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) |
Cass Caul
1709
|
Posted - 2014.11.23 08:14:00 -
[421] - Quote
Kinda fed up with all this "Go Proto or Go Home" nonsense. Rattati, since the hotfixes have started when you crippled the Cloak field into 0/5/10% dampening progression but kept that 10% a necessary aspect for 3 of the 4 scouts to participate in stealth, have only continuously moved the divide between new players and Vets. This bandwidth is nonsense really only drives that home. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4691
|
Posted - 2014.11.23 12:26:00 -
[422] - Quote
Cass Caul wrote:Kinda fed up with all this "Go Proto or Go Home" nonsense. Rattati, since the hotfixes have started when you crippled the Cloak field into 0/5/10% dampening progression but kept that 10% a necessary aspect for 3 of the 4 scouts to participate in stealth, have only continuously moved the divide between new players and Vets. This bandwidth is nonsense really only drives that home.
I'd agree in that this is easily the biggest problem with the proposal. It incentivizes the use of proto way too much.
Why not make it a part of the dropsuit command skill instead, Rattati? I almost suggested that we at least do that for logi suits, but I'm not interested In gettig Into any major class warfare here, so make it for everyone.
(The godfather of tactical logistics)
|
Haerr
1987
|
Posted - 2014.11.23 14:30:00 -
[423] - Quote
is there a specific reason to why suits do not have normalised eq slots and bandwidth?
fighter jets
|
One Eyed King
Land of the BIind
6126
|
Posted - 2014.11.23 18:31:00 -
[424] - Quote
Cass Caul wrote:Kinda fed up with all this "Go Proto or Go Home" nonsense. Rattati, since the hotfixes have started when you crippled the Cloak field into 0/5/10% dampening progression but kept that 10% a necessary aspect for 3 of the 4 scouts to participate in stealth, have only continuously moved the divide between new players and Vets. This bandwidth is nonsense really only drives that home. I would have to agree with this.
Proto weapons/modules are really the only viable ones. There is zero point to basic dampeners and precesion enhancers.
Zero point in standard shield extenders and damage mods.
The great majority of standard level items provide no benefit other than being cheaper with reduced PG/CPU.
I can understand wanting to encourage proto use, but there is a difference between encouraging it, and making it the only viable option.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5277
|
Posted - 2014.11.24 11:19:00 -
[425] - Quote
Personally I think bandwidth should be set based on dropsuit class, not based upon tier.
Make them all capable of running the same number of deployables.
Just make it so each stack of deployables they carry can fill that BW. So if you carry three types of hives, one STD, ADV and PRO make it so you can drop enough to eat the BW. So you can carry boat tons of crappy fire and forget trash that won't last long... or you can carry a few quality pieces.
But if you throw all of your STD hives you're using all of the bandwidth till they pop.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Mad Syringe
ReDust Inc.
343
|
Posted - 2014.11.24 16:28:00 -
[426] - Quote
Several things seem to be important to think of right now.
Why do dedicated support player like myself switch suits after they deployed equipment?
My reason for that is simple. After Tank 514 hit us hard, I was fed up with OP Vehicles and skilled into AV stuff. First it was just remotes/proxies, later when the MinCommando came out I skilled that to 5 instantly and swarms to 5 as well (P5 now). I switch regularly to my minmando just to support my team, since tanks and DS on rampage hurt my team a lot.
Second is the fact, that when I run Logi without a squad, survivability is exactly ZERO, if you don't tank that suit into oblivion, and dump most equipment, at which point it makes more sense to run commando in the first place. So that's what I do (in pubs): I run a Sever with 3 different links for starters, and Minmando with MD SW or CR MD combo. I still suport my team with hives, if I have the feeling peeps around are desperate for Ammo I give away one of my hives. When I see my strategic links go down I suicide very often to get those links up again. This is all support play and not bloody equipment spam!
Third why are Logis running Scouts instead of a logi? This is very simple to explain, it's also for team support. If you run a logi, you are worth ****, since if you make a support suit, you have no health to survive a single shotgun blast. So since a smart scout will allways go for the logi first, you die a lot. This however is no fun at all (and a liability in PC), and I can understand every Logi that puts a Amarr scout with lots of Scans and hp on to prevent his squad from being backstabbed.
Fourth I only play leash logi in pubs, when in a squad with at least one or two needles and another logi. The reason for that is again survivability. If your suit costs 60-100K isk, you don't want to loose more than 2-3 or you don't make any money. So as soon as I run without a squad that backs me up, playing logi (with a decent suit) is out of the question.
To the changes.
