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darkeye bloodwing
Kaalmayoti Warzone Control
14
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Posted - 2015.04.29 10:20:00 -
[181] - Quote
@Shaman
I'd go more for increase in damage.
Quafy CEO.
"You must have had a pitiful life to know nothing of regret." - Sten
Caw
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I-Shayz-I
I----------I
5442
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Posted - 2015.04.29 10:21:00 -
[182] - Quote
I made a thread for logistics progression
https://forums.dust514.com/default.aspx?g=posts&t=200663
7162 wp with a Repair Tool!
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MINA Longstrike
Kirjuun Heiian
2886
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Posted - 2015.04.29 11:16:00 -
[183] - 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 -
[184] - 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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Luther Mandrix
WASTELAND JUNK REMOVAL
532
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Posted - 2015.04.29 11:29:00 -
[185] - 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
WASTELAND JUNK REMOVAL
532
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Posted - 2015.04.29 11:34:00 -
[186] - 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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bogeyman m
Minmatar Republic
424
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Posted - 2015.04.29 11:42:00 -
[187] - 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.
Stacking proxies and REs makes a bigger boom.
Duct tape 2.0 ... Have WD-40; will travel.
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shaman oga
Dead Man's Game
4534
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Posted - 2015.04.29 11:45:00 -
[188] - Quote
bogeyman m wrote: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.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub.
Shifted in time, your tomorrow, my today.
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shaman oga
Dead Man's Game
4534
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Posted - 2015.04.29 11:50:00 -
[189] - Quote
darkeye bloodwing wrote:@Shaman
I'd go more for increase in damage. Sure it would be easier
Shifted in time, your tomorrow, my today.
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Spademan
6431
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Posted - 2015.04.29 17:28:00 -
[190] - Quote
Devtag with only 8 pages?
Scrubs.
What're you looking at me like that for? I'll shank you I will.
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Luther Mandrix
WASTELAND JUNK REMOVAL
533
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Posted - 2015.04.29 17:36:00 -
[191] - Quote
Spademan wrote:Devtag with only 8 pages?
Scrubs. I asked Him to check out Triage Ward on the Biomassed Podcast. http://biomassed.net/ |
One Eyed King
Nos Nothi
9850
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Posted - 2015.04.29 19:05:00 -
[192] - Quote
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.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Luther Mandrix
WASTELAND JUNK REMOVAL
534
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Posted - 2015.04.29 19:22:00 -
[193] - 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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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
800
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Posted - 2015.04.29 22:42:00 -
[194] - Quote
Luther Mandrix wrote:One Eyed King wrote:Cross Atu wrote:One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". By rewarding just the winners however, what incentive does that give for people obviously on the losing end to continue making sacrifices and pulling out something other than BPOs and low level gear? I like the intentions of it, but I, for example, already use low level gear and BPOs. I think my highest meta of my suits is 27, with 20 to 24 being the bulk. And I pretty much break even in terms of ISK, despite not making signficant ISK sacrifices. This might give me incentive to switch to proto if my team is up by a wide enough margin, but the opposite will happen if I am on the other side. And my suits don't even cost as much as a Logi's, which I recognize is the biggest ISK investment aside from proto vehicles. I hope there is something I am missing, which often happens, and it all works out. I am just concerned the incentives are such that the sum of the behaviors it rewards are going to be more negative for game play as a whole. I think you are on the mark with this one,When some afk guy on the winning side gets more everything than the guys fighting on the losing side something has to change besides giving the afk guy a minimal wp to make. Yep. In a battle that clearly will become a loss I will switch to BPO. So, I'm with both of you on this. It sounds nice, but it doesn't encourage full on battle when disparity in recouping lost assets will be to great to overcome with one or two BPO battles. AND really I gotta tell ya, I lose 70-80% of the battles I'm a part of when just soloing... So, I'm BPO alot right now, even with the adjustments to pub battle matching metrics.
I wish it was better. When I run with a squad I can usually see a 60/40 or even a 50/50... but I am still hesitant about the idea.
The Logi Code. Creator, Believer, Follower
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
|
Posted - 2015.04.29 23:21:00 -
[195] - Quote
One Eyed King wrote:Cross Atu wrote:One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". By rewarding just the winners however, what incentive does that give for people obviously on the losing end to continue making sacrifices and pulling out something other than BPOs and low level gear? I like the intentions of it, but I, for example, already use low level gear and BPOs. I think my highest meta of my suits is 27, with 20 to 24 being the bulk. And I pretty much break even in terms of ISK, despite not making signficant ISK sacrifices. This might give me incentive to switch to proto if my team is up by a wide enough margin, but the opposite will happen if I am on the other side. And my suits don't even cost as much as a Logi's, which I recognize is the biggest ISK investment aside from proto vehicles. I hope there is something I am missing, which often happens, and it all works out. I am just concerned the incentives are such that the sum of the behaviors it rewards are going to be more negative for game play as a whole.
