to stack 3 RE on a proper tank without him notice and run away.
-reduced BW is like a fitting reduction to equipment,even though you have less you can do more with it. -umm no,REs were meant to be used as traps not makeshift AV grenades -assaults speed tanked can do it,plus vehicle users deserve the right to try to save their investment,also re-read my second reason
Fox Gaden wrote:Meee One wrote:"REs should have lower BW to accomidate scouts". -No,scouts aren't supposed to be the equipment king,logistics is. -And it should be assaults not scouts doing AV. 1.Medium frame suits don't run fast enough to get in close to Tanks without being slaughtered. They can do it sometimes, but not as reliably as Scouts can. Placing REs on Tanks is really not an Assault or Logi role. Meee One wrote: Regardless of any excuses,only equipment spammers will try to find ways to wriggle free of this new idea. If you want to run equipment,you're going to have to run logistics i'm afraid. 2.By saying this you are simply dismissing every concern about Bandwidth as just Spammer QQ. If we assume out of hand that there are no problems at all with the Bandwidth proposal, and it requires no critical examination or discussion, then what was the point of Rattati posting it on the Forums in the first place? 1.REs are supposed to be traps not makeshift AV grenades. 2.To judge wether players would be honest about equipment spam,and obviously they aren't. Coming up with every reason in the book as to why their particular suit should keep spammed eq.
DarK KNigHT007 wrote:Well........It takes out the flexibility u have been offered in this game.Now this makes heavies rely almost 90% on team members as they cant place an uplink on a desired place . So if u have a team of noobs then the match is dead.
Now all u can do is either play a slayer logi(difficult to) or dont use logi suits at all....bcoz if u use once in a game then to make advantage of it u shud wear it throught the game irrespective of circumstances.. "this will force players to use teamwork" And that's bad how? Logis that are true logis won't be effected by this,eq spammers however will be castrated.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meee One
Amakakeru-Ryu-no-Hirameki
1316
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Posted - 2014.11.19 20:35:00 -
[272] - Quote
Fox Gaden wrote:I still think that low HP scouts should be able to speed tank effectively, as if they make a mistake they die instantly. That is why I like having a Strafe penalty attached to Armor Plate modules rather than the Scout suit.
Then scouts would spam ferros because they have no penalty. Logis have between 240-300 eHP,and the fastest logi strafes at 4.5m (the one that required to be closest to combat ironically).
This would only gimp logistics even further,as well as any armor tanked suit (assaults,i feel i have to mention assaults because if i don't it'll happen.)
Penalties should be light suit exclusive.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
499
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Posted - 2014.11.19 20:37:00 -
[273] - Quote
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.
-1 I, as an open-beta logistics vet, am completely and totally opposed to this idea.
This is a real bad idea which doesn't do enough to limit equipment use by other frames outside of logistics while simultaneously re-invents slayerlogis.
There are many other, simpler ways to address the game issues that this idea is aimed at, most of which will significantly lower learning curves, allow for more tactical battlefields and do not limit player creativity as much.
This idea I have trouble imagining as being born by the dev who's given the game much of it's needed recent balance and can only imagine it was designed by from the perspective of a players scorn versus from a players interest in balance.
Rattati, that this idea has progressed this far leads me to conclude your effectiveness has begun to wane overall and perhaps a return to your cubicle in the pre-FanFest 2014 marketing department is in order. Sorry, bro. Thank You for you Hard Work, I do truly appreciate the effort.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Mister Goo
Abandoned Privilege Top Men.
65
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Posted - 2014.11.19 20:40:00 -
[274] - Quote
Now that your doing something with equipment fix the Remote Explosives.
They are equipment, not ammunition, stop letting them be resupplied at a nano hive. If they use the ones they are carrying then they need go to a supply depot and change suits.
Currently why stock grenades when you can throw RE's and do twice the damage and still restock in the nano hive.
Stop the Flying Frisbees of death
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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S-PANZA
Expert Intervention Caldari State
94
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Posted - 2014.11.19 21:02:00 -
[275] - Quote
Solution to BW restrictions:
- Run speed scout and drop some drop uplinks + RE's. - Switch to either logi slayer, logi AV, logi logi or logi sniper. - Shelf all other suits until next tree shake-up. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 21:05:00 -
[276] - Quote
Vrain Matari wrote:
If we keep theorycrafting based on mushy, half finished systems we might as well start philosophizing on religion or economics.
