Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Iron Toast
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2014.11.19 00:42:00 -
[181] - Quote
I propose that basic light frames and medium frames have a higher bandwidth than the assault and scout suits. The bandwidth should be similar to a std logi. New players often rely on equipment WP while they develop their role. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4985
|
Posted - 2014.11.19 00:52:00 -
[182] - Quote
Aeon Amadi wrote: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.
What you fail to realize is that
1. People are stupid, therefore I'm usually right.
2. I use everything, and quite often the stuff I advocate for is what I use the least.
For example, I use Minmando, Galmando, Amarr Scout, Amarr Logi, Gal Sent, Amarr Sent, Amarr Assault. I use tanks and the occasional ADS.
I am quite proficient in many playstyles and enjoy varying my time spent in the game, because bouncing between roles is quite literally the only thing keeping me interested in what is otherwise a mechanically poor shooter. So truthfully, I have no bias towards any role. I want to see them all do their job spectacularly.
What it seems you want, on the other hand, is for everyone to play like an assault. If that's the case, I recommend Halo as a far better shooter. Everything is equal there.
It's my fault FA exists. Direct your rage to me.
|
NextDark Knight
Molon Labe. General Tso's Alliance
613
|
Posted - 2014.11.19 00:55:00 -
[183] - Quote
What benefit will it give the game overall to put in a bandwidth for equipment?
You take the time and effort away from killing people to setup equipment so it can be removed from the game?
I'm not sure I'm understanding how this helps Dust or is it just a change you want to make for the sack of changing something.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
|
SponkSponkSponk
WarRavens Capital Punishment.
1101
|
Posted - 2014.11.19 00:57:00 -
[184] - Quote
I have read the spreadsheet, and these are my suggestions:
1. I strongly suggest that bandwidth stay the same between suit tiers.
Proto suits already have extra slots and fitting for; they don't need another multiplicative buff to their usefulness. I suggest the BW be 24 Logi, 12 everything else. There needs to be some actual constraints, and I believe the Proto BW is too high at present. Even 12BW means a 2x uplinks (i.e. an entire proto uplink) + 1 nano hive at a time, which is a fair amount of utility for a non-logistics suit.
2. Prox mines should be 1BW because you need to deploy so many, and they need to persist so long before getting a kill. Remotes should be 2BW because you need to spam them, but their active lifetime is lower in general. All rep hives should be 5BW to further discourage spamming them (and because see below)
3. Sentinels should have 4BW; enough for one item of equipment to stay around, but not able to sit on their own pre-dropped rep hives.
4. Please consider tweaking max-active vs max-carried for equipment - an elegant solution would be to remove max-active entirely and relying on max-carried+BW as the limiter. Yes, there might be edge cases like standard uplinks, but I don't think that's really an issue considering how much better higher-tier eq is, compared to lower.
Dust/Eve transfers
|
Ekrano Fergus
Molon Labe. General Tso's Alliance
65
|
Posted - 2014.11.19 01:05:00 -
[185] - Quote
Could the bandwidth be expressed in Mb instead of MHz. An amount of data makes a bit more sense than the frequency it would be transmitted on when discussing limits.
/)_/)
( . .)
C(") (")
|
NextDark Knight
Molon Labe. General Tso's Alliance
613
|
Posted - 2014.11.19 01:07:00 -
[186] - Quote
BTW, Will the Cal Logi be able to move his hives around the field? After they are placed be able to pick them up and move them.. or get some kind of bonus to carried nanos.
Sorry btw, this bandwith thing is a pretty crappy idea.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
|
Piercing Serenity
PFB Pink Fluffy Bunnies
700
|
Posted - 2014.11.19 01:09:00 -
[187] - Quote
I still have five more pages of this thread to get through, but I wanted to reiterate a point that I noticed was getting looked over multiple times. Many people have incorrectly assumed that this proposal will shoe-horn people who like to use equipment into Logistic roles under the following premise:
"If I die and switch to a different suit, all of my equipment is destroyed. The only way I can use equipment is to deploy it as a Logi and hide from the battle. Thus, I am forced to either pick one suit class for a whole battle. Why CCP?!"
