Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 17 18 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 9 post(s) |
RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
694
|
Posted - 2014.11.20 00:09:00 -
[301] - Quote
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.
Well said. There are side effects, but let us focus on the goal of fix itself. There are discussions going to fix the other issues, but I am pleased to see so many hashing out the ramifications of such a change.
I support this change. I do believe that some values for EQ BW use need adusting. But I am still on unsure about the scouts having too much bandwidth that I am not ready to make an adjustment there yet.
The Logi Code. Creator, Believer, Follower
Trust CROSS
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4632
|
Posted - 2014.11.20 00:18:00 -
[302] - 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)
|
Devadander
Woodgrain Atari
157
|
Posted - 2014.11.20 00:28:00 -
[303] - Quote
I had to read it all twice and chill a sec to soak it up.
Bottom line; Newbros can toss their only link and go medic or assault and still nab some teamspawn.
The STD logi can drop his 3 links and go swap to rep, earn his sp and support his team.
Guys like me with a one link scout for initial rush then assault for the fray won't be hurt. If I'm forced into my six link suit chances are I'll be stuck in it refreshing links anyway.
TRUE logi's will be singing praise since now their equip will linger and not be covered by a stable link from a depot spammer. Once they drop links they obviously will change into another logi suit to continue being a logibro.
No, the only people this hurts are the ones who spam equip, then swap to a suit who should not benefit from such a belch of equipment. Yes you 7 repair hives for your thale commando, yes you rooftop forge-gunner with 2 2 second links and 5 hives, yes you 15 links then off to my shotgun scout, yes you burst HMG with 7 repair hives.
Make a friend
Hmm well I guess the 1% is the dedicated heavy with equip skills who happens to be the only blue who even tries to swap roles and drop a flank... If someone else drops a link from yours, bite the bullet and go heavy again. If not, see my third point lol.
TL,DR - Equip BW makes everything better, much like mayonnaise.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
|
Imp Smash
molon labe. General Tso's Alliance
406
|
Posted - 2014.11.20 00:31:00 -
[304] - Quote
John Demonsbane wrote: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.
To the first: well, I am fine (as an assault) having 4 pieces of EQ. I'm just also saying I could live off of 1 or 2. It might even be a good idea for me just to be able to deploy 2.
To the second: Ah, i understand. You are saying 1 logi could cover uplinks on a 5 point map, but uplinks ONLY. That's a bit more reasonable that i had it pictured. Or 1 logi could cover the uplinks and hives for 1 or 2 points on a map.
TBH though -- it stil sounds like a lot of deployables max. Maybe Commandos/assaults SHOULD only get enough bandwidth for 2 pieces of EQ and scouts 1 while Logis have 8 (or a tad more)
Basically anything that forces tactical play and thinking and limits zerging/spamming.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
504
|
Posted - 2014.11.20 00:32:00 -
[305] - Quote
S-PANZA wrote: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.
No, a playerbase hell-bent on exploiting any possible angle of advantage under the umbrella excuse of "Well, this works so it must be intended so it must be working as intended" is the source of the spam.
-Limits could be placed on logi suit entry, THAT would limit spam without turning DUSTs logistical side into PaperBoy514. -Access denial for equipment deployment in certain areas, like say surrounding supply depots, THAT would limit spam without turning DUSTs flexible side into a no returns/refunds/exchanges or warranties scenario. -Equipment deployment caps based on quantities deployed could be used that wouldn't turn DUSTs tactical reinforcement side into a constant shell-game of Robbing Peter to Pay Paul. -Equipment usage timers could be enacted so if those links/hives that got placed out aren't used within an acceptable time-period their internal battery expires and they "pop", neccessitating resupply or placement without penalizing forward-thinking field strategy or current condition flexibility
Players are always looking to exploit and take advantage. THAT'S why it should be Mission#1 to ensure existing game elements are balanced in and of themselves BEFORE looking to rewrite fundamentals hoping to achieve balance afterwards. To not just adds opportunity for more imbalance, worse overall gameplay and compounds the difficulty in trying to fix the elements which were flawed in the first place.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1149
|
Posted - 2014.11.20 00:34:00 -
[306] - Quote
We do not have enough people per match to start locking people into set roles.
only 16 players means you need to be able to switch to the role that is needed. The only reason I support this is because it somewhat nerfs scout logis but it does not address the issue of scout medics who are keeping everyone alive as well as lighting up the entire enemy team.
