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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4979
|
Posted - 2014.11.18 20:40:00 -
[151] - Quote
Aeon, a lighter suit can use its mobility and radar superiority to achieve the correct geographical or position based advantage required to beat a heavy.
The reality is that most people in lighter suits do not. They want to run and gun, oblivious to their surroundings and twitch shoot their way to the top of the killboard like a 13 year old on redbull. Heavies stop them from doing that, and there are a lot of people with the mentality that it should be both allowed, and promoted.
It rewards physical reflexes more than the use of human intelligence. I do not find that to be good gameplay. You clearly do.
What more can be said?
It's my fault FA exists. Direct your rage to me.
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Cross Atu
OSG Planetary Operations Covert Intervention
3906
|
Posted - 2014.11.18 20:55:00 -
[152] - Quote
Fox Gaden wrote: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?
Honestly that's a false corollary, hacking is not a role just as the ability to kill at all is not a role. One cannot balance a team game around always providing for solo player utility within a totally disorganized team. A meaningful role cannot be based on something everyone in every fit can do. If every fit had 4 equip slots, an heavy weapon, 2x LW, a racial LW buff and eWar to the gills there would be no diversity, no choice, no specialization. These changes do not in any way take away your ability to do more than one thing in a match, they just reduce your ability to do more than one thing at the same time. So a proper corollary would be taking away your ability to hack while shooting red dots at the same time and if that were in question - rather than the current baseline - yes I would support that as a change also.
There are many metrics showing a trend towards over proliferation of heavy use and thus cries for a nerf are steadily increasing, I for one would much rather see heavies not be able to 'self logi' than see their role as point defense crippled. And I say this as someone who as proto in all four Sentinel suits. This will meaningfully effect how I play the game at present, especially those days when I'm running solo, but that challenge for me does not mean it's a bad change for the health of the game.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Funkmaster Whale
Whale Pod
2495
|
Posted - 2014.11.18 21:00:00 -
[153] - Quote
Great idea.
Shame it took so long to finally balance equipment spam.
Follow me on Twitch.tv!
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IZI doro
Terminal Courtesy Proficiency V.
6
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Posted - 2014.11.18 21:14:00 -
[154] - Quote
My simplified understanding on the proposed "Equipment Bandwidth" premise: *Limit equipment deployment to a "per character" instead of "per suit" game model. (effectively mitigating equipment spam) *Increase battlefield impact of specialized logistics suits *Decrease battlefield impact of "non-logistics" suits
My feedback: *BW Costs should have odd numbered costs (3/5 progression) *BW Capacities should remain even, but only Medium Suits (Basic, Assault, and Logistics) receive a significant bandwidth progression *BW Skill and modules should be included to offer "non-logistic" suits deployment flexibility. (Dropsuit Core Upgrades > Dropsuit Engineering > Bandwidth Boosting; +1 BW per skill level; 2/3/4 BW per module) ________________ BW Cost example:
Proximity Mines: 3 BW Remote Mines: 5 BW Drop Uplinks: 5 BW Nanohives: 5 BW ________________ BW Capacities:
Logistics: 16/24/32 (original) ; 21/29/37 ("boosted") Basic/Assault: 8/12/16 (original) ; 13/17/21 ("boosted")
Scouts: 6/8/10 (new) ; 11/13/15 (new + "boosted") Commandos: 4/6/8 (new) ; 9/11/13 (new + "boosted") Sentinels: 0/0/0 (original) ; 5/5/5 ("boosted") ________________
In theory, medium suits share similiar hardware capacities, just different software, modules and protocol applications. The logistics suit will still be the main avenue of battlefield support, but by incorporating the "Bandwidth Booster" skill, there exists the ability to "maintain" a portion of that support. If one wants to swap out suits, one can, but at the cost of logistical support.
Choose to go sentinel, kiss your gear goodbye. Choose to go assault, kiss those uplinks from earlier in the game goodbye. Choose to go scout, do you want uplinks or do you need to be cloaked? If you want to cloak, then your focus shifted from logistics to something else. ________________
Alternative:Team Bandwidth
Set the MCC to have a "Field Asset Controller" that automatically monitors and manages the deployment of assets, much like RDV requests for vehicles.
