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Thread Statistics | Show CCP posts - 2 post(s) |
Cross Atu
OSG Planetary Operations Covert Intervention
4364
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Posted - 2015.04.19 16:59:00 -
[1] - Quote
Quote:Johns: Battlefield doctors decide who lives and dies. It's called 'triage'. Riddick: They kept calling it 'murder' when I did it.
From the early stages of this game back in closed beta I've been involved in support play. Support players have show up frequently in Feedback threads with many ideas and a will to discuss them. As CPM I've found that sometimes there are so many ideas it can be hard to keep a thread focused in the face of the broad nature of playing support.
In light of that trend of activity, and inspired both by our Scoutly counterparts and my prior experienced as a community rep prior to my arrival in Dust. I have decided to create this thread, the goal of which is to provide a gathering place of the broad and free form discussion and debate of topics related to support/logistics play and just to generally hang out and swap fits, stories and banter with other support players. If you know any one who's a support player at heart, whatever their corp, region, play time or experience please direct them here.
And remember, the outside world doesn't need to be reminded we use scalpels on them while they're sleeping
~Cross 'Proud member of the I repped you even for zero WP club'
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Cross Atu
OSG Planetary Operations Covert Intervention
4364
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Posted - 2015.04.19 17:01:00 -
[2] - Quote
By the way, visitors are welcome here. We'll even share the good nitrous with you, but if you troll too much we may just share a lot of the good nitrous with you
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Cross Atu
OSG Planetary Operations Covert Intervention
4371
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Posted - 2015.04.19 17:52:00 -
[3] - Quote
Zaria Min Deir wrote:But but but... the locker room is gross and stinks of sweat and... other things. I know
But good job we have the other things or I'd never get you in here at all
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Cross Atu
OSG Planetary Operations Covert Intervention
4371
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Posted - 2015.04.19 18:30:00 -
[4] - Quote
If any of you see a thread that should be stashed in the cabinet or put up on the marquee for the current build stage to be discussed please do link it here
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Cross Atu
OSG Planetary Operations Covert Intervention
4372
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Posted - 2015.04.19 18:42:00 -
[5] - Quote
Sned TheDead wrote:Am I correct in saying that this is a gathering place for logies, and if so : how do I join? Yes, you got it
Joining requires nothing more than participation (with a focus on a absence of trolling beyond good natured banter). Welcome to the Ward. Oh and don't worry, the quite guys next door are only sometimes creepy
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Cross Atu
OSG Planetary Operations Covert Intervention
4389
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Posted - 2015.04.20 01:56:00 -
[6] - Quote
Adipem Nothi wrote:One Eyed King wrote:Zaria Min Deir wrote:Also, I hear it from a good authority that gal logi scans are OP... I am going to lay off that one for being neighborly. Wouldn't want anyone getting stabbed on your first page in the neighborhood. Besides, its really those Anime peeps you have to worry about. Especially if you see them running around with tentacles. Now that we're onto Page 2 You can roll your eyes and stomp your feet all day, Doc, but I'm willing to bet those scans still get nerfed. Low-effort + high-reward never lasts. I am about to go on the pod cast (you know, the one that dust currently has ) but this is something to revisit. Because of all the many salient points the bastards of the shop have made over the (is it years now?) the idea that active scans are easy mode is likely the one I find least cogent.
/puts on math resistant suit in preparation
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Cross Atu
OSG Planetary Operations Covert Intervention
4399
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Posted - 2015.04.20 04:46:00 -
[7] - Quote
Zaria Min Deir wrote:One Eyed King wrote: Besides, its really those Anime peeps you have to worry about.
Especially if you see them running around with tentacles.
O.o Are you trying to give me nightmares? The things that cannot be unseen... *shudder* ...Did someone let Jenza in here with linking privileges?
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Cross Atu
OSG Planetary Operations Covert Intervention
4399
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Posted - 2015.04.20 04:47:00 -
[8] - Quote
True Adamance wrote:Pokey Dravon wrote:This is exactly the kind of thing we need to see more of. This is a prime example of the kinds of focus groups I talked about in my recent blog post on Biomassed.net Keep it up guys. I'm by no means a Logistics expert but I will certainty be lurking and posting from time to time. Get that good feedback going! Pokey you think it would be a good idea to start a tank based focus group........................... ............................ ............................ ............................ ............................ ............................ Yeah neither did I. Didn't he kind of already do that... and then catch fire... and then explode...
......or, you know, something?
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Cross Atu
OSG Planetary Operations Covert Intervention
4417
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Posted - 2015.04.20 15:28:00 -
[9] - Quote
noob cavman wrote:Pfft not enough blood on ceiling nor broken furniture. *swaggers back to the barbershop* Yes no blood here *looks a Ward motto* yep, none at all As to the furnishings, well, we know how to repair broken things... you may have heard?
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Cross Atu
OSG Planetary Operations Covert Intervention
4418
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Posted - 2015.04.20 16:00:00 -
[10] - Quote
*shhh* that's for downstairs, downstairs.
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Cross Atu
OSG Planetary Operations Covert Intervention
4440
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Posted - 2015.04.21 04:28:00 -
[11] - Quote
I-Shayz-I wrote:Crazy Cat Lady wrote:Any of you peeps know what CCP's position is on officer equipment?
I'm pretty sure Cross is in support of such a thing. Not sure if he has brought it up in a cpm discussion though. I am and have
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Cross Atu
OSG Planetary Operations Covert Intervention
4464
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Posted - 2015.04.23 04:36:00 -
[12] - Quote
I made a thing, someone told me it's called blogging... is it?
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Cross Atu
OSG Planetary Operations Covert Intervention
4468
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Posted - 2015.04.23 05:11:00 -
[13] - Quote
Adipem Nothi wrote:Luther Mandrix wrote:... sucks the energy out of enemy Uplinks/Nanohives
Why not use a piece of EQ to flip red gear to green? I still want to hack deployed gear.
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Cross Atu
OSG Planetary Operations Covert Intervention
4480
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Posted - 2015.04.23 14:52:00 -
[14] - Quote
IAmDuncanIdaho II wrote:Cross Atu wrote:I made a thing, someone told me it's called blogging... is it? [Suggestion] - Put blog posts under the blogs section (Note my careful eschewing of sarcasm in my response :-p ) It's good to be careful
Also, I wasn't sure if it was a blog or not, that's why I asked I just threw a lot of words at the approximate location of Biomassed and this is what came of it
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Cross Atu
OSG Planetary Operations Covert Intervention
4480
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Posted - 2015.04.23 14:54:00 -
[15] - Quote
Booby Tuesdays wrote:*kicks in the door* *walks solemnly towards the living room* *lays down rep tool and bloody kaalakiota injector* *sits down, sighs, and looks at all the Logis* 'Sup fellas. Do NOT take any contracts for Domination if you are solo. Truer words my brother, truer words *nods* Someone get this man a drink, and maybe some of the good nanites
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Cross Atu
OSG Planetary Operations Covert Intervention
4480
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Posted - 2015.04.23 14:58:00 -
[16] - Quote
Hawkings Greenback wrote:Cross Atu wrote:Adipem Nothi wrote:Luther Mandrix wrote:... sucks the energy out of enemy Uplinks/Nanohives
Why not use a piece of EQ to flip red gear to green? I still want to hack deployed gear. I like the idea of that, a lot. However an Interesting idea might be to add a peice of equipment ( yes yes, I know, development, time and small team ) that allows you to hack uplinks. It could make for a more interesting game. Teams having to gaurd link points and being more careful of position or deployment of links. Although it could just create more spam to cover for hacked links. Just random thoughts early morning. I've been interested by attaching the ability to hack to use of a codebreaker. Thus you cold require either a codebreaker of X meta level to hack gear of Y meta level. Or a X number of codebreakers to hack gear of Y meta level. In either case the baseline function of the codebreaker(s) remains.
Provides some slot competition, gives added incentive to run proto hives and links (harder to hack) etc. It creates interplay rather than a yes/no system, and this may be computer coding (yep even on a console it's still that ) we're talking about here but avoiding binary outcomes is still a good idea in my view.
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Cross Atu
OSG Planetary Operations Covert Intervention
4547
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Posted - 2015.04.25 17:25:00 -
[17] - Quote
I-Shayz-I wrote:MINA Longstrike wrote:Wanted to pop in here as I've finally gotten a proto logi on every one of my accounts (cal, amarr, min and gal). I had some pretty good matches earlier today with my callogi (running k17d/r nanos, r9 drop uplinks and wiyrkomi injectors), I've really been enjoying the equipment count increases (at least for advanced hives, hasn't hit proto ones yet) but I'm still verymuch left with the impression that the callogi is underpowered compared to a lot of the others. 10 million sp dedicated to the logistics master race! Open discussion what one change would increase the usefulness of the Callogi? I don't run it enough to say anything about it, but I'd like to see it get a 4th equipment, but you'd balance that by taking away the 4th low slot and increasing the fitting space on the suit Then of course we give the Amarr logi a 5th low, but let it keep the sidearm as its 4th "equipment" My reasoning behind a 4th equipment is that in order to be effective as a Callogi you want to run multiple hives...but 3 slots doesn't give you enough diversity. I see the Callogi as the "deployable" logi, where you run with two-three hives, an uplink, and maybe a needle or RE's. One change?
...I'm going to go for two.
1. Creation of a Shield Transporter 2. Addition of corresponding racial skill bonuses
That's kind of like one, no?
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Cross Atu
OSG Planetary Operations Covert Intervention
4564
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Posted - 2015.04.25 22:41:00 -
[18] - Quote
Adipem Nothi wrote:noob cavman wrote:Miles O'Rourke wrote:Any one got any fitting suggestions for a Gal Logi? Advanced and Proto if possible. 3 proto flux scanners equal perma scans thats for an easy money maker for the gal logi. Just be 100m away from the action and scan away! Here's mine: DS: Logi gk.0 HS: Cmp Precision (x3) LS: Cmp Ferro (x3), Cmp Reps (x2) PW: RS-90 Combat Rifle GR: Core Locus EQ: X-3 Hive, Creodron Flux Scanner (x3) Recently acquired. Have run variations of this loadout for 20-30 matches. Seems to be a beastly suit. Holds its own in combat extremely well considering the (arguably OP) EWAR it brings to the team. The biggest drawback is low average WP; you can keep scans up for nearly the entire match, but it doesn't pay very well, especially when compared to Logis of the repper variety. Which also usually don't pay enough to break even despite their high WP totals
Right now the Gal logi is like the Fac War of roles, yes you can run it, and run it well... but you'd better expect to run something else to pay for it
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Cross Atu
OSG Planetary Operations Covert Intervention
4564
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Posted - 2015.04.25 22:43:00 -
[19] - Quote
Kaze Eyrou wrote:Just popping in, as another Logi enthusiast to say "Hi".
Amarr Logistics 5 Caldari Logistics 5 Gallente Logistics 5 Minmatar Logistics 5
I will admit, I'm biased toward the Minmatar Logi and have been running it ever since Uprising 1.0. It's really hard not to be biased toward the Minmatar Logi honestly, but I'm working on that. Perhaps we'll have parity here soon (and since this question almost inevitably surfaces from someone , no that doesn't mean any form of nerf to the Min logi)
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Cross Atu
OSG Planetary Operations Covert Intervention
4567
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Posted - 2015.04.25 23:01:00 -
[20] - Quote
Spademan wrote:So I specced into the Callogi. How do I Slayerlogi with Tac Ar? Travel back in time
Spademan wrote: But in seriousness, tips on fitting it?