Reducing spawns per Link and having more links on the suit
This will lead to the following scenario. In PC, everybody and his mom will bring Links (it's already pretty much like that as far as I know) When you spawn on a link, you will put down another one in that place, or close to it, because otherwise you risk loosing that spawn place shortly. We will see piles of links just because of that. Also we will not see links in the rear (strategic ones) as much anymore, because if they get drained in 5 spawns, it's not worth the hassle. What I'm saying, is instead of less, you will see a lot more stuff being dumped, because it's just necessary. Even in Pub games you will see people spawning with links and dropping them all over the place, since after the first game with no uplinker you will start to think about bringing them yourself (whatever the role). The other stategy (or lack of) in pubs will be link supported ZERGING. Meaning, everybody will zerg in on the links supplied by the blop, and we can keep everything nice and tidy. Also very Boring. Since links are instantly exhausted, you will only be able to spawn in near the ZergBlop on freshly put down links.
Popping equipment that is below the current suits bandwith
This denies a support player to play another important support role, which is AV. If you now say, just pop a SL or PC on your suit, than I must say that's not very realistic. My minlogi has no sidearm, so Swarms are pretty much a nogo, and PLC will also get you killed in most curcumstances. Against dropships, you need the extra damage from the commando anyway, if you want to make an impression on the pilot.
For Sentinels the usual drill is anyway, to deliver them to the rooftop with a logi, to build a nest, so that's not a real issue, only in pubs will those self sufficient Forgers suffer. But on the other hand, if logis need to manage their bandwith, the forger on the roof might see his hives and links go pop for no apparent reason (logi has put something down elsewhere and stetched his BW too thin). If that's a good or a bad thing, I don't know, It won't change anything though, since it won't prevent rooftop camping for dedicated campers...
END PT1
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
|
Mad Syringe
ReDust Inc.
343
|
Posted - 2014.11.24 16:29:00 -
[427] - Quote
PT2
Verdict These changes will do nothing but punishing Logi players who adapt to the battlefield. Spammers will spam as much as before.
The proposed Orbital changes will have a much greater impact on spam, since you have to spread the equipment for that it's not popped wit a single EMP OB. But when you have to spread it, it's more work and not as attractive. I urge you Rattati, wait with these (BW) changes, until we see what happens with those new tools, try to code simple stuff like no hives in the resupply radius of a supply depot. It can't be, that implementation of something simple as this is more complicated then the mess you are about to dump on us!
Take the time to rethink the whole thing a simpler solution, like a hardcap of Active and inactive equipment per class, would be much simpler and more easy to understand for newer players.
Last (and this is very IMPORTANT):
Make deployed equipment disappear from the assets of the player. Meaning, if you spam equipment you have to pay in isk. Right now, it is basically absolutely free. If you switch back to a different suit you will not loose those hives and links. This is wrong. Everything deployed should be paid for by the person who put's it down, since you will be paid back in wp/isk! If you go back to a supply to restock your hives, one of each will be taken from your assets!!!
THIS CHANGE WOULD HURT MOSTLY THE SPAMMERS
It wouldn't hurt dedicated support logis, since they often enough pay with their suits when they intentionally suicide to get back with more gear.
Since Logis that run with their squads, usually try to keep their stuff on the suit, until it's needed.
This needs to go in line with slightly more WP for higher tiers of equipment. Otherwise everybody would just spam cheaper stuff...
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
|
Greiv Rabbah
KiLo.
16
|
Posted - 2014.11.24 17:59:00 -
[428] - 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.
I mostly really like this, and I can see how this relates well with drones in eve. A couple thoughts I'd like to throw out there: first, you have uplinks and remotes at the same bandwidth and I think this may be really bad; while caldari and gallente have nk and shotguns, the only real minmatar scout weapons are bombs of various sorts. Thukkers as well as other locus grenades have been killed so bad that the tiger scout even carries gallente grenades, so remotes are our best racial weapon for a stealth kill. Even then, most heavies can shrug off a remote, and it takes all 3 remotes most times to blow up even a lav, while the mass driver is horrendously underpowered as an av weapon. Too much demolitions nerfing has been detrimental to the minmatar, I think, and while I agree that scouts shouldn't be the kings of equipment I feel that limiting our remotes this way would be the last nail in the coffin for demolitions weapons.
Another thing I'd like to say since you mentioned drones and equipment is that since gallente currently only have scanners, and you're talking about bandwidth to limit deployment spam and make logistics more effective with equipment, is what about letting logis use an equipment slot to deploy drones in order to better defend themselves? They could be a gallente equipment with similar ai to turrets that floats around you like the tk-70 personal drone does on psHome. In this way a gallogi could support a heavy by providing scans and supplementing the heavy's firepower. Potential variants could be defense drones that attack anything that shoots at you and attack drones that attack what's been scanned. Something like this would need another patch I would imagine, but I'dbe interested to see it happen so perhaps something to consider for another update?