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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Regis Blackbird
DUST University Ivy League
451
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Posted - 2014.11.18 21:26:00 -
[155] - Quote
Excellent news +1
A few Points:
UI: I agree with Cat Merc and everybody else in this thread that we need to have a clear and functional way of tracking current BW usage. Both in game and switching suites.
Switching Suites: I would also like to have a short (30-60sec) timespan before the equipment is destroyed when spawning in / switching suites. This will enable players to spawn on their own uplinks (once), even if they spawn in a lower BW suite. It would also allow you to quickly correct a mistake when switching to the incorrect suite at a supply depot. The UI should reflect this "overloading" and warn of impending destruction.
Skills: I would also link available BW to the logistics skill instead of STD, ADV and PRO suites. The suites themselves should have a standard value based on frame, regardless if they are Standard or Proto. Apart from the Dropsuite logistic skill, a new skill can be created under "Engineering" (which is feeling very lonely compared to Electronics), called "Bandwidth Modulation" (or something), which can increase the available BW for all suites and frames, including of course Logistics.
This will have several benefits: - Level 2 and 4 of Logistic class will progress your Logistic role further, even if you can't fit Proto yet. - Since no other suite apart from Logistics increases Equipment slots per tier, there is no logic in increasing BW per tier for those suites. - More skills to dump SP in. - It will allow a support minded players (with "Bandwidth Modulation" 5) to not kill of all their equipment even if they choose to spawn in a BPO, Basic suite or even a Sentinel.
I am not advocating that a Scout can take a Logistic role full time since the base value for Light frames should be low (as you suggest). Even at max skill, other suites should not match a level 1 Logistic player without any points in "Bandwidth Modulation". |
Benjamin Ciscko
Fatal Absolution
3477
|
Posted - 2014.11.18 21:35:00 -
[156] - Quote
How do you expect to have quality uplinks if they are quick deploy? They should be low profile, quick spawning, high hp with intensive CPU and PG costs as well as spam limitations To limit equipment spam: All equipment of a certain type will "pop" the original one after 5 (The number is debatable) If 2 of the same equipment are in the same 5?, 10? meter radius a 3rd cannot be deployed
Fatal Absolution Director
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Apothecary Za'ki
Biomass Positive
1994
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Posted - 2014.11.18 21:39:00 -
[157] - 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.. as a logi i already micro manage alot.. and sometimes i even have to flip to an AV role cause other scrubs are too slow and stupid to do so and i should not be penalized for doing this!
how about this Rattatti.. dont even touch equipment yet.. but give the "new orbitals" a chance to see if they balance the problem out or not, got it?!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4980
|
Posted - 2014.11.18 21:42:00 -
[158] - Quote
Apothecary Za'ki 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. aweful idea.. as a logi i already micro manage alot.. and sometimes i even have to flip to an AV role cause other scrubs are too slow and stupid to do so and i should not be penalized for doing this! how about this Rattatti.. dont even touch equipment yet.. but give the "new orbitals" a chance to see if they balance the problem out or not, got it?!
No.
Stick to your job and quit trying to solve every problem at once. If your team is ass, then that's the end of it.
It's my fault FA exists. Direct your rage to me.