According to my understanding of the system, the statement above is false. In actuality, ifI start the match as a Logi with 24Bw (For the sake of argument) and use up all of my bandwidth to put down equipment in the order -
- Flux Uplink
- Gauged Uplink
- Triage Nanohive
- Remote explosive
- then when I switch suits, my equipment will be destroyed in reverse order until I reach my new suit's bandwidth. That is to say that I would still have an active Flux and Gauged uplink on the field, but no nanohive or remote explosive. Thus, no one is being "shoe-horned" into a role. If you plan on making dynamic changes to your loadout, then plan your equipment deployment carefully.
For the sake of opening more options, I could agree with a module that increases a suits Bw (up to a maximum suit value of 24) so that players who wish to sacrifice something to keep their equipment alive in a different suit would also have recourse to do so
Closed Beta Vet (E3 Build), Former PFBHz
Best Corps Battled (Personally): Imperfects, TeamPlayers, Hellstorm
|
medomai grey
WarRavens Capital Punishment.
1093
|
Posted - 2014.11.19 01:46:00 -
[188] - Quote
The proposed plan looks good.
How to balance cloaks.
|
Victor Moody Stahl
Amarr Templars Amarr Empire
127
|
Posted - 2014.11.19 01:52:00 -
[189] - Quote
So, here's my initial feedback:
General Bandwidth Thoughts
I love it. It's awesome, and I really feel like this will do a lot to counteract the rampant equipment spam that happens in anywhere from 30-70% of pub/FW matches, with FW matches trending towards higher instances of equip spam, in my experience.
That said, I do think that certain equipment options should cost less bandwidth- Compact nanos, for example, should cost very little bandwidth. Proxies, even under the likely mechanics proposed in Cross Atu's Logi thread, would probably still require a reduced bandwidth value. Stable variants of deployable equipment (mostly thinking of Stable links) should also have a reduced BW requirement, in addition to their reduced PG/CPU needs, but be penalized in other ways.
Using Stable links as an example, having an increased spawn delay or a decreased number of links carried/spawns per link would be a could mechanic. Stable links also need a little work anyways, as the only drawback of most of the Stable variant equipment in general tends to mean that the lower-tier version is only a usable option if you're ISK-pinching.
Bandwidth Tieri(ciding)
Simply put, hell no to getting more BW at higher suit tiers. The disparity between proto-grade and basic level suits is already quite hefty when fully fit, even when considering identical SP investment into a given role, and this would simply widen the gap.
Moreover, I'm sure that there's a few logis that would agree with me that this overly penalizes new players, and further makes lower-end, lower-cost logi rigs even more unattractive to use.
I would also like to see the following:
Scouts at a universal 8 or 12. My gut feeling is that we start low, at 8, and then iterate from there if necessary. This is especially important at the low end, because due to the mechanics of the Amarr Logi bonuses, it has been in my experience a highly common use case to start in a scout suit, drop some links in a good preliminary spot, and then either end up needing to respawn or finding a supply depot to swap to an Amarr Logi fit.
Because "presto!" my previously deployed links that I set up on using a scout suit are now made ultra-awesome by my logi rig. IMO, this aspect of the sandbox should be retained- I really do feel like I should still be able to do this.
For the record, such an action is to compensate for the slowness of the Amarr Logi, by making use of the mobility of scout suits to get links into good spots quickly, before actually using the AmLogi suit to make the links awesome.
Sentinel Bandwidth
I would argue that a Sentinel suit should have a small amount of bandwidth. In this case, I would also recommend the opposite direction of iteration that I recommend for scout BW- start off with 8 BW across all Sentinel suits, and then see if it's too much. If it is, then reduce it to 4 BW, at which point a heavy could still help his team by having a link set out, or a nanohive set up for himself, but it's of very limited utility.
Other Assorted Thoughts
I'm not sure that assaults and commandos need more BW than scouts. Part of this has to do with the fact that scouts tend to have an- at least intended- role that is more equipment-centric, but also because equipment selection for assaults and commandos tends to, at least in my experience both seeing and using these suits, be more self-benefit rather than team-benefit in terms of choice.
