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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.13 00:08:00 -
[511] - 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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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.13 00:36:00 -
[512] - 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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nyghthawke cox
Nyghthawke Industries
15
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Posted - 2015.08.13 00:56:00 -
[513] - Quote
Sned TheDead wrote:Adipem Nothi 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? Good timing! CalLogi was just recently discussed one or two pages back. Believe you'd be happier skilling MN, GA or AM. Have the min proto, have for a while. as for the others I was thinking about the gal as well, but its bonus's don't speak to me. I normally do run a scanner, but I am god awful at using them, though I perhaps should try to get better.
Sounds like me and Dropships. I love them but I need to remember to take more time flying them so that I don't roll them on their sides. By the way does the ADS on the options screen mean Ariel Drop ships?
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nyghthawke cox
Nyghthawke Industries
15
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Posted - 2015.08.13 01:35:00 -
[514] - 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. 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). And then there's the issue of proportional damage, where weapons that are good against shields are also the highest dps weapons in the game... so we get situations like 900-1000 dps weapons against smaller health pools. If there were an anti-armor weapon that was proportionally as powerful in terms of TTK, it would be doing 1600-2000 dps vs armor. 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.
So, I see why vehicle weapons drop a suit fast, high armor damage.
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nyghthawke cox
Nyghthawke Industries
15
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Posted - 2015.08.13 01:42:00 -
[515] - Quote
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. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.13 02:09:00 -
[516] - 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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benandjerrys
Vader's-Fist
669
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Posted - 2015.08.13 02:16:00 -
[517] - Quote
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.
Regulators just like the modules, would reduce the time that shields would start to recharge effectively using the suits own recharge rate.
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
Director Vader's-Fist
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Adipem Nothi
Nos Nothi
12
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Posted - 2015.08.13 02:36:00 -
[518] - Quote
nyghthawke cox wrote: Question, An orange sparkle on a vehicle is what exactly?
Armor Hardener active ?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.13 02:42:00 -
[519] - 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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I-Shayz-I
I----------I
6
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Posted - 2015.08.13 03:13:00 -
[520] - Quote
The problem with shield transporters on infantry:
-Shield recharge values can get ridiculous, so there isn't one simple way to design the function of the equipment. -Armor is still able to regen while shields are being shot at. -Shields are able to provide a small buffer if able to be recharged while shot at, further increasing the ability of any passive armor reps.
Therefore: -A repair tool that helps shields regen in any way is out of the question, because DPS that finally got through the shields would be negated by the armor repair the second another layer of shields popped up.
-A transporter tool that negates the delay to 0 would instantly put up a layer of shields as soon as shields hit 0. A delay of anything higher than about 0.5 and it won't do anything under direct fire from an automatic weapon. Think of a Caldari Sentinel with its 1 second depleted delay.
-A transporter tool that functioned like a repair tool would either be useless (only working while shields would recharge on a suit naturally, amplifying shield recharge while out of combat), or would only be useful while an ally is under fire.
Which then makes it just a less effective repair tool unless the recharge numbers were much higher than a repair tool, giving out possible shield recharges of 200+
The way everyone wants it to function (at least the way that I see everyone propose it), is that it negates the shield recharge delay.
With current mechanics it's just not possible to implement it like that without it being OP or UP.
7162 wp with a Repair Tool!
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Vote for Cross!
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benandjerrys
Vader's-Fist
673
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Posted - 2015.08.13 03:47:00 -
[521] - Quote
No more ridiculous then a core focused on a Amarr heavy. Remote Shield regs ftw. Require people to use energizers and a cool down mechanics are needed on both.
Closed beta true logibro not a wp padder.
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
Director Vader's-Fist
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.13 03:49:00 -
[522] - 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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I-Shayz-I
I----------I
6
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Posted - 2015.08.13 04:18:00 -
[523] - Quote
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
7162 wp with a Repair Tool!
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Vote for Cross!