^ THIS
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 21:06:00 -
[277] - Quote
S-PANZA wrote:Solution to BW restrictions:
- Run speed scout and drop some drop uplinks + RE's. - Switch to either logi slayer, logi AV, logi logi or logi sniper. - Shelf all other suits until next tree shake-up.
^ THIS
EDIT: not edited, changes redacted.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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S-PANZA
Expert Intervention Caldari State
94
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Posted - 2014.11.19 21:42:00 -
[278] - Quote
S-PANZA wrote:Solution to BW restrictions:
- Run speed scout and drop some drop uplinks + RE's. - Switch to either logi slayer, logi AV, logi logi or logi sniper. - Shelf all other suits until next tree shake-up.
Another option is to substitute the first step (speed scout making drops) to logi spamming equipment....then switching to the other logi suits. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 21:54:00 -
[279] - Quote
Meee One wrote:Rattati i hope you are paying attention to the underlying reason(s) players are against this. Players are willing to lose 7 uplinks to run 1 with a sent. Players want BW reduced on REs and proxies for scouts.
Can you guess why players are so willing to run less equipment? Survival.
Read through several posts and multiple imply being 'trapped' in a logistics suit AKA a death trap. If logistics had some advantage in terms of survival (like speed) then fewer players would be against this.
They even say 'switch to support other suits'. Consider that for a second,switching from the master support suit (logistics) because it can't support as well as another can.
There are many underlying problems with the suit itself. #1 being survivability
Btw,240 eHP and slower than an assault with 400eHP base is stupidly broken.(for example) Or 240 eHP on a medium frame. (example #2)
Players can see logistics is a walking coffin,gimped beyond belief 'because it has to be'. Imagine if scouts were slowed to sent speed,this is how logistics appears to anyone with a brain.
That is why players don't like the BW idea,and will (attempt to) fight it tooth and nail. And TBH i don't blame them.
^THIS
Excellent way of putting this, Meeee. I often don't agree with you, not even about this BW topic (!) but the point you're making here really hits it out of the park. There is other work to be done which should be PRIORITIZED FOR COMPLETION BEFORE completely rewriting the mechanics behind equipment. ESPECIALLY since other options would glean better results at addressing spam without introducing multiple new opportunities for imbalances and exploits.
BALANCE WHAT WE HAVE. THEN ADD.
"Problems never solved, just rearranged"
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 21:54:00 -
[280] - Quote
S-PANZA wrote:S-PANZA wrote:Solution to BW restrictions:
- Run speed scout and drop some drop uplinks + RE's. - Switch to either logi slayer, logi AV, logi logi or logi sniper. - Shelf all other suits until next tree shake-up. Another option is to substitute the first step (speed scout making drops) to logi spamming equipment....then switching to slayer logi suits. FTFY
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4610
|
Posted - 2014.11.19 22:24:00 -
[281] - 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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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1148
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Posted - 2014.11.19 22:25:00 -
[282] - Quote
I am liking the idea but I would propose a tier based eq bandwidth use amount.
Militia having the highest bandwidth and proto having the lowest bandwidth. Basically this would allow for slightly more spam if using all higher tier equipment as well as less nerf to the guys spending 100s of ks on logi suits to help the team.
If you are fielding a 200-300k logi suit various times to assist the team you should be able to really get the best rewards. Only having a couple of proto hives and a couple of proto links is bad for the team and bad for the guy risking more on one suit than everyone else is risking in the whole match. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 22:52:00 -
[283] - Quote
Mad Syringe wrote:
This game is about adjustment to the battlefield, making logis not able to adapt is a bad move, because all other roles can switch without consequences.
^THIS
And I've read the responses to this sentiment and want to emphasize something so the non-logis recognize it: The work of Logistics is exactly that, Logistics. "Support" is only a part of it. Sometimes, yeah, its following around a heavy or five and keeping them repped and resupplied. Others its moving (or trying to) with Assaults or scouts running scans. Sometimes tho, it is reinforcing areas as fallbacks OR creating advanced fortifications for striking groups to deploy from. At any point in any of this the occasion will often arise where 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) to address an issue or 16. These changes, as proposed will render the work the Logi has done up to that point largely null and void.
