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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Luther Mandrix
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Posted - 2015.04.20 11:29:00 -
[1] - Quote
How about a new Equipment Called Build Barrier, Barrier could have a Cool Down and it would be a block of no access and have HP so it could be destroyed.
It would have to be restricted within so many meters of objectives |
Luther Mandrix
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508
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Posted - 2015.04.20 11:32:00 -
[2] - Quote
Webifer Bubble Equipment Cool down , Drains Stamina in Area for x amount of Time (Help keeps jumper closer to floor) |
Luther Mandrix
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508
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Posted - 2015.04.20 11:38:00 -
[3] - Quote
EWAR Stamina Drain Tool(Use Rep Tool different color) Rep Tool like Equipment that saps stamina from enemy players This E WAR tool would help bring Balance to to Combat Jumpers with out Nerfing the Jump Mods Again helping combat jumpers
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Luther Mandrix
WASTELAND JUNK REMOVAL
508
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Posted - 2015.04.20 11:41:00 -
[4] - Quote
Vehicle Ammo Pack This equipment give x amount of ammo to Vehicles Equipped by Logi |
Luther Mandrix
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508
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Posted - 2015.04.20 11:52:00 -
[5] - Quote
Webifer Mine Limited amount makes Vehicle slow down when it goes over the mine Mine detonates slowing vehicle .Its all math mines does x amount of decrease to motion number for vehicle. |
Luther Mandrix
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508
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Posted - 2015.04.20 11:55:00 -
[6] - Quote
Booby Trap Mine Someone walks or drives over it it explodes throwing item up into the Air with no damage. May get fall damage |
Luther Mandrix
WASTELAND JUNK REMOVAL
508
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Posted - 2015.04.20 12:06:00 -
[7] - Quote
Anti Flux Bubble Has time limit so equipment in bubble can't be destroyed by Flux. When Cooldown is over it disappears,Equipment can still be shot and destroyed by Locus Grenades
Nice to have a safe uplink for x amount of time. I think logi buffs should be equipment.I don't want the slayer logi again.
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Luther Mandrix
WASTELAND JUNK REMOVAL
508
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Posted - 2015.04.20 12:10:00 -
[8] - Quote
Thinking about equipment hardeners that are only for one kind of damage. Logi has a bonus for pg/cpu can only equip one and drains logis stamina also after cool down of the hardener |
Luther Mandrix
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508
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Posted - 2015.04.20 12:42:00 -
[9] - Quote
So with out having a shield Rep Tool how about a Rep Like Tool that only gives a % to damage resists to Rep Mercs as long as the mercs shield is up.
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Luther Mandrix
WASTELAND JUNK REMOVAL
508
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Posted - 2015.04.20 12:45:00 -
[10] - Quote
Shield Compact Nano Hive that only Kicks start the shield Recharge or Regen. |
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Luther Mandrix
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509
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Posted - 2015.04.20 12:51:00 -
[11] - Quote
What if the Logis Rep to the Heavy had a Buff effect to the Heavy?Plus damage resist to knives,shotgun,Explosives A Logi is part of the Heavy ,The logis buff is keeping the heavy alive to kill the scouts. Presence Buff could be tied to Faction? Ammar Heavy gets Presence Buff from Ammar Logi. |
Luther Mandrix
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509
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Posted - 2015.04.20 12:54:00 -
[12] - Quote
Explosive Plate Armor maybe the fix for Flaylock/Massdriving /Remote throwing Scouts Cross remember this one.Maybe we don't need to nerf the Jump. |
Luther Mandrix
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510
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Posted - 2015.04.20 17:15:00 -
[13] - Quote
Pokey Dravon wrote:Luther Mandrix wrote:Vehicle Ammo Pack This equipment give x amount of ammo to Vehicles Equipped by Logi As a pilot, I honestly think this would typically be a waste for a Logi to carry. Vehicles have finite ammo, but very large reserves. While not always convenient to go to a supply depot for more ammo, the frequency in which I would benefit from a Logi resupplying me with ammo would be too infrequent for it to merit to use of one of their equipment slots. Buffing the Logi is giving them options to be effective in the Battle. A lot of Depots are in areas that are hard to access by Ground Vehicles.Ammo Pack and or Repair Pack could help Logi support Vehicles |
