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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1812
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Posted - 2015.01.21 11:31:00 -
[1] - Quote
Medium logistics suits would be removed for the time being.
There would be a heavy and light class logi.
Racial bonuses are still be applied to both suits as they are now.
Current equipment would have 1 extremely buffed version and one extrememely nerfed version. The "heavy class equipment" would have pg and cpu requirements making it impossible to fit on any suit with any other modules. The light version would be easily fit on any other suit while usually allowing for a full proto fit afterwards but this equipment would be of very very little use.
Ex.
Large uplinks would have a faster spawn time but less spawns. Small uplinks have a slower spawn time but can spawn more people. Large repair tool has a longer range and higher repair rate. Small repair tool has a very short range and small repair rate.
The Suits:
Quote:Heavy Logi:
- down right SLOW some where around 20% less speed on each race than their current sentinels but more jump height.
- eHP roughly equal to current commandos
- self repair rate 10 - 15% higher than that races current sentinel.
- little to no passive scanning ability outside of 5m depending on the race.
- 1 light weapon slot.
- equipment slots 2 at basic 4 at advanced and 6 at proto. pg / cpu prevents 6 heavy grade pieces of equipment from being fitted.
- high and low slot layouts 0 high or low at basic 1/2 at adv (2 being the racial preferred side) and 2/2 at proto
- role bonus reducing heavy grade equipment pg/cpu by something like 80 to 90% based on where that equipments numbers land.
- role bonus gives a small resistance boost to ALL damage types on the race preferred defense per level
- death results in all equipment being destroyed.
Quote:Light Logi:
- slightly slower than a scout and about 20% reduced eHP
- self repair rate 10 - 15% higher than that races current scout
- eWar abilities roughly 50% of current races scout
- single sidearm slot
- slot layouts 0 high or low at basic 1/2 at adv (2 being the racial preferred side) and 2/2 at proto
- 2 equipment at basic 3 at advanced 4 at proto
- very low pg and cpu. at proto can only fit proto modules if some equipment slots are unused.
- bandwidth levels equal to current medium logi
As far as design goes the current logis could be easily redesigned to fit the look of the light logi while the current color scheme could be applied to each races commando with some small differences applied to really make it stand out.
When it comes to skills both light and heavy equipment should work off of the current system while the suits would obviously need their versions added to the respective trees. Unfortunately this would call for a respec in at least medium dropsuit skills which depending on technical abilities may call for a full dropsuit operation reset.
These suits have the ability to be balanced much easier as there is nothing about them that really allows them to cross over into other roles. They only have basic abilities to defend them self meaning they really need to be with team mates at most times. There also becomes a large diversity in the style of logistics. Squads would have the support of heavy logis while solo logis would still be able to move about giving support to team mates in need. Setting logis into their role and separating them from all current suits is exactly what we need in my opinion. |
Kuruld Sengar
Y.A.M.A.H
170
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Posted - 2015.01.21 13:47:00 -
[2] - Quote
The current system works fine. |
Jack McReady
DUST University Ivy League
1864
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Posted - 2015.01.21 13:57:00 -
[3] - Quote
if anything CCP should have gone the tiercide route, fixes so many problems current system has without introducing new ones (except for the effort of change obviously)
if you use your imagination then you can easily make up some beginner friendly, yet still profound and multi-variant progression, e.g.: light basic frame => scout & "ranger" medium basic frame => assault & commando heavy basic frame => sentinel & logi
basic frames would be jack of all trades frames with a generic bonus. the other frames would be specialized frames with a specific bonus. I added the "ranger" suit to fill the gap, a light suit geared towards equipment use maybe, whatever fits to make the game more interesting.
-no more mlt/std/adv/proto suits -equipment has still mlt/std/adv/proto, to unlock better stuff and have enough fitting room you obviously need to invest SP -no more dead skills that just unlock other stuff (like basic frames to lvl 3) -lesser gap between new and old players.
Kuruld Sengar wrote:The current system works fine. in your little fantasy world it maybe does.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1812
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Posted - 2015.01.21 15:09:00 -
[4] - Quote
Kuruld Sengar wrote:The current system works fine.
lol |
Gyn Wallace
OSG Planetary Operations Covert Intervention
198
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Posted - 2015.01.21 15:26:00 -
[5] - Quote
deezy dabest wrote:Medium logistics suits would be removed for the time being.
There would be a heavy and light class logi. So instead of a slower, lower ehp than assault class, you'd have logis running a slower, less ehp versions of scouts or commandos?
No thanks. Logis need a buff, not a nerf masked by a major change from being nerfed assaults to being nerfed scouts and commandos.