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Apothecary Za'ki
Biomass Positive
1994
|
Posted - 2014.11.18 21:42:00 -
[159] - Quote
Regis Blackbird wrote:Excellent news +1 A few Points: UI:I agree with Cat Merc and everybody else in this thread that we need to have a clear and functional way of tracking current BW usage. Both in game and switching suites. Switching Suites:I would also like to have a short (30-60sec) timespan before the equipment is destroyed when spawning in / switching suites. This will enable players to spawn on their own uplinks (once), even if they spawn in a lower BW suite. It would also allow you to quickly correct a mistake when switching to the incorrect suite at a supply depot. The UI should reflect this "overloading" and warn of impending destruction. Skills:I would also link available BW to the logistics skill instead of STD, ADV and PRO suites. The suites themselves should have a standard value based on frame, regardless if they are Standard or Proto. Apart from the Dropsuite logistic skill, a new skill can be created under "Engineering" (which is feeling very lonely compared to Electronics), called "Bandwidth Modulation" (or something), which can increase the available BW for all suites and frames, including of course Logistics. This will have several benefits: - Level 2 and 4 of Logistic class will progress your Logistic role further, even if you can't fit Proto yet. - Since no other suite apart from Logistics increases Equipment slots per tier, there is no logic in increasing BW per tier for those suites. - More skills to dump SP in. - It will allow a support minded players (with "Bandwidth Modulation" 5) to not kill of all their equipment even if they choose to spawn in a BPO, Basic suite or even a Sentinel. I am not advocating that a Scout can take a Logistic role full time since the base value for Light frames should be low (as you suggest). Even at max skill, other suites should not match a level 1 Logistic player without any points in "Bandwidth Modulation". equipment bandwidth is a bad idea.. i as a logi will not be able to use a supply depo to switch to an AV role combat a target then switch back if all my equipment down to a certain level goes BOOM. it will be the final nail in the coffin for logi
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
295
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Posted - 2014.11.18 21:43:00 -
[160] - 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? justnerf heavies resistances They have the high hp and do justifiable dps with the heavies limitations , just they don't receive enough damage at he same time to ever cause a heavy to ever feel fear.
Sage /thread
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Apothecary Za'ki
Biomass Positive
1994
|
Posted - 2014.11.18 21:47:00 -
[161] - Quote
Himiko Kuronaga wrote:Apothecary Za'ki 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. aweful idea.. as a logi i already micro manage alot.. and sometimes i even have to flip to an AV role cause other scrubs are too slow and stupid to do so and i should not be penalized for doing this! how about this Rattatti.. dont even touch equipment yet.. but give the "new orbitals" a chance to see if they balance the problem out or not, got it?! No. Stick to your job and quit trying to solve every problem at once. If your team is ass, then that's the end of it. trust such an indepth and informed rebutted form an elitist piece of filth from THAT corp/alliance... the supply depos are there for a reason.. if they introduce bandwidth then they need to remove suit changing from supply depos but this just puts even more pressure on logi anyway..
as for my team.. iv seen it in FW from members in decent corps too they are far too slow on the threat level present on the field.
dust and eve are about PLAYING HOW WE WANT.. yet they are wanting to take away the ability to flip form your main role into secondary and back to main with out having to then re-drop all equipment? its obsurd.. it will only make equipment spam around supply depos worse!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4981
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Posted - 2014.11.18 21:50:00 -
[162] - Quote
You're trying to do every job at once.
You deserve to fail spectacularly, and I'm happy that you will.
It's my fault FA exists. Direct your rage to me.
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Cross Atu
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.11.18 21:51:00 -
[163] - Quote
Booby Tuesdays wrote:I'm liking what I see thus far. These numbers will have little effect on how I play my roles, I will just need to be more careful when switching to my AV fit to avoid losing a key uplink or remote from my Logi fit. As far as how I play my Logi, the only suit that will be effected is my Sever Uplink Spam fit. The only folks I see QQing so far seem to be equipment spammers. I need to run some more numbers, but so far so good.
If this is the case, what is to stop a player from switching between all four Logi suits to spam gear? Is this limit suit based, or player based? If it is suit based, then I could still spam all the live long day if I wanted to.
Question for Rattati, do we have evidence that limiting the spam will actually increase frame rate and overall game performance? It is a suit based maximum limit, so if you swap from one 24 BW proto logi to another 24 BW proto logi you will still only have a max BW total of 24, if you spawn anything less than a proto logi your max BW will drop and your deployed equipment will be removed accordingly.
See a cool idea thread? Mail me the title and I'll take a look =)
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Fox Gaden
Immortal Guides
4901
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Posted - 2014.11.18 21:51:00 -
[164] - Quote
No Bandwidth for Sentinels:
After thinking about this long and hard I have come to grudgingly accept this. If it reduces the number of casual Sentinels then that would be a good thing. However, in a match where non of the Blueberries are placing Uplinks, I am still not sure whether this means I can say GÇ£thatGÇÖs not my jobGÇ¥, or whether it will mean I will have to give up playing Sentinel for the remainder of the match? That is my ethical dilemma.
