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Thread Statistics | Show CCP posts - 9 post(s) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2188
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Posted - 2014.11.18 18:09:00 -
[91] - Quote
One issue I see: Cal/Amarr have the highest bandwidth but only 3 slots with which to fill it?
Proof that Rattati/CCP do listen to the playerbase.
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Cross Atu
OSG Planetary Operations Covert Intervention
3897
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Posted - 2014.11.18 18:17:00 -
[92] - Quote
Fox Gaden wrote:Can the Sentinel be given the same band width as an Assault, even though the Sentinel does not have an equipment slot?
In Pub matches were no one is dropping Uplinks, I am sometimes forced to switch to another fit to place some uplinks. Once that is done I spawn in again in my preferred Sentinel fit after dying or finding a Supply Depot.
If the Sentinel has no bandwidth I will be stuck playing a suit that has bandwidth in these situations, because my team needs an uplink or they will be red-lined.
With respect Fox being suck playing a suit with bandwidth if you want to have equipment deployed at any given level is exactly the point.
There has been a lot of talk about a nerf to heavies, hmgs, or both, because of "heavy spam". However it is the current game and map meta not the class balance which feeds this proliferation of heavies. The Sentinel frame has zero equipment slots using depot/spawn swap as is currently possible gets around one of the fundamental drawbacks built into the frame and adds to the excessive proliferation of Sentinels on the field because if you can provide your own deployable support, gain scout level eWar from a friendly scout on the field, and use a LAV or DS for mobility the question effectively becomes why not use a Sentinel?
The context which creates that last question needs addressed both for diversity of game play and for the preservation of the Sentinel role itself.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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shaman oga
The Dunwich Horror
3224
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Posted - 2014.11.18 18:20:00 -
[93] - Quote
ContraBanJoe wrote:I notice there is a column in the spreadsheet beside the equipment called "Full". Can somebody explain what that represents?
Overall (as a huge spam logi), I like the proposed changes, and will figure out how to adapt.
It's BW cost* active basically the max equipment spam per type. |
Nonoriri ko
Onikanabo Brigade Caldari State
8
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Posted - 2014.11.18 18:24:00 -
[94] - Quote
I would like to see more hive types than just health and ammo. A hive that scans its area(inside the bubble) and relays to team. Great for choke points or objectives. A hive that allows a certain number of suit changes, like a supply depot. Best for last, a hive that links to another hive, when players on your team click on it or step on it, they teleport to the other hive. Like a "press circle to confirm" button. |
Jadek Menaheim
Xer Cloud Consortium
4285
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Posted - 2014.11.18 18:27:00 -
[95] - Quote
Cross Atu wrote:With respect Fox being suck playing a suit with bandwidth if you want to have equipment deployed at any given level is exactly the point. My concerns cross is the frustration factor of having bandwidth combined with the personal orbital suggestion Rattati gave. Again, this is a nerf to logis that have a role bonus tied to deployables. Amarr isn't bad in terms of fitting diversity with the additional sidearm, however that's not the case for the Caldari Logi. If anything I would suggest adding a side arm to caldari logis to help improve gameplay experience/variety for being locked into a role in order to maintain your equipment.
Try the new Planetary Conquest Mode!
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7258
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Posted - 2014.11.18 18:31:00 -
[96] - Quote
Cross Atu wrote:BL4CKST4R wrote:Second thought: can we have drones pleaseeeeeee, legit question is it possible to implement personal drones?
Overall I like this idea, +1 Last I heard drones have a performance cost equal to that of players in game so they are not really a viable option (over all a higher baseline performance and beyond that potentially more players per team would both be higher priorities I believe)
Maybe take away from installations or the vehicle cap if they're deployed and just give them stupidly high PG/CPU costs..? I think an anti-personnel drone in/near an objective is a lot more effective than an installation that gets blown up at the start of the match for free points.
Long-Term Roadmap
This Player is Against Proto BPOs
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7258
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Posted - 2014.11.18 18:36:00 -
[97] - Quote
Cross Atu wrote:Fox Gaden wrote:Can the Sentinel be given the same band width as an Assault, even though the Sentinel does not have an equipment slot?