Ah, you're commenting on the winner only aspect of it. Yeah that's an added thing that I wasn't really responding to honestly, I was just considering the effects of the mechanic when triggered compared to how things are now.
The potential snowball effect on people deciding to play the match through hard or not is another aspect and certainly worth considering.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
|
Posted - 2015.04.29 23:22:00 -
[196] - Quote
Luther Mandrix wrote:One Eyed King wrote:Cross Atu wrote:One Eyed King wrote:Regarding the new payout possibilities of x% gear personally lost and y% gear personally destroyed:
So a logi following a sentinel would not only prevent that Sentinel from dying faster (or losing his gear if he were revived), but also help him destroy more gear because of his increased ability to stay in a fight and kill, but wouldn't share in the spoils of that system?
With these new changes in (if they are added) I see more reason for slayers to "go hard" in matches even ones where they aren't ahead. More reason for support and slayers to stick in the fight even when taking heavy losses. No further reason for complaints that non-support roles "aren't rewarded enough". By rewarding just the winners however, what incentive does that give for people obviously on the losing end to continue making sacrifices and pulling out something other than BPOs and low level gear? I like the intentions of it, but I, for example, already use low level gear and BPOs. I think my highest meta of my suits is 27, with 20 to 24 being the bulk. And I pretty much break even in terms of ISK, despite not making signficant ISK sacrifices. This might give me incentive to switch to proto if my team is up by a wide enough margin, but the opposite will happen if I am on the other side. And my suits don't even cost as much as a Logi's, which I recognize is the biggest ISK investment aside from proto vehicles. I hope there is something I am missing, which often happens, and it all works out. I am just concerned the incentives are such that the sum of the behaviors it rewards are going to be more negative for game play as a whole. I think you are on the mark with this one,When some afk guy on the winning side gets more everything than the guys fighting on the losing side something has to change besides giving the afk guy a minimal wp to make.
The changes in question wouldn't give an afk guy anything be he on the winning or losing side, they are % values of what he loses or kills so if he's afk they'd both be a % of 0.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4639
|
Posted - 2015.04.29 23:28:00 -
[197] - Quote
I'm doing a spot check/review.
Folks who have CalLogi proto fits please post your 1-3 tightest CPU fits. I need the whole fit used as well as the PG and CPU numbers (total and consumed). As well as the levels in relevant fittings skills (cpu, pg, logi, etc) for the fitted items.
Thanks o7
CPM 1 mail me your feedback and remember to have fun!
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Sned TheDead
Failures inc.
281
|
Posted - 2015.04.30 01:36:00 -
[198] - Quote
oh my god cross I just clicked the link in your description...
I needed that...
it felt far to good...
Cleaning up the mess everyone leaves behind :)
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Luther Mandrix
WASTELAND JUNK REMOVAL
536
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Posted - 2015.04.30 10:20:00 -
[199] - 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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shaman oga
Dead Man's Game
4540
|
Posted - 2015.04.30 10:24:00 -
[200] - Quote
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.
Shaman's Shack - A place to trade
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Luther Mandrix
WASTELAND JUNK REMOVAL
536
|
Posted - 2015.04.30 11:12:00 -
[201] - 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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shaman oga
Dead Man's Game
4541
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Posted - 2015.04.30 11:48:00 -
[202] - Quote
Luther Mandrix 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. 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. The problem then would be for solo players. Btw, i don't agree with it, one squad can easily farm WP while not trying to win. eg. let red damage a constant repped sentinel
It would be very cool if logi could earn more X bonus (personal loss) and less Y bonus (inflicted loss), but i think that is almost impossible for the game to quantify your X and Y bonus.
I would give a variant X and Y bonus, to both teams, you can measure X from WP and Y from kills.
Set X bonus cap to the first player for WP then assign X bonus to the second and so on, independently from win or lose. Multiply X*ISK*(winning side >1) and multiply X*ISK*(losing side <1). In this way the team with best support can get major X bonus, but if the team lose their bonus will be lowered.
Do the same with Y bonus for kills.
Shaman's Shack - A place to trade
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bogeyman m
Minmatar Republic
428
|
Posted - 2015.04.30 12:28:00 -
[203] - Quote
shaman oga wrote:bogeyman m wrote: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.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub. Sorry. I couldn't follow your last comment...