Scouts having Crap Bandwidth:
1)If a Scout canGÇÖt place 3 Remote explosives, then that is a major nerf to AV. I am not OK with that. 2)I still believe that placing Uplinks behind enemy lines is as much a core part of the ScoutGÇÖs Role as hacking behind enemy lines is.
Suggestion: Give Minmatar and Amarr Scouts more Bandwidth. The Caldair and Gallente Scouts can be the Anti Infantry Scouts, and the Minmatar and Amarr can be the Tactical/AV Scouts.
Complicated system with each suit having a different Bandwidth:
I suppose I am ok with this as long as the interface is well done and provides the information we need to make decisions. I donGÇÖt want to have to do complicated math every time I select a fit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vicious Minotaur
1352
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Posted - 2014.11.18 21:54:00 -
[165] - Quote
Is there a reason to further the already massive disparity between Standard -> Prototype?
They already have more fitting resources, customization, better HP/EWAR potential, etc. Now, (or soon) they will have BW advantages and as a result, even better WP-making potential due to equipment advantages (on top of the inherently better potential conferred by proto weapons/mods/suits).
As if proto needed any more advantages.
Can we at least get matchmaking so I don't have to deal with this awful disparity that hurts my ability to enjoy this game? Or tiericide? Something? Please?
I am a minotaur.
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Meee One
Amakakeru-Ryu-no-Hirameki
1309
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Posted - 2014.11.18 22:03:00 -
[166] - Quote
CCP Rattati wrote:Dear Players Based on a lot of feedback, both from CPM, Community and previous CCP designs, one of the things we are able to conjure up is the much wanted Equipment Bandwidth feature. * We want to fix Equipment spam to increase framerate * We want Quality over Quantity Equipment gameplay * We want a solid Logistics progression at using Equipment * We want Logistics to excel at using Equipment, and other roles less so * We want Equipment diversity Now, we want to get your feedback as early as possible, so chime in. But here are some clarifications of intent. Equipment LimitThe main design is primarily based off of Drones in EVE. Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz). That Controller Bandwidth is used to manage deployed Equipment through constant signaling. Each piece of deployed Equipment has a different Bandwidth Cost (or Usage). Note that all Equipment still has the same current limitations of GÇPdeployed per typeGÇ£. Obviously Logistics are made for this purpose, and some Logistics more than others. In the case of deployed Equipment Bandwidth exceeding the Players current Bandwidth, deployed Equipment self-destructs instantly, in the sequence it was deployed. In the attached spreadsheet, we show an example of such a scenario. This feature will allow proper Logistics to excel at their deployment role, while keeping Assaults & Commandos relatively useful and Scouts will be diminished in capability as they were never meant to be a king of deployables, the additional slot was added for the Cloak Field. Quality over QuantityWe want players to use the best Equipment they have at their disposal. ThatGÇÖs why Bandwidth will not increase with item tiers. We also have the capability and intent to reduce Scan Profile with tiers, so Advanced and Complex gear is not as easy to scan. However, this also allows us to increase the carried amount, for rapid redeployment. Spawn first Nanohive and Drop Uplink at point A, redeploy to Objective B, spawn second Nanohive and Drop Uplink, and so on. Stay out of trouble and you wonGÇÖt need to switch or restock for quite some time.ProgressionLogistics will have the, by far, the highest Bandwidth, with Caldari and Amarr the highest. We may need to reword or change some of their role bonuses. Bandwith progression will follow the Equipment slot progression so a Logistics player can almost always use their full allotment of deployable Equipment. Logistics vs other DropsuitsOne of the key aspects of this proposal is that all Equipment is tied to the active Dropsuit of the Player. Switch from a suit with a high Bandwidth to another suit with lower Bandwidth, and the signal is lost. This means that starting as a Logistics dropsuit, throw down as much cheap Equipment as possible, then switch into another Logistics dropsuit at a Supply Depot, repeat and then finally switch into another role, Sentinel, Scout, Assault or Commando, will not be possible anymore. DiversityWe can now influence players to use more Proximity Mines for example, as Scan Profile will allow them to be hidden from low Precision Vehicle Players, as well as having a lower Bandwidth Cost, allowing more at the same time, without allowing more Uplinks and Nanohives. Extra damage wouldnGÇÖt hurt either. Now, to the numbers found in this spreadsheet. Please remember that these numbers are placeholders, and are definitely up for debate so form your arguments for changes into clear and concise statements. Please read the Example as well, it should explain the whole design clearly. Again, your feedback and input is appreciated. +1 looks good.