That's not to say that these classes never carry things like needles, links, or rep tools; rather, it is more likely that dedicated assault and commando players tend to prefer nanos or scanners. There's a few that do favor RE's as well, but they tend to be a minority in my experience.
This being said, the more defensive/supportive nature of commandos does lead to them, at least IMO, be more likely to select things like dedicated triage or rep/resupply hives, so giving commandos a slightly higher BW value than assaults and scouts is a potential way to not only differentiate the former from the latter two, but also to maybe help define the commando role slightly better.
Buff Logis | Nerf Scouts
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4731
|
Posted - 2014.11.19 01:56:00 -
[190] - Quote
Piercing Serenity wrote:According to my understanding of the system, the statement above is false. In actuality, ifI start the match as a Logi with 24Bw (For the sake of argument) and use up all of my bandwidth to put down equipment in the order -
- Flux Uplink
- Gauged Uplink
- Triage Nanohive
- Remote explosive
- then when I switch suits, my equipment will be destroyed in reverse order until I reach my new suit's bandwidth. That is to say that I would still have an active Flux and Gauged uplink on the field, but no nanohive or remote explosive. Thus, no one is being "shoe-horned" into a role. If you plan on making dynamic changes to your loadout, then plan your equipment deployment carefully. For the sake of opening more options, I could agree with a module that increases a suits Bw (up to a maximum suit value of 24) so that players who wish to sacrifice something to keep their equipment alive in a different suit would also have recourse to do so
Except it'd be oldest equipment popping first.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
|
PLAYSTTION
GamersForChrist
338
|
Posted - 2014.11.19 02:20:00 -
[191] - Quote
Cross Atu wrote: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. What about logis with racial bonuses to equipment? Will they have an advantage like X% BW boost per level to make them have an bonus? they already have an advantage but this would make nonohives and uplinks more role specific. A cal logi can place both quality and a higher quality hives due to bonuses, but a Gallente logi would have to choose quality over quantity.
Gallente Assault-Caldari Logistics
- Open Beta Vet - 31mil sp -
- Join the LFSquad chat -
|
S-PANZA
Expert Intervention Caldari State
93
|
Posted - 2014.11.19 02:23:00 -
[192] - Quote
Vrain Matari wrote: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 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.
Very much this ^. Thanks for typing what I was thinking and too lazy to type.
|
RedPencil
Abandoned Privilege Top Men.
125
|
Posted - 2014.11.19 02:34:00 -
[193] - Quote
RE and Prox BW are too high.
- Low down the RE BW to 2 - Low down Prox BW to 1
Beware Paper cut M[;..;]M
|
Juno Tristan
Obscure Reference
171
|
Posted - 2014.11.19 02:40:00 -
[194] - Quote
Scouts have a lot of advantages at the moment so I would advocate a lower bandwidth than all other suits on the condition a new scoutly uplink is created that has a low bandwidth/spawn count/scan profile/timer to establish forward positions that logis and heavies can then strengthen |
Chimichanga66605
Vader's Taco Shack
229
|
Posted - 2014.11.19 03:04:00 -
[195] - Quote
John Demonsbane wrote: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.
Ok, I've read every post leading up this trying to get a full grasp on this BW thing. Possibly the longest grind I've ever done in Dust514....if I only could've read the spreadsheet (Smartphones my Matari ASS). Anyways, thank you John for running it down like this, I finally get it. This is a borderline genius idea, & I fully support it. Now, if you'll excuse me I'm gonna go get drunk while you much smarter Mercenaries work out the best idea since the Assault Combat Rifle. -Chimi out, o7
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2315
|
Posted - 2014.11.19 03:05:00 -
[196] - Quote
Piercing Serenity wrote:I still have five more pages of this thread to get through, but I wanted to reiterate a point that I noticed was getting looked over multiple times. Many people have incorrectly assumed that this proposal will shoe-horn people who like to use equipment into Logistic roles under the following premise: "If I die and switch to a different suit, all of my equipment is destroyed. The only way I can use equipment is to deploy it as a Logi and hide from the battle. Thus, I am forced to either pick one suit class for a whole battle. Why CCP?!" According to my understanding of the system, the statement above is false. In actuality, ifI start the match as a Logi with 24Bw (For the sake of argument) and use up all of my bandwidth to put down equipment in the order -
- Flux Uplink
- Gauged Uplink
- Triage Nanohive
- Remote explosive
- then when I switch suits, my equipment will be destroyed in reverse order until I reach my new suit's bandwidth. That is to say that I would still have an active Flux and Gauged uplink on the field, but no nanohive or remote explosive. Thus, no one is being "shoe-horned" into a role. If you plan on making dynamic changes to your loadout, then plan your equipment deployment carefully. For the sake of opening more options, I could agree with a module that increases a suits Bw (up to a maximum suit value of 24) so that players who wish to sacrifice something to keep their equipment alive in a different suit would also have recourse to do so +1 Agree with your interpretation.