Elaborate a bit on your playstyle and intended role (clearly I'm assuming support but there are sub-facets so rather than assume what you want I figured I'd ask and then give my best response )
Even better if you can include your approximate squad composition (I know that can flux a ton, but even a general baseline of who you're going to be running close with would help advise possible build options).
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Cross Atu
OSG Planetary Operations Covert Intervention
4578
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Posted - 2015.04.26 02:43:00 -
[21] - Quote
Spademan wrote:Cross Atu wrote:Spademan wrote:So I specced into the Callogi. How do I Slayerlogi with Tac Ar? Travel back in time Spademan wrote: But in seriousness, tips on fitting it?
Elaborate a bit on your playstyle and intended role (clearly I'm assuming support but there are sub-facets so rather than assume what you want I figured I'd ask and then give my best response ) Even better if you can include your approximate squad composition (I know that can flux a ton, but even a general baseline of who you're going to be running close with would help advise possible build options). As far as Logi-ing goes, I haven't actually done it before. As a scout I typically carry hives or droplinks. I'm thinking a rail rifle for the long range support kind of shooty style. At any given moment in game, there's a 95% chance I'm not in a squad. I'm talking Logi who's supporting whatever blueberries he's put with. Based on the play you describe and the choice of the RR I've put together the following. The goal of this fit is mobility using the range of the RR and a solid shield regen profile as it's primary combat assets. It packs both hives and uplinks so you can deploy foothold points for blues. It also carries a needle for pick ups when they're requested (and because it's a light fittings cost). Lacking a sidearm I've opted for the assault RR rather than the standard to give a bit of added flex. Combat style should mirror a scout in engagement patters (though not ranges ), focus on supporting fire or getting the jump on isolated targets.
Fit
Highs Complex shield extender x 4 Complex shield recharger
Lows Complex shield regulator Complex KinKat Complex Cardiac Complex CPU
Weapons Ishukone assault rail rifle M8 packed locus grenade
Equipment Viziam Flux Drop Uplink K-2 Nanohive Nanite Injector
I think that should give you a solid start and you can tweak the load out as to better suit you as you get a feel for things.
Also, if you're not fully proto in any given thing just scale down as needed. The above fit assumes max skills so may not work right off the bat depending on your SP investments.
Hope that's useful to you
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Cross Atu
OSG Planetary Operations Covert Intervention
4582
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Posted - 2015.04.26 16:06:00 -
[22] - Quote
shaman oga wrote:Shield transporter is a taboo, considering how insane (it was balanced against OP AV of the time) spider tanking was, i don't agree with it. shaman using specific historical balance numbers to counter a macro level concept is bad pratice. By that same logic rep tools should have been removed way back in the day when the numbers attached to them were able to be used in a deeply exploitative fashion. Shield extenders could have been removed when they were made brokenly OP in combination with the CalLogi racial. The bad stat values on the TAR during it's OP stage could have been used to advocate for the removal of Tac Rifles en mass.
Anything can be broken with the wrong numbers, and while it does not inversely follow that anything can be balance within all games/contexts it does mean that stat profiles aren't a great place to look when considering the presence or lack of an asset at a conceptual level.
shaman oga wrote:I've never agreed with bonus on equipments, survavibility bonus were better, now that assault are in a good position, we should get the same slot progression and a new bonus set. Peace for am and cal logi, they should be normalized. I've always leaned more towards survivability bonuses as well, conceptually I like them and they fit the logi... but here's the rub, in Dust you live by either speed or brick tanking (a generalization to be sure, but one close enough to reality to hold some weight) so it's hard to find any valid eHP bonuses that don't break the balance curve. CalLogi racial was overpowered, AmLogi racial was underwhelming (and the Gal did it better even without the racial buff), etc. Then it draws us into the "must require full equipment slots" territory because unless the racial bonuses to eHP are notably less valuable in a fight than the racial bonuses to DPS on the assault what reason is there not to run logistics fits as assault fits? And even if we 'fittings lock' every equipment slot to be filled, or 'gold box' every slot so there's something in it, that doesn't stop a player from stacking 3-4 of whatever the lowest cost equipment mod is and moving on with their life.
Again I like the eHP bonuses on a conceptual level, but finding a way to make them workable in game without causing role bleed is a messy prospect. However if anyone has a proposal for that I'm all ears.
shaman oga wrote:It would be cool if with both lvl.5 of assault and logi you could unlock a combat logi, but that goes under the category of post level 5 content. The issue with running post level 5 content this way is that you start to create a meta of "get to the highest level and then run the 'everything fit'. Post level 5 is generally a deeper specialization, making sacrifices to become more effective in a smaller niche. If it's scaled the other way then we'd see current role proto suits start to become used like current frame suits, that is to say hardly ever. Best practice would be skill past them as quickly as possible and then use the suit that provides more general value.
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Cross Atu
OSG Planetary Operations Covert Intervention
4603
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Posted - 2015.04.28 03:10:00 -
[23] - Quote
Crazy Cat Lady wrote:[ Skin Modules]
Yellow is sooo last season.
Do we have word on the availability of skin modules for logis?
Skins will be applied via race+frame size. So assaults and logistics will share the same skins.
Availability of skin mods for logi will be "everything released for the medium frames of that race". (aka we should have quite a few and more to come)
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Cross Atu
OSG Planetary Operations Covert Intervention
4606
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Posted - 2015.04.28 04:50:00 -
[24] - Quote
*passes out opiates to all over zealous forum warriors* There now, settle down, it'll all be alright, one of our trained professionals will be with you shortly
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Cross Atu
OSG Planetary Operations Covert Intervention
4607
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Posted - 2015.04.28 14:20:00 -
[25] - Quote
MINA Longstrike wrote:Luther Mandrix wrote:I was excited about this thread to help logi's but after talking to CCP Rattiti on Biomassed podcast. I believe I am now wasting my time as New Equipment is way down on the list of what they can do.Good luck Cross with Triage Ward ,I had hopes for it. Just because we're not getting new equipment in the foreseeable future doesn't mean that the triage ward community is 'useless' or not worth the effort. Logi talks (and maybe some commando talks) should be coming up soon and experienced, well-reasoned, knowledgeable feedback is important. Yep, there's a lot to be done (and better done as a community) regardless of where adding new items to the game (equipment or otherwise) sits on the priority tree.
I want new gear in the game no question, but there's a lot to be said for polished balance, higher baseline performance (not just frames per second but also UI related issues) et al
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Cross Atu
OSG Planetary Operations Covert Intervention
4631
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Posted - 2015.04.29 03:39:00 -
[26] - Quote
One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
Correct, however the logi in the context is repping, reviving and resupplying his battle buddy and therefore is still getting payed for his actions. This becomes even more properly executed if/when scanners reward for team intel kills and shield rep tools are a thing.
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". No further reason for support logi (and I think AV as well) to be concerned about the earnings gap, since we have damage points for AV now (and in theory will be getting some mitigation to the fit costs for logi with the new rework, if my proposals are signed off on as part of the hotfix).
0.02 ISK
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
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Posted - 2015.04.29 23:21:00 -
[27] - Quote
One Eyed King wrote:Cross Atu wrote:One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". By rewarding just the winners however, what incentive does that give for people obviously on the losing end to continue making sacrifices and pulling out something other than BPOs and low level gear? I like the intentions of it, but I, for example, already use low level gear and BPOs. I think my highest meta of my suits is 27, with 20 to 24 being the bulk. And I pretty much break even in terms of ISK, despite not making signficant ISK sacrifices. This might give me incentive to switch to proto if my team is up by a wide enough margin, but the opposite will happen if I am on the other side. And my suits don't even cost as much as a Logi's, which I recognize is the biggest ISK investment aside from proto vehicles. I hope there is something I am missing, which often happens, and it all works out. I am just concerned the incentives are such that the sum of the behaviors it rewards are going to be more negative for game play as a whole.
Ah, you're commenting on the winner only aspect of it. Yeah that's an added thing that I wasn't really responding to honestly, I was just considering the effects of the mechanic when triggered compared to how things are now.
The potential snowball effect on people deciding to play the match through hard or not is another aspect and certainly worth considering.
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
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Posted - 2015.04.29 23:22:00 -
[28] - Quote
Luther Mandrix wrote:One Eyed King wrote:Cross Atu wrote:One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". By rewarding just the winners however, what incentive does that give for people obviously on the losing end to continue making sacrifices and pulling out something other than BPOs and low level gear? I like the intentions of it, but I, for example, already use low level gear and BPOs. I think my highest meta of my suits is 27, with 20 to 24 being the bulk. And I pretty much break even in terms of ISK, despite not making signficant ISK sacrifices. This might give me incentive to switch to proto if my team is up by a wide enough margin, but the opposite will happen if I am on the other side. And my suits don't even cost as much as a Logi's, which I recognize is the biggest ISK investment aside from proto vehicles. I hope there is something I am missing, which often happens, and it all works out. I am just concerned the incentives are such that the sum of the behaviors it rewards are going to be more negative for game play as a whole. I think you are on the mark with this one,When some afk guy on the winning side gets more everything than the guys fighting on the losing side something has to change besides giving the afk guy a minimal wp to make.
The changes in question wouldn't give an afk guy anything be he on the winning or losing side, they are % values of what he loses or kills so if he's afk they'd both be a % of 0.
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
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Posted - 2015.04.29 23:28:00 -
[29] - Quote
I'm doing a spot check/review.
Folks who have CalLogi proto fits please post your 1-3 tightest CPU fits. I need the whole fit used as well as the PG and CPU numbers (total and consumed). As well as the levels in relevant fittings skills (cpu, pg, logi, etc) for the fitted items.
Thanks o7
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.04.30 13:49:00 -
[30] - Quote
Luther Mandrix wrote: Question so a logi that loses suits but has no kills but Injects,Reps,Uplinks,hives what would he get with this system,So would he be treated as afk?Because the logi is not about his kills but his help getting kills for others.
"new payout possibilities of x% gear personally lost and y% gear personally destroyed"
So that system would pay for the WP earned as currently happens, plus x% of the value of gear you'd lost.
Now there is still the question of how the mechanic being applied only to the winning side effects things, but as to the mechanic itself it would be added earnings because there are two vectors, one of the kills you personally make (could be zero for a dedicated logi) and one for the losses you personally take (for those ISK heavy support fits this could be substantial).
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.04.30 13:55:00 -
[31] - Quote
MINA Longstrike wrote:Cross Atu wrote:I'm doing a spot check/review.
Folks who have CalLogi proto fits please post your 1-3 tightest CPU fits. I need the whole fit used as well as the PG and CPU numbers (total and consumed). As well as the levels in relevant fittings skills (cpu, pg, logi, etc) for the fitted items.
Thanks o7 Oh boy, I'll have to try and cook up more callogi fits then, because at the moment I only have one that I'd even consider viable.
I'll take more if you cook them up, but getting the one you have now rather than later would be valuable.
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.04.30 14:03:00 -
[32] - Quote
shaman oga wrote:X and Y are just a bonus, lots of WP would pay anyway. Btw, it's hard for a machine to tell if a player use slaying roles or support roles, if he's doing good or not. Both the team should have a bonus for X and Y, higher for winning team and lower for losing team.
