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Thread Statistics | Show CCP posts - 2 post(s) |
MINA Longstrike
Kirjuun Heiian
2765
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Posted - 2015.04.25 11:38:00 -
[1] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2769
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Posted - 2015.04.25 13:28:00 -
[2] - 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.
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2779
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Posted - 2015.04.25 16:35:00 -
[3] - Quote
Sned TheDead wrote: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.
Ah the idea is that much like vehicle turrets, your suit comes pre-fitted with a crappy one (it just uses 0pg/0cpu), but you can swap it out to either better ones (or because it's an equipment slot) something else entirely. I'm not entirely sure what this would change though, in fact it's probably not even a great idea.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2806
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Posted - 2015.04.26 01:17:00 -
[4] - Quote
Spademan wrote:So I specced into the Callogi. How do I Slayerlogi with Tac Ar?
But in seriousness, tips on fitting it?
My go to adv fit is adv triage hive, wiyrkomi injector and adv drop uplink. rr, 2 complex 1 adv shield extenders , 1 adv std plate, 1 adv reactive.
My goto proto is alloteks, wiyrkomi injector, bdr-2 triage rep tool, 2 complex precision, 2 complex range amp, 3 complex shield, 2 adv reactive, rr & flux.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2809
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Posted - 2015.04.26 13:04:00 -
[5] - 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)
Passive scans are shared by squad. Direct line of sight is not shared with anyone. Infantry active scanners are shared with team, Vehicle active scanners are only shared with squad.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2858
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Posted - 2015.04.28 10:57:00 -
[6] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2879
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Posted - 2015.04.29 03:51:00 -
[7] - 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?
A dedicated support logi can already rack quite big warpoint totals and payouts. Some of my best matches as a logi ended up being at about 5000 warpoints supporting a single friend. I've found it a bit harder to pull the same out of attempting to support a whole team (via a callogi), but I've come close-ish.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2886
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Posted - 2015.04.29 11:16:00 -
[8] - 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.
I like using them on adv av scouts. Swarm, Magsec/Br.ScP, Proxies, K2 hive, Av grenade & Krins.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2887
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Posted - 2015.04.29 11:19:00 -
[9] - Quote
Been putzing about on my caldari guide and so far Assault, Scout and Commando are done (for now, I might need to reread them and detail some information about further progression), I think I'm going to finish off the sentinel section next and then try and move on to logi because oh god the caldari logi is a mess.
Part of my goal is to detail a skill plan that makes the suit about as good as it can possibly be at around 1.5m SP and starts to give an easy path of progression for newer players. I find this pretty difficult to do for the caldari logi as the guide is mostly oriented around basic level suits.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2910
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Posted - 2015.04.30 12:38:00 -
[10] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2910
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Posted - 2015.04.30 14:10:00 -
[11] - Quote
Caldari logistics Ck.0 2x Complex precision amp 3x Complex shield extender
2x Complex range amplifier 2x Advanced reactive plate
Rail rifle Flux grenade
Wiyrkomi nanite injector Allotek nanohive Bdr-8 Triage repair tool
434/437 Cpu 70/97 pg
Level 4 dropsuit core upgrades, electronics and engineering. Weaponry 4 and grenades 3, no fitting optimizations.
The Allotek hive destroys my CPU (taking up 49.5 cpu & 12 pg, even with the nanocircuitry skill & logi bonus from its original 88. The injector takes 27 cpu / 6pg) which is part of the fitting problems, shield mods also take up incredible amounts of CPU (ideally I wouldn't mind fitting regulators & rechargers). I could in theory swap out the range amps for 2 complex regulators if I got core upgrades to 5 and that would completely max out my cpu. Shield recargers / energizes would completely destroy my fit though (~70-90 cpu at proto level).
I can fit for raw HP, but my ability to fit recharge (or even much more HP) is non-existent without dramatically reselecting equipment or being forced to fit a CPU chip.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2960
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Posted - 2015.05.05 13:12:00 -
[12] - Quote
Picked up my kampo logi. Wish there was a basic level triage hive (not compact). I also wish I had a 4th equipment slot for a basic uplink on it (basic inj, rep, upl & basic triage hive).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2995
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Posted - 2015.05.07 20:17:00 -
[13] - Quote
Apex customization makes me VERY happy with my Kampo logi. Not sure exactly how balanced it is on other dropsuits though.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3017
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Posted - 2015.05.08 17:09:00 -
[14] - Quote
Cross Atu wrote: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
On my kampo I swap the ferroscale for a basic plate, the cardiac reg for a basic reactive and the locus grenade for a basic flux. I've currently upgraded my equipment to adv injector, r9 drop uplink and compact nanohives, which makes final fit cost 8340isk.
