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Luk Manag
of Terror TRE GAFFEL
830
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Posted - 2015.05.27 19:30:00 -
[121] - Quote
Last time I checked there was a bug with the stacking penalties on plates. Currently each plate additional has less of a penalty...the opposite of what it should be. Penalties should be 3% +4%+5% instead of the same diminishing returns of the positive attributes 3%+2%+1% (like damage mods).
CCP Rattati
> Humble pie is the worst late night snack.
>
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.27 19:30:00 -
[122] - Quote
Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: I get your point, but even if all of the racial assault bonuses actually made a difference (only 2 really do), that still doesn't trump the multitude of equipment slots. Its really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis.
See that's where it gets really tricky because you're then dealing with a qualitative analysis of relative worth between Assault Bonuses (and you're right only 2 are really worth it) and having more equipment. I personally feel that people seem to put more worth in the equipment than they should, mostly due to leftover fear from when Logistics were stupidly broken, but again that's just a personal assessment. I think what Rattati is really going for here is "How can we make all suits feel roughly equally survivable?" and I feel that's a good direction to go with it. And as you have stated, the tradeoff of speed vs defense makes the suits 'equal' which I also think is a good thing. At which point my main question is "How can we make the Assault Bonuses feel like they're a fair tradeoff from the Logistics equipment?" Sadly I fear the answer is probably "Well if only the Commandos and Assaults were combined into one suit....." but that gets really tricky because it would basically mean the removal of Commandos from the game, which would likely be a nightmare on many fronts. Plus I have some pretty strong personal bias in that I love my Commando Q_Q So I guess for me I would say to all of the Assault players out there: "Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?"
I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment.
Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults.
I meant to say "Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Dreis ShadowWeaver
0uter.Heaven
4
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Posted - 2015.05.27 19:36:00 -
[123] - Quote
Wait, has this been deployed today? 'Imminent' often has different meanings when used by different CCP staff.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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Happy Violentime
OMFGZOMBIESRUN
1
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Posted - 2015.05.27 19:43:00 -
[124] - Quote
CCP Rattati wrote:Tesfa Alem wrote:Okay this may seem a bit ranty, but its just my observations, no dev bashing here.
I'm all for across the board consistency.
Here the assaults suits are getting a really big nerf. From what i can tell from the picture, logis get 0.25 m/s buff, the assault suits roughly 0.5 m/s speed nerf, commandos .35 roughly speed buff.
The Min Assault will be as fast the current Min Logi. Caldari and Gallente as slow as the current Amarr logi. And that is really, really slow. The Amarr assaults are gettin the speed of current heavy suits. Oh wow. Thats a little too much Mr. Rattati.
In a Foot race, post changes, guessing roughly of course.
1. Min scout 5.7 m/s
2. Gal Scout Caldari Scout 5.4 m/s
3. Amarr scout, Min Logi 5.25 m/s
4. Gal Logi, Caldari Logi, Min Basic 5 m/s
5. Min Assult 4.85 m/s
6. Amarr Logi, Gallente basic, Caldari Basic 4.75 m/s
7. Gallente Assult, Caldari Assault, Amarr Basic, Minmatar commando 4.6 m/s
8. Amarr assault, Caldari Commando, Gallente Commando, Min heavy basic 4.4 m/s
10. Minmatar Setinel 4.25 m/s
11. Amarr commando, caldari heavy, gallente heavy 4.2 m/s
12.Caldari setinel, gellente setinel 3.9 m/s
13. Amarr heavy 4.85 m/s
14. Amarr setinel 3.6 m/s
With the planned tiericide, I confidently predict the return of the slayer Logi. Identical slots, more fitting space, and now faster than the assault suits.
After all, the Min Logi will have a 4/4/4 slot layout at all tiers, and is getting the min assaut speed. Fit militia equipment to free up fitting space and the ADV min logi becomes the current Proto Min Assault. You can apply the same logic to the other assaults with dare i say it, lackluster bonuses. A cal logi with 5/3/3 slots or a slower caldari assault that can reload. Gal logi with extra fitting space or a slow gal assault that has less dispersion? And the Amarr assult....well might as well run a commando or heavy suit instead, more HP and more fire power, and identical if not faster speeds.