In Pub matches were no one is dropping Uplinks, I am sometimes forced to switch to another fit to place some uplinks. Once that is done I spawn in again in my preferred Sentinel fit after dying or finding a Supply Depot.
If the Sentinel has no bandwidth I will be stuck playing a suit that has bandwidth in these situations, because my team needs an uplink or they will be red-lined.
With respect Fox being suck playing a suit with bandwidth if you want to have equipment deployed at any given level is exactly the point. There has been a lot of talk about a nerf to heavies, hmgs, or both, because of "heavy spam". However it is the current game and map meta not the class balance which feeds this proliferation of heavies. The Sentinel frame has zero equipment slots using depot/spawn swap as is currently possible gets around one of the fundamental drawbacks built into the frame and adds to the excessive proliferation of Sentinels on the field because if you can provide your own deployable support, gain scout level eWar from a friendly scout on the field, and use a LAV or DS for mobility the question effectively becomes why not use a Sentinel?The context which creates that last question needs addressed both for diversity of game play and for the preservation of the Sentinel role itself. 0.02 ISK Cross
On the contrary, Heavy proliferation started when they got an inadvertent buff in 1.8 when all weapons -besides- HMGs received a 10% damage nerf and Proficiency was changed. The HMG had a really good balance in 1.7 due to the implementation of proper spread and increased rate-of-fire (which sky rocketed it's DPS) but that balance was upset when it's DPS was left alone by comparison of it's competition.
Scouts as well are remarkable counters toward Heavy spam because of their low profile and incredibly high alpha damage between Shotguns and Nova Knives. This, bearing in mind that shotguns haven't changed much, Scouts did.
If HMGs received a DPS nerf to compensate for what the rest of us are dealing with, I think it'd establish a good balance. More-so then heat mitigation gameplay ever will. Talking 5%, 10% at most. It's not something we couldn't undo if it wound up being problematic either but experimenting with heat mitigation every hotfix clearly isn't warranting enough of an impact. Again, as previously stated elsewhere, the problem isn't so much the one heavy as ten heavies stacking on top of one another. That is something heat mitigation will never fix.
Long-Term Roadmap
This Player is Against Proto BPOs
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Spectral Clone
Abandoned Privilege Top Men.
3155
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Posted - 2014.11.18 18:42:00 -
[98] - Quote
Sgt Kirk wrote: DUST used to have small turrets but I'm not sure what happened to them.
Gief small turrets!!
We have a good platform to test them for potential use in Legion at least. Would really add another layer to the battlefield.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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MrShooter01
Storm Wind Strikeforce Caldari State
1070
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Posted - 2014.11.18 18:44:00 -
[99] - Quote
CCP Rattati wrote: Logistics vs other Dropsuits One 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.
One thing I'd like to point out here is that currently, equipment bonuses seem to disappear when you die. This is most noticeable as the Amarr logi, if you try to respawn on your own links you will see the spawn timer is the base length of the drop uplink without the amarr logi bonus.
This change might have the unintended effect of destroying some (all?) of the logi's equipment when they die, regardless of if they respawn in the same suit
Just want to make sure you tested this to make sure suit bandwidth actually persists while respawning since the amarr logi bonus doesn't
Now, about scouts: If I'm reading the spreadsheet right, I can only toss one RE at the standard tier? That kinda sucks for vehicle hunting It'd take a lot more work to blow a tank with one RE at a time!
Could I talk you into say giving the standard scouts 6 bandwidth and reducing RE cost to 2, allowing a scout to place 3 remotes while still not being able to place more than one piece of other equipment? Or perhaps RE cost to 3 and ADV scout bandwidth to 9? Throw me an explosive bone here! |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4975
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Posted - 2014.11.18 18:45:00 -
[100] - Quote
HMG's kill at the appropriate rate inside of their cone of death, Aeon. You run into a heavy, you're supposed to die. Period. You nerf the HMG, and it will either change this situation or it won't. Changing the situation is unacceptable, because then the HMG fails in its role as a "Wrong time wrong place mother f***er" style of weapon.