The point of stacking REs on Proxies is (was) to make a bigger (combined) boom when an enemy vehicle passed over. It used to work very well in Pubs - did it change sometime over the past 6 months that I've been away? (I haven't checked this week since returning.)
Duct tape 2.0 ... Have WD-40; will travel.
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MINA Longstrike
Kirjuun Heiian
2910
|
Posted - 2015.04.30 12:38:00 -
[204] - 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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shaman oga
Dead Man's Game
4542
|
Posted - 2015.04.30 13:14:00 -
[205] - Quote
bogeyman m wrote:shaman oga wrote:bogeyman m wrote: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.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub. Sorry. I couldn't follow your last comment... The point of stacking REs on Proxies is (was) to make a bigger (combined) boom when an enemy vehicle passed over. It used to work very well in Pubs - did it change sometime over the past 6 months that I've been away? (I haven't checked this week since returning.) The last time i've tried, in pub, proxy explosion did not trigger RE explosion so you have to manually detonate RE.
Shaman's Shack - A place to trade
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
|
Posted - 2015.04.30 13:49:00 -
[206] - Quote
Luther Mandrix wrote: Question so a logi that loses suits but has no kills but Injects,Reps,Uplinks,hives what would he get with this system,So would he be treated as afk?Because the logi is not about his kills but his help getting kills for others.
"new payout possibilities of x% gear personally lost and y% gear personally destroyed"
So that system would pay for the WP earned as currently happens, plus x% of the value of gear you'd lost.
Now there is still the question of how the mechanic being applied only to the winning side effects things, but as to the mechanic itself it would be added earnings because there are two vectors, one of the kills you personally make (could be zero for a dedicated logi) and one for the losses you personally take (for those ISK heavy support fits this could be substantial).
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
|
Posted - 2015.04.30 13:55:00 -
[207] - Quote
MINA Longstrike wrote:Cross Atu wrote:I'm doing a spot check/review.
Folks who have CalLogi proto fits please post your 1-3 tightest CPU fits. I need the whole fit used as well as the PG and CPU numbers (total and consumed). As well as the levels in relevant fittings skills (cpu, pg, logi, etc) for the fitted items.
Thanks o7 Oh boy, I'll have to try and cook up more callogi fits then, because at the moment I only have one that I'd even consider viable.
I'll take more if you cook them up, but getting the one you have now rather than later would be valuable.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4643
|
Posted - 2015.04.30 14:03:00 -
[208] - Quote
shaman oga wrote:X and Y are just a bonus, lots of WP would pay anyway. Btw, it's hard for a machine to tell if a player use slaying roles or support roles, if he's doing good or not. Both the team should have a bonus for X and Y, higher for winning team and lower for losing team.
Interesting notion, having both X and Y awarded regardless of the win but having the win define the magnitude of X and Y would at least mitigate the snowball effect. Also worth noting is that X and Y do not have to be the same raw % value so the losing side could get a bit of consideration with regards to the X% loss value that's being assessed for them.
Fake example numbers:
Winning team gets 30% gear losses & 30% kills added to their (already higher) payout. Losing team gets 25% gear losses % 20% kills added to their payout.
In this case the X% from personal losses is valuable to both the slayers and support roles because if you're behind in a battle you're generally more likely to lose the fits you deploy in (as I'm sure we've all seen). Even with the new system applied to both winners and losers of the battle it's not going to guarantee everyone is profitable, and it shouldn't or we lose the meaning of economic value, but what it would do is a slayer who's going 21/5 on the losing side is a lot more likely to break even or make a profit (fighting hard incentivized) and a support role who's doing a lot of work is also more likely to break even or at least come close with the combination of high WP earnings and X% personal losses refunded.
Both of those presume the player in question is actively fulfilling their role so afk type behavior (i.e. non-participation) wouldn't reap additional benefits.
Further thoughts?
CPM 1 mail me your feedback and remember to have fun!
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MINA Longstrike
Kirjuun Heiian
2910
|
Posted - 2015.04.30 14:10:00 -
[209] - 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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bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 14:51:00 -
[210] - Quote
shaman oga wrote:bogeyman m wrote:shaman oga wrote:bogeyman m wrote: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.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub. Sorry. I couldn't follow your last comment... The point of stacking REs on Proxies is (was) to make a bigger (combined) boom when an enemy vehicle passed over. It used to work very well in Pubs - did it change sometime over the past 6 months that I've been away? (I haven't checked this week since returning.) The last time i've tried, in pub, proxy explosion did not trigger RE explosion so you have to manually detonate RE. Well, that sucks... Then proxies now need a serious buff in damage, carry and deploy quantities... And get rid of the warning alert.
Duct tape 2.0 ... Have WD-40; will travel.
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