I can't wait for the forums will begin to erupt about the min logi's s hit box detection, etc etc. Pretty much every thing they spull out of thier butts about the min assault witll be applied to the min Logi.
Suggetion: Tighten up the assault speeds. Start the minmatar at 5.1 m.s, Gal calari at 4.9 and end with the Amarr at 4.6 m/s Slightly slower than thier respective racial logis, but certainly faster then comandos. I appreciate the thought, but there is a reason I am trying to move away from "feelings" and more to math and facts. The design needs to make sense, and players trade speed for tank, that's why dropsuits need to fit on the curve. If you don't want less speed, then the only way is less tank, but we already buffed tank for a reason and I don't want to change that. Speed has never been normalized properly before, and it needs to be done on a stable foundation, i.e. the speed/ehp curve.
You buffed armour tank and nerfed shield tank.
Good luck with your game, at least with all these arselicking yes men you must have the cleanest anus in shanghai.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 19:52:00 -
[125] - Quote
KAGEHOSHI Horned Wolf wrote: I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment.
Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults.
I meant to say "Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify.
Sorry if I was unclear. I meant that if this proposal goes through, that the overall survivability of the suits would be the same.
My question for you is, what would need to happen (assuming the speed chamges) to the Assault bonus so that you would feel assault and logistics are of equal worth (including bonuses and equipment) overall?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Dreis ShadowWeaver
0uter.Heaven
4
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Posted - 2015.05.27 19:53:00 -
[126] - Quote
Happy Violentime wrote:CCP Rattati wrote:Tesfa Alem wrote:Okay this may seem a bit ranty, but its just my observations, no dev bashing here.
I'm all for across the board consistency.
Here the assaults suits are getting a really big nerf. From what i can tell from the picture, logis get 0.25 m/s buff, the assault suits roughly 0.5 m/s speed nerf, commandos .35 roughly speed buff.
The Min Assault will be as fast the current Min Logi. Caldari and Gallente as slow as the current Amarr logi. And that is really, really slow. The Amarr assaults are gettin the speed of current heavy suits. Oh wow. Thats a little too much Mr. Rattati.
In a Foot race, post changes, guessing roughly of course.
1. Min scout 5.7 m/s
2. Gal Scout Caldari Scout 5.4 m/s
3. Amarr scout, Min Logi 5.25 m/s
4. Gal Logi, Caldari Logi, Min Basic 5 m/s
5. Min Assult 4.85 m/s
6. Amarr Logi, Gallente basic, Caldari Basic 4.75 m/s
7. Gallente Assult, Caldari Assault, Amarr Basic, Minmatar commando 4.6 m/s
8. Amarr assault, Caldari Commando, Gallente Commando, Min heavy basic 4.4 m/s
10. Minmatar Setinel 4.25 m/s
11. Amarr commando, caldari heavy, gallente heavy 4.2 m/s
12.Caldari setinel, gellente setinel 3.9 m/s
13. Amarr heavy 4.85 m/s
14. Amarr setinel 3.6 m/s
With the planned tiericide, I confidently predict the return of the slayer Logi. Identical slots, more fitting space, and now faster than the assault suits.
After all, the Min Logi will have a 4/4/4 slot layout at all tiers, and is getting the min assaut speed. Fit militia equipment to free up fitting space and the ADV min logi becomes the current Proto Min Assault. You can apply the same logic to the other assaults with dare i say it, lackluster bonuses. A cal logi with 5/3/3 slots or a slower caldari assault that can reload. Gal logi with extra fitting space or a slow gal assault that has less dispersion? And the Amarr assult....well might as well run a commando or heavy suit instead, more HP and more fire power, and identical if not faster speeds.
I can't wait for the forums will begin to erupt about the min logi's s hit box detection, etc etc. Pretty much every thing they spull out of thier butts about the min assault witll be applied to the min Logi.