With max fitting skills & logi 5 I believe I'd be able to refit my kampo to K17/D(r) hives, Kin-012 nanite injector and R9 drop uplink, not quite sure as I only have my fitting skills at 4. This fit would take 43pg and 269cpu, I'm currently short 3 on the powergid which has caused me to drop from the k17/D(r) hives to compact nanohives (which you can have two of out!), If I was willing to sacrifice in other area's (leave grenades and ferroscale unchanged) I'd be able to use the adv triage hives.
Compact nano's have 37.5 clusters and rep for 62.5hp at 2 clusters per cycle they also give 31.25% ammo at 2 clusters per cycle. meaning there's 19 cycles to be pulled from a single hive (1200hp). Comparing numbers they provide more burst/total healing/restock than a k17/d(r) but they're far more easily drained and cover a far smaller area.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.20 08:47:00 -
[15] - Quote
^... what the everloving christ are you talking about? Powercores are meant to replace suit levels. So instead of fitting out a medium frame, logi or assault, you already have the medium frame and it comes with a mlt powercore in it unless you choose to put a basic, advanced or proto core into it, or an assault powercore (basic, adv, pro) or a logi powercore (basic, adv, pro).
At least that's the idea. Powercores cant (yet?) modify slot layouts so we're just pruning down the number of suits. It should also make duplicating / modifying fits a lot easier too - swap out a powercore if you want it to be cheaper.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.20 18:50:00 -
[16] - Quote
I just don't understand how you could even draw the conclusion that they're a piece of equipment to be passed around.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.23 11:26:00 -
[17] - Quote
I am pretty otaku though. I really want a Marisa Kirisame Nendoroid http://i00.i.aliimg.com/wsphoto/v0/860714012_1/GSC-Cute-Nendoroid-Marisa-Kirisame-Touhou-Project-PVC-3-6-Animation-Figure-92-New-In-Box.jpg
I was being a bit of a jerk about the powercore thing though.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.28 15:22:00 -
[18] - Quote
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.
It has to do with preferred racial doctrines from eve.
Caldari = Siege warfare, they take a position and fortify it (with rep hives) and don't allow others to come near them they always have ammo and grenades to repel assaults. When you see 'hyper entrenched' positions in dust... it's always nanohive spam (with a helping of uplinks too). Minmatar = Skirmish warfare, they blitz and area kill everything, quickly rep up the 'wounded' and move on to the next area a mobile repair tool is what allows them to be everywhere. A logi can stick with a roving force and keep them up through multiple skirmishes with a rep tool. Gallente = Information warfare, the scanner outright gives them information allowing them to strike the right spots with flanks, feints and sudden attacks, a good scanner will also pick up scouts which allows denial of information. Scanner is all about information, more for you less for them. Amarr = Armored warfare, the amarr are all about breaking an enemies will and don't care so much about 'dying' because uplinks allow them to always bring in their slow moving but incredibly heavily armored sentinels / assaults / commando's right to the forefront of a fight steadily grinding their opponents down. Supply lines are incredibly important to armored warfare doctrines, and the amarr logi dramatically shortens supply lines of people.
I've done much longer explanations of this concept before.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.28 22:06:00 -
[19] - Quote
True Adamance wrote:MINA Longstrike wrote:
It has to do with preferred racial doctrines from eve.
Caldari = Siege warfare, they take a position and fortify it (with rep hives) and don't allow others to come near them they always have ammo and grenades to repel assaults. When you see 'hyper entrenched' positions in dust... it's always nanohive spam (with a helping of uplinks too). Minmatar = Skirmish warfare, they blitz and area kill everything, quickly rep up the 'wounded' and move on to the next area a mobile repair tool is what allows them to be everywhere. A logi can stick with a roving force and keep them up through multiple skirmishes with a rep tool. Gallente = Information warfare, the scanner outright gives them information allowing them to strike the right spots with flanks, feints and sudden attacks, a good scanner will also pick up scouts which allows denial of information. Scanner is all about information, more for you less for them. Amarr = Armored warfare, the amarr are all about breaking an enemies will and don't care so much about 'dying' because uplinks allow them to always bring in their slow moving but incredibly heavily armored sentinels / assaults / commando's right to the forefront of a fight steadily grinding their opponents down. Supply lines are incredibly important to armored warfare doctrines, and the amarr logi dramatically shortens supply lines of people.