If a person can run from an HMG, then the heavy has effectively lost the long-term fight. He can now be flanked and has no means of chasing the enemy. It is absolutely imperative the heavy has enough DPS to slaughter anyone who runs into him the first time it happens.
The HMG is the hard counter to impatient planning and stupidity. It is not the hard counter to high ground, cover, long range attacks, or mass driver shelling.
There is therefore no need to nerf it and doing so would destroy the heavy suit.
It's my fault FA exists. Direct your rage to me.
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Spectral Clone
Abandoned Privilege Top Men.
3155
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Posted - 2014.11.18 18:45:00 -
[101] - Quote
Cross Atu wrote:Spectral Clone wrote:This is awesome. Keep the stuff coming Rattati!
Will this mean that equipment wont use CPU/PG anymore, or is BW another parameter on top of CPU/PG?
BW is a new stat relevant to in match play, CPU/PG are out of match stats relevant to the building of fittings and the mechanics of their function will not be altered by the BW system.
Ok, thanks for clarifying.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Iron Wolf Saber
Den of Swords
17746
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Posted - 2014.11.18 18:48:00 -
[102] - Quote
Tesfa Alem wrote:CCP Rattati wrote:Fox Gaden wrote:John Psi wrote:It's very simple - the equipment running from any suit should not live longer this suit. Suit die or refitted - equipment DOWN. So the roll of a Logi should be to cower in a corner once all their equipment is deployed? Nono, as long as you respawn in a Logi again, they stay up. This right here is a massive problem. If i want to redploy i can only choose a logi suit, or be penalized for bringing ina logi suit in the first place. Scenario: Run in with amarr logi. Drop links. Fight some more killed by heavy. I cannot pick a Scout to out flank it, or a min scout to run around and hack. Can't pick another heavy to defend the spawn area. Can't pick assault or commando to push onward. My uplinks will be destroyed if I spawn in anything but a logi, thus defeating the initial purpose of bringing uplinks to begin with, so i can respawn with my squad in a good, safe location. Flexibility will be fine for any other suit, switching an assault to a commando, a scout to heavy, etc. The only suit/players to be penalized for being flexible are amarr and caldari logis to a large extent, to a lessre extent any other logi. The message to them is "you had better not change suits or else your bonus, isk, and SP investment = zero".
As an omni swapping suits is a conscious choice, are going to that choice because the situation needs far heavily outweigh your current setup to deal with. Having Tank Problems? Swap to Forge give up anti infantry capabilities, speed, or stealth. Having ADS problems? Swap to Swarms or Forge and give up anti infantry capabilities. Having lots of infantry problems swap to HMG give up AV ability, mobility, and stealth.
The point is you are generally always giving something up when you swap into a suit to be better at something else as no suit in this game can do everything as you clearly pointed out and never should they.
Swapping suits has always been about deciding what to lose out on.
If you think this is hurting you that bad maybe you should suggestion as bandwidth+ module.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Fox Gaden
Immortal Guides
4888
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Posted - 2014.11.18 18:50:00 -
[103] - Quote
Llast 326 wrote:Fox Gaden wrote:Cat Merc wrote:Fox Gaden wrote: WouldnGÇÖt giving them the SAME Bandwidth as a suit with only 1 equipment slot already do that?
Why make Bandwidth complicated for non-logi?
Not really, we have more bandwidth than we actually need for one equipment. Giving scouts the same amount would make them slightly too free with equipment, at least in my opinion. Then have Bandwidth apply to all equipment, not just deployables. Have the Scout CPU/PG reduction bonus to fitting the Cloak also apply to Cloaking Device Bandwidth. Why run a cloak then, just double down on REGǪ That won't really be a positive thing judging by peoples vitriol for REs Most of the complaints about Scouts using Remote Explosives come from their use in combat, and in such situations Scouts usually only have 1 or 2 Remotes active at a time. So no matter which scenario you consider, it will not stop Scouts from using RE in that manner.