As a pure logistics player this will have 0 negative effect on me. The equipment spammers however will try to find ways to get the BW on their suits buffed to keep equipment spam possible.(BW buff skill,BW buff module) These suggestions should obviously be ignored.
5 hives and 3 links are plenty.
But,as for the underlined parts... Are you saying logistics will be getting a +1 deployables per level bonus? Or will it be an equipment bonus (on the equipment itself) instead?
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Regis Blackbird
DUST University Ivy League
453
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Posted - 2014.11.18 22:18:00 -
[167] - Quote
Apothecary Za'ki wrote:Regis Blackbird wrote:Excellent news +1 A few Points: UI:I agree with Cat Merc and everybody else in this thread that we need to have a clear and functional way of tracking current BW usage. Both in game and switching suites. Switching Suites:I would also like to have a short (30-60sec) timespan before the equipment is destroyed when spawning in / switching suites. This will enable players to spawn on their own uplinks (once), even if they spawn in a lower BW suite. It would also allow you to quickly correct a mistake when switching to the incorrect suite at a supply depot. The UI should reflect this "overloading" and warn of impending destruction. Skills:I would also link available BW to the logistics skill instead of STD, ADV and PRO suites. The suites themselves should have a standard value based on frame, regardless if they are Standard or Proto. Apart from the Dropsuite logistic skill, a new skill can be created under "Engineering" (which is feeling very lonely compared to Electronics), called "Bandwidth Modulation" (or something), which can increase the available BW for all suites and frames, including of course Logistics. This will have several benefits: - Level 2 and 4 of Logistic class will progress your Logistic role further, even if you can't fit Proto yet. - Since no other suite apart from Logistics increases Equipment slots per tier, there is no logic in increasing BW per tier for those suites. - More skills to dump SP in. - It will allow a support minded players (with "Bandwidth Modulation" 5) to not kill of all their equipment even if they choose to spawn in a BPO, Basic suite or even a Sentinel. I am not advocating that a Scout can take a Logistic role full time since the base value for Light frames should be low (as you suggest). Even at max skill, other suites should not match a level 1 Logistic player without any points in "Bandwidth Modulation". equipment bandwidth is a bad idea.. i as a logi will not be able to use a supply depo to switch to an AV role combat a target then switch back if all my equipment down to a certain level goes BOOM. it will be the final nail in the coffin for logi
I disagree it will be the end of Logi. With a skill which is separate from frame tier, you will at least not be penalised if you choose to switch to a STD suite instead of PRO. I also think that the destroyed equipment should be based on tier instead of placement times (STD uplink is always destroyed before a PRO). The absolutely best option would be if we can somehow choose which equipment is destroyed and which survives within the "overload phase" (provided we are within available bandwidth), but that might get tricky UI wise and produce a lot of micromanaging.
With that said, I think that the current Logistics bonuses need some rework, or other modifications to not hamper Amaar and Caldari too much.
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RedPencil
Abandoned Privilege Top Men.
125
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Posted - 2014.11.18 22:23:00 -
[168] - Quote
I gonna miss my scout jihad jeep......
Since you are going to fix equip spam, why don't you add repair overheat to fix WP farm at the same time?
Beware Paper cut M[;..;]M
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PLAYSTTION
GamersForChrist
336
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Posted - 2014.11.18 22:26:00 -
[169] - Quote
At first i thought this would be bad, read it and its genius. Assaults can carry 1 nano hive and resupply themselves and logis can drop a bunch. But does this stop people from having 6 nano hives on 3 suits and placing 18 down?
Gallente Assault-Caldari Logistics
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Cross Atu
OSG Planetary Operations Covert Intervention
3914
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Posted - 2014.11.18 23:06:00 -
[170] - Quote
Tesfa Alem wrote: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.