I've done much longer explanations of this concept before.
Indeed it may do.......that being said..... Minmatar Logistics ships do not tend to repair armour do they? More over when I think guerilla warfare I think sabotage and IED's held together by twine and collective rebel willpower.
Skirmish warfare, not guerilla / terror warfare. A significant portion of min health is still armor and passive reps without armor repairers didn't used to be a thing when the repair tool was first implemented. Delocalized armor repair allows for more utility oriented fits (kincats, cardiac regs, etc).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.28 22:23:00 -
[20] - 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
Why would you fit a cloak for the express purpose of 'running away' when you know it hurts your overall fit incredibly. You concede a fight before you even begin it, for a piece of equipment that works poorly (seriously if you're not already incredibly stealthy the cloak doesn't do anything for you).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.29 10:37:00 -
[21] - Quote
Just posted my thoughts on the amarr logi losing their sidearm.
The last time the judging eye looked upon logi's in regards to changing some things for them... the amarr cried hard because they wanted to keep their sidearm to defend their deployed equipment - as backtracking to supply depots when a piece of vital equipment was destroyed and suit swapping to have the maximum amount of all uplinks out was a real pain in the butt.
With the changes to bandwidth and carried equipment now, suit swapping for ALL THE DEPLOYABLES is largely no longer a thing (which is good) and the screaming fury that seeing one of your 3 carried/active uplinks get destroyed isn't really a thing anymore either - you just go "Lol k" and put out another uplink then make it back to a supply depot for a restock sometime in the next 2-4 minutes.
Basically the previous concerns of amarr logi's and the crux of their argument towards keeping a sidearm (i need to defend my deployables) have been meaningfully addressed and I'm fairly certain that most would be incredibly happy trading that sidearm off to instead pack around a 4th piece of equipment.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.30 08:42:00 -
[22] - Quote
I've been quietly trying to foster some discussion regarding the idea of differently sized grenades.
So standard 'medium' grenades would probably be the gamut of what we currently have (and it might include a core locus grenade nerf as that thing is unbelievably stupid). These grenades would go to the assault and basic medium frame... and maaaaybe to scout.
Light grenades would probably be more 'support' oriented and for an example a 'light' flux grenade would have the same explosion size but half the damage. These would go to logistics and maybe commando's and would probably be oriented towards destroying equipment - not people.
Heavy grenades would be sentinel only pure nasties and could include heavy av grenades (think wiyrkomi breach forge gun round in your pocket) or heavy contact grenades (700 damage on direct hit?). They'd probably be limited to one or two of them and they shouldn't exactly be easy to use.
I've spent some time thinking about this as based on some of the 'KDR' numbers I think that there are some balance concerns with current grenades - A prime example would be the callogi sitting at the >3 kdr, which i think might have something to do with core locus grenades (at least that's my hunch) and commando's could maybe use 'something' to help them out a little bit more. I've also experienced some dropsuits "overperforming" against suits that they probably shouldn't: logi's with flux grenades & rifles can absolutely wreck a shield oriented suit for example.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.03 14:52:00 -
[23] - Quote
Nanite injectors are really what logi's are all about if you plan on doing anything team support oriented. There's not many things in the game that allow you to pick dead teammates back up.
Armor will come back by itself without a rep tool/triage hive. Ammo requires a trip to a depot if nothing else. Uplinks are only one way of shortening travel times. Scanners are also only one way of locating opponents. Nanite injectors are the only way of picking up a downed ally.
If i have to drop anything from my fits, its usually a rep tool. As a callogi I often run pro injector, adv uplink and adv or pro triage hives.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.08 09:39:00 -
[24] - Quote
True Adamance wrote:MINA Longstrike wrote:
It has to do with preferred racial doctrines from eve.
Caldari = Siege warfare, they take a position and fortify it (with rep hives) and don't allow others to come near them they always have ammo and grenades to repel assaults. When you see 'hyper entrenched' positions in dust... it's always nanohive spam (with a helping of uplinks too). Minmatar = Skirmish warfare, they blitz and area kill everything, quickly rep up the 'wounded' and move on to the next area a mobile repair tool is what allows them to be everywhere. A logi can stick with a roving force and keep them up through multiple skirmishes with a rep tool. Gallente = Information warfare, the scanner outright gives them information allowing them to strike the right spots with flanks, feints and sudden attacks, a good scanner will also pick up scouts which allows denial of information. Scanner is all about information, more for you less for them. Amarr = Armored warfare, the amarr are all about breaking an enemies will and don't care so much about 'dying' because uplinks allow them to always bring in their slow moving but incredibly heavily armored sentinels / assaults / commando's right to the forefront of a fight steadily grinding their opponents down. Supply lines are incredibly important to armored warfare doctrines, and the amarr logi dramatically shortens supply lines of people.