Besides, my suggestion goes hand in hand with giving Scouts the same Bandwidth and a suit with only 1 equipment slot, so Scouts would not be able to place any more RE than an Assault suit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Brush Master
Onslaught Inc RISE of LEGION
1330
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Posted - 2014.11.18 18:53:00 -
[104] - Quote
My biggest concern with this proposal is the level of complexity that you are adding to an already complex system. We have CPU/PG which limits the level of equipment, you have how many you carry vs deployed and now a third bandwidth? I can see vets having a hard enough time figuring this out, not to mention you will need to make very clear visuals / displays on why something is happening.
I think I would prefer a simpler approach to equipment spam. Making it a global limit per equipment type based on the last piece deployed. So you can only lay down one type of each equipment and not each type at each tier. That would massively hit the equipment spam problem and not require a new set of attributes to balance against.
The one thing I do like is if you switch to a suit that no longer has that equipment, it should lose the link and auto-destruct. Also the increase in proxies is needed.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Varoth Drac
Vengeance Unbound RISE of LEGION
367
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Posted - 2014.11.18 18:54:00 -
[105] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Varoth Drac wrote:Only problem I have is the scout restrictions.
Generally spawn in an advanced scout with cloak and drop 2 flux uplinks. Then on next spawn I spawn with an adv scout with remotes and cloak.
Now, I am ok with a nerf where I can't run around covering loads of objectives with remotes with my uplinks still up. But I think it is too much of a nerf not being able to use remotes at all with a couple of uplinks running.
Give scouts the same bandwidth as assaults and there will be no problems as far I'm concerned.
Scouts shouldn't be the kings of deployables, I agree, but they are a central part of our battlefield role. 2 uplinks and a remote isn't spam or game breaking in my opinion. Meh, I personally disagree. I could understand having two low profile uplinks deployed behind enemy lines to give your team an advantage but having the ability to remote an objective (or god forbid start blowing up entire squads) on top of that, as well as all the inherent bonuses that a Scout gets to general combat as it is... Doesn't seem very fair. Personally, I think Scouts need to have more of a hard-chosen fitting scheme where they have to consider their options -before- spawning and I think having reduced equipment slots would be a good way of doing that. I advocated, back in 1.8, that Scouts have two equipment just to try it out. I even said, "They've been under powered for so long, let them be OP for a month". It's been over a year now, so I think it's time we try looking at other avenues to bring them back down in balance. I tend to agree, Scouts have been doing everything well for some time now. I have been doing this since chromasome. This has nothing to do with have two equipment slots.
The fact is, deployable equipment is an important part of being a scout as it goes well with stealth and mobility. It is a major reason why the extra slot was given for the cloak.
I'm not asking for more bandwidth than an assault.
If you want to nerf scouts can we please focus on what is causing the problems rather than throwing the nerf bat around willy nilly. I've accepted the idea of being nerfed to only one RE plus links. I think that's enough. |
Aeon Amadi
Fatal Absolution General Tso's Alliance
7258
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Posted - 2014.11.18 18:56:00 -
[106] - Quote
Himiko Kuronaga wrote:HMG's kill at the appropriate rate inside of their cone of death, Aeon. You run into a heavy, you're supposed to die. Period. You nerf the HMG, and it will either change this situation or it won't. Changing the situation is unacceptable, because then the HMG fails in its role as a "Wrong time wrong place mother f***er" style of weapon.
If a person can run from an HMG, then the heavy has effectively lost the long-term fight. He can now be flanked and has no means of chasing the enemy. It is absolutely imperative the heavy has enough DPS to slaughter anyone who runs into him the first time it happens.
The HMG is the hard counter to impatient planning and stupidity. It is not the hard counter to high ground, cover, long range attacks, or mass driver shelling.
There is therefore no need to nerf it and doing so would destroy the heavy suit.
And that's -exactly- the point. If a player can out-maneuver the heavy he's -supposed to die- and they have no problem with that because we ditched slower turn speeds (justifiably so) a long time ago. A Heavy can whip around just as fast as anyone else.
And yes, the HMG is a counter to mass driver shelling -because they receive a splash damage reduction-. Cover doesn't matter within optimal range because they just can hold down the trigger and walk over to you. Long range is about the only one that makes sense in that list but sentinels also have damage resistance bonuses so only a handful of weapons really apply there.