I understand that this is the,entire point, i'm just explaining why i believe its a bad point to make. To me, its akin to either deleting every fit in my inventory to run unplinks and hives, or deleteing all my uplinks and hives suits to run the other fits in my inventory. Cross your a Logi, i invite you and everyone else who are so inclined to play test it in Faction Warefare. Bring out your equipment, and every time you want to change suit types, put down equipment , or respawn in different type go back and shoot each and every uplink and hive you put down. Great tactical value i'm sure. I can imagine the coms now "why don't we have uplinks at the point? Did you spawn in a heavy" "sorry dude they were rushing the point so i ju-" "Never mind! Jesus, okay regroup at the redline. Next time just stay in you amarr logi suit. One more thing" "what?" "dont drop nano hives again. Just come back in with a rep tool and an injector, don't bother with anything else;" Sounds like fun....at least i can always fall back on being pilot....oh wait. Well, a few things about that, first the direct method described is stacked rather than objective. In the game under a BW mechanic you would not need to take the time to destroy those deployed items nor would you be facing a team free of the same mechanical constraints you are operating under.
Leaving that aside what you describe is frankly non-problematic, those players in as logi stay as logi and actually play the role as opposed to the current method of spawn once, deploy everything ditch the logi suit and play only heavy on that point defense throughout the match from then on, because really once you have already self logi'ed rep hives and uplinks why wouldn't you just play heavy on that point? And if the best way to run logi is often to not even be in logi suit for the majority of the match then what is the value/point of the suit/role?
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3916
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Posted - 2014.11.18 23:15:00 -
[171] - Quote
Regis Blackbird wrote: With that said, I think that the current Logistics bonuses need some rework, or other modifications to not hamper Amaar and Caldari too much.
That is being discussed, feel free to chime in.
See a cool idea thread? Mail me the title and I'll take a look =)
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Funkmaster Whale
Whale Pod
2495
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Posted - 2014.11.18 23:16:00 -
[172] - Quote
One thing that this will greatly diminish as well is rooftop camping. I've set up rooftop nests before for Forging by switching between suits and this will make it no longer possible.
I'm totally fine with that. In fact, the more we get this game focused around gunplay and tactics and less spammy cheese nonsense the better.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7264
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Posted - 2014.11.18 23:17:00 -
[173] - Quote
Himiko Kuronaga wrote:Aeon, a lighter suit can use its mobility and radar superiority to achieve the correct geographical or position based advantage required to beat a heavy.
The reality is that most people in lighter suits do not. They want to run and gun, oblivious to their surroundings and twitch shoot their way to the top of the killboard like a 13 year old on redbull. Heavies stop them from doing that, and there are a lot of people with the mentality that it should be both allowed, and promoted.
It rewards physical reflexes more than the use of human intelligence. I do not find that to be good gameplay. You clearly do.
What more can be said?
Every time you argue against something, be it heavies, tanks or whatever over-powered thing it is you use at the time, you always bring up the same thing: "People just don't want to do it".
Really waters down anything you have to say.
Long-Term Roadmap
This Player is Against Proto BPOs
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Cross Atu
OSG Planetary Operations Covert Intervention
3916
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Posted - 2014.11.18 23:18:00 -
[174] - Quote
PLAYSTTION wrote:At first i thought this would be bad, read it and its genius. Assaults can carry 1 nano hive and resupply themselves and logis can drop a bunch. But does this stop people from having 6 nano hives on 3 suits and placing 18 down? Yes it does, the BW limitation is defined by the suit as a maximum value there for swapping suits will NOT increase your available BW unless you are moving from a suit with a low max value to a suit with a high max value, but even in that case the two values will not stack. For example someone like myself who has all four racial logis at max will not be able to get any more than 24 BW worth of equipment deployed in any context, the same amount as a player with a single proto logi, and both of us will lose some/all of that deployed equipment if we transition into a non-logi suit.
See a cool idea thread? Mail me the title and I'll take a look =)
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Booby Tuesdays
Tuesdays With Boobies
989
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Posted - 2014.11.18 23:22:00 -
[175] - Quote
Cross Atu wrote:Booby Tuesdays wrote:I'm liking what I see thus far. These numbers will have little effect on how I play my roles, I will just need to be more careful when switching to my AV fit to avoid losing a key uplink or remote from my Logi fit. As far as how I play my Logi, the only suit that will be effected is my Sever Uplink Spam fit. The only folks I see QQing so far seem to be equipment spammers. I need to run some more numbers, but so far so good.