Luther Mandrix
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510
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Posted - 2015.04.20 17:19:00 -
[14] - Quote
Equipment for Logi " Repair Pack" Repair NanoHive for Vehicle
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Luther Mandrix
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510
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Posted - 2015.04.20 17:22:00 -
[15] - Quote
Equipment Mobile Suit Depot Logi has a 3 dropsuit change for Squadmembers Squad mate comes up to Logi hits holds o changes suit Once logi is empty he would have to go to a Depot to restock |
Luther Mandrix
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510
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Posted - 2015.04.20 17:25:00 -
[16] - Quote
Pokey Dravon wrote:Luther Mandrix wrote:Vehicle Ammo Pack This equipment give x amount of ammo to Vehicles Equipped by Logi As a pilot, I honestly think this would typically be a waste for a Logi to carry. Vehicles have finite ammo, but very large reserves. While not always convenient to go to a supply depot for more ammo, the frequency in which I would benefit from a Logi resupplying me with ammo would be too infrequent for it to merit to use of one of their equipment slots. Dropship Pilots can get to those hard to reach Depots to resupply.Ground vehicles can find getting to those depots very hard to do. Depots on top of buildings can't be accessed to ground vehicle but are not a problem for dropship pilot. |
Luther Mandrix
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510
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Posted - 2015.04.21 09:57:00 -
[17] - Quote
Damping Equipment Field Generator Equipment only Logi able to Carry (CPU/PG Bonus like scouts cloak) When activated Damping field is produced that Increases damping % within so many meters of Logi. Hide a Heavy anyone? |
Luther Mandrix
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510
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Posted - 2015.04.21 10:00:00 -
[18] - Quote
Precision Enhancer Locator Logi Equipment (cpu/pg bonus like Scouts cloak) increases Precision of all friendly units within so many meters of Logi See that scout Heavy anyone? |
Luther Mandrix
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510
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Posted - 2015.04.21 10:10:00 -
[19] - Quote
deploy cloak (active camouflage) If player is still in cloak they can't be seen(cpu/pg bonus logi only) Stationary Cloak any player can get in.Put it in corner Heavy can hide in it. Or maybe it could hide a uplink |
Luther Mandrix
WASTELAND JUNK REMOVAL
510
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Posted - 2015.04.22 11:19:00 -
[20] - Quote
What if the Rep Tool was the conductor of multiple Equipment 1.Standard now as we know it Rep Armor Tool Defensive 2.Shield Damage Resist Tool Defensive ( % resist damage to shields) 3.Stamina Draining Tool(Offensive) 4.Target Acquisition Tool (Gives % to Friendly Targets accuracy ) 5.Target Damping Tool(minus % to Enemy Targets accuracy)Offensive The one in game asset item that we could assign new behavior.
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Luther Mandrix
WASTELAND JUNK REMOVAL
510
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Posted - 2015.04.22 11:29:00 -
[21] - Quote
Drop Suit Depot Tool Limited use Target Friendly can change drop suit as Nano materials reform old suit with new material provided by the logi. (CPU/PG Bonus to Logi suit) Standard could make 3 standard suits Advanced could make 3 advanced suits Proto could make 3 proto suits |
Luther Mandrix
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511
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Posted - 2015.04.22 11:32:00 -
[22] - Quote
Booby Trap Nano Hive Does damage to Enemy Unit when it is walked into. Could look like a friendly Nano Hive Could have flux variant that does shield damage only Nanohive symbol with cross bones |
Luther Mandrix
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512
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Posted - 2015.04.23 04:56:00 -
[23] - Quote
Salvaged Energy Bomb Logi sucks the energy out of enemy Uplinks/Nanohives Once filled Logi can deploy area effect weapon (CPU/PG Bonus to logi) Imagine A Injector that you stick Enemy Equipment with and you get the energy or nanites from their equipment to use for whatever Map Scan of all units? Power a unusual device for a certain time? injector art could be used for something else. |