Interesting notion, having both X and Y awarded regardless of the win but having the win define the magnitude of X and Y would at least mitigate the snowball effect. Also worth noting is that X and Y do not have to be the same raw % value so the losing side could get a bit of consideration with regards to the X% loss value that's being assessed for them.
Fake example numbers:
Winning team gets 30% gear losses & 30% kills added to their (already higher) payout. Losing team gets 25% gear losses % 20% kills added to their payout.
In this case the X% from personal losses is valuable to both the slayers and support roles because if you're behind in a battle you're generally more likely to lose the fits you deploy in (as I'm sure we've all seen). Even with the new system applied to both winners and losers of the battle it's not going to guarantee everyone is profitable, and it shouldn't or we lose the meaning of economic value, but what it would do is a slayer who's going 21/5 on the losing side is a lot more likely to break even or make a profit (fighting hard incentivized) and a support role who's doing a lot of work is also more likely to break even or at least come close with the combination of high WP earnings and X% personal losses refunded.
Both of those presume the player in question is actively fulfilling their role so afk type behavior (i.e. non-participation) wouldn't reap additional benefits.
Further thoughts?
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Cross Atu
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Posted - 2015.04.30 15:10:00 -
[33] - Quote
bogeyman m wrote:Cross Atu wrote:shaman oga wrote:X and Y are just a bonus, lots of WP would pay anyway. Btw, it's hard for a machine to tell if a player use slaying roles or support roles, if he's doing good or not. Both the team should have a bonus for X and Y, higher for winning team and lower for losing team. Interesting notion, having both X and Y awarded regardless of the win but having the win define the magnitude of X and Y would at least mitigate the snowball effect. Also worth noting is that X and Y do not have to be the same raw % value so the losing side could get a bit of consideration with regards to the X% loss value that's being assessed for them. Fake example numbers:Winning team gets 30% gear losses & 30% kills added to their (already higher) payout. Losing team gets 25% gear losses % 20% kills added to their payout.
In this case the X% from personal losses is valuable to both the slayers and support roles because if you're behind in a battle you're generally more likely to lose the fits you deploy in (as I'm sure we've all seen). Even with the new system applied to both winners and losers of the battle it's not going to guarantee everyone is profitable, and it shouldn't or we lose the meaning of economic value, but what it would do is a slayer who's going 21/5 on the losing side is a lot more likely to break even or make a profit (fighting hard incentivized) and a support role who's doing a lot of work is also more likely to break even or at least come close with the combination of high WP earnings and X% personal losses refunded. Both of those presume the player in question is actively fulfilling their role so afk type behavior (i.e. non-participation) wouldn't reap additional benefits. Further thoughts? We already have a system that rewards the match victors more than the losers (as it should be), so the personal loss and individual contributor bonuses should be the same for both sides - the incentive for individuals to make better efforts with better gear should be equal. (If required, weight the match rewards even more to the winning side.)
Not saying that I disagree per se, but will you walk that one through for me. The better step by step reasoning there is to present the better the case can be made. And if there are flaw with the stance more useful to figure them out and find ways to address them here than in the main thread IMO. If we can collectively put our heads together and come up with something a bit more polished for the other thread that seems more effective (besides if anyone really wants to see the rough back and forth it'll still be here to look at).
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Cross Atu
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Posted - 2015.05.06 16:30:00 -
[34] - Quote
Adipem Nothi wrote: On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
Yes I'd be interested in seeing a sheet on that. Honestly doing that has been on my 'to do' list for awhile now but there are only so many free hours
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Cross Atu
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Posted - 2015.05.07 21:39:00 -
[35] - Quote
With the recent unlocking of the APEX suits I'd love the Logi on staff here to start putting together fittings options for each of the racial APEX logi so that our new Bros can get the most utility out of them whether they've snagged them via LP or AUR these suits now have a great deal more utility for logi learning provided we can get some decent fits into the hands of those players who are looking.
~Cross
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Cross Atu
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Posted - 2015.05.12 14:26:00 -
[36] - Quote
Interested in thoughts on the following.
Price of the LP Skins (Input) As Logi we may gain the most from use of these skins since it hides us among our assault brethren making us hard to primary thus I'm wondering what everyone considers solid here (not ideal, because ideal would be "free to all logi" ).
Also this. How do these numbers match up with your own experiences and why do you think that might be?
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Cross Atu
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Posted - 2015.05.12 22:15:00 -
[37] - Quote
Zaria Min Deir wrote:Kaeru Nayiri wrote:Booby Tuesdays wrote:[...] The fact that my Minmatar Marine SKIN doesn't cover up my Republic Shaman bright gold in my merc quarters makes me sad. Reeally?? T_________T that's not cool :( This fills me with great sorrow, too :( Some of the skins are currently not displaying correctly outside of battle. This is a known bug and efforts to resolve it are underway.
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Cross Atu
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Posted - 2015.05.22 20:29:00 -
[38] - Quote
MINA Longstrike wrote:I just don't understand how you could even draw the conclusion that they're a piece of equipment to be passed around.
... ... ...
oh wait, this is not a discussion with either Jenza or a stereotypical group of otaku, never mind, carry on
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Cross Atu
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Posted - 2015.05.27 22:33:00 -
[39] - Quote
Quote harvested for further discussion. I would like the folks around the ward to take a look and give some impressions. o7
Our assault siblings do have a valid desire to make sure their role is retained, every role should maintain it's valid place As such the more we can do to help them find a space wherein their role shines without the continued need to try and keep logi survival low is to the mutual benefit of all medium frames.
Adipem Nothi wrote:Pokey Dravon wrote:So I guess for me I would say to all of the Assault players out there:
"Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" Assuming eHP / Speed is implemented as described, spitballing ...
Caveat: Idea #1 assumes that other units are threatening to encroach upon Assault slayer territory. This potentiality is arguably unlikely; Idea #1 is presented as a contingency.
Idea #1) Wire all Assaults with a higher sprint multiplier than other frames (credit to Ripley Riley). Thinking short bursts of speed for moving from cover-to-cover or getting to the frontlines faster. This should be a "special property" unique to Assault frames. Regular Sprint Multiplier (current ---> future)Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.4GA/CA Assault Base Speed: 5 m/s ----> 4.6 m/s MN Assault Base Speed: 5.3 m/s ---> 4.8 m/s AM Assault Base Speed: 4.8 m/s ---> 4.3 m/s GA/CA Assault Sprint Speed: 7.35 m/s ---> 6.76 m/s MN Assault Sprint Speed: 7.79 m/s ---> 7.06 m/s AM Assault Sprint Speed: 7.06 m/s ---> 6.43 m/s Special Sprint Multiplier (proposed)Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.5GA/CA Assault Base Speed: 4.6 m/s MN Assault Base Speed: 4.8 m/s AM Assault Base Speed: 4.3 m/s GA/CA Assault Sprint Speed: 7.25 m/s MN Assault Sprint Speed: 7.56 m/s AM Assault Sprint Speed: 6.77 m/s If my maths are correct, the MN Assault with this "special sprint multiplier" will sprint at a slightly lower speed (7.56 m/s) than the AM Scout and the future MN Logi (7.72 m/s). Kindly note that only sprint speeds are affected by this proposed "special multiplier" and that base movement speeds (and other speeds derived from base movement) remain exactly as Rattati has outlined on Page 1.
Idea #2) Improve Gal and Cal Assault bonuses: * Gal Assault: Replace bonus to dispersion with bonus to rate-of-fire * Cal Assault: Replace bonus to reload with bonus to kick while aiming-down-sights
Disclaimer: Part-Time Assault
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Cross Atu
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Posted - 2015.05.27 23:09:00 -
[40] - Quote
Also harvested for further consideration (ooo look, a link! )
Haerr wrote:CCP Rattati wrote:Dear players,
as part of a Logi and Commando review, and my own rational hatred of irrational things, we will be aligning speeds across the board in an imminent hotfix. Consider this initiative only a part of the changes.
I believe this will give Commandos and Logis a real buff, as they will be more mobile, even if stacking hitpoints, and will be a needed reduction in the Assault class overall, with the outliers of Minmatar Assault overwhelming moblity, and Amarr Assault hp stacked fits.
A picture says more than a thousand words, so please take a look. I am also constructing the brick version of this chart to see how that pans out. My assumption is that Commandos will need at least an extra slot to be able to tank comparably o other Roles. I made a thing to look at various dropsuit stats and compare them to each other and between races. Google docs LINKI think it is safe to say that part of the Minmatars overwhelming mobility comes from their far superior Stamina Regen. Speaking of which and about the Logis and Commandos, perhaps it is time to take a look at: Stamina Stamina Regen Shield Recharge Rate Shield Recharge Delay Shield Depleted Recharge Delay As well as the racial perks and sacrifices of various stats, what do you think?
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Cross Atu
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Posted - 2015.05.27 23:13:00 -
[41] - Quote
True Adamance wrote:Just for clarification I want Logi to gain their movement speed. However what I do not agree with is that it is necessary to have Asssaults take a hit to their mobility value or why Logistics actually require higher mobility values that the suits we are supposed to be supporting in order to do a pretty clear non-combat job.
The Assault role is all about rapidly attacking point in quick succession, this is why I find most people like the role in the first place, not this 'slaying' bullshit. Being a 'slayer' is determined by the player operating the suit, anyone CAN do it.
The key point to me is that the relationship between the two primary survival elements, speed and HP (not to be confused with eHP since speed actually contributes to that directly) is maintained properly. The various margins between those actual values can certainly be addressed more fully and I see no issue whatsoever with the medium frames having a fairly tight grouping when it comes to both base HP and base speed values if that is what the community and balance are best served by.
What I heartily oppose is keeping the same combined margin between the medium frames as that only serves to maintain the current imbalance.
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Cross Atu
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Posted - 2015.05.27 23:20:00 -
[42] - Quote
True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it. Listing movement as if it is only an aggressive trait or it is all forward movement is an oversight. Movement allows you to get to cover, to retreat, to reach a wounded comrade, to start that important counter hack a few moments sooner. Movement happens throughout a match and it is far from being purely an advancing action.
It is not a question of making assaults slower, it is a question of game wide making the relationship between raw HP and base speed a consistent thing. If the portion of the community that runs assaults as primary find it better to have both logi and assault sport identical speed and HP stats then that would suffice as well. I have a personal bias toward a bit more diversity than that, but the key isn't my preference, the key is properly maintaining the ratio.
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Cross Atu
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Posted - 2015.05.27 23:32:00 -
[43] - Quote
True Adamance wrote:Cross Atu wrote:True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it. Listing movement as if it is only an aggressive trait or it is all forward movement is an oversight. Movement allows you to get to cover, to retreat, to reach a wounded comrade, to start that important counter hack a few moments sooner. Movement happens throughout a match and it is far from being purely an advancing action. It is not a question of making assaults slower, it is a question of game wide making the relationship between raw HP and base speed a consistent thing. If the portion of the community that runs assaults as primary find it better to have both logi and assault sport identical speed and HP stats then that would suffice as well. I have a personal bias toward a bit more diversity than that, but the key isn't my preference, the key is properly maintaining the ratio. It's that curve I disagree with. Meaning the degree of the curve or that one is present at all?