TL;DR The real issue is at best partially getting fixed so I am done even trying to give input that will never be seen. Fix scout logis before you try to nerf already **** logi suits.
@CCP STOP LISTENING TO THE DAMN FORUMS. You can join any channel and there will be plenty of players there to give you issues and ideas. This would go much further as half the forum trolls dont play more than one match a week anyway. How much AUR does a dev token cost? I would be glad to pay for his 2 hours of time to sit in one of our channels with a few selected players to give an informed opinion of **** in this game. |
RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
694
|
Posted - 2014.11.20 00:39:00 -
[307] - Quote
John Demonsbane wrote: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.
I agree. And as of two days ago when I last played my Holy Amarr Templar Logi the bonus did not work when I was waiting in the heavens to spawn anew. So, It still looks broke to me.
The Logi Code. Creator, Believer, Follower
Trust CROSS
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 00:40:00 -
[308] - Quote
John Demonsbane wrote: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.
If you pull have to pull a frame whose equipment you're going to use will exceed your BW you'll have wasted your time doing whatever you were doing with the first one.
I understand, people have been and are starting to play from the I see you there and raise you here method, I'm talking about playing from the I see you there and raise you not just here to address you there but here and here and here because if you're there then you can't be here or here or here. Good chess is 7 moves ahead, for every piece. Not one move ahead for the last piece that just moved.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 00:42:00 -
[309] - Quote
RedBleach LeSanglant wrote:John Demonsbane wrote: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. I agree. And as of two days ago when I last played my Holy Amarr Templar Logi the bonus did not work when I was waiting in the heavens to spawn anew. So, It still looks broke to me.
Absolutely it is still broken. Like many things also broken or still long imbalanced.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Henchmen21
Planet Express LLC
1117
|
Posted - 2014.11.20 00:48:00 -
[310] - Quote
So any chances of Logis not dieing when sneezed at if we are to be forced to stay in the expensive suits?
Your game f'ing sucks, but I'll still play it, damn you! Turns out I wont.
|
|
One Eyed King
Land of the BIind
6011
|
Posted - 2014.11.20 00:51:00 -
[311] - Quote
So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 00:51:00 -
[312] - Quote
Henchmen21 wrote:So any chances of Logis not dieing when sneezed at if we are to be forced to stay in the expensive suits?
Nope, and current stat tweak projections actually have us being even easier to kill. smh
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 00:54:00 -
[313] - Quote
One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem.
So go tell the Barbershop to accept a ******* nerf, an actual ******* nerf, OR to quit fighting other frames getting actual ******* buffs so we can get some damm balance already AND then see wtf is up.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2232
|
Posted - 2014.11.20 00:54:00 -
[314] - Quote
deezy dabest wrote:We do not have enough people per match to start locking people into set roles.
only 16 players means you need to be able to switch to the role that is needed. The only reason I support this is because it somewhat nerfs scout logis but it does not address the issue of scout medics who are keeping everyone alive as well as lighting up the entire enemy team.
TL;DR The real issue is at best partially getting fixed so I am done even trying to give input that will never be seen. Fix scout logis before you try to nerf already **** logi suits.
@CCP STOP LISTENING TO THE DAMN FORUMS. You can join any channel and there will be plenty of players there to give you issues and ideas. This would go much further as half the forum trolls dont play more than one match a week anyway. How much AUR does a dev token cost? I would be glad to pay for his 2 hours of time to sit in one of our channels with a few selected players to give an informed opinion of **** in this game. lol, asking to buy a Dev so you can pump him full of trash and a biased POV
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1150
|
Posted - 2014.11.20 00:56:00 -
[315] - Quote
There is a big problem here. Both uplinks and nanohives can have the full bandwidth use filled using only ADV variants.
Currently over 50% of the proto equipment you see on the field is so that more total can be spammed. This is going to lead to a serious change in the flow of battle for the worst. If nothing else you need to significantly reduce the price of proto equipment so that people see the risk as being worth it for that little bit of help to the team. |
Imp Smash
molon labe. General Tso's Alliance
409
|
Posted - 2014.11.20 01:01:00 -
[316] - Quote
One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem.
Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop.
Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA
All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 01:02:00 -
[317] - Quote
Alaika Arbosa wrote:deezy dabest wrote:We do not have enough people per match to start locking people into set roles.
only 16 players means you need to be able to switch to the role that is needed. The only reason I support this is because it somewhat nerfs scout logis but it does not address the issue of scout medics who are keeping everyone alive as well as lighting up the entire enemy team.