Luther Mandrix
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513
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Posted - 2015.04.23 13:14:00 -
[24] - Quote
Webifier E Tool (Art asset Rep Tool) When targeting enemy vehicle it subtracts from it forward backwards numbers to slow it down. Slows down Vehicles including dropships Purpose Logi tool to give more time for AV to take care of Vehicle. CPU/PG Bonus to Logi so only Logi can use(Like scouts cloak) |
Luther Mandrix
WASTELAND JUNK REMOVAL
513
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Posted - 2015.04.23 13:20:00 -
[25] - Quote
Luther Mandrix wrote:Damping Equipment Field Generator Equipment only Logi able to Carry (CPU/PG Bonus like scouts cloak) When activated Damping field is produced that Increases damping % within so many meters of Logi. Hide a Heavy anyone? One step beyond this would be Equipment on a Logi Equipment slot that makes HIS/Hers uplinks / Nanohive more Sensor Damped to only show up at a certain scan precision. So one of his Equipment slots is taken up by a His only Equipment deployed dampened Uplinks, Nanohives ,Remotes, Proxs. Always on for his suits equipment |
Luther Mandrix
WASTELAND JUNK REMOVAL
513
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Posted - 2015.04.23 16:35:00 -
[26] - Quote
Cross Atu wrote: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. Whoever flips the enemy link must have the bandwidth to support it operation for their team.No free lunch hacking enemy links. |
Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.24 13:15:00 -
[27] - Quote
How should Faction(Ammar,Cal,Gal) Rep Tools and their Bonus be adjusted because of the Race?
1.Min has a bigger longer stream. 2.Cal could have? 3.Gal could have? 4.Ammar could have? |
Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.24 13:41:00 -
[28] - Quote
%Luther Mandrix wrote:How should Faction(Ammar,Cal,Gal) Rep Tools and their Bonus be adjusted because of the Race?
1.Min has a bigger longer stream. 2.Cal could have? 3.Gal could have? 4.Ammar could have?
Cal How do you make a Faction Rep Tool for a Shield based Race? 1.It has to have a Buff for Cal Dropsuits without making other Race Op. 2.Bonus on the suits to using Cal Faction Rep Tools. 3.Option 2 Damage resist added to Shield 3%,6%,9%,12,15%(Bonus to using with Cal Suit programmed to Cal Suit) 4.Option 3 added to Option 2 with slight armor rep in opposite amounts 30 hp, 20 hp,15 hp,5 hp, 1 hp (Everyone else and Cal) so as not to make the Cal Rep Tool OP.
Gal How to you make a Faction Rep Tool for a Armor based Race? Drone based Reps in space. What if the Gal Rep tool acted as a armor Rep Modifier like a module armor repair with a slight armor repair. 1. 3%,6%,9%,12,15% added to suit passive Rep while rep is on target (Bonus to using with suit Gal) 2.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Gal)
Ammar How do you make a faction Rep Tool for Armor and Shield Race? 1.It has to have a Buff for Ammar Dropsuits without making other Race Op. 2.Option 2 Damage resist added to Armor 1%,3%,6%,9,12%(Bonus to using with Ammar Suit programmed to Ammar Drop Suit) 3.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Ammar) |
Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.24 13:52:00 -
[29] - Quote
Luther Mandrix wrote:% Luther Mandrix wrote:How should Faction(Ammar,Cal,Gal) Rep Tools and their Bonus be adjusted because of the Race?
1.Min has a bigger longer stream. 2.Cal could have? 3.Gal could have? 4.Ammar could have? Cal How do you make a Faction Rep Tool for a Shield based Race? 1.It has to have a Buff for Cal Dropsuits without making other Race Op. 2.Bonus on the suits to using Cal Faction Rep Tools. 3.Option 2 Damage resist added to Shield 3%,6%,9%,12,15%(Bonus to using with Cal Suit programmed to Cal Suit) 4.Option 3 added to Option 2 with slight armor rep in opposite amounts 30 hp, 20 hp,15 hp,5 hp, 1 hp (Everyone else and Cal) so as not to make the Cal Rep Tool OP. Gal How to you make a Faction Rep Tool for a Armor based Race? Drone based Reps in space. What if the Gal Rep tool acted as a armor Rep Modifier like a module armor repair with a slight armor repair. 1. 3%,6%,9%,12,15% added to suit passive Rep while rep is on target (Bonus to using with suit Gal) 2.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Gal) Ammar How do you make a faction Rep Tool for Armor and Shield Race? 1.It has to have a Buff for Ammar Dropsuits without making other Race Op. 2.Option 2 Damage resist added to Armor 1%,3%,6%,9,12%(Bonus to using with Ammar Suit programmed to Ammar Drop Suit) 3.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Ammar) So how do you program a Rep tools of different Levels to apply different modifiers to only specific Races Dropsuits?