The Dust/Eve Isk Exchange Thread
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1813
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Posted - 2015.01.21 15:51:00 -
[6] - Quote
Gyn Wallace wrote:deezy dabest wrote:Medium logistics suits would be removed for the time being.
There would be a heavy and light class logi. So instead of a slower, lower ehp than assault class, you'd have logis running a slower, less ehp versions of scouts or commandos? No thanks. Logis need a buff, not a nerf masked by a major change from being nerfed assaults to being nerfed scouts and commandos.
Calling them nerfed this or buffed that is the reason they are in the state they are in.
Building them in different sizes where they have been created to be specifically a defensive logi supporting a squad or a fast logi just keeping the team alive makes them better at their role than they ever have been or ever will be as a one size fits all suit that is just made to not outshine the assault and hope it can still do its job.
Basically the state of logis as it stands is absolutely terrible and minor tweaks or a slight change with only not making it an assault in mind will never change this.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1813
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Posted - 2015.01.21 15:53:00 -
[7] - Quote
Oh and had you bothered reading the full thing you would have seen that the heavy logi ends up with a far higher ehp after damage resists are applied from your skills. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4452
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Posted - 2015.01.21 16:24:00 -
[8] - Quote
I don't see how this is a better fix than just buffing the current logistics.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1813
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Posted - 2015.01.21 17:04:00 -
[9] - Quote
Pokey Dravon wrote:I don't see how this is a better fix than just buffing the current logistics.
Because then we are right back at slayer logis and everyone saying to nerf them. It is an unfortunate cycle that we have gone through many times.
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Breakin Stuff
Internal Error. Negative-Feedback
6644
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Posted - 2015.01.21 17:57:00 -
[10] - Quote
deezy dabest wrote:Pokey Dravon wrote:I don't see how this is a better fix than just buffing the current logistics. Because then we are right back at slayer logis and everyone saying to nerf them. It is an unfortunate cycle that we have gone through many times. Do you even understand what caused the slayer logi to begin with?
Statements like this scream "clueless paranoia" to me.
Slayer logi is the ultimate conspiracy buzzword on these forums.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1813
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Posted - 2015.01.21 18:31:00 -
[11] - Quote
Breakin Stuff wrote:deezy dabest wrote:Pokey Dravon wrote:I don't see how this is a better fix than just buffing the current logistics. Because then we are right back at slayer logis and everyone saying to nerf them. It is an unfortunate cycle that we have gone through many times. Do you even understand what caused the slayer logi to begin with? Statements like this scream "clueless paranoia" to me. Slayer logi is the ultimate conspiracy buzzword on these forums.
If I am so clueless and paranoid then feel free to enlighten us all as to what caused slayer logis.
Throwing out a question with zero explanation followed by an insult and then backing that up by calling what is truely a potential problem a "conspiracy buzzword" really makes you look bright.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4472
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Posted - 2015.01.22 02:44:00 -
[12] - Quote
The biggest problem with the Slayer Logi was the fact that they got extremely powerful defensive bonuses, particularly the Caldari Logistics with 5 high slots and a +25% Bonus to Shield Extenders, so you would have a Cal Logi with 5 shield extenders, 72.6 HP each for a total of 454 bonus shield HP. Additionally at the time Logistics had extremely high resources to compensate for the addition resource cost of equipment. This allowed a Logistics to not equip equipment and instead double stack even more defenses on top of its normal tanking type, leading to Logistics that had defenses rivaling that of some Heavies.
The primary change that was intended to rectify this was an overall decrease in the resources of the logistics but instead added a fitting cost reduction to Equipment. This meant that even if the Logistics didn't fit equipment, its overall resources were not that fantastic, but because of the fitting reduction, their effective fitting was much higher, but only if they used it for equipment.
This meant that even if they don't fit equipment, there is no way the Logistics can surpass the Assault and become "The Slayer Logi" that so many people fear. I personally feel that the effect of the fitting reduction did not go far enough, and that the raw fitting of the Logistics should still remain low but with a larger fitting reduction, further boosting the effect that their effective fitting is high, but only while using equipment.
Nevertheless, the Logistics post-Slayer Logi scare took an extreme beating (as did the Assault). The Assault however, as you know, was recently buffed and is far more viable, but the Logistics was left behind. A general increase in the base stats as well as matching the Slot Layout of the Logistics to its Assault counterpart would do wonders in making the Logistics more viable. However it is important to note that much of the effective fitting capability is tied to the Fitting Reduction for Equipment. This means that even if the Logistics has base stats more similar to the Assault, not fitting equipment will gain it little additional benefit. This ultimately prevent the 'Slayer Logi' everyone loves to fear but never truly understood.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1813
|
Posted - 2015.01.22 04:04:00 -
[13] - Quote
Pokey Dravon wrote:The biggest problem with the Slayer Logi was the fact that they got extremely powerful defensive bonuses, particularly the Caldari Logistics with 5 high slots and a +25% Bonus to Shield Extenders, so you would have a Cal Logi with 5 shield extenders, 91 HP each for a total of 454 bonus shield HP. Additionally at the time Logistics had extremely high resources to compensate for the addition resource cost of equipment. This allowed a Logistics to not equip equipment and instead double stack even more defenses on top of its normal tanking type, leading to Logistics that had defenses rivaling that of some Heavies.