I've done much longer explanations of this concept before.
Indeed it may do.......that being said..... Minmatar Logistics ships do not tend to repair armour do they? More over when I think guerilla warfare I think sabotage and IED's held together by twine and collective rebel willpower.
Also just re-read this and noticed that I didnt answer your question.
In eve the non-capital logistics ships are broken into two classes - Fleet logistics and 'solo' logistics.
The Scimitar (minmatar) and Oneiros (gallente) are the 'solo' logi's, they're designed to be able to run three or four (cant remember) large shield (minmatar) or large armor (gallente) transfers while being capstable themselves, and they're also able to provide remote-tracking enhancers to allied ships (essentially making whatever they're boosting shoot farther, track better and hit more accurately).
The Basilisk (caldari) and Guardian (amarr) are the fleet logis, and they're designed to to run four large shield (caldari) or large armor (amarr) transfers... and two large capacitor transfers each. Furthermore when they're skilled to level 5 logistics ships their capacitor transfer arrays actually generate more energy than they use, so these ships (at the most basic level) work in pairs where a single capacitor transfer from each will keep the other capstable and the remaining capacitor transfer can throw energy at bigger ships in the fleet, things that are getting energy neutralized, at another logistics ship with less SP investment or simply bounced back and forth between themselves to generate more energy on the logistics ship quickly. A great big 'chain' of logistics ships can generate unfathomable amounts of capacitor and rep values.
The solo logistics ships require a bit more skill to pilot as you're not guaranteed to have another logi ship there helping you and they can make another ship significantly more deadly. The fleet logi's take less individual skill to pilot, but require a bit more coordination and cooler heads in the fleet.
Solo logi's are a bit easier to jam out, whereas fleet logi's also tend to remote ECCM their partners, making them much more resistant to jamming.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.19 15:53:00 -
[25] - Quote
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).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
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3
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Posted - 2015.06.24 20:39:00 -
[26] - Quote
Cross Atu wrote: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
It is my heavy suspicion that with strafing nerfs more and more people are going to resort to myofibril stacked fits.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.02 05:25:00 -
[27] - Quote
Haven't even noticed the speed change. I'm assuming strafing nerf hasn't hit yet.
I *have* been able to punch the **** out of a lot more shotgun scouts, knifers and low hp assaults/mediums. So maybe that's a side effect. Been spending a huge amount of time playing on my min alt.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.13 00:08:00 -
[28] - Quote
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.
Don't get me wrong shield tanking has some serious gamebreaking drawbacks that leave it pretty underpowered IMO... however at the same time when shield tanking IS working it really isn't far off from where it needs to be.
One of my biggest issues is that ferroscale plates exist for armor, because they essentially are shield extenders... but they cost less and have no downsides. The other one is that an armor tank on low hp (~100) can duck into cover, get 200 shields and potentially still fight, but a shield tanker doesn't have nearly the same options - if you lose armor it's gone for a long time.
Hp = Hp Armor hp = higher health totals, lower costs per point of health than shield, constant 'low' values of uninterruptible repair, the option to fit modules that have no downsides, less slots required for fully functioning tank, better associated utility mods (myo's / damage mods in highs, with the option to fit a lowslot mod because of that lower slot requirement), the ability to have your repair remotely augmented by other players (rep tools / triage hives), significant upfront buffer from shields (aka quick regenerating secondary resource), higher general health totals.
but shield hp = higher cost per point of health, more slots required for a fully functioning tank, potentially higher recovery rate (If you're not plinked at - and no the shield inhibition values do nothing unless whoever is shooting at you is around 150-170m away) and shields are instantly nuked by fluxes, devastating cpu / pg costs, lower total health values, cannot be remotely augmented by other players, armor values not significant and take extreme lengths of time to recover (insignificant, slowly regenerating secondary resource), less good utility mods (and often no ability to fit them because of shields being overcosted).
I feel like I'm rambling now, but yeah, a big problem IMO is that these two styles of tanking don't function independently of each other. It feels like armor is the presumed default tanking method (and for a while it was because there was no native armor repair on dropsuits) and shields were something secondary and 'other', designed to be a buffer for armor.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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