PSN: RationalSpark
|
Kain Spero
Goonfeet
3843
|
Posted - 2014.11.19 03:48:00 -
[197] - 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.
This has been a long time coming and it's great to finally see that it's going to be implemented.
I actually think the limited bandwidth on scouts and heavies will bring some much needed change to the meta. Not to mention finally addressing the status quo of spam and switch.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
296
|
Posted - 2014.11.19 04:04:00 -
[198] - Quote
RedPencil wrote:RE and Prox BW are too high.
- Low down the RE BW to 2 - Low down Prox BW to 1
I agree with proxis to 1, but reducing REs is a bad idea. The point to BW is to reduce equipment spam and RE's is a persistent isue vs infantry players and is part of the spam issue. I still say (like I have since REs were introduced ) that the RE and proxy damage profiles need to be flipped. Proxis are anti-vehicle so need to hit harder than the triggered counter parts that target infantry more often than not.
Sage /thread
|
lee corwood
Knights Of Ender RISE of LEGION
1056
|
Posted - 2014.11.19 04:57:00 -
[199] - Quote
Sorry if this was already asked, too many pages in, but does that mean:
-I spawn Suit A and lay down 2 uplinks of type X. -In combat I die. -To counter what I'm fighting (say, I'm getting killed by a RR from far distance but I only have limited range weapon on Suit A), I spawn in with Suit B which also has uplinks of type X.
Does that mean my uplinks stay? Or do they die with me and I'd have to deploy yet again?
I see this causing a few problems simply for the delay. When testing the bonuses that logi's give to EQ, if I switched from an Amarr Logi to a Min Logi, it took quite a few minutes before the bonus was removed from my uplinks. I assume that checksum on what suit and what I'm holding against what is deployed would have a similar delay.
Knights of Ender Director
Logi 4 Life | Youtube Vids
|
Samki Licui
Eternal Beings Dark Taboo
0
|
Posted - 2014.11.19 05:25:00 -
[200] - Quote
CCP Rattati wrote:
Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz).
Shouldn't units of bandwidth capacity be in bits per second (Kbps, Mbps, Gbps, etc) instead of cycles per second? My first thought when I see "MHz" is to think "which frequency" or "which channel", instead of "amount of data transfer capacity".
On another note, I have one suggestion on the implementation of the equipment destruction mechanism:
- If the respawned suit has sufficient bandwidth, preserve all dropped equipment on battlefield - If the respawned suit does NOT have sufficient bandwidth, then destroy equipment in the following order until sufficient bandwidth is available for remaining equipment: ---- 1. equipment for which the respawned suit lacks modules ---- 2. equipment for which the respawned suit has at least one corresponding module, beginning with the least recently placed equipment
The intention of the above suggestion is to allow a player to switch from a logistics suit to a different suit type but being able to prioritize which equipment is preserved and which equipment is destroyed according to the current tactical situation. My suggestion will also require players to prepare suits that have the modules they wish to preserve when exiting logistics suit.