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Cross Atu
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Posted - 2015.05.27 23:36:00 -
[44] - Quote
True Adamance wrote:Tesfa Alem wrote:True Adamance wrote: Amarr Logistics of course.
I have two fits which are roughly designed to achieve the same thing. Fortification.
One make use of the Six Kin Triage, the Viziam Drop Uplink, and the Wyrkomi Nanite Injector though my commonly used one forgoes the Rep tool for Wyrkomi Triage Hives. While they only have 427 armour they are fast, jump reasonably well, and remain combat effective being able to tear down enemy positions and quickly set up friendly ones.
Ahh, with the nanohive buff, thats not to bad at all. I'm too much of a logi hipster to fit it that way, I fgure I should keep each logi focused on it racial bonus. 2 uplinks reptool on the amarr, 2 scanners reptool on the gallente, two nanohives needle caldari, jack of all trades minmatar, since theres no need for two seperate reptools. With the upcoming tiercide, things will be very interesting for the logibros, my own caldari and amarr logis will be much more combat oriented. Gallente and Minmatar will pretty much be the same. Still confused why the Min Logi gets armour repair bonuses. No specific race makes armour repairers and traditionally Minmatar Logistics have typically repaired shields and not armour. Intuitively based on the racial profiles and the function of the equipment in question (as it pertains to Dust, not EVE per se) the racial bonuses are backwards.
Min should have links (they're highly mobile) Amarr rep tools (they're tanky and don't have native reps like the Gal) Cal scanners (they are long range hit and run, of course they'd thirst for up to the minute intel to compliment that) And Gal the hives (they're in your face scrappers who can make the most of stationary hives plus those rep hives suit them)
Never been quite sure why they were assigned they way they are.
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Cross Atu
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Posted - 2015.05.28 00:03:00 -
[45] - Quote
True Adamance wrote:Cross Atu wrote:True Adamance wrote:Tesfa Alem wrote:True Adamance wrote: Amarr Logistics of course.
I have two fits which are roughly designed to achieve the same thing. Fortification.
One make use of the Six Kin Triage, the Viziam Drop Uplink, and the Wyrkomi Nanite Injector though my commonly used one forgoes the Rep tool for Wyrkomi Triage Hives. While they only have 427 armour they are fast, jump reasonably well, and remain combat effective being able to tear down enemy positions and quickly set up friendly ones.
Ahh, with the nanohive buff, thats not to bad at all. I'm too much of a logi hipster to fit it that way, I fgure I should keep each logi focused on it racial bonus. 2 uplinks reptool on the amarr, 2 scanners reptool on the gallente, two nanohives needle caldari, jack of all trades minmatar, since theres no need for two seperate reptools. With the upcoming tiercide, things will be very interesting for the logibros, my own caldari and amarr logis will be much more combat oriented. Gallente and Minmatar will pretty much be the same. Still confused why the Min Logi gets armour repair bonuses. No specific race makes armour repairers and traditionally Minmatar Logistics have typically repaired shields and not armour. Intuitively based on the racial profiles and the function of the equipment in question (as it pertains to Dust, not EVE per se) the racial bonuses are backwards. Min should have links (they're highly mobile) Amarr rep tools (they're tanky and don't have native reps like the Gal) Cal scanners (they are long range hit and run, of course they'd thirst for up to the minute intel to compliment that) And Gal the hives (they're in your face scrappers who can make the most of stationary hives plus those rep hives suit them) Never been quite sure why they were assigned they way they are. I was always confused why each racial suit did not have a bonus to the primary tank type it was designed to repair. I mean I know its not EVE.... but so many things make sense there that don't here. Gal/Amarr = Armour Caldari/ Min = Shields [yes precedents exist with Minmatar Logi gaining bonuses to shields repairs] While having a secondary bonus Amarr = Links (Fortifier) Gallente = Scanners (Seeker) Caldari = Nanohives (Re-Supplier) Minmatar = Remote Explosives and Proximity Mines (Demolitions Nut) Or rather than the first racial repair type as an official bonus a secondary statistic/modifier unique to the suit.
Indeed, that is actually very similar to one of my earliest proposals for a logistics skill rework. I still hope to get some form of shield transporter into Dust in the future as it would be a great way to highlight diversity while still allowing a primary focus on repairs that doesn't pigeon hole the player into a single support action.
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Cross Atu
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Posted - 2015.05.28 22:20:00 -
[46] - Quote
I-Shayz-I wrote:Something that I just remembered Logistics still get a 25% fitting reduction to cloaks
Opinions on this? I personally like the option to run a cloak on a logi in order to run away by sacrificing your tank and equipment tier.
But I remember something about it supposed to be fixed and it never was I think it's "not intended" and I wouldn't fight against it's removal but aside from having reminded CCP that it is a thing which exists I haven't feel much need to act on it one way or another, I mean I don't even run a cloak on my scout fits
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Cross Atu
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Posted - 2015.05.29 20:29:00 -
[47] - Quote
Cross Atu wrote:Luk Manag wrote:Songs of Seraphim wrote:Luk Manag wrote:Well, Rattati was looking for a way to discourage Light Rifles. If you gimp the range on the rifiles, you would see a lot more support weapons. Still not the way to go... I still firmly believe that Logistics should have higher regen with the HP values they currently have. I agree about the defensive power. I just think they need an offensive tradeoff. The current Assault bonuses are passable, but the new logi slots + speed are looking pretty exciting. I could carry REs AND Nanohives...for more REs lol. New Nanohive mechanic, hive will no longer resupply their owner. Totally spitballing here, actually let's not drag the thread off topic, anyone who's interested in responding to this idea please redirect to the ward.
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Cross Atu
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Posted - 2015.05.30 02:02:00 -
[48] - Quote
Booby Tuesdays wrote:Cross Atu wrote:Totally spitballing here, actually let's not drag the thread off topic, anyone who's interested in responding to this idea please redirect to the ward. This would be the absolute worst thing ever for a MD Logi. Please no. The more elegant solution is to have remotes replenished from supply depots only, since they're friggin equipment...
It isn't something contemplated in light of the RE or any other equipment it is in response to the many many cries that the logi frame if allowed to be remotely survivable will become too combat viable and thus "the new assault" with one of the frequent reasons cited being that they can carry and use their own hives.
In essence it would require that any and all mercs who wish to resupply have support from their squad to do it.
Now none of this is to say it wouldn't be a constraint or a hardship in some cases or that those cases should not be discussed (as you have rightly done above) it is simply to frame the idea in its proper context as an alteration to how REs replenish would not address the motive for the idea one way or the other. If we were to only alter how one item type resupplies to accomplish a goal similar to the intent of the original idea it would be LW Rifles that would only be able to resupply from depots not REs (but that's not something I wanted to suggest).
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Cross Atu
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Posted - 2015.05.30 02:11:00 -
[49] - Quote
Side note, everyone who has/intends to have the suit make sure to vote in the poll about Amarr logi slot iteration http://strawpoll.me/4482668/r
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Cross Atu
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Posted - 2015.05.30 03:12:00 -
[50] - Quote
Adipem Nothi wrote:Booby Tuesdays wrote: Butt hurt TryHards want the Logi nerfed after it finally receives the buffs we've been fighting for, for over a year. Got it.
Scouts waited a year for 1.8. We absolutely needed to be nerfed afterwards. With all due respect, I'd be thinking about contingencies if I were in your shoes. Just in case :-) @ Cross On the topic of contingencies ... if GalLogi usage were to go up, GalScout usage would follow. The uparmored "Assault Lite" which would follow wouldn't be as potent as in the past, but it could still potentially pose utilization and efficiency problems. In the unlikely event that this happens, I'd recommend we respond immediately by increasing mobility penalties on plates (ferro included) when equipped by Scouts. Indeed, honestly moments like this (when combined with all the feedback in the Speed/eHP thread... yes I've read every post in there... ) makes me think perhaps CCP should just normalize strafe speed across the boards (or something closer to it) and pull it back to nearer the ~60% levels of prior builds.
If it is indeed the "wiggle dance" that is so combat potent that it can define what is the best slayer suit (as is being suggested by various players on the forums and off), and it is also widely acknowledged that it is a form of breaking the in game hit detection, then isn't it time to take that tool off the table for everyone?
But saying that, even here, seems like it's just lighting a fuse and waiting to be flamed
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Cross Atu
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Posted - 2015.05.30 03:22:00 -
[51] - Quote
Adipem Nothi wrote:mollerz wrote:Adipem Nothi wrote: We absolutely needed to be nerfed afterwards. debatable. Debatable? Don't think so! Usage Rates were through the roof. Kill / Spawn efficiency was disproportionately high. Seemed like every ham-fisted "slayer" in the game was running around in an uparmored Scout suit. See "wiggle dance" above
*injects himself with the good nanites to chill after a the day of foruming*
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Cross Atu
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Posted - 2015.05.31 04:28:00 -
[52] - Quote
RedBleach LeSanglant wrote:can't seem to vote... just see results... I'm am sad Did I break the link somehow >.<
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Cross Atu
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Posted - 2015.05.31 15:47:00 -
[53] - Quote
I-Shayz-I wrote:Cross Atu wrote:RedBleach LeSanglant wrote:can't seem to vote... just see results... I'm am sad Did I break the link somehow >.< remove the "/r" at the end http://strawpoll.me/4482668
^Working now?
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Cross Atu
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Posted - 2015.06.07 19:56:00 -
[54] - Quote
Adipem Nothi wrote: @ Cross On the topic of contingencies ... if GalLogi usage were to go up, GalScout usage would follow. The uparmored "Assault Lite" which would follow wouldn't be as potent as in the past, but it could still potentially pose utilization and efficiency problems. In the unlikely event that this happens, I'd recommend we respond immediately by increasing mobility penalties on plates (ferro included) when equipped by Scouts. GalLogi scans are still overpowered, IMO, but they'll help to deter Assault Lite from stacking straight plates on Scouts . If active scanner nerfs are in the cards, it may be a good idea to hold off on them until after dust settles from speed/hp. My two cents. o7
Well, in part we should see an increase in the use of frames across the logistics line, their flagging is an aspect of the need for a buff. However if one race shows more of an uptick than others that's something to keep an eye on no question. Further hedging things to make sure that "naked" logi (those who run without equipment) aren't a thing is important (there are various methods on the table for this none firmly decided).
I'd also very heavily advocate that no nerfs be handed out to scouts or logistics - even if we see a disproportionate uptick in use - until after the assault is properly polished. We don't want to nerf two roles to be in line with the balance of a role that will still need buffs regardless that's just going to result in duplicating effort.
Regarding ferro specifically we could also go the route of increased CPU/PG costs, because their entire design intent is to be the plates that don't hamper movement. I'd like to keep that design vision intact but they would absolutely need looked into and the opportunity cost addressed if they're shown to be over performing.
I would still contest the notion that Active Scanner + Gal Logi is OP, because that to me is an oversimplification. There are certain fits which may very well provide too much tactical value but many of them do not provide a balanced risk vs reward potential even in the current state so classing them simply as over powered is inaccurate as far as I can tell. In either event they do need to be addressed on various fronts so that their utility is properly in line (if we have to nerf the active scanners themselves to bring Gal Logi + active scanner into a good place then so be it) and their earnings need to be correct (including team scans giving WPs).