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chill penguin
Corrosive Synergy
279
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Posted - 2015.08.13 04:27:00 -
[524] - Quote
What I truly wish, is that the Logi LAVs would be brought back. |
benandjerrys
Vader's-Fist
679
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Posted - 2015.08.14 05:07:00 -
[525] - Quote
I-Shayz-I wrote:The problem with shield transporters on infantry:
-Shield recharge values can get ridiculous, so there isn't one simple way to design the function of the equipment. -Armor is still able to regen while shields are being shot at. -Shields are able to provide a small buffer if able to be recharged while shot at, further increasing the ability of any passive armor reps.
Therefore: -A repair tool that helps shields regen in any way is out of the question, because DPS that finally got through the shields would be negated by the armor repair the second another layer of shields popped up.
-A transporter tool that negates the delay to 0 would instantly put up a layer of shields as soon as shields hit 0. A delay of anything higher than about 0.5 and it won't do anything under direct fire from an automatic weapon. Think of a Caldari Sentinel with its 1 second depleted delay.
-A transporter tool that functioned like a repair tool would either be useless (only working while shields would recharge on a suit naturally, amplifying shield recharge while out of combat), or would only be useful while an ally is under fire.
Which then makes it just a less effective repair tool unless the recharge numbers were much higher than a repair tool, giving out possible shield recharges of 200+
The way everyone wants it to function (at least the way that I see everyone propose it), is that it negates the shield recharge delay.
With current mechanics it's just not possible to implement it like that without it being OP or UP.
And then enters the law of returns. Ie stacking penalty balance. As armor gets heavier, damage mods reduce effectiveness.... So would regen delay. A burst of energy (focused) long cool down or trickle drain (flux) caldari bonuses for logi now viable.
All while repurposing the scanner model.
And taking scans to active 360 "snapshots" using the arm animation.
Yes... Bring the ballerina back but with more realistic " active " sonar. Shorter gains to really make the gal logi shine.
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
Director Vader's-Fist
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XxBlazikenxX
Vader's-Fist
1
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Posted - 2015.08.14 05:27:00 -
[526] - Quote
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? Cal Logi is for the most part a very passive logi.
Set up a few triage hives here and there, and uplink here, and then you get to helping your team directly by shooting the enemy and rezing people.
Original Dust God. Replication was the best build. lolDust.
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nyghthawke cox
Nyghthawke Industries
18
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Posted - 2015.08.15 02:18:00 -
[527] - Quote
Cross Atu wrote: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.
Well now I know to stay clear of the Warbarge flux strikes, or the Eve ones as well. Thank you for your verdict on the suit. The enemy had placed a heavy with a machine gun and backed him up with a logi, i guess, using the rep tool. Forgot I dropped my mass driver setup as I ran out of the dropsuit for that fix. |
nyghthawke cox
Nyghthawke Industries
18
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Posted - 2015.08.15 02:28:00 -
[528] - Quote
Adipem Nothi wrote:nyghthawke cox wrote: Question, An orange sparkle on a vehicle is what exactly?
Armor Hardener active ?
And this is why I want to be able to pilot my Python better. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.18 12:03:00 -
[529] - 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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nyghthawke cox
Nyghthawke Industries
24
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Posted - 2015.08.19 23:06:00 -
[530] - 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
What about a phase type situation where it is a passive suit module that Joins the mods suit shields with those who have depleted shields and the suits shields level out where the giver loses some shielding so that the long delay time of depleted shields is negated so that the receivers suits quickly replenishes lost shields. It allows for a shield logi to run around the field and boost shields of others while still being able to fire. Thought about this when I heard many Eve pilots complaining about cloakers. It is part of a phase system that would first apply to cloakers but then move to shields so that Ships that had to drop shields to fire could at least fire pure energy weapons to help defend themselves and others better. Just a thought.
If you want it, I can build it.
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nyghthawke cox
Nyghthawke Industries
24
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Posted - 2015.08.21 14:13:00 -
[531] - Quote
nyghthawke cox wrote: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 What about a phase type situation where it is a passive suit module that Joins the mods suit shields with those who have depleted shields and the suits shields level out where the giver loses some shielding so that the long delay time of depleted shields is negated so that the receivers suits quickly replenishes lost shields. It allows for a shield logi to run around the field and boost shields of others while still being able to fire. Thought about this when I heard many Eve pilots complaining about cloakers. It is part of a phase system that would first apply to cloakers but then move to shields so that Ships that had to drop shields to fire could at least fire pure energy weapons to help defend themselves and others better. Just a thought. UPDATE: Realized that passive shield phasing could make monstrous tanker to block doors. Recommend needing both suits to have module or it becomes an active module so that it has a cool down period in which it won't function until reactivated.