Let me illustrate my intention with an example:
- The player spawns with a scout suit equipped with a droplink - The player places 3 droplinks - The player fights enemy players until she dies. - The player respawns with a logistics suit equipped with a needle, nanohive, repair tool, and remote explosives. - The player drops 1 nanohive - The player drops 1 remote explosive - The player drops 1 more nanohive ---- The 2 nanohives, 1 remote explosive, and 3 droplinks are preserved if her new logistics suit has sufficient bandwidth for all 5 equipments ---- If her logistics suit has insufficient bandwidth, then the oldest droplink is destroyed since she lacks a droplink module ---- Let's assume her logistics suit has sufficient bandwidth for all 3 droplinks, 2 nanohives, and the 1 remote explosive. - The player dies - The player respawns with an assault suit equipped with only a droplink module ---- the assault suit has insufficient bandwidth to support all dropped equipment ---- the first dropped nanohive is destroyed since the assault suit lacks a nanohive module ---- the assault suit still has insufficient bandwidth to support remaining dropped equipment ---- the remote explosive is destroyed since the assault suit lacks a remote explosive module ---- the assault suit still has insufficient bandwidth to support the remaining dropped equipment ---- the second dropped nanohive is destroyed since the assault suit lacks a nanohive module ---- the assault suit now has sufficient bandwidth to support the remaining dropped equipment ---- the remaining 3 droplinks are preserved
In this example, the player was able to preserve the droplinks she laid early in the game by making sure all her subsequent suits either A) had excess bandwidth or B) had the droplink module equipped. She made a conscious decision to sacrifice her nanohives and remote explosive in order to prioritize her team's ability to spawn at her droplinks. I think giving players the ability to doggedly preserve some dropped equipment at the expense of future suit versatility makes the destruction of equipment (due to low bandwidth) meaningful. |
|
SponkSponkSponk
WarRavens Capital Punishment.
1105
|
Posted - 2014.11.19 05:38:00 -
[201] - Quote
Samki Licui wrote:CCP Rattati wrote:
Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz).
Shouldn't units of bandwidth capacity be in bits per second (Kbps, Mbps, Gbps, etc) instead of cycles per second? My first thought when I see "MHz" is to think "which frequency" or "which channel", instead of "amount of data transfer capacity".
Bandwidth in Eve is measured in Mbit/sec (an encrypted control channel between the ship and each drone)
Dust/Eve transfers
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3947
|
Posted - 2014.11.19 05:56:00 -
[202] - Quote
This is an interesting idea. I think Prox mines need to have a boost to damage commiserate with the inability to spam. This is ultimately a good thing, since it was always silly to need to pack three different tiers of prox mines to realistically destroy a vehicle.
Other than that, I think it could ultimately be a positive change. The Amarr/Caldari bonuses for having fewer equip slots at the end are also good, so long as they can provide a functional advantage across the range of equipment.
Dren&Templar Tragedy.
|
Stile451
Red Star. EoN.
368
|
Posted - 2014.11.19 06:12:00 -
[203] - Quote
Having read the thread and grasped the idea I have to say I see promise but I don't like it in it's current incarnation. I would want to see a few changes happen before I actually liked it. I would love to hear your opinions on it.
1: The first would be that the amount of active deployed equipment would be based on an equipment type hard cap per player(any equipment dropped beyond the hard cap causes the first to self destruct). This will help with performance/spam issues.
2: The second would be that equipment wouldn't self destruct but would rather deactivate if you don't have the bandwidth on your current suit(disabling visuals - no uplink light, no hive bubble). If the newest deployed equipment is destroyed or depleted the next newest would become active after a short waiting period(lets say 10 seconds). This should still help with performance issues(I believe it's caused by the concurrent VFX), and equipment spammers will think twice about spamming useless equipment. This should also allow a logistics player to switch out to another role for a short time as needed without being harshly penalized.
3: Proposed hard caps:
Uplinks: 6-7 deployed - the Amarr logistics only has 3 equipment slots at proto level. Nanohives: 6-7 deployed - ditto but for Caldari logistics. Remote Explosives: None - limited by bandwidth. Proximity Explosives: None - limited by bandwidth.
4: I propose removing the bandwidth tiers and giving these bandwidth limits:
Logistics: 24 Assault, Commando, Scout: 6(because the selfish among us only need 1 active equipment) Sentinal: 3(so they don't feel left out)
5: I suggest lowering proximity mine bandwidth cost to 1
Here are a few examples:
Example 1: I drop 6 uplinks in a logistics suit, then need to swap to AV for a second and take out my Minmatar Commando at a supply depot. The uplinks would become inactive except the last one I dropped. I drop a nanohive causing the last uplink to deactivate, finish with my AV suit and swap back to my logi fit. The uplinks I previously dropped except the first one I dropped would all become active again.