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Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.24 14:02:00 -
[30] - Quote
Luther Mandrix wrote:% Luther Mandrix wrote:How should Faction(Ammar,Cal,Gal) Rep Tools and their Bonus be adjusted because of the Race?
1.Min has a bigger longer stream. 2.Cal could have? 3.Gal could have? 4.Ammar could have? Cal How do you make a Faction Rep Tool for a Shield based Race? 1.It has to have a Buff for Cal Dropsuits without making other Race Op. 2.Bonus on the suits to using Cal Faction Rep Tools. 3.Option 2 Damage resist added to Shield 3%,6%,9%,12,15%(Bonus to using with Cal Suit programmed to Cal Suit) 4.Option 3 added to Option 2 with slight armor rep in opposite amounts 30 hp, 20 hp,15 hp,5 hp, 1 hp (Everyone else and Cal) so as not to make the Cal Rep Tool OP. Gal How to you make a Faction Rep Tool for a Armor based Race? Drone based Reps in space. What if the Gal Rep tool acted as a armor Rep Modifier like a module armor repair with a slight armor repair. 1. 3%,6%,9%,12,15% added to suit passive Rep while rep is on target (Bonus to using with suit Gal) 2.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Gal) Ammar How do you make a faction Rep Tool for Armor and Shield Race? 1.It has to have a Buff for Ammar Dropsuits without making other Race Op. 2.Option 2 Damage resist added to Armor 1%,3%,6%,9,12%(Bonus to using with Ammar Suit programmed to Ammar Drop Suit) 3.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Ammar) And should only the Logi of the Race of the Faction Rep Tool only get the Buff for using the Faction Rep Tool. Everyone else gets the general Rep amounts |
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Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.24 16:29:00 -
[31] - Quote
Luther Mandrix wrote:Luther Mandrix wrote:% Luther Mandrix wrote:How should Faction(Ammar,Cal,Gal) Rep Tools and their Bonus be adjusted because of the Race?
1.Min has a bigger longer stream. 2.Cal could have? 3.Gal could have? 4.Ammar could have? Cal How do you make a Faction Rep Tool for a Shield based Race? 1.It has to have a Buff for Cal Dropsuits without making other Race Op. 2.Bonus on the suits to using Cal Faction Rep Tools. 3.Option 2 Damage resist added to Shield 3%,6%,9%,12,15%(Bonus to using with Cal Suit programmed to Cal Suit) 4.Option 3 added to Option 2 with slight armor rep in opposite amounts 30 hp, 20 hp,15 hp,5 hp, 1 hp (Everyone else and Cal) so as not to make the Cal Rep Tool OP. Gal How to you make a Faction Rep Tool for a Armor based Race? Drone based Reps in space. What if the Gal Rep tool acted as a armor Rep Modifier like a module armor repair with a slight armor repair. 1. 3%,6%,9%,12,15% added to suit passive Rep while rep is on target (Bonus to using with suit Gal) 2.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Gal) Ammar How do you make a faction Rep Tool for Armor and Shield Race? 1.It has to have a Buff for Ammar Dropsuits without making other Race Op. 2.Option 2 Damage resist added to Armor 1%,3%,6%,9,12%(Bonus to using with Ammar Suit programmed to Ammar Drop Suit) 3.option added 30 hp, 20 hp,15 hp,5 hp, 1 hp so as to not make tool op.(Everyone else and Ammar) And should only the Logi of the Race of the Faction Rep Tool only get the Buff for using the Faction Rep Tool. Everyone else gets the general Rep amounts
Standard 30 hp, 20 hp, Advanced15 hp,5 hp, 1 hp Proto The more advanced the less Armor Rep because of the increased bonuses
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Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.25 15:48:00 -
[32] - Quote
Sned TheDead wrote:MINA Longstrike wrote: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. I'm not certain with proper increases to carried equipment at proto tier (seriously, 9 allotek hives is what we're supposed to be getting) that a 4th equipment would be really needed - it would likely be more of a convenience thing. My main issue is the big CPU bottleneck the callogi runs into as it's down about 50cpu at proto tier because of nerfs waaaaay back when tac ar callogi was a thing. I almost want to suggest a crazy idea of dropping all logi's down to three equipment slots (or giving them all 4 but pre-fitting a 0cpu/0pg basic nanite injector in one) and just making nanite injectors an inherent thing to the logistic role kind of like a Narthecium gauntlet from 40k. I would not mind being forced to use a Nanite injector, but some might, so I'm thinking no on that. Instead perhaps give the Cal logi a large increase to bandwidth, to make them more a deployables logi than others. Maybe do the same for the amaars, take away the sidearm, and replace it with the 3rd/4th equipment slot, with a large increase in bandwidth. I like the sidearm,If sidearm is taken away let BPOs that are grandfathered still keep them. |
Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.25 20:30:00 -
[33] - 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.
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.
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. Cal How do you make a Faction Rep Tool for a Shield based Race? 1.It has to have a Buff for Cal Dropsuits without making other Race Op. 2.Bonus on the suits to using Cal Faction Rep Tools. 3.Option 2 Damage resist added to Shield 3%,6%,9%,12,15%(Bonus to using with Cal Suit programmed to Cal Suit) 4.Option 3 added to Option 2 with slight armor rep in opposite amounts 30 hp, 20 hp,15 hp,5 hp, 1 hp (Everyone else and Cal) so as not to make the Cal Rep Tool OP.
This set up bonus can't apply to vehicles |
Luther Mandrix
WASTELAND JUNK REMOVAL
522
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Posted - 2015.04.26 11:47:00 -
[34] - Quote
Shared Scans and Damping in Dust514 Please correct me if I am wrong on any of this ,I want to know exactly what is going on. 1.Passive scan suits let the whole squad/Team see all enemies in scan range of Passive scan suit? 2.Direct sight used to be shared with squad/team ,is it still shared? 3.Active scan equipment scans are shared by whole team.
1.So if the above is true that one passive scan suit can see for the team why can't one dampend suit damp for the whole team? Balanced gameplay? 2.Should direct sight be shared by team/squad by tagging enemy like Battlefield?(Personally don't like shared sight) 3.If active scan is shared by the team ,I think that is OP. Shared by squad at the most is my thought.
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Luther Mandrix
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522
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Posted - 2015.04.26 11:56:00 -
[35] - Quote
Luther Mandrix wrote:Shared Scans and Damping in Dust514 Please correct me if I am wrong on any of this ,I want to know exactly what is going on. 1.Passive scan suits let the whole squad/Team see all enemies in scan range of Passive scan suit? 2.Direct sight used to be shared with squad/team ,is it still shared? 3.Active scan equipment scans are shared by whole team.
1.So if the above is true that one passive scan suit can see for the team why can't one dampend suit damp for the whole team? Balanced gameplay?(My thoughts passive scan should be for that player only) 2.Should direct sight be shared by team/squad by tagging enemy like Battlefield?(Personally don't like shared sight) 3.If active scan is shared by the team ,I think that is OP. (Personally Shared by squad at the most is my thought)
New Equipment idea Active Scan dampener Equipment that dampens squads members profiles against active scans Area effect 33 meters for 3 minutes with a cool down of 3 minutes PG/CPU BONUS TO LOGI ONLY |
Luther Mandrix
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529
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Posted - 2015.04.28 10:39:00 -
[36] - Quote
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. |
Luther Mandrix
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529
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Posted - 2015.04.28 16:54:00 -
[37] - 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. Ok I'll take a chill pill and pull myself out of the sewer of disappointment and take a sip of hope and and wash myself clean in the good word of the cpm |
Luther Mandrix
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532
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Posted - 2015.04.29 11:29:00 -
[38] - Quote
Great Dust Fan Site with Dust content in one nice package
Patch Day GÇô Warlords 1.1 April 28, 2015 SKIN Modules Dev Blog is Out April 27, 2015 Exclusive Interview with the Creator of GÇ£This is DUSTGÇ¥ April 27, 2015 DUST 514 Triathlon (May 19th-May 26th) April 27, 2015 Episode 51: GÇ£Rattati ReturnsGÇ¥ April 27, 2015 This is DUST April 27, 2015 A Fundamental Guide to Light Weapons April 24, 2015 The Pros and Cons of PvE in DUST 514/Project Legion April 24, 2015 Feedback in a Crowd Source Environment April 23, 2015 Warlords 1.1 Arriving April 28th, Patch Notes Released April 21, 2015 |
Luther Mandrix
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532
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Posted - 2015.04.29 11:34:00 -
[39] - Quote
shaman oga wrote:How many of you use proxy mines?