TL;DR The real issue is at best partially getting fixed so I am done even trying to give input that will never be seen. Fix scout logis before you try to nerf already **** logi suits.
@CCP STOP LISTENING TO THE DAMN FORUMS. You can join any channel and there will be plenty of players there to give you issues and ideas. This would go much further as half the forum trolls dont play more than one match a week anyway. How much AUR does a dev token cost? I would be glad to pay for his 2 hours of time to sit in one of our channels with a few selected players to give an informed opinion of **** in this game. lol, asking to buy a Dev so you can pump him full of trash and a biased POV
This has already happened, and the proof is in the rampant imbalances allowed to persist continually with little to no improvement that doesn't simultaneously degrade other game elements.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
One Eyed King
Land of the BIind
6011
|
Posted - 2014.11.20 01:02:00 -
[318] - Quote
el OPERATOR wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. So go tell the Barbershop to accept a ******* nerf, an actual ******* nerf, OR to quit fighting other frames getting actual ******* buffs so we can get some damm balance already AND then see wtf is up. We have suggested MANY nerfs.
With particular regard to EQ, I have suggested reducing all carried inventory by 1 and giving Logis the bonus of carrying one more.
We have for a very long time advocated for a shift of dampening and other bonuses towards and increased speed penalties for just scouts on armor plates.
That cloak range nerf (that I have loathed since it was brought up), was from the Barbershop.
I suggest getting your facts straight before making claiming that the Barbershop doesn't ask for balance.
In order to get balance, you have to identify the problem and directly fix the problem, not work your way around it while fixing nothing and reducing the viability of scouts roles that are not overperforming.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
Llast 326
An Arkhos
5498
|
Posted - 2014.11.20 01:04:00 -
[319] - Quote
Imp Smash wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop. Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? Because it takes Three to take out a HAVGǪ And it is not an easy task to do. If a scout can only lay one or two, then it is only encouraging their use as an anti Infantry weapon.
MOAR Ladders
|
One Eyed King
Land of the BIind
6011
|
Posted - 2014.11.20 01:07:00 -
[320] - Quote
Imp Smash wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop. Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? Yes.
1) Tanks don't explode with 1 RE. Neither does an LAV.
2) We use them for point defense. Often cover multiple objectives with them. The catch being if I detonate upon seeing an objective hacked, I blow ALL the REs. Even if that objective were fluxed first. Its a reasonable trade off.
3) This still doesn't fix the problem of Frisbee REs. Most complaints arise from this tactic.
I don't see how nerfing people who use multiple REs as intended, while not fixing the Frisbee RE thrower complaints, and reducing the AV capacity of scouts effectively nerfs Slayer Scouts.
In the end, that mentality only increases the viability of that play style vs more legitimate scout roles.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 01:07:00 -
[321] - Quote
One Eyed King wrote:el OPERATOR wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. So go tell the Barbershop to accept a ******* nerf, an actual ******* nerf, OR to quit fighting other frames getting actual ******* buffs so we can get some damm balance already AND then see wtf is up. We have suggested MANY nerfs. With particular regard to EQ, I have suggested reducing all carried inventory by 1 and giving Logis the bonus of carrying one more. We have for a very long time advocated for a shift of dampening and other bonuses towards and increased speed penalties for just scouts on armor plates. That cloak range nerf (that I have loathed since it was brought up), was from the Barbershop. I suggest getting your facts straight before making claiming that the Barbershop doesn't ask for balance. In order to get balance, you have to identify the problem and directly fix the problem, not work your way around it while fixing nothing and reducing the viability of scouts roles that are not overperforming.
Funny, since all I've seen in any other thread on the topic are your reps claiming any infringement into ewar as rendering scouts "useless", red-herring evidence arguements, and protracted claims to entitlement of elements you were endowed with in 1.8 but never entitled to.