If this is the case, what is to stop a player from switching between all four Logi suits to spam gear? Is this limit suit based, or player based? If it is suit based, then I could still spam all the live long day if I wanted to.
Question for Rattati, do we have evidence that limiting the spam will actually increase frame rate and overall game performance? It is a suit based maximum limit, so if you swap from one 24 BW proto logi to another 24 BW proto logi you will still only have a max BW total of 24, if you spawn anything less than a proto logi your max BW will drop and your deployed equipment will be removed accordingly. I guess I'm still unclear as to how this works.
If you are saying it is Dropsuit based, then it's bandwidth per dropsuit? As in, Spawn Amarr logi, spam uplinks, then spawn Cal Logi and spam hives because I have another 24 BW? This is how it all works now.
Or is it bandwidth per person, no matter what race or dropsuit you spawn? As in I spawn Amarr Logi, spam uplinks, then spawn in Cal Logi and spam hives, but all my Amarr Logi uplinks pop. I'm thinking this is how it will work, which is awesome.
No Shave November Applies To Your Face Only!!!
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
186
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Posted - 2014.11.18 23:27:00 -
[176] - Quote
Can we also make equipment hackable in the same update?
Please ??
:3 |
Llast 326
An Arkhos
5461
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Posted - 2014.11.18 23:28:00 -
[177] - Quote
Quick question That may have been addressed already: Where do the non role specific suits fit in the BW plan?
MOAR Ladders
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2312
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Posted - 2014.11.18 23:37:00 -
[178] - Quote
Firstly, +1 on this proposal, looks well thought out and it is a relief to see equipment spam finally addressed.
Secondly, ARRRGHHHH!!!!
Rattati you have too many balls in the air. I want to give this topic the long thinking, but......
Scout role is still unresolved. We have yet to see the effects of personal orbitals on equipment spam. We have yet to experience the reality of the proposed ewar system/equipment sig profile. Logi racial/role skills still need another pass. Logi native repair still unresolved. Logi ewar stats still unresolved. There are hints of module efficacy-based bonuses coming up in your ewar proposals - heavily pertinent to logis, no? Basic frames still need looking at - an equipment advantage has been proposed for the basics so pertinent itt also.
Anything any of us propose in this thread without having numbers/experience with the above factors is boolshitting. I love to bs as much as the next merc, but we're trying to get good gamplay out of this so wingin' it prolly ain't the answer.
Also we can see a lot of reasoning itt predicated on 'the scout is too good'....or 'heavy spam'. Absolutely the wrong way to design a system but all those unfinished systems and unresolved issues are increasingly affecting every conversation we have.
If we keep theorycrafting based on mushy, half finished systems we might as well start philosophizing on religion or economics.
Speaking in terms of very general gameplay, a few things stand out:
Player Engagement Avoid hard limits on role restriction, allow peeps to play the game the way they want. Allow mercs to contribute to their teams as they see fit based on their assessment of strategic and tactical needs.
Would accomplish this in two ways: Give heavies a minimum bandwidth(say 4 or 8) and allow modest bandwidth increases through a module.
If a player judges that the correct decision for the team is to swap out their uplink scout for a heavy to defend of the initial point they can do so without depriving the team of the one or two uplinks they laid down on the way in. This allows the player to feel more engaged and connected to the welfare of the team.
What does the gameplay gain by hard-restricting the contributions of anybody who swaps to heavy? I say it loses.
Player Decisions and Consequences The BW limit is interesting gameplay. The complaints itt that logis won't be able to keep all their equipment deployed all the time if they swap to other frames is off the mark. It would result in trivial, meaningless decision-making. BW limits result in interesting decision making.
A logi who deploys lots of high BW equipment and then who is forced by the flow of battle to switch to another suit won't loose all of their equipment, and the rule of thumb will be: deploy the important stuff(i.e. uplinks) first and don't deploy any more than you need too. Plan ahead in your deployment pattern so that if you need to swap out of logi, you still have a viable equipment slot/BW capacity on you scout or assault.