One last question, is a portable salvage tool ever a possibility? Could reward 15 points and some of the enemy's gear, but only usable on enemies who are bleeding out |
Cass Caul
1724
|
Posted - 2014.11.24 19:12:00 -
[429] - Quote
Breakin Stuff wrote:Personally I think bandwidth should be set based on dropsuit class, not based upon tier.
Make them all capable of running the same number of deployables.
Just make it so each stack of deployables they carry can fill that BW. So if you carry three types of hives, one STD, ADV and PRO make it so you can drop enough to eat the BW. So you can carry boat tons of crappy fire and forget trash that won't last long... or you can carry a few quality pieces.
But if you throw all of your STD hives you're using all of the bandwidth till they pop.
Tiering is fine for modules and weapons. It allows player who have crappy skills to have options.
But tiering dropsuits has always caused more problems than it solved.
Actually, I take it all back. This bandwidth idea is a great thing. We should really be looking forward to a tiered progression. Maybe we can even use this as a platform to re-introduce tiered HP.
STD dropsuits shouldn't be allowed to have the same base HP as ADV and PRO suits. It gives STD suits an unfair advantage because they don't have to fit modules to match higher tiers.
|
Pvt Numnutz
Prophets of the Velocirapture
1998
|
Posted - 2014.11.25 06:45:00 -
[430] - Quote
Awesome. Giving the logi its role beyond a quick drop of equipment. +1
Master Skyshark rider
Kaalaka dakka tamer
|
|
Sylwester Dziewiecki
Interregnum.
441
|
Posted - 2014.11.25 08:37:00 -
[431] - Quote
When this changes will be deploy players will be able to deploy 8 of 9 uplinks with something like this:
Logistics mk.0(660HP)
- Combat Rifle - Flux Grenade
- Vizam Gauged Drop Uplink - Vizam Flux Drop Uplink - Vizam Quantum Drop Uplink - Vizam Stable Drop Uplink
- 3x Complex Shield Extender - Complex Shield Energizer - Complex Armor Plate - Enhanced CPU Upgrade - 2x Complex Profile Dampener
Then switch to Amarr Logistics(because of sidearm and extra BW) that instead of Uplinks have Repair Tool, Active Scanner and good quality nano with he will be able to drop because of extra bandwidth.
That is one way to exploit BW system, those 8 uplinks mean a lot on public matches, especially if they are placed on rooftops. Bigger thing that consort me is that player may come back to base to switch Logistics suit to one that have just bpo weapon(to lower his loses in case shot-off) and stay for entire match in vehicle - HAV, ADS or any other - players doing so will perform more roles then they should, and because of it I think that vehicle BW need to be included in this changes; player BW need drop at least to 4 when they enter any vehicle to finely end with rooftops-uplink-spam nonsense.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
|
Haerr
2008
|
Posted - 2014.11.25 11:40:00 -
[432] - Quote
You can fix the problem of RE+LAVs if you make a separate bandwidth system for REs.
Edit: or at least make it so that it would require two (logis) players in order to put enough REs on a LAV to alpha a tank.
fighter jets
|
Mad Syringe
ReDust Inc.
345
|
Posted - 2014.11.25 11:40:00 -
[433] - Quote
Sylwester Dziewiecki wrote:That is one way to exploit BW system, those 8 uplinks mean a lot on public matches, especially if they are placed on rooftops. Bigger thing that consort me is that player may come back to base to switch Logistics suit to one that have just bpo weapon(to lower his loses in case shot-off) and stay for entire match in vehicle - HAV, ADS or any other - players doing so will perform more roles then they should, and because of it I think that vehicle BW need to be included in this changes; player BW need drop at least to 4 when they enter any vehicle to finely end with rooftops-uplink-spam nonsense.
Rooftop spam will still be possible, since you have to stay with the links (swarm in hand) to protect said uplinks against destruction by pesky enemy DS... No change to spam at all inbound with those BW changes!!!
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4713
|
Posted - 2014.11.25 12:39:00 -
[434] - Quote
Sylwester Dziewiecki wrote:When this changes will be deploy players will be able to deploy 8 of 9 uplinks with something like this:
Logistics mk.0(660HP)
- Combat Rifle - Flux Grenade
- Vizam Gauged Drop Uplink - Vizam Flux Drop Uplink - Vizam Quantum Drop Uplink - Vizam Stable Drop Uplink
- 3x Complex Shield Extender - Complex Shield Energizer - Complex Armor Plate - Enhanced CPU Upgrade - 2x Complex Profile Dampener
Then switch to Amarr Logistics(because of sidearm and extra BW) that instead of Uplinks have Repair Tool, Active Scanner and good quality nano with he will be able to drop because of extra bandwidth.