But ultimately I think that regardless of other changes the first priority before any others needs to remain the polish to the assaults. I wouldn't want anything else touched until then so we're not duplicating effort over the long term. efficiency in use of Dev time is pretty key for the overall progress of the game.
0.02 ISK
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Cross Atu
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Posted - 2015.06.19 15:43:00 -
[55] - Quote
I wrote an article awhile back about the NDA, figured it was time to share it a little more widely. It's here for those interested.
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Cross Atu
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Posted - 2015.06.19 15:57:00 -
[56] - Quote
Mina Longstrike wrote:sir RAVEN WING wrote:-Begins using Callogi-
Any tips guys? (Assume I have all mod skills to 0, EQ to 3, and Weapons to 5) Get nanocircuitry to 5. and get the logi to at least level 3 (5 is better though as equipment eats up your limited fitting). ^Agreed.
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Cross Atu
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Posted - 2015.06.22 07:06:00 -
[57] - Quote
It's a heavy SP cost (relatively speaking) but I took mine all the way to 5, the extra slack it gives on CPU/PG is a real boon to the Cal.
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Cross Atu
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Posted - 2015.06.24 18:48:00 -
[58] - Quote
Very interested to see what everyone has to say about game play under the new changes. Let's get some impressions and discussions going in here
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.01 15:30:00 -
[59] - Quote
Adipem Nothi wrote:* Caveat: Layman
Ran Logi a 'bit earlier today. Gal w/ 2 KinCats + Ferros. The speed buff did not strike me as overly done. Agree, so far so good regarding the changes. [Note: my testing is still in the very early stages, conclusions may change with more time and data]
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.01 16:07:00 -
[60] - Quote
I-Shayz-I wrote:Trying out a shield/speed build on my Min logi right now.
Feels like the closed beta with our vk.1 suits. Very happy about that. Nice, keep us posted
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.06 02:59:00 -
[61] - Quote
1.2 Patch notes, looks like we're going to have more play testing to do http://dust514.com/news/2015/07/warlords-1.2-overview-patch-notes/
As ever I'll be interested to see what everyone finds as take aways once these changes go live.
I'm already able to state definitively however that the SKINs viewer is a nice touch and I'd love to see what folks think the progression system will do for the NPE.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.07 03:26:00 -
[62] - Quote
TechMechMeds wrote:I'm special.
Any dust port soon?. I certainly hope so.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.07 04:40:00 -
[63] - Quote
Sned TheDead wrote:Cross Atu wrote:TechMechMeds wrote:I'm special.
Any dust port soon?. I certainly hope so. god damn I love your sig. Thank you kindly fun is important after all
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.09 02:43:00 -
[64] - Quote
Quite pleased to see the ward shaping up to provide the kind of discussion and support I was hoping it could when I opened the doors here. Thanks to everyone who has and continues to be a part of that
Cheers, Cross
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.09 02:47:00 -
[65] - Quote
Radiant Pancake3 wrote:10/10 Should create a Logi chat channel in game. If one currently exists someone should totally tell me..... A Triage Ward chat should totally be a thing, I'll open one up tomorrow. Good idea
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.09 16:19:00 -
[66] - Quote
Triage Ward chat is now live o7
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.09 21:14:00 -
[67] - Quote
Nymphadora PK wrote:Anyone looking for a good Logi channel should also check out the channel Chubby Chasers
It's for heavies and logis to squad up, but also for logis to pass advice, etc.
This makes me think, I should add an "In game chats" section to the opening posts.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.09 22:14:00 -
[68] - Quote
Updated to include chats. If anyone has active support chats to add to the list please post them here. Note: DS pilots that focus on transport/scans would qualify as well I believe. So long as the focus is support play (or support synergy such as the heavy/logi chat of course)
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.11 01:25:00 -
[69] - Quote
Adipem Nothi wrote:http://dust.thang.dk/market_tryhardinator.php
^ I spy 2 Logis in the Top 10 :-)
Wouldn't be surprised to see a Commando or two in here soon. Nice trend, I wish I could zero in on more complex data points to find out if the bulk of those suits are being run as actual support loadouts or simply as "slayer light" fitting types.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.12 03:02:00 -
[70] - Quote
Miles O'Rourke wrote:I used to be a Squad Lead like you, but then I took a Thale's to the knee. ^Excellent
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.17 01:26:00 -
[71] - Quote
For those Logi sorts who might be considering supporting my bid for CPM 2 here is some information to make your decision an informed one.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.19 01:29:00 -
[72] - Quote
Megaman Trigger wrote:Adipem Nothi wrote: My Cal Heavy and Cal Sent tend to fare better without dual tanking, though I play these units from long range (I doubt they'd hold up very well if I didn't). Pardon this fatties interruption, but the Cal Sent does work well at close range if you gear you fit more to regen rather than high HP. Use the cover to your advantage, drop in for a few seconds and pop out for a few shots before popping back in. If you sacrifice HP, you can hit a recharge off well over 100hp/s with short delays (2.46 for delay, 0.62 for depleted) YMMV on this, if this isn't your playstyle. Aaaannnndddd now I want to proto that out too, well done
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.19 01:49:00 -
[73] - Quote
Zaria Min Deir wrote:Cross Atu wrote:Megaman Trigger wrote:Adipem Nothi wrote: My Cal Heavy and Cal Sent tend to fare better without dual tanking, though I play these units from long range (I doubt they'd hold up very well if I didn't). Pardon this fatties interruption, but the Cal Sent does work well at close range if you gear you fit more to regen rather than high HP. Use the cover to your advantage, drop in for a few seconds and pop out for a few shots before popping back in. If you sacrifice HP, you can hit a recharge off well over 100hp/s with short delays (2.46 for delay, 0.62 for depleted) YMMV on this, if this isn't your playstyle. Aaaannnndddd now I want to proto that out too, well done So, I was bored today, and went min sentinel 5 and hmg pro 5... :D Now we'll be able to flip heavy/logi on any given spawn when paired Which reminds me, totally not enough squads with you lately
CPM 1, reelection platform here.
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Cross Atu
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Posted - 2015.07.22 16:42:00 -
[74] - Quote
Speaking of fits I should try and replicate my MinAss fit via logi see if there's any way (while actually playing logi, i.e. filling my equipment slots) to get a similar stat profile because even on a lower SP character I was pulling a better kdr (and still over 1k WP ) than I do playing logi on my 100mill+ main. I'll report back with results if I get anything meaningful (though obviously I won't get the assault bonuses on my logi suit, and the fit will cost more due to the equipment, but even so).
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.28 00:43:00 -
[75] - Quote
Radiant Pancake3 wrote:nyghthawke cox wrote:Where did the Amarr and Min vehicles go in the first place. I saw a pic that showed vehicles for four races. What happened. We've currently hit the Max RAM for the PS3... We can't have our duct tape Min HAVs until we get more Memory... We will however be getting placeholders. The visual assets will be reskins of the current in game vehilces but the stat blocks, slots, etc will be proper for their races (may require some balancing in game before it hits the right spot, as with most things there's really no substitute for live play).
And yes vehicle roles are also under consideration, not just the racial variants.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.28 00:46:00 -
[76] - Quote
Mr Mariachi wrote:Hey guys, I was getting involved with this game several years prior before I took a hiatus to focus on classes and start college. Previously I had been playing as a logi focusing heavily on triage and support. I returned approximately two weeks ago and rebuilding my loadouts is overwhelming, not to mention actually utilising my stuff on the battlefield to aid my team! What are the big changes I should be aware of? Band Width is something to keep in mind. Also check your suit stat blocks for the changes to things like mobility and native armor repair. Beyond that the 3 ring system for eWar if you haven't read up on that yet. And watch out for jump fits, because that's a thing now and may effect how you choose to build your loadouts. o7
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.28 06:23:00 -
[77] - Quote
Well look what I found here.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.29 06:02:00 -
[78] - Quote
Adipem Nothi wrote:Logi gk.0 (190k) HS: Cmp Dmg Amp (x2), Cmp Precision LS: Basic Plates (x3), Cmp Reps (x2) EQ: Creodron Flux Scanner (x2), Viziam Flux Uplink, Allotek Hive PW: SB-39 (or) SL-4 Rail Rifle GR: Core Locus
^ Ran variations of this suit for the better part of the day. Relative to the other fits I've run this build, this unit feels OP. Particularly in Ambush. By contrast, can't say that I'm impressed with my CalLogi. Highlights the deep flaw in current rifle builds. Rifles are balanced to be optimal on any suit that can fit them, rather than requiring the support of role and race skills to attain optimal results. This leads to bleed in both role and race definition. Right now a common fit is the Gal Assault running a RR and using rep hives. This shows degrees of both race and role bleed and the Gal Logi can perform a similar feat which is still subject to the racial bleed issues.
This is the same type of issue as seen with the PLC, MD, Flay, on a jump mod fit. The weapons themselves are not OP but they are built with certain limitations in mind as part of design intent, those limitations including firing mechanics which are countered by the ability to jump above the head height of your opponent during a fire fight.
Gal fits keyed with Gal weapons are at a very different balance point than Gal fits keyed for use with Cal weapons (the rail rifle line).
Of the current top ten light weapons used based on market stats (source time stamp 7/28/2015) the rail rifle line comprises nearly a full third of all use with 32.9% of the pie. Of the current low slow mods used basic armor plates alone comprise 13.4% of mods used, placing them at rank #2 of most used low mods just below enhanced armor plates. Of current high slot mods complex damage mods rank #3 on the top ten most used, comprising 12% of all high mod use. Of equipment the nanohive ranks #1 on the top ten list with 21.5% of all use.
Meanwhile there is not a single proto logi suit in the top 10 use cases. The two logi suits that do make the top 10 are in the bottom 5, and neither of them is the Gal or Cal, so while I've no doubt that compared to the Cal in the current state of the game the Gal logi can feel potent the frame itself is far from being OP. Looking at the market data what makes the gk.0 fit you've listed potent is the use of damage mods combined with armor tank, combined with hives and the rail rifle, I'm sure the Core nades don't hurt either (or rather they hurt a lot as we all know well ). Any fit comprised primarily of mods and weapons that are top use case in the current meta is likely to be potent and the gk.0 is no exception, but to be OP we need a wider field of comparison than one other logi suit (and frankly the weakest logi suit at present) we'd need to see the frame in question over performing in general as opposed to the current state where no meta variation of the frame even appears anywhere within the top 10 most used frames, as opposed to the assault suits which have some representation of every racial line in the top five while the Min Assault shows up twice in the top ten and is also the only race with a proto suit on the list.
If someone is looking for a potent logi fit with the most punch per pound then running the Logi mk.0 with damage mods, shilds and/or myos, ferro plates (possibly basic + reps depending on intended use), hives, core nades and a RR is a very good bet. It may not stack up to any of the suits in the assault line when kitted out the same but it'll get you there in the mix with some support ability still intact.
There's a reason (or perhaps I should say several) why the Min Logi has such a strong following, and it's no coincidence that the Min Assault does as well, even with the recent strafe reduction they're still performing well.