Example 2: I drop 6 uplinks in a logistics suit but this time I die. I decide to respawn as a scout with REs. All but that last deployed uplink become inactive. I hack a point and place my RE on the panel and the last uplink deactivates(due to bandwidth restraints). Some silly person doesn't check the panel before counter hacking and I get a free kill. The latest uplink reactivates(the first five are still inactive).
Example 3: I drop 6 uplinks, swap to scout with links and all but the last deactivate. I drop another uplink and the previous uplink deactivates, the new one activates, but the first uplink that I dropped self destructs keeping the hard cap at 6. If the new uplink becomes depleted(or destroyed) the next newest uplink activates(and so on while I'm in a lower bandwidth suit).
Example 4: I spawn as a scout with 2 sets of remote explosives to go tank hunting. I find an inattentive tank and place all of the REs on it's weak point. Only the last RE is still active. I detonate and the tank is destroyed due to the damage the other REs being detonated by the active RE(while the other REs aren't being actively detonated by me they are still armed and are activated by the damage caused by the one I detonated).
Example 5: Again I spawn as a scout with remote explosives but have a different idea in mind. I place REs on 3 objective panels(A, then B, then C). B is being hacked by the enemy and I detonate the active RE(on point C) and get nothing, the RE on point B begins it's activation countdown. B is successfully hacked before the remote on B is active. I detonate anyway but get nothing. The remote on A now becomes active. |
Juno Tristan
Obscure Reference
171
|
Posted - 2014.11.19 06:13:00 -
[204] - Quote
Doshneil Antaro wrote:RedPencil wrote:RE and Prox BW are too high.
- Low down the RE BW to 2 - Low down Prox BW to 1
I agree with proxis to 1, but reducing REs is a bad idea. The point to BW is to reduce equipment spam and RE's is a persistent isue vs infantry players and is part of the spam issue. I still say (like I have since REs were introduced ) that the RE and proxy damage profiles need to be flipped. Proxis are anti-vehicle so need to hit harder than the triggered counter parts that target infantry more often than not.
But the RE frisbee technique is throw then detonate, rinse and repeat. BW wouldn't affect it
Whereas it would mean it'd be very difficult to take on tanks (which is fun) |
Tesfa Alem
Death by Disassociation
410
|
Posted - 2014.11.19 06:30:00 -
[205] - Quote
Cross Atu wrote: 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?
Because i usually am the Logi. If i'm not flying, i'm droping links, resuplying ammo, and providing reps and scans. Each time I die I redploy in the suit that will give the biggest advantage for what the team needs now.
And i do mean die, because switching out at supply depots kills the bonus for my cal and amarr suits.
I'm no talking about just perma running heavy after droping a few links, its choosing the right suit for the right situation. Typical example of a match when i'm ground pounding:
Do we need links? Amarr logi: At the start to push the point and keep the best uplink spawn timers up as long as i can. Usually have to revert back to this as the match goes on and uplinks invariably gets popped.
If there my uplinks are still up and close to the point but its covered in red Heavy
Do we have a lot of heavies at the point? Does my squad need reps? (as any logi knows the answer is invariably yes) Winmatar logi
Do we need to hit the CRU or flank? Winmatar or gallente assault, winmatar or gallente scout
Does my squad need ammo? Cal logi
Do we need scans? Gal logi, or gal scout with range amps and dampeners
Need to fight a vehicle on the ground? Cal heavy forge, but most likely winmatar commando with swarms
Area denial? Winmando with an Mass driver, Amarr assault lazoor, or cal assault rail rifle
To some it seems extreme, but I'm not exaggerating, I'll link up a vid of my fittings screen/sp tree later. At each point in the match i need a well placed uplink, and i don't have to sacrifice the entire teams tactical advantages i paid for with my own isk and sp investment to play the game as freely as I want.