That is one way to exploit BW system, those 8 uplinks mean a lot on public matches, especially if they are placed on rooftops. Bigger thing that consort me is that player may come back to base to switch Logistics suit to one that have just bpo weapon(to lower his loses in case shot-off) and stay for entire match in vehicle - HAV, ADS or any other - players doing so will perform more roles then they should, and because of it I think that vehicle BW need to be included in this changes; player BW need drop at least to 4 when they enter any vehicle to finely end with rooftops-uplink-spam nonsense.
So, one, you can already do this. In fact, you can do it better by switching to a cal or gal scout (or a sentinel) instead of the Amarr logi.
Two, you won't be able to do it with BW, because no suit has enough BW to drop 9 links, much less 9 links plus a bunch of nanohives. This is, in fact, what BW is specifcally intended to prevent.
It remains miind boggling how poorly understood this is!
To your point about BW and vehicles, I see your concern about exploiting the system, but hat seems unnecessarily harsh. It's one thing not to be able to switch suits, but now I can't even jump into an LAV or DS to get somewhere quickly?
(The godfather of tactical logistics)
|
Jadd Hatchen
KILL-EM-QUICK
683
|
Posted - 2014.11.25 15:12:00 -
[435] - Quote
Fox Gaden wrote:Jadd Hatchen wrote:Stop this... Stop saying that scouts main role in life is to be anti-vehicle... it takes taht role away from the heavies and the assaults and the logis who are supposed to be doing this stuff.
Second no tank should be a solo-able thing!!! Why do you all insist that the lightest dropsuit class in the game should be able to destroy the most heavy vehicle inthe game, BY ITSELF? This makes no logical sense whatsoever. That's like trying to claim that a frigate should have enough guns and firepower to solo kill a dreadnaught in EVE... It's not gonna happen.
Third, you don't just have freaking REs as a scout!!! If you truly wanna go tank hunting in a scout, then ONE RE + proto-AV nades + skilled up PLASMA CANNON or SWARM LAUNCHER still gets you a very decen chance to kill a tank!!! Whining about the RE thing is just plain dumb as you have so many other tools to use in the toolbox!!!!
First: Scouts are for CQC AV. Assault/Commando only get close enough to toss an AV grenade. Logi don't usually put RE on thanks. They do AV with Proxies & Remote traps on the road. Sentinels are for long range AV. Second: In WWII many people soloed Tanks. They would dig a shallow trench narrower than the tank tread and lay in it holding a magnetic tank mine on their chest. When the tank rolled over them they would reach up and place the mine on the belly of the tank. Then the guy would have to prey the tank kept going as you don't want to be under a tank mine when it blows up. Third: It is not so much that no tank should be solo-able, as no tank should be solo-able with only one weapon. To solo a Tank a Scout has to use Remote Explosives, AV Grenades, and a Swarm Launcher or Plasma Cannon. Without the Remote Explosives there chances of getting a kill without help are very low. Keep in mind that to use Remote Explosives a Scout has to get close enough to the Tank to risk getting run over, or squished against a wall.
First: No scouts, as the English word implies, are there to do scouting first and foremost. They provide recon and intel. Only in FPS's this is a boring and unwanted task. So in many FPS's they combined the scout role with sniping. In other FPS's they combined the scout role with CQC. Only in DUST they have given the scout the OPTION to choose to be many things. BUT, one has to keep in mind that if you choose one of those things (CQC, recon, sniping, AV, forward logistics, etc.) then you should NOT expect to do the other things at the SAME TIME. If you kit out for AV as a scout, then you should NOT also be able to be an unstoppable slayer that can provide advanced intel to your squad. For game balance purposes, you should have to CHOOSE to do one thing with one particular loadout. Switching to a different suit with a different loadout for a different situation is ok.
Second: I would be all for your WWII example, except that no one would play and FPS where they sit in one place for the entire match and do nothing and hope for a tank to run over them like that even if it did mean that they guaranteed the kill of that tank. No scout in this game is that patient and most squads would kick them for being too inactive. If we are going to use real world examples, how about that of a demolitions expert like EOD or similar? At what point do they frisbee remote explosives? NO? They set charges.. SET THEM CAREFULLY to aim the blast in a directed way. The shape the battlefield by removing obstacles or removing paths the enemy may use. They may even set up an occasional trap, but there's that patience thing again that most of the currently caffeine frenzied scouts in DUST would never go for.
Third: I agree, if you kit out a scout like that so that they are gimped to hell in all other things other than killing tanks, then go for it. However that's not currently the case as you still get that pesky extra sidearm slot that should not be there. I know, one of my scout setups actually is what you called out for an AV scout.