Let me ask you this; what is the ideal weapon a player is supposed to counter an HMG with in the short-to-mid range? Another HMG?
Long-Term Roadmap
This Player is Against Proto BPOs
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Cross Atu
OSG Planetary Operations Covert Intervention
3901
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Posted - 2014.11.18 19:01:00 -
[107] - Quote
John Psi wrote:Guys, Ratatti, let me explain what is happening now.
In serious fights we have the following scenario:
1. At the beginning of battle HALF fighters planted in logi. 2. Equipment spam, die or refit to assaults/scouts/etc 3. No logi in a fight.
Equipment Bandwidth did not save us from the problems, scenario would be:
1. At the beginning of battle ALL fighters planted with equipment fit variant. 2. Equipment spam, die or refit to simular Bandwidth suit (battle fit variant). 3. No logi in a fight.
I understand that the current scenario is simple and effective. Just want to remind you that we wanna play not a Mario style game. This is why the logistics fits need a tone down in CPU/PG and a large buff in their role reduction to Equipment fittings costs.
Thus no logistics fits with empty slots fit purely for combat and used only to keep their BW value high. Support logistics could use a meaningful buff, but "slayer logi" can stay dead.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7258
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Posted - 2014.11.18 19:03:00 -
[108] - Quote
Cross Atu wrote:Tesfa Alem wrote:Logis vs other suits/ bandwidth: Be carefull of shoehorning players specced into logis into one single role. If i say deploy with my amarr logi and put down links, get killed, and my buddy's crying for backup. If i choose anything other than an amarr logi, I lose all of the equipment i spent a good deal of time and isk to deploy and put down, and now we look at at redeploying from the redline. Heaven forbid you switch out to a heavy, all the equipment brought dissapears.
Equipment spam isn't cheap equippment being thrown down, its about lots of high tier equipment and suits being switched out at a supply depot. If you are playing a Heavy (either mando or sent) and swap to another suit you no longer have a heavy weapon or 2x light weapons, if you are playing a scout and swap to another suit you no longer have top flight mobility and eWar, if you are playing an assault and swap to a new frame you lose the bonus to racial weapons and weapons fittings. Now if you are playing a logi and you swap into another role so you are no longer playing a logi you no longer provide that support to your squad this appropriately will include equipment deployed beyond the BW of the new role you have chosen to play at that time. This is not shoehorning players into anything, this is applying an opportunity cost.
LOL I could almost sense a begrudging feeling when you punched in 'lose the bonus to racial weapons and fittings'.
S'like, "Ahhh hell, man, that's really not that big of a loss from switching to something else..."
Long-Term Roadmap
This Player is Against Proto BPOs
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Cross Atu
OSG Planetary Operations Covert Intervention
3901
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Posted - 2014.11.18 19:07:00 -
[109] - Quote
Jaysyn Larrisen wrote: ps...I would like to see how this works with Logi suit / role updates that may be coming up. Bandwidth, equip slots, suit specs, and role/racial bonus all starts to connect in this discussion.
SOONtm
No, seriously I'm working on this actively right now (first day off in awhile) and hope to have something more meaningful in the near term. Taking into account both the eWar changes and the BW system has given me a bit to adapt too when collating current community feedback on the subject.
See a cool idea thread? Mail me the title and I'll take a look =)
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Apothecary Za'ki
Biomass Positive
1982
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Posted - 2014.11.18 19:13:00 -
[110] - 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. aweful idea.. it only works for drones because they are simple and 1 role..attack..
adding bandwidth to Dust/equipment creates more work for die hard logistics players.. as it makes us have to Micro-manage even more then we already have to!..
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7258
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Posted - 2014.11.18 19:13:00 -
[111] - Quote
Cross Atu wrote:Jaysyn Larrisen wrote: ps...I would like to see how this works with Logi suit / role updates that may be coming up. Bandwidth, equip slots, suit specs, and role/racial bonus all starts to connect in this discussion.
SOONtm No, seriously I'm working on this actively right now (first day off in awhile) and hope to have something more meaningful in the near term. Taking into account both the eWar changes and the BW system has given me a bit to adapt too when collating current community feedback on the subject.