EDIT: keep your " roles" but recognize your base stats AS the problem and accept direct fixes there so all this "work around while fixing nothing business" can be done. At least until the next garbo idea gets patched in. But at least infantry can be balanced in the meantime.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Llast 326
An Arkhos
5498
|
Posted - 2014.11.20 01:11:00 -
[322] - Quote
el OPERATOR wrote:One Eyed King wrote:el OPERATOR wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. So go tell the Barbershop to accept a ******* nerf, an actual ******* nerf, OR to quit fighting other frames getting actual ******* buffs so we can get some damm balance already AND then see wtf is up. We have suggested MANY nerfs. With particular regard to EQ, I have suggested reducing all carried inventory by 1 and giving Logis the bonus of carrying one more. We have for a very long time advocated for a shift of dampening and other bonuses towards and increased speed penalties for just scouts on armor plates. That cloak range nerf (that I have loathed since it was brought up), was from the Barbershop. I suggest getting your facts straight before making claiming that the Barbershop doesn't ask for balance. In order to get balance, you have to identify the problem and directly fix the problem, not work your way around it while fixing nothing and reducing the viability of scouts roles that are not overperforming. Funny, since all I've seen in any other thread on the topic are your reps claiming any infringement into ewar as rendering scouts "useless", red-herring evidence arguements, and protracted claims to entitlement of elements you were endowed with in 1.8 but never entitled to. Could you take this to GD or War Room or something. Not really staying on topic here.
MOAR Ladders
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
506
|
Posted - 2014.11.20 01:14:00 -
[323] - Quote
Llast 326 wrote:el OPERATOR wrote:One Eyed King wrote:el OPERATOR wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. So go tell the Barbershop to accept a ******* nerf, an actual ******* nerf, OR to quit fighting other frames getting actual ******* buffs so we can get some damm balance already AND then see wtf is up. We have suggested MANY nerfs. With particular regard to EQ, I have suggested reducing all carried inventory by 1 and giving Logis the bonus of carrying one more. We have for a very long time advocated for a shift of dampening and other bonuses towards and increased speed penalties for just scouts on armor plates. That cloak range nerf (that I have loathed since it was brought up), was from the Barbershop. I suggest getting your facts straight before making claiming that the Barbershop doesn't ask for balance. In order to get balance, you have to identify the problem and directly fix the problem, not work your way around it while fixing nothing and reducing the viability of scouts roles that are not overperforming. Funny, since all I've seen in any other thread on the topic are your reps claiming any infringement into ewar as rendering scouts "useless", red-herring evidence arguements, and protracted claims to entitlement of elements you were endowed with in 1.8 but never entitled to. Could you take this to GD or War Room or something. Not really staying on topic here.
Meh, it is related and is part of my feedback : FIX broken **** FIRST, then use a different idea for spam because BW as proposed will SUCK.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Imp Smash
molon labe. General Tso's Alliance
410
|
Posted - 2014.11.20 01:20:00 -
[324] - Quote
One Eyed King wrote:Imp Smash wrote:One Eyed King wrote:So I read through the thread and looked at the spreadsheet, and I don't know if I fully understand how this works.
REs are set at 4, with a standard scout at 4.
If I lay out one RE, does that equal 4 and laying out another would negate the first?
Or, because they are both the same piece of EQ, would I be able to lay out the rest?
I am fine for not letting scouts infringe on Logi territory, but if I can't lay out 3 std REs on a Std or Adv scout, that is going to be a problem. Every RE you place counts as 4 BW. So if you place 2 REs you have 8 spent. Say you have 16 BW. You can spend 8 more. Any spent after that will cause the first RE placed (I think) to go pop. Although come to think of it, if you could throw REs REALLy fast, you could throw 5 REs, into a crowd causing the first RE you threw to pop before the 4 second timer on REs has expired and blow them early! o.O MUAHAHAHHAHA All joking aside, why would it be a problem if scouts can only lay 1 or 2 REs? Yes. 1) Tanks don't explode with 1 RE. Neither does an LAV. 2) We use them for point defense. Often cover multiple objectives with them. The catch being if I detonate upon seeing an objective hacked, I blow ALL the REs. Even if that objective were fluxed first. Its a reasonable trade off. 3) This still doesn't fix the problem of Frisbee REs. Most complaints arise from this tactic. I don't see how nerfing people who use multiple REs as intended, while not fixing the Frisbee RE thrower complaints, and reducing the AV capacity of scouts effectively nerfs Slayer Scouts. In the end, that mentality only increases the viability of that play style vs more legitimate scout roles.