Also, keep in mind that you never have to go anywhere near a tank to use an RE on it!!! You forget that its original intent (before they could be frisbeed) was to set it on a known location where people or vehicles will go! Set it up on a road or pass or entry to a city module where you KNOW a vehicle will have to pass through. Then sit off to the side somewhere and wait. (Oh hell that pesky waiting thing again that scouts don't want to do.) Then you open up with a multiple RE explosion on the vehicle as they pass over your RE's (hey kinda like your WWII example, go figure) and then follow up with AV nades. This will get the tank running, and as they run away you swarm them and boom! Dead tank. Same effect and no risk of getting squished.
|
Jadd Hatchen
KILL-EM-QUICK
683
|
Posted - 2014.11.25 15:16:00 -
[436] - Quote
Moonracer2000 wrote:I like the idea of cutting down equipment spam and buffing the logi role of equipment but BW seems necessarily complicated. Lots of coding for all equipment and each suit. Lots for players to keep track of.
A simpler system: Calculate the max number of deployables per player in a match allowable while keeping performance. Take that average and set a hard cap per player (or suit type). [example] If the average is 3 you could allow 1 for heavies, 4 for logis and 2 for all other suits. If you want to keep 4 pieces of equipment on the map you stay as a logi. If you switch to a heavy you lose all but one piece of equipment on the field.
REs and proxies might require a separate counter?
This is effectively the same as the bandwidth change. Honestly they had this exact same issue in EVE with drones that were deployed from ships. They were causing so much lag that the servers would crash. So they came up with a bandwidth nerf that worked. They are only applying the same fix to this game and I have to say that I agree with it, but only if they fix the respawning causing stuff to disappear issue first.
|
Jadd Hatchen
KILL-EM-QUICK
683
|
Posted - 2014.11.25 15:22:00 -
[437] - Quote
bwd23 wrote:We all know something needs to be done about spam, however the BW idea is bad.
Lets say as a logi I drop triage hives, uplinks, and PEs all in perfect spots.
In the new meta when I die I can help the team much more by being afk in the redline
than going to another role and having all that work disappear. The BW idea encourages afking.
Now to my idea.
have a 40 meter "red zone" around supply depots where equipment may
not be dropped. I am positive this will get rid of nearly 90% of spam.
Simple and effective!
On a sidenote I believe the lag is somehow caused by the pulsing of lots of uplinks/nanos.
The "redzone" won't fix it. I never deploy that close when I can help it as one good flux will take out all my work. Instead I spread it around, but still spam it everywhere. Then switch suits.
As for your AFK concern, why is that so bad? In real life logistics stay in the rear or they get dead. Isn't that the point? You support from the rear, you guard the rear objectives. HELL this is the perfect setup now.
Example: I pull out my logi in the initial rush, and deploy all my stuffs in forward locations. Then I run back to the home/rear most objective and guard it from scouts as I would also have some scanning arrays/modules running. Perfect style of play. I get to support the front with equipment while still guarding the rear with scans and a rifle.
Also this is just one example. As with everything in EVE it's all up to you to decide to use it. But there would still be "tanked" logis with rep tools following heavies around on the frontlines stabbing downed comrades with needles. It would just be a different style of logi role.
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1297
|
Posted - 2014.11.25 15:24:00 -
[438] - Quote
Jadd Hatchen wrote:Moonracer2000 wrote:I like the idea of cutting down equipment spam and buffing the logi role of equipment but BW seems necessarily complicated. Lots of coding for all equipment and each suit. Lots for players to keep track of.
A simpler system: Calculate the max number of deployables per player in a match allowable while keeping performance. Take that average and set a hard cap per player (or suit type). [example] If the average is 3 you could allow 1 for heavies, 4 for logis and 2 for all other suits. If you want to keep 4 pieces of equipment on the map you stay as a logi. If you switch to a heavy you lose all but one piece of equipment on the field.
REs and proxies might require a separate counter? This is effectively the same as the bandwidth change. Honestly they had this exact same issue in EVE with drones that were deployed from ships. They were causing so much lag that the servers would crash. So they came up with a bandwidth nerf that worked. They are only applying the same fix to this game and I have to say that I agree with it, but only if they fix the respawning causing stuff to disappear issue first.
EVE also cut down the number of drones available to some ships as well.
We could make the equipment more powerful and buff its HP to make it more survivable but make them very expensive Cpu/PG costs for non-logi suits to use anything but standard level kit.