Shame we don't have someone so adamant about Assaults and Commandos x3
Long-Term Roadmap
This Player is Against Proto BPOs
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2189
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Posted - 2014.11.18 19:14:00 -
[112] - Quote
I am against the idea of bandwidth. Not only does it limit what suits I can use, but it hurts Cal and Amarr logos harder since they focus on deployables.
Why not just decrease uplink spawn count and increase amount carried? This means you can spam them as long as you are constantly deploying them since they'll run out much faster.
Proof that Rattati/CCP do listen to the playerbase.
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Lonewolf Heavy
Chaotic Company
143
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Posted - 2014.11.18 19:15:00 -
[113] - Quote
Aeon Amadi wrote:Himiko Kuronaga wrote:HMG's kill at the appropriate rate inside of their cone of death, Aeon. You run into a heavy, you're supposed to die. Period. You nerf the HMG, and it will either change this situation or it won't. Changing the situation is unacceptable, because then the HMG fails in its role as a "Wrong time wrong place mother f***er" style of weapon.
If a person can run from an HMG, then the heavy has effectively lost the long-term fight. He can now be flanked and has no means of chasing the enemy. It is absolutely imperative the heavy has enough DPS to slaughter anyone who runs into him the first time it happens.
The HMG is the hard counter to impatient planning and stupidity. It is not the hard counter to high ground, cover, long range attacks, or mass driver shelling.
There is therefore no need to nerf it and doing so would destroy the heavy suit. And that's -exactly- the point. If a player can out-maneuver the heavy he's -supposed to die- and they have no problem with that because we ditched slower turn speeds (justifiably so) a long time ago. A Heavy can whip around just as fast as anyone else and they have enough defense to be able to react whilst getting shot at but not only that they can apply so much DPS that they can often kill the person shooting them before they go down. And yes, the HMG is a counter to mass driver shelling -because they receive a splash damage reduction-. Cover doesn't matter within optimal range because they just can hold down the trigger and walk over to you. Long range is about the only one that makes sense in that list but sentinels also have damage resistance bonuses so only a handful of weapons really apply there and it's entirely circumstantial. EVEN STILL, it's just the -one- heavy we're talking about, not a group. Let me ask you this; what is the ideal weapon a player is supposed to counter an HMG with in the short-to-mid range? Another HMG?
Shotguns, combat rifles, MDs (If you are brave or skilled), most ARs, PCs, any assault variant of a weapon, maybe even ScRs if you are against Cal sentinels. I can honestly keep going on that. Almost any weapon works against a sentinel in short-to-mid range. Short range is NOT the same as CQC however. CQC is specific to tight corridors and limited space. in CQC you are highly limited. As a heavy, I've learned to avoid PCs, MDs, Shotguns, and Assault variants in CQC because I have no space to avoid the splash of the first 2 as well as the fact they have higher chance to hit me directly with the limited space (Which would be fatal for most heavies). As for shotguns and Assault variants (Including ARs), Those are weapons built for CQC and even though they may not always win the fight, they have a higher chance then basic variants.
Sentinel/Commando
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Apothecary Za'ki
Biomass Positive
1982
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Posted - 2014.11.18 19:17:00 -
[114] - Quote
Cross Atu wrote:John Psi wrote:Guys, Ratatti, let me explain what is happening now.
In serious fights we have the following scenario:
1. At the beginning of battle HALF fighters planted in logi. 2. Equipment spam, die or refit to assaults/scouts/etc 3. No logi in a fight.
Equipment Bandwidth did not save us from the problems, scenario would be:
1. At the beginning of battle ALL fighters planted with equipment fit variant. 2. Equipment spam, die or refit to simular Bandwidth suit (battle fit variant). 3. No logi in a fight.