If you want it, I can build it.
Nyghthawke Industries birth
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.08.22 17:50:00 -
[532] - Quote
We could have the shield rep tool be like an inverse flux nade. When the logi triggers it, all suits within X Meters are recharged for Y shield hp. Cooldown of Z seconds.
Over thinking, over analyzing separates the body from the mind.
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.22 17:58:00 -
[533] - Quote
Alena Ventrallis wrote:We could have the shield rep tool be like an inverse flux nade. When the logi triggers it, all suits within X Meters are recharged for Y shield hp. Cooldown of Z seconds. Very clever. +1
CPM Sgt Kirk - On Community
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
720
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Posted - 2015.08.22 18:04:00 -
[534] - Quote
Adipem Nothi wrote:Alena Ventrallis wrote:We could have the shield rep tool be like an inverse flux nade. When the logi triggers it, all suits within X Meters are recharged for Y shield hp. Cooldown of Z seconds. Very clever. +1
What I was thinking...
Hopes up 4 Logi vehicles
Join Logi Heaven! Chat: "Triage Ward"
Min Loyalist
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WyrmHero1945
Finesse Soldiers
563
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Posted - 2015.08.23 02:01:00 -
[535] - Quote
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.
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
749
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Posted - 2015.08.23 02:05:00 -
[536] - Quote
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...
Rejected by Dreis
Min Loyalist
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.23 02:37:00 -
[537] - Quote
Disagreed. If you're fighting on the frontlines, those core nades come in handy. Maybe I'm too violent when I Logi. Different strokes :-)
CPM Sgt Kirk - On Community
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WyrmHero1945
Finesse Soldiers
567
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Posted - 2015.08.23 02:58:00 -
[538] - Quote
Radiant Pancake3 wrote: 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...
True but after revive they have lower HP with the basic injector. I take out the repair tool = more WP for me from triage lol. Either way since I rarely use it I think it's ok to have it basic. This mf is soooo expensive lol.
Thanks for the quick response btw. |
Leor Arloc
Immortal Guides Learning Alliance
7
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Posted - 2015.08.23 07:37:00 -
[539] - Quote
Hi Everyone,
I just passed by to say THANK YOU VERY MUCH for the Logi guide. For someone who has a really bad aim, the Logi Code gave me a new purpose after my first month of struggle here in the game. I won't be where I am now and could not have accomplished the things I have done without being a logi . Right now, I am 2 and a half months in game having 11M SP, 100k LP in Amarr, nearing my 200M ISK target, and won the Immortal Guides event last June of having the most contributed WP to the Corp all due to the Militia Medic and Adv Logi suits.
Again, I cannot say THANK YOU enough. If you ever run into me in Pubs or FW, rest assured that I am always behind everyone with a rep tool at hand.
Regards, Leor |
nyghthawke cox
Nyghthawke Industries
26
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Posted - 2015.08.23 18:00:00 -
[540] - Quote
Leor Arloc wrote:Hi Everyone,
I just passed by to say THANK YOU VERY MUCH for the Logi guide. For someone who has a really bad aim, the Logi Code gave me a new purpose after my first month of struggle here in the game. I won't be where I am now and could not have accomplished the things I have done without being a logi . Right now, I am 2 and a half months in game having 11M SP, 100k LP in Amarr, nearing my 200M ISK target, and won the Immortal Guides event last June of having the most contributed WP to the Corp all due to the Militia Medic and Adv Logi suits.
Again, I cannot say THANK YOU enough. If you ever run into me in Pubs or FW, rest assured that I am always behind everyone with a rep tool at hand.
Regards, Leor
I am glad your having fun. Have you finally decided which logi suit you want to invest in yet?
If you want it, I can build it.
Nyghthawke Industries birth
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