Edit...yeah, I know it doesn't fix the first guy in dropping tons of uplinks but then switching to scout.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Jadd Hatchen
KILL-EM-QUICK
683
|
Posted - 2014.11.25 15:26:00 -
[439] - Quote
S0Lid 5N4K3 wrote:CCP Rattati wrote:Dear Players Based on a lot of feedback, both from CPM, Community and previous CCP designs, one of the things we are able to conjure up is the much wanted Equipment Bandwidth feature. * We want to fix Equipment spam to increase framerate * We want Quality over Quantity Equipment gameplay * We want a solid Logistics progression at using Equipment * We want Logistics to excel at using Equipment, and other roles less so * We want Equipment diversity Now, we want to get your feedback as early as possible, so chime in. But here are some clarifications of intent. Equipment LimitThe main design is primarily based off of Drones in EVE. Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz). That Controller Bandwidth is used to manage deployed Equipment through constant signaling. Each piece of deployed Equipment has a different Bandwidth Cost (or Usage). Note that all Equipment still has the same current limitations of GÇPdeployed per typeGÇ£. Obviously Logistics are made for this purpose, and some Logistics more than others. In the case of deployed Equipment Bandwidth exceeding the Players current Bandwidth, deployed Equipment self-destructs instantly, in the sequence it was deployed. In the attached spreadsheet, we show an example of such a scenario. This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field. Quality over QuantityWe want players to use the best Equipment they have at their disposal. ThatGÇÖs why Bandwidth will not increase with item tiers. We also have the capability and intent to reduce Scan Profile with tiers, so Advanced and Complex gear is not as easy to scan. However, this also allows us to increase the carried amount, for rapid redeployment. Spawn first Nanohive and Drop Uplink at point A, redeploy to Objective B, spawn second Nanohive and Drop Uplink, and so on. Stay out of trouble and you wonGÇÖt need to switch or restock for quite some time. ProgressionLogistics will have the, by far, the highest Bandwidth, with Caldari and Amarr the highest. We may need to reword or change some of their role bonuses. Bandwith progression will follow the Equipment slot progression so a Logistics player can almost always use their full allotment of deployable Equipment. Logistics vs other DropsuitsOne of the key aspects of this proposal is that all Equipment is tied to the active Dropsuit of the Player. Switch from a suit with a high Bandwidth to another suit with lower Bandwidth, and the signal is lost. This means that starting as a Logistics dropsuit, throw down as much cheap Equipment as possible, then switch into another Logistics dropsuit at a Supply Depot, repeat and then finally switch into another role, Sentinel, Scout, Assault or Commando, will not be possible anymore. DiversityWe can now influence players to use more Proximity Mines for example, as Scan Profile will allow them to be hidden from low Precision Vehicle Players, as well as having a lower Bandwidth Cost, allowing more at the same time, without allowing more Uplinks and Nanohives. Extra damage wouldnGÇÖt hurt either. Now, to the numbers found in this spreadsheet. Please remember that these numbers are placeholders, and are definitely up for debate so form your arguments for changes into clear and concise statements. Please read the Example as well, it should explain the whole design clearly. Again, your feedback and input is appreciated. One suggestion to avoid a catastrophic, potentially game-breaking equipment nerf: don't destroy equipment whenever bandwidth is too low; merely deacivate it, then allow it to reactivate if/when bandwidth is restored.
While this is a cool and novel idea, it won't fix the lag issue which is the heart of the problem. Inert equipment is still taking up CPU time.
|
Jadd Hatchen
KILL-EM-QUICK
683
|
Posted - 2014.11.25 15:32:00 -
[440] - Quote
el OPERATOR wrote:SO, new idea.
I am already a declared fan of Cross' proposed equipment revamp, the one Shayz is talking about, I see it reinforcing Logistics (rightfully) as THE equipment use role and while it will have some adverse effects on certain playstyles it doesn't outright nullify others the way BW does.
I am against BW in its entirety, because at it's core it address SPAM (very worthwhile endeavour) but as a collateral cost it also completely eliminates certain Combat Logistics gameplay (which I oppose).
SO, since SPAM is the problem AND evidently switching usage of a Logi suit is the method, why not institute some code that tracks the SPAMming actions themselves and once the algorithm recognizes the spammer it a) kicks their ass out of the match completely b) insta-pops ALL equipment they've deployed c) deducts fully from their wallet all associated suit and fitting costs including the frame they were attampting to switch into and d) ALSO calculates up to that point in the match how many SP they would have received and deducts it from their current available SP pool! If their current available is 0 or less than what they would have gotten then they go negative until they generate proper WP to balance the deficit.
SO, we already know CCP is more than capable to track player action vs. game result (FW friendlyfire negative points, vehicle driving and acceleration cues moving vehicles around etc.) and script appropriate reponses for the cues. Script a piece of code that when it sees [drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-SWITCH OR SUICIDE-drop-drop-drop-drop-drop-drop-drop-SWITCH] all in one particular area it frikin' kicks that ass to the curb and leaves a nice fat CCP bootprint on it.