I understand that the current scenario is simple and effective. Just want to remind you that we wanna play not a Mario style game. This is why the logistics fits need a tone down in CPU/PG and a large buff in their role reduction to Equipment fittings costs. Thus no logistics fits with empty slots fit purely for combat and used only to keep their BW value high. Support logistics could use a meaningful buff, but "slayer logi" can stay dead. 0.02 ISK Cross no its not.. logi can hardly fit 3/5th proto equipment/moduals where scouts/sents/assaults can easly fit like 90% + proto
what you would be doing is essentially nerfing logi EHP even further then it already is.. and as a min logi being the lowest ehp of them all having like 300+ ehp less then an assault and being stupidly slow because we fit ehp just leaves us to be cannon fodder for anyone adn everyone with MLT or higher gear.. and im sick of it. do you even logi? i doubt it. try being a logi for a year and just see your chosen roll receive nerf after nerf after proxy-nerf... and not recive a single godamned buff at all!
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All Hail our Lord and Savior CCP RATTATTI o7
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Tesfa Alem
Death by Disassociation
403
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Posted - 2014.11.18 19:18:00 -
[115] - Quote
Cat Merc wrote:Tesfa Alem wrote:CCP Rattati wrote: Yes, you made a decision to sacrifice one advantage for another, or you can choose to not do that. That's kind of the point.
For a scout yes, its which peice of quipment do i carry while i'm slaying. A scouts bonus isn't tied to equippment save a cloak. For any player running a logi, you have to sacrifice every other suit your specced into just to keep uplinks/nanohives up. The changes drastically restrict anybody running a logi to one suit. Any player not running deployables can switch between a scout, heavy, logi, assault, commando. Any amarr logi can only run amarr logi, and lose everything if he spawns anything other but an amarr logi. What has been taken into consideration to negate this? We can switch to a scout, heavy, log, assault and commando while giving up the strengths and weaknesses of our previous suit for the strengths and weaknesses of a new suit. Logis are no different, their strength being a lot of equipment, weakness being general combat ability.
Redline for Thee, but no Redline for Me.
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Dubya Guy
Abandoned Privilege Top Men.
19
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Posted - 2014.11.18 19:21:00 -
[116] - Quote
I have given my opinions elsewhere that switching roles should have a cost. This encourages preparation, planning, specialization, and team coordination. I know not everyone shares this opinion. I can appreciate that, and all I can say is I think it would make the game a bit more GÇ£cerebralGÇ¥ and enjoyable for me.
The evolving BW proposal has it that if you start out as a role that deploys equipment, and then switch to one that doesnGÇÖt, you lose some/all of that equipment. It has been argued that this will reduce role-switching. But largely this is a cost to the TEAM, not a cost to the individual, and in most cases, it will be an anonymous cost. If I switch out of logi gear for some sneaky knife-slaying, whoGÇÖs gonna know that my uplinks and hives disappeared because I made the switch versus being fluxed/expended? Am I going to spend the time to think back about WHICH hives and links are going to pop and whether those specific ones are too valuable for me to take a temporary detour into Anti-vehicle? The loss of a couple of pieces of equipment is a very small disincentive to role-switching, particularly when it is just as easy to switch right back and deploy them again.
I am actually a fan of carefully placed uplinks in hard-to-find or eliminate places. Having links that go pop when you switch suits on respawn or supply-depot-switch, reduces the value of this tactic.
Is equipment spamming a problem? I definitely think so. But I donGÇÖt think the suit-based shifting Bandwidth solution is the best solution because it also adds unreliability to a teamGÇÖs dropped equipment while not really discouraging role-switching.
But...It seems like the conversation has already evolved beyond GÇ£ifGÇ¥ to GÇ£how muchGÇ¥.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Apothecary Za'ki
Biomass Positive
1984
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Posted - 2014.11.18 19:23:00 -
[117] - Quote
Alena Ventrallis wrote:I am against the idea of bandwidth. Not only does it limit what suits I can use, but it hurts Cal and Amarr logos harder since they focus on deployables.