I have one dedicated fit with adv and pro proxy and an hive (the hive will go when they will mutiply pro). I like setting traps, but it's not much rewarding for various reasons: 1) It takes time to drop all those proxy 2) Effective only in narrow pathways 3) Damage of a single proxy is kinda meh
My suggestion to solve point 1 is to let us drop proxy at group of 2-3 at 2 or 3 meters one from the other. To solve point 2 and 3 it would be cool if explosion could influence each other like in FW.
In this way proxy would be an effective way to block paths.
Two of us sue proxes in our corp usually not at the same time
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Luther Mandrix
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533
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Posted - 2015.04.29 17:36:00 -
[40] - Quote
Spademan wrote:Devtag with only 8 pages?
Scrubs. I asked Him to check out Triage Ward on the Biomassed Podcast. http://biomassed.net/ |
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Luther Mandrix
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534
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Posted - 2015.04.29 19:22:00 -
[41] - 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. 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.
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Luther Mandrix
WASTELAND JUNK REMOVAL
536
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Posted - 2015.04.30 10:20:00 -
[42] - Quote
Cross Atu wrote: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. 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.
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Luther Mandrix
WASTELAND JUNK REMOVAL
536
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Posted - 2015.04.30 11:12:00 -
[43] - 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. What if its was not higher for winning team and lower for losing team but instead the Squad with the higher WP got more that way the losing side has a reason to fight. We will in theory have 4 squads to divide the Reward.1,2,3,4 Winning side could get a set reward for winning. And then Squad rewards could be in the order of Wp amount so Logi Support will be rewarded.
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Luther Mandrix
WASTELAND JUNK REMOVAL
539
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Posted - 2015.04.30 18:00:00 -
[44] - Quote
bogeyman m wrote:Cross Atu wrote: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). Well... what is the specific issue we are trying to resolve? Winning: a) If it is making winning teams more profitable, simply increase the winning team's total purse (ISK or WP or SP). b) If it is making individual achievers more profitable, simply increase the ratio of reward for the better performers (on both winning and losing teams). Losing: c) If we are trying to mitigate losses by individual players on the winning side, apply a bonus to their winnings based on gear lost. This encourages the use of better gear. d) If we are trying to mitigate losses by individual players on the losing side, apply a bonus to their (loser's purse) winnings based on gear lost. This encourages the continued use of better gear in the face of defeat (prolonging the quality of the match). We already have (a) and (b), although the win/loss reward ratio could always be adjusted if required. What we do not yet have is (c) or (d). What was suggested is that (c) should be greater than (d). I think that unnecessarily compounds things. If we want to promote the general use of better gear - whether winning or losing - then it would be better if individual gear mitigation was equal for all players (and might be easier to code that way). The winning team is already getting rewarded for their win. (A case could also be make for not providing (c), because they are already getting rewards, and only adding (d), to encourage better gear use on the losing side and extending the quality of the match.) LP rewards Suck for Losing side in FW No current isk reward at the present Even if winning in FW team mates that don't have 150 million isk have to go to pubs for isk to fight. These Factions Suck if they want us to fight their WAR on OUR WALLET! This I will only pay you good lp for wins makes mercs go where the LP is Easy mode Gall/Min
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