Ah. Fair enough. |
S-PANZA
Expert Intervention Caldari State
94
|
Posted - 2014.11.20 01:29:00 -
[325] - Quote
el OPERATOR wrote:S-PANZA wrote: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. No, a playerbase hell-bent on exploiting any possible angle of advantage under the umbrella excuse of "Well, this works so it must be intended so it must be working as intended" is the source of the spam. -Limits could be placed on logi suit entry, THAT would limit spam without turning DUSTs logistical side into PaperBoy514. -Access denial for equipment deployment in certain areas, like say surrounding supply depots, THAT would limit spam without turning DUSTs flexible side into a no returns/refunds/exchanges or warranties scenario. -Equipment deployment caps based on quantities deployed could be used that wouldn't turn DUSTs tactical reinforcement side into a constant shell-game of Robbing Peter to Pay Paul. -Equipment usage timers could be enacted so if those links/hives that got placed out aren't used within an acceptable time-period their internal battery expires and they "pop", neccessitating resupply or placement without penalizing forward-thinking field strategy or current condition flexibility Players are always looking to exploit and take advantage. THAT'S why it should be Mission#1 to ensure existing game elements are balanced in and of themselves BEFORE looking to rewrite fundamentals hoping to achieve balance afterwards. To not just adds opportunity for more imbalance, worse overall gameplay and compounds the difficulty in trying to fix the elements which were flawed in the first place.
I agree.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2233
|
Posted - 2014.11.20 02:20:00 -
[326] - Quote
el OPERATOR wrote:Alaika Arbosa wrote:deezy dabest wrote:We do not have enough people per match to start locking people into set roles.
only 16 players means you need to be able to switch to the role that is needed. The only reason I support this is because it somewhat nerfs scout logis but it does not address the issue of scout medics who are keeping everyone alive as well as lighting up the entire enemy team.
TL;DR The real issue is at best partially getting fixed so I am done even trying to give input that will never be seen. Fix scout logis before you try to nerf already **** logi suits.
@CCP STOP LISTENING TO THE DAMN FORUMS. You can join any channel and there will be plenty of players there to give you issues and ideas. This would go much further as half the forum trolls dont play more than one match a week anyway. How much AUR does a dev token cost? I would be glad to pay for his 2 hours of time to sit in one of our channels with a few selected players to give an informed opinion of **** in this game. lol, asking to buy a Dev so you can pump him full of trash and a biased POV This has already happened, and the proof is in the rampant imbalances allowed to persist continually with little to no improvement that doesn't simultaneously degrade other game elements. IRC is bad m'kay?
If it has happened before why allow it to happen again? history repeating itself and whatnot....
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
|
Bright Cloud
Namtar Elite Gallente Federation
547
|
Posted - 2014.11.20 02:26:00 -
[327] - Quote
I see you want that logis are acually forced to play logi and not just dump tons of stuff on the map and change to heavy/scout after they are done with it. However this eliminates the role for multi purpose players who like to switch out to different suits to adapt to the situation. For PC matches not much will change cause most players who play competetive allready carry drop uplinks on their suit.
So lets look on it how your proposed change would work out if there would be 16 assaults playing in a PC match:
-16 assaults, each got 16bandwith. - ishukone gauged drop uplink= 12 bandwith when all 3 uplinks are out
So lets recap this: 16X3= 48
So your team could still clusterfuck the whole map with uplinks with zero to little effort. And thats what people allready do and they will continue with that no matter what. The only problem comes into play when you have scrubs in pub matches throwing tons of stuff around a supply depot. For PC matches those changes will be meaningless cause as it stands for now the #1 question when you want to play PC is "do you have proto links"?
Bright is the opposite of dark! Who would have thought of that?!
|
GLOBAL fils'de RAGE
Consolidated Dust
47
|
Posted - 2014.11.20 04:09:00 -
[328] - 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.
WOW!
This one no matter how good nor how bad, implemented or received is GREAT news for DUST, because all of the strategies we have developed will have to be thrown out and re-thought!
LOVE IT!
|
LAVALLOIS Nash
QcGOLD
290
|
Posted - 2014.11.20 05:15:00 -
[329] - Quote
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.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5164
|
Posted - 2014.11.20 08:54:00 -
[330] - Quote
Equipment spam is primarily refer to vomiting uplinks and hives all over then swapping suits to kill.
If you play logi, you drop your gear then swap to your needle/rep/scanner/sparelinks fit your equipment will remain. if you go dump your wad and swap to a sentinel all your gear goes away. Thus making rooftop camping forge fatties harder. And eliminating pre staging four triage hives at a chokepoint and standing in it with an HMG.
If you swap to assault you only lose *most* of your spam. But this change will increase the importance of having a dedicated logi in play rather than allowing sentinel players to use equipment spam as a substitution for battlefield tactics.
Flying in a vehicle won't affect your equipment. You're still in a logi suit.
But this is a direct nerf to tourists who want the benefits of logistics capability without actually playing the role.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 17 18 19 :: one page |
First page | Previous page | Next page | Last page |