0.02 ISK Cross
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.07.31 19:06:00 -
[79] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:Logi gk.0 (190k) HS: Cmp Dmg Amp (x2), Cmp Precision LS: Basic Plates (x3), Cmp Reps (x2) EQ: Creodron Flux Scanner (x2), Viziam Flux Uplink, Allotek Hive PW: SB-39 (or) SL-4 Rail Rifle GR: Core Locus
LS: Basic Plates (x3), Cmp Reps (x2) ---> Enh Ferro (x4), Cmp Rep (x1) * Didn't realize that vanilla plates impacted rotation speed. Their use rate is a bit higher than I'd anticipated, I wonder how much of that is down to people who like you had not yet (or currently do not yet) realize their impact on rotation speed.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.08.01 09:26:00 -
[80] - Quote
Just a general reminder, voting for CPM 2 is open and regardless of who you're voting for I encourage you to vote.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.08.03 02:05:00 -
[81] - Quote
Booby Tuesdays wrote:Cross Atu wrote:Just a general reminder, voting for CPM 2 is open and regardless of who you're voting for I encourage you to vote. Voted for my 6 favorites, with a wild card 7th thrown in for good measure. My Ron Paul or Ralph Nader pick if you will. Well played vote and PolySci ref, +1 sir
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.08.03 03:08:00 -
[82] - Quote
sir RAVEN WING wrote:Cross Atu wrote:Booby Tuesdays wrote:Cross Atu wrote:Just a general reminder, voting for CPM 2 is open and regardless of who you're voting for I encourage you to vote. Voted for my 6 favorites, with a wild card 7th thrown in for good measure. My Ron Paul or Ralph Nader pick if you will. Well played vote and PolySci ref, +1 sir So far I know two of the Triange Ward occupants have gotten my vote, Cross, and Zaria. EDIT: I have already voted... too bad I didn't hop on the 1k train. Thank you kindly Raven o7
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.08.04 15:34:00 -
[83] - Quote
Adipem Nothi wrote:nyghthawke cox wrote:Thank you for your help, but sadly, I could not vote due to the 60 day 30 hour rule. I have been playing for over a year. I guess starting/joining a corps resets the tickers that may be used to allow you to vote. I will say that Cross is in both of the forums I read and is helpful in both. He may even be the person I run some thoughts by before posting them. Switching corps should have no effect whatsoever on your logged time. If you've been pewpewing for a year, you very likely meet the criteria. I've read reports that the rule isn't being appropriately applied in some instances; some accounts which meet the criteria are reportedly being advised that they do not. If you suspect that this is the case with your account, I highly recommend submitting a Support Request at www.dust514.comEdit: Your account's been around since August of 2013. You're damn near a beta vet. https://gate.eveonline.com/Profile/nyghthawke%20cox Confirming the accuracy of the quoted information (and thanks Adipem for covering those bases). nyghthawke Sounds like a support ticket is in your future
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations Covert Intervention
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Posted - 2015.08.06 00:19:00 -
[84] - Quote
You think they might need some logi love on either and/or both sides of this conflagration?
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.11 17:42:00 -
[85] - Quote
Sned TheDead wrote:Zaria Min Deir wrote:Sned TheDead wrote:So, I was wondering, now that I have (finally) gotten my proto scout what logi I should skill into next.
I am leaning towards the cal logi, but I thought I would ask for your opinions before I make a move, because I am pretty sure that you guys know more about this than I do.
Opinions, or thoughts? Any particular reason you're thinking Cal logi? I mean, if you're dead set on wanting to shield tank a suit, then the Cal is the way to go... but I can't really think of any other upsides :/ There are reasons why Cal logis are basically unicorns nowadays. I was looking at the 5% bonus to nanite revive hp and desire overcame me. As well as I have had RR a 4 for the past eight months, and have used them maybe twice, so I wanted to get a suit that may fit them a bit beter. The Cal Logi bonus is to nanite clusters from hives, not nanites from Injectors. Though it has been discussed in the community the Cal currently has no bonus to revives (no logi does).
And sadly, with the current profound role bleed effecting hives, the Cal bonus to them is often of minimal use.
If I were using the Cal Logi, and able to use the RR effectively I'd run a high regen/mobility fit with a RR for hit and run nesting operations. Best if you have a DS pal to drop you places up high and move you about, in a pinch MyoStims could be employed as well.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.11 18:03:00 -
[86] - Quote
Sned TheDead wrote:Cross Atu wrote:Sned TheDead wrote:Zaria Min Deir wrote:Sned TheDead wrote:So, I was wondering, now that I have (finally) gotten my proto scout what logi I should skill into next.
I am leaning towards the cal logi, but I thought I would ask for your opinions before I make a move, because I am pretty sure that you guys know more about this than I do.
Opinions, or thoughts? Any particular reason you're thinking Cal logi? I mean, if you're dead set on wanting to shield tank a suit, then the Cal is the way to go... but I can't really think of any other upsides :/ There are reasons why Cal logis are basically unicorns nowadays. I was looking at the 5% bonus to nanite revive hp and desire overcame me. As well as I have had RR a 4 for the past eight months, and have used them maybe twice, so I wanted to get a suit that may fit them a bit beter. The Cal Logi bonus is to nanite clusters from hives, not nanites from Injectors. Though it has been discussed in the community the Cal currently has no bonus to revives (no logi does). And sadly, with the current profound role bleed effecting hives, the Cal bonus to them is often of minimal use. If I were using the Cal Logi, and able to use the RR effectively I'd run a high regen/mobility fit with a RR for hit and run nesting operations. Best if you have a DS pal to drop you places up high and move you about, in a pinch MyoStims could be employed as well. could of sworn I say a five% increase for hp on revive.... well it was like midnight. hmm.... will have to see later today if I can get on. Timestamp 8/11/2015 In game client reads "+10% to Nanhive Max nanites and +5% to supply rate and repair amount per level" So it does grant more HP faster for repper hives, but doesn't apply any buff to injectors.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.13 00:36:00 -
[87] - Quote
Mina Longstrike wrote:I-Shayz-I wrote:I am seriously tempted to make a video about why shield transporters should never be a thing for infantry because of how broken they would be. Either they wouldn't do anything because shield tanking is wierd, or they'd be horribly unbelievably broken. Gentlemen I must respectfully but amendment disagree with you both.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.13 02:09:00 -
[88] - Quote
nyghthawke cox wrote:Cross Atu wrote:Mina Longstrike wrote:I-Shayz-I wrote:I am seriously tempted to make a video about why shield transporters should never be a thing for infantry because of how broken they would be. Either they wouldn't do anything because shield tanking is wierd, or they'd be horribly unbelievably broken. Gentlemen I must respectfully but amendment disagree with you both. Question, An orange sparkle on a vehicle is what exactly? Can flux attacks go through the roof of a building? We lost all of our droplinks and everything we had in the room around the Alpha objective for the domination match. On a side note, planning on building a commando with mass driver and assault rifle for bait and tackle setups on objectives while carrying droplinks to give a doorway for friendlies. Not sure about the orange sparkle. Flux nades can indeed go through walls and the roof so they could be the cause of your equipment loss. That sounds like a solid commando fit.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.13 02:42:00 -
[89] - Quote
Adipem Nothi wrote:nyghthawke cox wrote: Question, An orange sparkle on a vehicle is what exactly?
Armor Hardener active ? Ah yes that would make sense.
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.13 03:49:00 -
[90] - Quote
Presuming that the possible synergy between armor and shield reps would be OP has a number of flaws.
- It requires that the merc being repped have sufficient HP for the reps to be relevant.
- It fails to address the reletive value of having two mercs repping rather than shooting et al which can be deeply situational
- It ignores the many high alpha gank fits/weapons already common in the game, what is dead cannot be repped.
- It overlooks the use of AoE weapons to apply damage to more than one target, for example multiple logi, simultaneously.
- It discounts coordinated play, for one merc to be getting shield and armor reps requires at least two mercs in support. This creates a 3v3 situation if one is making an even comparison which means 3 sources of incoming fire. 3 mercs to flank, cycle, or gain synergy via the various other means open in game.
- It presumes no other/further tuning of shield or armor mods, which are likely needed/coming AFAIK. However even presuming there are no other changes and the net result of a shield rep tool were to increase average TTK that does not immediately translate into being either OP or problematic considering the current state of TTK within Dust.
Finally it is worth mentioning that I have seen several proposed iterations of possible shield reps, so while one method may have been voiced more commonly in certain contexts I'd still firmly assert that discussion of the topic is worthwhile even if certain methods may be able to be discounted.
0.02 ISK
CPM 1, reelection platform here.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.18 12:03:00 -
[91] - Quote
I-Shayz-I wrote:Cross Atu wrote: Finally it is worth mentioning that I have seen several proposed iterations of possible shield reps, so while one method may have been voiced more commonly in certain contexts I'd still firmly assert that discussion of the topic is worthwhile even if certain methods may be able to be discounted.
0.02 ISK
I would love to see a transporter tool in the game that was fair and fit well in the game. The average "idea person" just needs to understand why certain proposals need to be evaluated more. Sure, most of the stuff I'm talking about is speculation, and it could be that certain mechanics would work differently in-game than on paper. But while a shield rep tool would be awesome, there's a lot more to it than just modifying a current repair tool to rep shields instead of armor. My point is simply to make "idea people" aware of the issues so that they can be discussed PROPERLY You know, instead of everyone supporting an idea just because it sounds like a good idea :P I had a witty post for this, with an xkcd comic link and everything... but the internet sort of ate it. The upshot is that ideas which are conceptually simple are often mechanically or logistically difficult to implement and I quite agree that both concept and implementation are things which need due consideration prior to pushing something out into the game at large.
I agree with CCP Rattati about a focus on low hanging fruit to maximize the work accomplished in each patch, but even so some things which are more complex could be very worth the while. I find having a shield transporter in game to be one of those, but the concept does need to be refined and challenged to address possible min/max values and establish probable base line/average use cases.
As ever, I remain a big fan of discussion and in that vein thanks for participating in this one with me
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.23 21:00:00 -
[92] - Quote
Radiant Pancake3 wrote:WyrmHero1945 wrote:Hey guys I made a logi.
Logistics Ck.0
4 Complex Shield Extenders 1 Complex Shield Energizer 2 Basic Shield Regulators 1 Basic CPU Upgrade
Ishukone ARR Core Locus Grenades
Lai Dai Flux Repair Tool Allotek Nanohive Viziam Flux Drop Uplinks Nanite Injector
Shields: 500 HP Armor: 112 HP CPU: 590/594 PG: 102/102 Cost: 200,000 ISK
So as you can see the build is maximized to the ****. I chose the repair tool with the most range, the nanohive with both ammo/triage rates, the fastest drop uplinks and a basic injector for low CPU/PG consumption.
Are these good options? Or should I use the tool with the most dropsuit armor repair? I know the Caldari isn't the best logi, but it's the one I wanna use. Shield regen and delay feels ok: 45 HP/s and around 3s of delay.
Hmm... The better the needle the more your ally has for survivability on revive... I'd say get the needle to Proto also maybe get rid of the cores... Maybe exchange them for flux nades...? Or just don't have a grenade...
Fluxes are great for clearing areas but on a Cal suit the Core might be a better option due to damage profiles. Also while the needle being a higher meta is nice if it's a CPU/PG issue I'd keep the lower end needle rather than reduce thank or the quality of the other equipment, you'll be earning more WP from the reps anyway so that's not bad either.