The responses so far have centered on the idea that, 'Well if I go from HMG to guard a corridor to scout to run invisi-shotgun I don't get to keep my Heavy HP' etc. Which on the surface is true but really isn't applicable as an arguement because when you used that HMG in the corridor you defended that corridor ie. used the tools to do the work and afterwards benefitted from the results, a clear corridor freeing you to then go scoutie shotgun, kills made in your pocket and corridor defense complete. YOU GET TO KEEP WHAT YOU MADE. Logis will be denied this, this tactical flexibility which makes our battlefields as engaging as they are, as well as limiting FC ability to predictively and preemptively create staging area to fall to or from!
The effect, while worst to Logis, ripples through all tactical predictively reasoned equipment use from ANY frame. Whats the point in a scout, any scout, placing a link somewhere to be used as needed if it'll pop the first time he's forced into pull a different fit to address an issue? Or an Assault?
I, as much as anyone, despise equipment spamming and see scout frames as imbalanced versus the rest of the field. But changing DUST from Chess into Checkers is NOT the solution ! If anything, this idea dumbs down the tactical side of the gameplay, taking much of the overall field strategy elements ala Command and Conquer out in favor of the remaining low-denominator squad interplay ala SOCOM campaign mission aspects. The game becomes very 2D like this, and fundamentally less engaging, appealing or interesting.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 22:56:00 -
[284] - Quote
John Demonsbane wrote:el OPERATOR wrote:S-PANZA wrote:S-PANZA wrote:Solution to BW restrictions:
- Run speed scout and drop some drop uplinks + RE's. - Switch to either logi slayer, logi AV, logi logi or logi sniper. - Shelf all other suits until next tree shake-up. 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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 23:00:00 -
[285] - Quote
There are other, better, solutions for the problems this is meant to address.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4613
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Posted - 2014.11.19 23:07:00 -
[286] - 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 -
[287] - 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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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 23:17:00 -
[288] - Quote
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!
^THIS 100k times over! First things first! Fix the broken, then balance the fixed, then add in the new.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Jadd Hatchen
KILL-EM-QUICK
647
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Posted - 2014.11.19 23:19:00 -
[289] - 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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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 23:22:00 -
[290] - Quote
John Demonsbane wrote:el OPERATOR wrote:John Demonsbane wrote:el OPERATOR wrote:
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.... [quote=el OPERATOR]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) ???
Ahh, but that flip isn't into a slayerlogi, its into another combat frame. What will happen tho will be that the flip IS into a slayerlogi. Which is NOT how I prefer to spend my time.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Jadd Hatchen
KILL-EM-QUICK
647
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Posted - 2014.11.19 23:24:00 -
[291] - Quote
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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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
500
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Posted - 2014.11.19 23:27:00 -
[292] - Quote
Jadd Hatchen 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 ". 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)
It isn't fair. But BFD about fair or not fair, IMHO.
It isn't balanced. And THAT is a major issue. Unfortunately, its an issue that instead of having just been addressed from the outset instead has been essentially ignored but for the slightest sort of peripheral adjustments at the expense of the greater game and its gameplay as a whole. Which is where the start and stop of my problem with it is.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Jadd Hatchen
KILL-EM-QUICK
647
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Posted - 2014.11.19 23:30:00 -
[293] - Quote
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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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2195
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Posted - 2014.11.19 23:33:00 -
[294] - Quote
Here's a suggestion.
Let's suppose a given logi have a bandwidth of 100Mbits. Nanohives take up 10Mbits each, and uplinks take up 15Mbits each. Why not
1. Remove the hard cap on deployed equipment (ie: you can theoretically deploy an infinite number of links and hives)
2. Vastly increase the amount of hives and links carried. Randomly choosing 20 links and 20 hives to perform this exercise. Number can be raised or lowered.
This allows me to pick and choose how to deploy my links and hives. LEt's run through some possible combinations I can deploy. Remember, I have 100Mbits of bandwidth.
1st example: I deploy 6 uplinks (15Mbits each) which eats up 90Mbits total, and 1 hive (10Mbits each) to fill out my total bandwidth.