Fitting Screen and UI Must be intuitive and interactive. This **** is getting complicated, even for seasoned old mercs. Must be paralyzing for new peeps. I'd say pure visual infographics, masterfully done, were a bare minimum requirement for accessibility and player engagement.
PSN: RationalSpark
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Cross Atu
OSG Planetary Operations Covert Intervention
3919
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Posted - 2014.11.18 23:47:00 -
[179] - Quote
Booby Tuesdays wrote:Cross Atu wrote:Booby Tuesdays wrote:I'm liking what I see thus far. These numbers will have little effect on how I play my roles, I will just need to be more careful when switching to my AV fit to avoid losing a key uplink or remote from my Logi fit. As far as how I play my Logi, the only suit that will be effected is my Sever Uplink Spam fit. The only folks I see QQing so far seem to be equipment spammers. I need to run some more numbers, but so far so good.
If this is the case, what is to stop a player from switching between all four Logi suits to spam gear? Is this limit suit based, or player based? If it is suit based, then I could still spam all the live long day if I wanted to.
Question for Rattati, do we have evidence that limiting the spam will actually increase frame rate and overall game performance? It is a suit based maximum limit, so if you swap from one 24 BW proto logi to another 24 BW proto logi you will still only have a max BW total of 24, if you spawn anything less than a proto logi your max BW will drop and your deployed equipment will be removed accordingly. I guess I'm still unclear as to how this works. If you are saying it is Dropsuit based, then it's bandwidth per dropsuit? As in, Spawn Amarr logi, spam uplinks, then spawn Cal Logi and spam hives because I have another 24 BW? This is how it all works now. Or is it bandwidth per person, no matter what race or dropsuit you spawn? As in I spawn Amarr Logi, spam uplinks, then spawn in Cal Logi and spam hives, but all my Amarr Logi uplinks pop. I'm thinking this is how it will work, which is awesome. Let me see if I can make it more clear
All proto logi will have - for example - 24 BW max. Any time you spawn in your max suit BW is checked against your BW used by currently deployed gear. If that gear exceeds the max BW of your suit you will lose gear, starting from the oldest, until you are no longer over your current max value.
If you go from a Logi to a scout you lose BW so may lose deployed equipment. If you go from one Logi to another (at the same meta level) you maintain BW so do not lose deployed gear. ^However that maintained level is already consumed by the gear you have out (assuming you deployed to your max on the prior suit) and as such you cannot deploy any more with a depot swap or re-spawn; until/unless some of the current gear is destroyed.
TL;DR So yes you are correct, if you deployed a full BW of uplinks as an Amarr you and then swapped to Cal and deployed a full BW worth of hives you would lose all the links.
See a cool idea thread? Mail me the title and I'll take a look =)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4586
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Posted - 2014.11.18 23:47:00 -
[180] - Quote
Realistically, for the people worried about scouts and proxies/RE's, can't we just make it so they are less BW? As in, one RE is nowhere near as useful as 1 uplink, so it should have less bandwidth. I see no reason why every single individual deployed item should have the same exact bandwidth. Same with compact nanohives, why not make them 1/2 the BW of a X-2, for example?
Finally, as for those confused about the mechanic, I'll give an example. I'll make the math easy and not representative of what's in the spreadsheet.
Scenario 1: Start battle in an Amarr Logi suit which has enough BW to drop 6 uplinks or hives. I drop 4 uplinks and 2 hives. I switch to a different logi suit for whatever reason. It has the same amount of BW, 6 pieces. I already have 6 out so if I drop another, the "oldest" one I have from before "pops". I don't make new BW out of thin air because I switched suits.
The amount of equipment you can have out at any time is based on the suit you are in at that moment.
Scenario 2: I'm a spam monkey. I start the match in a min logi suit, which has the BW for 6 uplinks. I drop them all and then hit the supply depot to move on to my l33t cloaked shotty scout. It has enough BW for 3 uplinks. oops! The first 3 uplinks I deployed 'pop'. My delicious slayer scout tears flow onto the forums where actual logis feed on them.
(The godfather of tactical logistics)
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