The primary change that was intended to rectify this was an overall decrease in the resources of the logistics but instead added a fitting cost reduction to Equipment. This meant that even if the Logistics didn't fit equipment, its overall resources were not that fantastic, but because of the fitting reduction, their effective fitting was much higher, but only if they used it for equipment.
This meant that even if they don't fit equipment, there is no way the Logistics can surpass the Assault and become "The Slayer Logi" that so many people fear. I personally feel that the effect of the fitting reduction did not go far enough, and that the raw fitting of the Logistics should still remain low but with a larger fitting reduction, further boosting the effect that their effective fitting is high, but only while using equipment.
Nevertheless, the Logistics post-Slayer Logi scare took an extreme beating (as did the Assault). The Assault however, as you know, was recently buffed and is far more viable, but the Logistics was left behind. A general increase in the base stats as well as matching the Slot Layout of the Logistics to its Assault counterpart would do wonders in making the Logistics more viable. However it is important to note that much of the effective fitting capability is tied to the Fitting Reduction for Equipment. This means that even if the Logistics has base stats more similar to the Assault, not fitting equipment will gain it little additional benefit. This ultimately prevent the 'Slayer Logi' everyone loves to fear but never truly understood.
Agreed this was this issues but with kin cats and everything how they are I feel like the same issue is going to arise only with a similar problem like we had with tanked scouts. Speed tanking with the pg/cpu that logis need has potential to be a real problem.
I will admit that I may have gone to that argument out of habit without realizing it.
This idea was born more out of the fact that I feel like the logi role is a bit bland with bandwidth in place. Attempting to make a fighting suit so that you can keep all of your equipment out turns very repetitive very fast. This comes from the fact that there is really only so many ways you can fit the same type of suit. There is a great deal of options when it comes to slaying but only a few when it comes to logistics.
The added tactics that could come from these new suits really sound fun to me and I think if people sat aside preconceptions from the current system they would feel the same.
o7
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4481
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Posted - 2015.01.22 06:42:00 -
[14] - Quote
I think its fine if you want to introduce addition variants, but lets fix our existing content first before we start adding variants of it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
1027
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Posted - 2015.02.09 04:59:00 -
[15] - Quote
I think fixing the current logistics by having two types within the medium frames would be something to do first: Trello card to vote on and forum thread. Type I - No sidearm, 4 equipment slots at proto, the same number of high & low slots as assaults Type II - Sidearm at the cost of 1 module slot.
In Hotfix Charlie, the Standardized Slot Matrix was created for the sole purpose of having a standardized slot progression and was applied to all dropsuits except for the Logistics.
The reason why this is needed is fix glaring problems including:
- Amarr Logi having a Minmatar slot layout at STD & ADV
- Gallente Logi having a total of 2 high/low slots when the gal assault has 4
- Cal logi total progression being 7->9->14 instead of 9->11->14
- Amarr Logi sacrificing twice for it's sidearm
Here's an overview of what it would look like: Type I:PRO/ADV/STD High and Low:8/6/4 Equipment4/3/3 Sidearm0/0/0 Grenade1/1/1 Light1/1/1 Total14/11/9
Type II:PRO/ADV/STD High and Low7/5/3 Equipment4/3/3 Sidearm1/1/1 Grenade1/1/1 Light1/1/1 Total14/11/9
Suits, Tanks, a mode
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Skullmiser Vulcansu
302
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Posted - 2015.02.12 15:42:00 -
[16] - Quote
I saw this again on the Trello board. I just wanted to say that I really hate this idea, and think that it's counter-productive. I can already build logistics suits to be fast or tanky depending on the need.
I don't think that there is any danger of people preferring logistics suits for combat. Assaults have fitting reductions for weapons, and greater stats.
The-Errorist wrote: Type I - No sidearm, 4 equipment slots at proto, the same number of high & low slots as assaults Type II - Sidearm at the cost of 1 module slot.
Why does it sacrifice a module slot instead of an equipment slot? Why do they need to be less survivable?
If this game was fun, I wouldn't be playing it.