On certain points Cross i do agre with you. Yes there is a need to cut back on spam and run "logis." I don't like that anymore than, well, anyone. However I can't get around the idea of restricting myself to one suit.
I've given it some thought, and along with some feedback i've seen here about REs. there are a some positives. No more jihad jeeps (this is a godsend), no more rooftop forge camping, and yes i admit spam will be cut down drastically.
The change is already coming, and if theres anything i've learned as a Pilot, is that if an idea is dropped in a feedback nothing short of a full blown riot (and for Pilots even in case of one) will prevent the changes from being made.
The Amarr and caldari bonus will need a complete rework, not connected to either bandwidth or deploying equippment Forget the hives and links, if i'm going to carry both on one sut so i don't pop everything i drop, i wont have any need for a suit that specializes in either. Just a proto win logi so i can keep my reps, needle, and deploy links and hives with out the nano hives or uplinks cancelling each other out.
Redline for Thee, but no Redline for Me.
|
Victor Moody Stahl
Amarr Templars Amarr Empire
128
|
Posted - 2014.11.19 06:35:00 -
[206] - Quote
Samki Licui wrote:CCP Rattati wrote:Every dropsuit has a built-in Equipment Controller, which has a certain Bandwidth Capacity (in MHz). Shouldn't units of bandwidth capacity be in bits per second (Kbps, Mbps, Gbps, etc) instead of cycles per second? My first thought when I see "MHz" is to think "which frequency" or "which channel", instead of "amount of data transfer capacity".
As someone who is currently pursuing an IT networking certification, I can confidently say that bandwidth is in fact expressed on multiples of Hz, rather than bits.
From a technical perspective, bandwidth refers to the width of the channel that is used for data transmission; it's also used to refer to the frequency used by wireless transmission technologies.
Bitrates are used to express throughput, which is the appropriate term for data transfer rates. Actual "capacity" isn't actually relevant for networking technologies- any limitation on total download/upload is purely a case of economics.
SponkSponkSponk wrote:Bandwidth in Eve is measured in Mbit/sec (an encrypted control channel between the ship and each drone)
I believe that this is correct as to the intended representation that EVE is using. However, from a purely technical standpoint, it's incorrect, as I outlined above.
Buff Logis | Nerf Scouts
|
Ghural
WarRavens Capital Punishment.
332
|
Posted - 2014.11.19 06:38:00 -
[207] - Quote
I don't know if if's already been suggested. But it would be useful to have some sort of visual feedback for how much bandwidth is in use, and when your equipment has been destroyed. |
Nothing Certain
Bioshock Rejects
1296
|
Posted - 2014.11.19 07:01:00 -
[208] - 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.
This is what this change is designed to prevent.
Because, that's why.
|
Imp Smash
Molon Labe. General Tso's Alliance
404
|
Posted - 2014.11.19 07:16:00 -
[209] - Quote
I like the idea a lot -- just lookin at the numbers:
Say you have a BW of 32 (for some Pro logis).
That means about 8 pieces of equipment (extremely simplified). Is that what ya'll envision in terms of quantity? Seems just a tad high to me -- but I'm not a logi so I really don't know. |
RedPencil
Abandoned Privilege Top Men.
128
|
Posted - 2014.11.19 08:34:00 -
[210] - Quote
Doshneil Antaro wrote:RedPencil wrote:RE and Prox BW are too high.
- Low down the RE BW to 2 - Low down Prox BW to 1
I agree with proxis to 1, but reducing REs is a bad idea. The point to BW is to reduce equipment spam and RE's is a persistent isue vs infantry players and is part of the spam issue. I still say (like I have since REs were introduced ) that the RE and proxy damage profiles need to be flipped. Proxis are anti-vehicle so need to hit harder than the triggered counter parts that target infantry more often than not.
Like Juno Tristan said " RE frisbee technique is throw then detonate, rinse and repeat. ", also the current RE already need 4 second to detonate, so I don't think RE spam is a big issue.
But the 4bw for each RE will limit the AV potential, and forget about jihad. Even with 2bw, no one has enough bw to stack 7 RE except logi.
Beware Paper cut M[;..;]M
|
|
|
|
|
Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 :: one page |
First page | Previous page | Next page | Last page |