Why not just decrease uplink spawn count and increase amount carried? This means you can spam them as long as you are constantly deploying them since they'll run out much faster. when i run proto i have reptool and injector but also uplinks (max of 3 active) and hives (max of 3 active) but yes like you said.. for cal and amarr it would basically kill the caldari logi once and for all.. where as amarr logis only redemption is sidearm and highest ehp of the 4 races logi suits.
proto cal logi would mostly be injector-hive-hive.. now the hives coudl be the varients whcihc get up to 4 active.. they need the ammo.. they need the triage.. with out all those hives on their suit they are done for..
for amarr.. injector uplinks uplinks..
its not the logi role or the equipments fault.. its the fault of stupid goddamned equipment spammers who spam equipment at supply depos and then switch to their chosen slayer suits.. (usually 50% scouts and 30% sentinels 15% assault 5% logi)
BANDWIDTH LIMITS WILL KILL LOGISTICS!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Apothecary Za'ki
Biomass Positive
1984
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Posted - 2014.11.18 19:24:00 -
[118] - Quote
Aeon Amadi wrote:Cross Atu wrote:Jaysyn Larrisen wrote: ps...I would like to see how this works with Logi suit / role updates that may be coming up. Bandwidth, equip slots, suit specs, and role/racial bonus all starts to connect in this discussion.
SOONtm No, seriously I'm working on this actively right now (first day off in awhile) and hope to have something more meaningful in the near term. Taking into account both the eWar changes and the BW system has given me a bit to adapt too when collating current community feedback on the subject. Shame we don't have someone so adamant about Assaults and Commandos x3 assaults are in a good place.. commandos need some love.. scouts need a goddamned nerf bat to the face..
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Lonewolf Heavy
Chaotic Company
143
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Posted - 2014.11.18 19:24:00 -
[119] - Quote
Aeon Amadi wrote:Cross Atu wrote:Jaysyn Larrisen wrote: ps...I would like to see how this works with Logi suit / role updates that may be coming up. Bandwidth, equip slots, suit specs, and role/racial bonus all starts to connect in this discussion.
SOONtm No, seriously I'm working on this actively right now (first day off in awhile) and hope to have something more meaningful in the near term. Taking into account both the eWar changes and the BW system has given me a bit to adapt too when collating current community feedback on the subject. Shame we don't have someone so adamant about Assaults and Commandos x3
It honestly shouldn't be a problem for commandos. Most commandos I see use handheld tools (e.g. Active scanners, repair tools, etc.) or only drop 1 or 2 different types of equipment. The only problem a commando will have is if they bounce between their Sentinels and Commandos (If they are dual Spec'ed like me). Personally, I won't have any problems with the BW because I don't really bounce much between my Commandos and Sentinels in a match. Most of the time I'll stay as either one or the other and the only equipment I deploy is limited to nanohives. Also seeing Commandos will have a decent BW and only have 1 equipment slot, as long as you aren't deploying higher level hives or uplinks on a basic commando you should be fine.
Can't really comment on assaults, I've never really gone in depth with one.
Sentinel/Commando
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Fox Gaden
Immortal Guides
4891
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Posted - 2014.11.18 19:27:00 -
[120] - Quote
Cross Atu wrote:Fox Gaden wrote:Can the Sentinel be given the same band width as an Assault, even though the Sentinel does not have an equipment slot?
In Pub matches were no one is dropping Uplinks, I am sometimes forced to switch to another fit to place some uplinks. Once that is done I spawn in again in my preferred Sentinel fit after dying or finding a Supply Depot.
If the Sentinel has no bandwidth I will be stuck playing a suit that has bandwidth in these situations, because my team needs an uplink or they will be red-lined.
With respect Fox being suck playing a suit with bandwidth if you want to have equipment deployed at any given level is exactly the point. There has been a lot of talk about a nerf to heavies, hmgs, or both, because of "heavy spam". However it is the current game and map meta not the class balance which feeds this proliferation of heavies. The Sentinel frame has zero equipment slots using depot/spawn swap as is currently possible gets around one of the fundamental drawbacks built into the frame and adds to the excessive proliferation of Sentinels on the field because if you can provide your own deployable support, gain scout level eWar from a friendly scout on the field, and use a LAV or DS for mobility the question effectively becomes why not use a Sentinel?The context which creates that last question needs addressed both for diversity of game play and for the preservation of the Sentinel role itself. 0.02 ISK Cross Meaning in a public match where no one is placing Drop Uplinks I canGÇÖt in good contentious play a Sentinel.
Are you going to take away my ability to hack objectives next?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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