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raven glow
Company of Marcher Lords Amarr Empire
2
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Posted - 2015.02.12 18:47:00 -
[17] - Quote
i think logis need a passive rep boost. they where the first suits to have native rep, but now its too low. maybe increase rep by 2 for each suit?
HA YES JUST YES
me and you, hint hint :D
CLICK ME
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17131
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Posted - 2015.02.12 19:05:00 -
[18] - Quote
Pokey Dravon wrote:I don't see how this is a better fix than just buffing the current logistics.
Neither when you could simply run Kin Cats on an Ak.0 and have a "Light Logistics"
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Meee One
Amakakeru-Ryu-no-Hirameki
1499
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Posted - 2015.02.12 22:03:00 -
[19] - Quote
deezy dabest wrote:
The added tactics that could come from these new suits really sound fun to me and I think if people sat aside preconceptions from the current system they would feel the same.
o7
Meee One wrote:Then there's the players... They'll suggest radical nerfs and try to put a pretty ribbon on it using the words tactics,or 'skill'. When in all actuality they're bored with the way they play the game,but instead of changing themselves they'd rather change the game around them.
Full post right here .
So i can have the logistics that can't run away,or the logistics that dies in a single shot and is still slow?
As an actual logistics user those suits sound like trash,even more trash than current logistics suits.
Especially with 2/2 layout,someone sounds like a disgruntled assault.
For those reading this,these are what suggestions from nonlogistics users look like. They only add to the difficulty of doing an already hard job. Yes the type 1 and type 2 suggestion included,it's aimed at stripping the Amarr logistics of its sidearm specifically.
Inb4 logistics takes no skill.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Booby Tuesdays
Ahrendee Mercenaries
1332
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Posted - 2015.02.12 22:50:00 -
[20] - Quote
I was going to say, "Post this in Cross' awesome Logi thread" and provide the proper link. Then I read this thread and decided against it.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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tritan abbattere
DBAG CORE
56
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Posted - 2015.02.13 02:28:00 -
[21] - Quote
As a logi user I think this is a neat idea when reading it at first but the fact you want to take away the medium is not gonna work for me. If they where added alone side the current logi that would be cool. I could see that working out well for a fast assault team or a sentinel team to slowly push or defend. while the medium is the general rolled suit. I see the benefits of adding them as there more specialized but don't take the medium well balanced one away. only hurting the game if your taking stuff away from players. When they took away the Logi lav away because people where upset about road killing in it really made a lot of players upset. When really all they needed to do is lower the speed of it by say 10-20 percent to reduce the chance of road killing.
When you want something balanced instead of trying to remove something try to add counters or do a slight buff/nerf. never do drastic measures as they make the game one side all the time.
I am the all mighty Tritan. Fear me for I am a MassHole
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The-Errorist
1063
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Posted - 2015.02.22 03:16:00 -
[22] - Quote
Skullmiser Vulcansu wrote:I saw this again on the Trello board. I just wanted to say that I really hate this idea, and think that it's counter-productive. I can already build logistics suits to be fast or tanky depending on the need. I don't think that there is any danger of people preferring logistics suits for combat. Assaults have fitting reductions for weapons, and greater stats. The-Errorist wrote: Type I - No sidearm, 4 equipment slots at proto, the same number of high & low slots as assaults Type II - Sidearm at the cost of 1 module slot.
Why does it sacrifice a module slot instead of an equipment slot? Why do they need to be less survivable? Because the point of logis is to have equipment; if you get a sidearm, you shouldn't sacrifice an equipment, but a module slot so you wont be a slayer logi.
Suits, Tanks, a mode
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Soul Cairn
Fatal Absolution Negative-Feedback
54
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Posted - 2015.02.22 03:43:00 -
[23] - Quote
That heavy repair tool is so broken
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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LOOKMOM NOHANDS
Warpoint Sharx
23
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Posted - 2015.02.22 03:59:00 -
[24] - Quote
tritan abbattere wrote:As a logi user I think this is a neat idea when reading it at first but the fact you want to take away the medium is not gonna work for me. If they where added alone side the current logi that would be cool. I could see that working out well for a fast assault team or a sentinel team to slowly push or defend. while the medium is the general rolled suit. I see the benefits of adding them as there more specialized but don't take the medium well balanced one away. only hurting the game if your taking stuff away from players. When they took away the Logi lav away because people where upset about road killing in it really made a lot of players upset. When really all they needed to do is lower the speed of it by say 10-20 percent to reduce the chance of road killing.
When you want something balanced instead of trying to remove something try to add counters or do a slight buff/nerf. never do drastic measures as they make the game one side all the time.
It seems to me that leaving the medium suit would be fine. I like the idea a lot with or without the medium suit.
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