2nd: I deploy 4 links (60Mbits total) and 4 hives (40Mbits) to fill out my bandwidth.
3rd: 2 links (30Mbits) and 7 hives (70Mbits) to fill out my bandwidth.
In essence, I can deploy as much equipment as my bandwidth allows, and I get to choose how to fill up that bandwidth. Whether I deploy a bunch up hives, a bunch of links, or any combination of these, my only limiting factor should be my bandwidth and the number I currently am carrying (which again, would in this model be vastly increased.) Have links and hives refill at supply depots, and now I as a logi can more easily adapt to the battlefield, by not having multiple hard limits on what I can bring to the fight. Now, I can spam links easier, but if I switch suits to one of a lower bandwidth, all those links go pop. If I decide to toss out hives, then my links start popping in the order I deployed them (1st link deployed pops 1st, etc.) meaning there is a hard limit on the amount of support one logi can bring. This has multiple effects.
1. While not directly reducing spam, it means that in order to spam a logi must stay in his suit, meaning one less HMG in the fight. This punishes "tourist logis) who only use the logi suits to spam equipment then pull out their slayer suit. Now they must stay in a logi to keep their equipment out.
2. It gives logis more tactical flexibility, which makes staying in a logi suit more desirable. Now, I can spam links to get my team dug in and set, then pull out my hives and toss down a bunch of hives up to my bandwidth limit (which pops my links as I deploy hives) and can then redeploy links if we start losing our ground (which pops the hives as I deploy links) all without switching suits. Now I can remain a logi suit and not worry so much about fitting suits with only links and suits with only hives. Now I can carry both, plus a needle and rep tool, and not need to run to a supply depot to constantly switch to whatever needs to be deployed.
3. It limits spam by limiting how much a single CHARACTER can deploy, regardless of how much deployables he brings. It doesn't matter if I fill all my equipment slots with 100 links, if my bandwidth limits me to 6 links, all I can have out is 6 links. Carrying all those links only means I have more spares than someone who carries a variety of equipment.
This not only limits spam, but also makes it worthwhile to stay logi, since I don't have to be near a supply depot at all times to refill my hives/links by switching out. By carrying 20 of each, and having bandwidth as my hard cap, I can now place down whatever is needed at the moment, and then easily switch to the other when needed, while having other equipment besides. My idea stops tourist logis, buffs dedicated logis, and forces logis to stay logi in order to keep their equipment alive, which means one less heavy or scout in the fight.
Proof that Rattati/CCP do listen to the playerbase.
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Imp Smash
molon labe. General Tso's Alliance
405
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Posted - 2014.11.19 23:34:00 -
[295] - Quote
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. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4621
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Posted - 2014.11.19 23:36:00 -
[296] - 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 -
[297] - 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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Imp Smash
molon labe. General Tso's Alliance
405
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Posted - 2014.11.19 23:50:00 -
[298] - Quote
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.' |
Monkey MAC
Rough Riders..
3552
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Posted - 2014.11.19 23:57:00 -
[299] - Quote
I am absolutely loving this idea. A very elegant way of dealing with the spam situation.
However I would say that 1 or 2 of the numbers need tweaking.
Scouts: They should only drop one compliments worth of equipment at PRO level. STD: 4 ADV:6 PRO:8 (ADV, has no effect unless you introduce a passive skill, hint hint)
Nanohives: Triage Hives should have a bandwidth cost of 6 in order to reduce their spam further. Repair Hives (A+T) should have a bandwith cost of 8, this adds another level of depth to hive choice.
In addition it reduces Ant's nesting considerably. Ant's nesting is the act of filling a room with triage hives, logis with tools and scanners and sentinels with the maximum achieable tank.
Uplinks bandwidth cost should be inversely proportional to their spawn modifier, with ones with penalties taking 3BW and one's with bonuses taking 5-6BW.
Other than that seems pretty good, once again a very elegant solution.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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S-PANZA
Expert Intervention Caldari State
94
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Posted - 2014.11.19 23:59:00 -
[300] - Quote
Scouts having a second EQ slot isnt creating equipment spam.
Logi suits fitted for the purpose of spamming equipment are the main source of the spam. |
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