As to the fit in general keep the rep tool with the range, it'll work better with the type of fit you're running. The higher value reps are nice but more situational especially on a non-min logi.
0.02 ISK
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
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Posted - 2015.08.26 07:29:00 -
[93] - Quote
All I can say is finally I was biting my tongue so hard on this one. Glad R has that post up now, and thanks for linking it o7
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
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Posted - 2015.09.08 06:21:00 -
[94] - Quote
Matticus Monk wrote:Poppin' in from next door ladies and gents! o7.
Thank you for your efforts in battle. I give you four tears of gratitude every time my measly 162 armor is insta-healed by your magical and magnificent repair tool devices (which is rare because usually I'm all off alone being nefarious.)
Howdy neighbor, thanks for stopping by
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
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Posted - 2015.09.08 20:45:00 -
[95] - Quote
Megaman Trigger wrote:nyghthawke cox wrote: Thank you for the correction. Iknow that commandos and sentinels have bonuses for certain weapons. I have noticed on the comando that the normally small arms slot is considered the secondary weapon. Warbarge bonus to hit is for primary weapons only.
I'd like to point out that we Sentinels don't get any sort of damage or function bonus for our Heavy Weapons, unlike Commandos and Assaults, we only a fittings bonus to promote the use of Heavy Weapons over Light Weapons. EDIT: while I'm here, from a Sentinel, thank you Logis for your support on the battlefield. Good point on the bonuses.
Also, you're quite welcome (even if I have spent more time in a heavy frame lately than providing proper logi)
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.17 08:09:00 -
[96] - Quote
Adipem Nothi wrote:@ Cross Atu
There is a problem with the GalLogi's scans. I'm baffled and somewhat disappointed by the Logi Community's failure to own the problem. Perhaps I've overlooked them (and if so, apologies) but the only recent posts on the topic from those who frequent the Triage Ward read "everything is fine, just need more WP" ... and then there's the assorted nonsense put up by your resident Spkr, which certainly doesn't help.
Assume roles were reversed. I'd fully expect you and other well-informed and level-headed Logis here to knock on our door and take the Barbershop to task if we were defending imbalance or standing by silent while being misrepresented by our village idiots (and we have quite a few). Point being, it is not my intent to be disrespectful in coming here with concern; I'd expect the same from you guys.
So, what is the Triage Ward's official position these days on the GalLogi's scans? Is there consensus in that "everything is fine, just need more WP" or do you guys think there's room for improvement? I doubt there's any official position, we're all just individuals here sharing a common topic. There's also less talk about it because frankly both the gal logi and the active scanner are simply not run as often as the min or amarr logi or the equipment counterparts repair tool and uplinks. Both scans and hives can absolutely have an impact on the outcome of a battle, but they are still overshadowed by reps and uplinks when it comes to the usual logi tool kit, thus conversations on them are more limited and frequently cast in the "what would make them appealing enough to run more equally" light.
There is no "everything is fine" consensus about the scanners, they have many problems (of which yes the mechanics of WP earning is one) but it is vital to note that it is problems plural not problem singular.
As I have stated on numerous occasions, several of them directly to you, the scanner is neither OP nor UP because it has enough issues that they 'cancel out' as far as the power curve, but since two wrongs don't make a right it still leaves the scanner broken without being outright OP or UP.
Very few folks disagree with the assessment that the binary system for ewar is unfortunate at best, so no final situation is going to be ideal as long as that remains true, that being the case any solution has to look to the margins for traction. One key margin is to address the scanner and the gal bonus as the separate entities they are. We don't rebalance shield regs by focusing on the CalSent, or alter the baseline stats of the combat rifle based on the MinAss, nor are damps balanced based on the bonus of the Gal Scout. Of course edge cases and total possible net function must be considered, of that there is no question, but comparing only, or even primarily, absolute edge cases is going to yield no valuable margin when it comes to the binary state of ewar. Thus considering scan vs base profiles, scan vs base + general skills, scan vs base + gen + role, and scan vs base + gen + role + damps are all worthwhile. Including in that at the far end the gal bonus as well is also worthwhile. When we reach that point however other mechanical considerations also enter the picture, for example passive vs active is a key element. The raw stat profiles do not tell the full tail, damps on a suit cost possible HP, active scans cost cpu/pg but as important as the fittings implications are the battle implications, to scan one must have the scanner out, not a weapon. To 'chain scan' one must have a consecutive series of scanners out rather than a weapon. Passive scans and damps by contract do not require this trade off.
Then there are sub aspects of the scanners, for example team scanners vs squad scanners. Range, duration, and angle vs precision. These must be considered and accounted for.
On balance the highest precision scanner run but a suit with max bonuses to scan should (in our unfortunate binary situation) be the final word in the ewar tug of war. However, at what range does that happen? For what duration? With what angle of application? Is that a team scan or squad? (I'd lean towards squad) What is the PG/CPU cost of that scanner? In short what is the opportunity cost of running the racial role of the suit at the highest level?
There's also another factor to consider here, that is the cloak. In it's current form it does not offer much in the way of damp, however shifting some the overall "pie" of damping away from other aspects currently in game, racial bonuses, mods, et al, and toward the cloak with it's built in limited duration adds intriguing possibilities for interplay and a real case could be made that a cloak with a lower total duration could warrant a higher total damp value, perhaps even enough to grant supremacy even against the gal active scans. Again it all comes down to the margins and the opportunity costs.
Right now, the opportunity cost for active scans is generally too high to be worth running for support players and also too high to be worth running against for most stealth players. And in that sense it joins the rest of the equipment line in needing some high value work, I can cite substantial issues with every item that fits into an equipment slot and very much support a full equipment pass (vehicle equipment included).
0.02 ISK Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 00:02:00 -
[97] - Quote
Adipem Nothi wrote:Thanks for the response, Cross. I agree with much of your assessment, but I've a few points of disconnect/concern:
1. Is it not possible that scanner sales are less than that other EQ because you only need one or two guys per team running scans? In PC, for example, you want as many guys as possible dropping Uplinks but you only need one (possibly two) GalLogi firing off scans.
2. I disagree completely with your point on chain scanning. I do a lot of killing with my GalLogi between scans. It only takes a second or so to equip, point and shoot the active scanner. The most broken active scans in the game (gallogi + creodron flux) have a target scan duration of 12 seconds. A second or so to scan, 10 or so seconds of pewpewing bad guys before the returns fade. Three of these creodron flux scanners are needed for always-up scans, but two is more than enough to get the job done (only 6 seconds of downtime per 60 seconds).
3. I agree that the opportunity cost of running multiple Duvolle Focused Scanners on a GalLogi is in many cases too high to be worth the effort. I do not find this to be the case with any of the other Active Scanners. As previously explained, I find 2 creodron flux scanners to be more than sufficient to keep scans up (for my entire team, no less) which leaves my GalLogi 2 open slots for doing other logi things.
o7
1. It is indeed possible that sales are effected by more metrics that utility, however my premise was not derived from sales data it was derived from the scope of feedback from logi I've interacted with supplemented with personal experience testing, active testing and extensive use of proto fits/theory crafting. Some of the issue with equipment - and this goes beyond both scanners and uplinks - is in how it relates to the maps and point distribution. If a match is focused on essentially three points crammed into one socket that makes certain things (such as the shotgun and the HMG heavy both of which have featured prominently in PC matches) very appealing. That does not innately mean for example that the shotgun is brokenly OP. I would lean toward the notion that it means we need better hack point distribution so that one socket never contains a plurality of the maps objectives. Even beyond that PC matches are a good case to look to, but not balance around. They indicate rather than define.
2. A sample group of one is insufficient to define a use case, while I am certain there are quite a few players who could keep scans up and still slay like mad, there are also players who can slay like mad with most fits and weapons so that alone cannot be held as definitive. True the opportunity cost for pure use of the scanner may not be high for most players, but it is nonetheless present and should not be completely discounted out of hand, however the key aspect of this point also applies to #3 so I'll move on.
3. You are citing particular scanners here, and rightly so, this is the most vital aspect. We cannot accurately say "gal logi scans are OP' that statement does not hold up to basic scrutiny for many reasons which I have listed in any number of threads, however as I have also listed many times that does not mean they are simply UP either or that they are in the right spot. The key here is that there are no "gal logi scans" in the sense that there are in fact "am ass scram uses", because the scanners are not all created equally, and thus it is the particulars of the individual scanners themselves that need to be looked into.
As stated prior it is my view that the entirety of the equipment line needs work, many if not most of the equipment offerings are not in a proper state for various reasons and this is most certainly true of scanners as well. One glaring flaw is the lack of a cohesive methodology updated for contemporary eWar.
So the active scanners certainly do need to be looked at, along with the rest of the equipment, and very particularly each equipment group that has sub-types needs to be looked at on a case by case basis to ensure each sub-type is balanced in tactical value and earnings potential both against other members of it's overall type, as well as the opportunity cost of other equipment, and of course the game at large.
0.02 ISK Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 02:16:00 -
[98] - Quote
Hey nantie slingers, here's a thread you may want to take a look at. https://forums.dust514.com/default.aspx?g=posts&m=2959834#post2959834
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 04:37:00 -
[99] - Quote
Adipem Nothi wrote: Thanks, Cross. Point 2 (on chain scanning, quoted above) is more about math and general mechanics than one player's experience or skill level. I'll explain. Assume a GalLogi is running two creodron flux scanners (200m, 90 degree, 21dB, 12 sec scan duration, 30 sec cooldown) and is putting them to use as often as they're made available (i.e. chain scanning).
I understand the assumption of your theoretical module however the assumption itself is where I find there to be question in application. Particularly "is putting them to use as often as they are made available" this presumes quite a bit more than it may seem at first blush.
It assumes that the player is paying proper attention at all times throughout the match and fully understands the UI, this eliminates new bros and a number of causal players/players who can get distracted by comms or other actions.
It further assumes that they (the scanners) are made available at times when their use is also both available and applicable, e.g. there are hostile mercs within scan range and more importantly they are not applying threat to the user in such a manner as to inhibit scan use.
Both of these things have direct implications to player skill and experience, further they even hold some meaningful implications for relative player player skill and experience because a deeply outmatched player will have fewer opportunities to do much thinking or more rarefied behavior beyond run and shoot (or honestly spawn and die in many cases).
Now, the theoretical module you present seems quite solid to me if one runs with the assumption as presented, but it is the assumption itself which causes the departure of our views regarding actual battlefield conditions and thus my assertion that player skill - both personal and comparative - is quite relevant.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 04:52:00 -
[100] - Quote
Adipem Nothi wrote:On Points 1 and 3, I suspect we'll have to agree to disagree.
Not sure who you're talking to, but I don't buy into the claim that Active Scans aren't a serious balance issue. I can run a 3x scanner GalLogi in 100 Ambush matches, and in 100 of those matches permanently scan the vast majority of the enemy team for my entire team. My presence alone limits the options of 16 players to (A) swap out to a sub-20dB Scouts suit, (B) gimp their assault suit, or (C) run what they want and be painted on TacNet for the entire match. Dust is tactical shooter with myriad loadout options; one unit severely restricting the options 16 others simply doesn't make sense.