CCP Glinda, now that she's no longer in denial about equipment spamming and the inherent lag it produces, can track and calculate roughly how much equipment it takes, set a worthwhile time limit to the "drop drop drop" element and quantify the algorithm/coding so it can't be broken by [drop-drop-drop-drop-(x action, say squatting down or firing a weapon)-SWITCH-drop-drop...] but still allows for active LOGISTICS which can be very much drop-drop-drop sometimes.
Playtesting would be required. Analytics on existing and predicted Logistics use play metrics would be required. Coding would be required. BUT, this is the **** being done anyway to institute BW already and if composed correctly PENALIZES SPAMMERS without victimizing gameplayers.
I'm all for growth, balancing and improvement and neccessary changes, especially those that cut down or eliminate exploitation. I'm not for the monthly Calvin and Hobbes comicstrip "New Rule!" method of addressing issues.
btw, I am at work again (if I'm going to spend time doing game design, I'm getting paid dude) so if it takes me a bit to respond to responses that's what's up.
*douses self in gasoline* Flame On!
It wouldn't stop me... I would find a way to beat your "drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-drop-SWITCH OR SUICIDE-drop-drop-drop-drop-drop-drop-drop-SWITCH" algorithm by doing something like: drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-drop-shoot gun-drop-jump-you get the idea...
Players are ingenious like that when it comes to circumventing the system. Also what about the legitimate cases where people would do actions that required a conscious choice to switch from a logi to a heavy in a last ditch attempt at holding an objective? What then? Punish them for trying to play differently?
|
|
Jadd Hatchen
KILL-EM-QUICK
684
|
Posted - 2014.11.25 15:35:00 -
[441] - Quote
jace silencerww wrote:CCP Rattati what about proximity mines? if I throw them out (lets say 10 total-3 basic, 3 adv, 4 proto) and change off my logi to an Minnie assault to protect an objective near my prox mines.. what happens to them?
They all go away except for the ones that you new suit (the assault) can handle. Your example is exactly the type of spamming that they are trying to remove from the game.
|
Jadd Hatchen
KILL-EM-QUICK
684
|
Posted - 2014.11.25 15:45:00 -
[442] - Quote
Mad Syringe wrote:Several things seem to be important to think of right now.
Why do dedicated support player like myself switch suits after they deployed equipment?
My reason for that is simple. After Tank 514 hit us hard, I was fed up with OP Vehicles and skilled into AV stuff. First it was just remotes/proxies, later when the MinCommando came out I skilled that to 5 instantly and swarms to 5 as well (P5 now). I switch regularly to my minmando just to support my team, since tanks and DS on rampage hurt my team a lot.
*snip*
Third why are Logis running Scouts instead of a logi? This is very simple to explain, it's also for team support. If you run a logi, you are worth ****, since if you make a support suit, you have no health to survive a single shotgun blast. So since a smart scout will allways go for the logi first, you die a lot. This however is no fun at all (and a liability in PC), and I can understand every Logi that puts a Amarr scout with lots of Scans and hp on to prevent his squad from being backstabbed.
You are wrong. Yes supporting for AV is good, but It's really the domain of the Commando and the Assault for a reason. However if you want to still do it as a logi, it is possible. Just skill into the Amar Logi suit and carry your swarms with a sidearm and still have plenty of equipment slots... There done.
Logi's are not used right now because SCOUTS are able to be slayers, assault, AND logis too with their second equipment slot. By adding a limited bandwidth to the scout, you effectively remove them from the logi role without having to remove that extra pesky equipment slot. BW will only make logi's more valued and prized and once players realize that, they will also start PROTECTING THEIR LOGI'S!!!! Hell I can see non-logis like assaults or commandos even carrying a needle just so that they can ensure that their logi can get back up and continue to support the squad. Cuz', you know, that scout's gonna kill that logi with a shotgun in two hits, but then die to the rest of the squad and then the rest of the squad revives the logi and problem solved...
|
Jadd Hatchen
KILL-EM-QUICK
684
|
Posted - 2014.11.25 15:49:00 -
[443] - Quote
Mad Syringe wrote:PT2
Verdict These changes will do nothing but punishing Logi players who adapt to the battlefield. Spammers will spam as much as before.
The proposed Orbital changes will have a much greater impact on spam, since you have to spread the equipment for that it's not popped wit a single EMP OB. But when you have to spread it, it's more work and not as attractive. I urge you Rattati, wait with these (BW) changes, until we see what happens with those new tools, try to code simple stuff like no hives in the resupply radius of a supply depot. It can't be, that implementation of something simple as this is more complicated then the mess you are about to dump on us!
Take the time to rethink the whole thing. A simpler solution, like a hardcap of Active and inactive equipment per class, would be much simpler and more easy to understand for newer players.
Last (and this is very IMPORTANT):
Make deployed equipment disappear from the assets of the player. Meaning, if you spam equipment you have to pay in isk. Right now, it is basically absolutely free. If you switch back to a different suit you will not loose those hives and links. This is wrong. Everything deployed should be paid for by the person who put's it down, since you will be paid back in wp/isk! If you go back to a supply to restock your hives, one of each should be taken from your assets!!!
THIS CHANGE WOULD HURT MOSTLY THE SPAMMERS
It wouldn't hurt dedicated support logis, since they often enough pay with their suits when they intentionally suicide to get back with more gear.
Also Logis that run with their squads, usually try to keep their stuff on the suit, until it's needed.
This needs to go in line with slightly more WP for higher tiers of equipment. Otherwise everybody would just spam cheaper stuff...
Your verdict is flawed and incorrect. The BW changes will only make the logis more valuable.
I agree the miniature OB's are a dumb idea that will only hurt the game.
A hard cap is the same as the BW idea. BW *IS* a hardcap already, just based upon suit type.
I like the idea of making deployed assets disappear from inventory once used. This is the only idea you've come up with so far that has any real merit. |
dreth longbow
Bank of DUST 514
61
|
Posted - 2014.11.25 18:19:00 -
[444] - Quote
My solution is just one of many that are presented by people, who spend waaay more time on the forums than I. CCP should really do some investigation and talk to a variaty of players before they try to fix a problem that should not be fixed before other issues and once they have a ranked list of issues then seek solutions from the members for the best fix vs developments fix which is usually wrong.
I am not trashing CCP for they have done some good things lately, it just seams they are out of contact with the player base and listen to a few forum warriors that don't represent the player base. |
CrotchGrab 360
Yon Hyaku Nijuu Moyase
1528
|
Posted - 2014.11.25 19:42:00 -
[445] - Quote
This may be a really simple thing to say but, the sound effects are eating a lot of memory too!
Perhaps look at those too! It's also very annoying and distracting having to hear the hum of 50 nanohives and uplinks.
DUST VIDEOS
|
CrotchGrab 360
Yon Hyaku Nijuu Moyase
1528
|
Posted - 2014.11.25 19:43:00 -
[446] - Quote
Oh and don't nerf the suit's ability to carry equipment, just introduce a team quota on equipment like vehicles.
DUST VIDEOS
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4718
|
Posted - 2014.11.25 21:43:00 -
[447] - Quote
CrotchGrab 360 wrote:Oh and don't nerf the suit's ability to carry equipment, just introduce a team quota on equipment like vehicles.
Worst. Idea. Ever.
Will be so awesome when you can't deploy a single piece of equipment after some awoxer or AFK farmer drops 18 uplinks/hives in the MCC or redline.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4718
|
Posted - 2014.11.25 21:45:00 -
[448] - Quote
dreth longbow wrote:My solution is just one of many that are presented by people, who spend waaay more time on the forums than I. CCP should really do some investigation and talk to a variaty of players before they try to fix a problem that should not be fixed before other issues and once they have a ranked list of issues then seek solutions from the members for the best fix vs developments fix which is usually wrong.
I am not trashing CCP for they have done some good things lately, it just seams they are out of contact with the player base and listen to a few forum warriors that don't represent the player base.
So, I think that's what this thread is for, and equipment spam has been on the top of the list of complaints for over a year afaik.
(The godfather of tactical logistics)
|
NextDark Knight
Molon Labe. General Tso's Alliance
638
|
Posted - 2014.11.26 00:58:00 -
[449] - Quote
Dust 514 v1.9 - Rant on Solo Gameplay: http://youtu.be/eNqtvTc1_UE
I won't be able to play like this with equipment bandwidth
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
|
jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
97
|
Posted - 2014.11.26 10:20:00 -
[450] - Quote
Jadd Hatchen wrote:jace silencerww wrote:CCP Rattati what about proximity mines? if I throw them out (lets say 10 total-3 basic, 3 adv, 4 proto) and change off my logi to an Minnie assault to protect an objective near my prox mines.. what happens to them? They all go away except for the ones that you new suit (the assault) can handle. Your example is exactly the type of spamming that they are trying to remove from the game. really?! is prox spamming that bad it lags the game? I put down 10 proxs and defend that point. lol I dont think prox spam is the reason it lags. I don't normally spam uplinks or hives unless my side needs them. |
|
|
|
|
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 |