I agree that lots and lots of things could be improved upon, but Dev Resources are limited and CCP has no option but to prioritize. I'm of the opinion that they should focus first on fixing those things which have the highest likelihood of improving gameplay. Improving Active Scan interplay fits that description; in terms of things to balance, I'd rank it at the very top of the low-hanging-fruit list, right next to King HP. I don't mean to parrot here but I too find myself not sure who you are talking to, or perhaps more specifically not sure what you are referencing. I say this because at not time have I asserted the claim that active scans aren't a balance issue serious or otherwise. The statement I have repeatedly made is that they - along with the rest of equipment - are in need of work and further in the case of active scans specifically that they are broken in a number of ways that both add and detract from their value, and that these ways far from making them 'in a good place' actually compound each other.
We may have to agree to disagree on some points as that can happen in any discourse, but here I am confused as to what you are disagreeing with because it seems as if you have simply misread my prior post. Allow me then to reiterate in more direct terms in the hopes of clearing up any prior misunderstanding.
I do believe that active scanners need work and never remember claiming otherwise, if I have at some prior time claimed otherwise then that view has been revised and does not reflect my current stance. I believe there are balance issues to address within the active scanner line internally (as one scanner relates to another) within equipment (as the value both tactical and earnings relates to other equipment) and pertinent to larger game balance (i.e. eWar as it applies beyond the equipment line). All of that being said I do not believe it to be a simple issue with a quick fix, but rather one that requires a deeper rework. As to the priority of the issue, I have been in favor of an equipment rework including the active scanner since my first term as CPM and generally class the four 'race bound' bits of logistics related equipment as high priority within that consideration.
If this clarification does not alter perception of our relative stances then please do elaborate on the particulars of how and why as I'd be interested to address - or if address is not possible some how to at least consider - those points of concern.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 05:05:00 -
[101] - Quote
XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: Thanks, Cross. Point 2 (on chain scanning, quoted above) is more about math and general mechanics than one player's experience or skill level. I'll explain. Assume a GalLogi is running two creodron flux scanners (200m, 90 degree, 21dB, 12 sec scan duration, 30 sec cooldown) and is putting them to use as often as they're made available (i.e. chain scanning).
I understand the assumption of your theoretical module however the assumption itself is where I find there to be question in application. Particularly "is putting them to use as often as they are made available" this presumes quite a bit more than it may seem at first blush. It assumes that the player is paying proper attention at all times throughout the match and fully understands the UI, this eliminates new bros and a number of causal players/players who can get distracted by comms or other actions. It further assumes that they (the scanners) are made available at times when their use is also both available and applicable, e.g. there are hostile mercs within scan range and more importantly they are not applying threat to the user in such a manner as to inhibit scan use. Both of these things have direct implications to player skill and experience, further they even hold some meaningful implications for relative player player skill and experience because a deeply outmatched player will have fewer opportunities to do much thinking or more rarefied behavior beyond run and shoot (or honestly spawn and die in many cases). Now, the theoretical module you present seems quite solid to me if one runs with the assumption as presented, but it is the assumption itself which causes the departure of our views regarding actual battlefield conditions and thus my assertion that player skill - both personal and comparative - is quite relevant. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me.
The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type).
Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general.
If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc.
When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by.
This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided.
0.02 ISK Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 06:06:00 -
[102] - Quote
XxBlazikenxX wrote:Cross Atu wrote:XxBlazikenxX wrote:Cross Atu wrote:Adipem Nothi wrote: Thanks, Cross. Point 2 (on chain scanning, quoted above) is more about math and general mechanics than one player's experience or skill level. I'll explain. Assume a GalLogi is running two creodron flux scanners (200m, 90 degree, 21dB, 12 sec scan duration, 30 sec cooldown) and is putting them to use as often as they're made available (i.e. chain scanning).
I understand the assumption of your theoretical module however the assumption itself is where I find there to be question in application. Particularly "is putting them to use as often as they are made available" this presumes quite a bit more than it may seem at first blush. It assumes that the player is paying proper attention at all times throughout the match and fully understands the UI, this eliminates new bros and a number of causal players/players who can get distracted by comms or other actions. It further assumes that they (the scanners) are made available at times when their use is also both available and applicable, e.g. there are hostile mercs within scan range and more importantly they are not applying threat to the user in such a manner as to inhibit scan use. Both of these things have direct implications to player skill and experience, further they even hold some meaningful implications for relative player player skill and experience because a deeply outmatched player will have fewer opportunities to do much thinking or more rarefied behavior beyond run and shoot (or honestly spawn and die in many cases). Now, the theoretical module you present seems quite solid to me if one runs with the assumption as presented, but it is the assumption itself which causes the departure of our views regarding actual battlefield conditions and thus my assertion that player skill - both personal and comparative - is quite relevant. All it takes is one guy with two good scanners who knows what he's doing to effectively dismantle the other team. Seems like a rather reductionist statement to me. The guy would need a solid squad backing him, the guy would need to be going up against a force which relies on not being scanned (granted that's not super uncommon to be sure, but a force built primarily of the two heavy frame types with vehicle support will generally be impacted far less), the guy would need the context to use the scans (if he has a squad and we presume he knows what he's doing then this is very likely, but it also does not apply to everyone or honestly even every scanner type). Already we can see that it is not one guy who is dismantling the enemy team. I presume however that the content and intent of the statement is that this one guy is having a large enough leveraged impact to swing the game in favor of his team. "Knows what he's doing" being a general enough statement I will certainly accent to the idea that there are players with sufficient skill to accomplish that in this context. It is important to point out however that this is true of some players within various contexts not simply "scans". And that "scans" is - as I pointed out before - a bad context because it is too general. If there is a problem with a specific thing it requires a specific address whether that be a specific mechanic (duration, precision, angle, or bug), a specific item (flux scanner, focused scanner, et al) etc. When I say "that is too vague to be entirely accurate" or any paraphrase thereof, that is exactly what I mean. I do not mean "the claim has no merit and should be dismissed". Specificity is however something I will frequently call for as painting with an over broad brush has already proven to be bad balance practice in Dust 514 and think we can all agree that we certainly don't need a repeat of any mistaken patters from days gone by. This is also why I generally take some degree of issue with simple declarative statements as they are - in essence - conclusions provided without citations and thus even if entirely accurate are often either in-actionable or not actionable in as effective a manner as their more descriptive counterparts could have provided. 0.02 ISK Cross You don't need a squad to permascan, stay far enough away from the battle that you're relatively safe and scan away. Have your weapon out during the duration of the scans in case any scouts sneak up on you. It's a win-win situation. You don't need to be in a squad to scan. You do need to have a squad capable of making use of those scan on your team for those scans to matter. As well all know not every blueberry is created equally and sometimes just knowing where the enemy is proves to be far from enough for some berries as even when they are standing face to face with a red dot there are some berries who seem reluctant to discharge their weapons
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:20:00 -
[103] - Quote
Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote:On Points 1 and 3, I suspect we'll have to agree to disagree.
Not sure who you're talking to, but I don't buy into the claim that Active Scans aren't a serious balance issue. I can run a 3x scanner GalLogi in 100 Ambush matches, and in 100 of those matches permanently scan the vast majority of the enemy team for my entire team. My presence alone limits the options of 16 players to (A) swap out to a sub-20dB Scouts suit, (B) gimp their assault suit, or (C) run what they want and be painted on TacNet for the entire match. Dust is tactical shooter with myriad loadout options; one unit severely restricting the options 16 others simply doesn't make sense.
I agree that lots and lots of things could be improved upon, but Dev Resources are limited and CCP has no option but to prioritize. I'm of the opinion that they should focus first on fixing those things which have the highest likelihood of improving gameplay. Improving Active Scan interplay fits that description; in terms of things to balance, I'd rank it at the very top of the low-hanging-fruit list, right next to King HP. I don't mean to parrot here but I too find myself not sure who you are talking to, or perhaps more specifically not sure what you are referencing. I say this because at not time have I asserted the claim that active scans aren't a balance issue serious or otherwise. The statement I have repeatedly made is that they - along with the rest of equipment - are in need of work and further in the case of active scans specifically that they are broken in a number of ways that both add and detract from their value, and that these ways far from making them 'in a good place' actually compound each other. We may have to agree to disagree on some points as that can happen in any discourse, but here I am confused as to what you are disagreeing with because it seems as if you have simply misread my prior post. Allow me then to reiterate in more direct terms in the hopes of clearing up any prior misunderstanding. I do believe that active scanners need work and never remember claiming otherwise, if I have at some prior time claimed otherwise then that view has been revised and does not reflect my current stance. I believe there are balance issues to address within the active scanner line internally (as one scanner relates to another) within equipment (as the value both tactical and earnings relates to other equipment) and pertinent to larger game balance (i.e. eWar as it applies beyond the equipment line). All of that being said I do not believe it to be a simple issue with a quick fix, but rather one that requires a deeper rework. As to the priority of the issue, I have been in favor of an equipment rework including the active scanner since my first term as CPM and generally class the four 'race bound' bits of logistics related equipment as high priority within that consideration. If this clarification does not alter perception of our relative stances then please do elaborate on the particulars of how and why as I'd be interested to address - or if address is not possible some how to at least consider - those points of concern. Cheers, Cross Sounds good, Cross. I would suggest that if significant rework to active scans looks like something that'll be far down the road, that we take interim "easing" actions to increase overall downtime and dull the edge of the more problematic devices (namely, Creodron Flux). Suggestions: BSC Scanners: No Change ADV Scanners: No Change Creodron Active Scanner: Cooldown 15 sec ---> 20 sec Creodron Flux Active Scanner: Range 200m ---> 150m, Angle: 90---> 60 degrees Creodron Proximity Active Scanner: No Change Duvolle Quantum Active Scanner: Visibility 20 sec ---> 15 sec Duvolle Focused Active Scanner: No Change I'd also recommend an interim increase in Active Scan WP (or) toggling WP payout to include team assists, should such a toggle be accessible by hotfix. Strong as these devices are, they pay insufficient WP.
Thanks for the break down on individual scanners, that's the type of data I find very useful. May I request a bit of a deeper dive so I'm 100% certain regarding the why of each listed instance being problematic (or a non-issue, as noted in your list) as I'd hate to fix one set of problems but create another by overlooking something that may be obvious to those outside my perspective.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
|
Posted - 2015.11.16 16:34:00 -
[104] - Quote
In case it hasn't already been seen, figured you'd all like to know about this.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.11.17 04:05:00 -
[105] - Quote
The AUR? I mean I'll take it, but that's not what I'm showing up for (or concerned about). That BPO rep tool though? That I am earning
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.11.28 09:00:00 -
[106] - Quote
Booby Tuesdays wrote:Council's Repair Tool is great for a BPO. Once the range buff happens, on a Min Logi it will be my go to rep tool on my cheap fits. On my advanced or better suits, Adv and Pro reps are still much better. However you really can't ask for much more in a BPO, especially once you toss it on a Republic Shaman. Nice work guys! Yeah I believe it's supposed be 15 when all is said and done, also some rumors that it will have a unique touch you can't see from the mission screen, but I guess we'll see.
Honestly though, tell logi to earn 10k WP for a logi related BPO? Seems fine to me I mean I'm doing it and I already have a BPO repair tool.
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.12.15 12:17:00 -
[107] - Quote
Miles O'Rourke wrote:If Logi LAVs don't return, they should at least return the remote rep mod. https://www.youtube.com/watch?v=p9oLnzkMcZ4
This is why we can't have nice things,
fun is good
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