Suggetion: Tighten up the assault speeds. Start the minmatar at 5.1 m.s, Gal calari at 4.9 and end with the Amarr at 4.6 m/s Slightly slower than thier respective racial logis, but certainly faster then comandos. I appreciate the thought, but there is a reason I am trying to move away from "feelings" and more to math and facts. The design needs to make sense, and players trade speed for tank, that's why dropsuits need to fit on the curve. If you don't want less speed, then the only way is less tank, but we already buffed tank for a reason and I don't want to change that. Speed has never been normalized properly before, and it needs to be done on a stable foundation, i.e. the speed/ehp curve. You buffed armour tank and nerfed shield tank. Good luck with your game, at least with all these arselicking yes men you must have the cleanest anus in shanghai. Ooooooooooooo, you gettin' bannnnnnnned!
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.27 19:57:00 -
[127] - Quote
Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment.
Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults.
I meant to say "Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify.
Sorry if I was unclear. I meant that if this proposal goes through, that the overall survivability of the suits would be the same. My question for you is, what would need to happen (assuming the speed chamges) to the Assault bonus so that you would feel assault and logistics are of equal worth (including bonuses and equipment) overall? Honestly don't know, and I don't think the bonuses should be a really massive thing for any suit, and I think it would be easier just to not nerf the assault speed.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.27 20:05:00 -
[128] - Quote
Wouldn't it make more sense just to buff logi eHP and nerf assault eHP?
Aloha snackbar
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.27 20:09:00 -
[129] - Quote
Pokey Dravon wrote:So I guess for me I would say to all of the Assault players out there:
"Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" Assuming eHP / Speed is implemented as described, spitballing ...
1) Wire all Assaults with a higher sprint multiplier than other frames (credit to Ripley Riley). Thinking short bursts of speed for moving from cover-to-cover or getting to the frontlines faster. This should be a "special property" unique to Assault frames.
Regular Sprint Multiplier (current ---> future) Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.4 GA/CA Assault Base Speed: 5 m/s ----> 4.6 m/s MN Assault Base Speed: 5.3 m/s ---> 4.8 m/s AM Assault Base Speed: 4.8 m/s ---> 4.3 m/s GA/CA Assault Sprint Speed: 7.35 m/s ---> 6.76 m/s MN Assault Sprint Speed: 7.79 m/s ---> 7.06 m/s AM Assault Sprint Speed: 7.06 m/s ---> 6.43 m/s
Special Sprint Multiplier (proposed) Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.5 GA/CA Assault Base Speed: 4.6 m/s MN Assault Base Speed: 4.8 m/s AM Assault Base Speed: 4.3 m/s GA/CA Assault Sprint Speed: 7.25 m/s MN Assault Sprint Speed: 7.56 m/s AM Assault Sprint Speed: 6.77 m/s
If my maths are correct, the MN Assault with this "special sprint multiplier" will sprint at a slightly lower speed (7.56 m/s) than the AM Scout and the future MN Logi (7.72 m/s). Kindly note that only sprint speeds are affected by this proposed "special multiplier" and that base movement speeds (and other speeds derived from base movement) remain exactly as Rattati has outlined on Page 1.
2) Improve Gal and Cal Assault bonuses. Ideas:
* Gal Assault: Replace bonus to dispersion with bonus to rate-of-fire * Cal Assault: Replace bonus to reload with bonus to kick while aiming-down-sights
Disclaimer: Part-Time Assault
Shoot scout with yes. - Ripley Riley (for CPM2)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 20:15:00 -
[130] - Quote
Scheneighnay McBob wrote:Wouldn't it make more sense just to buff logi eHP and nerf assault eHP?
If it fits the HP/speed curve, sure.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Varoth Drac
Dead Man's Game
895
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Posted - 2015.05.27 20:18:00 -
[131] - Quote
Alternative assault bonus suggestions:
Cal - reload plus spool reduction. Gal - increase the current dispersion reduction.
To be honest, there's no reason why reducing assault speed can't balance the suit, it's just the speed probably shouldn't be reduced as much as proposed. Improving Cal and Gal assault bonuses is more about bringing racial balance to assaults. |
One Eyed King
Nos Nothi
10
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Posted - 2015.05.27 20:21:00 -
[132] - Quote
My biggest concer would be HP comperable Scouts and Logis being faster than the HP comperable Assault.
I tried to make some judgement based upon the images but could not really do so.
I don't want to go back to the days of slayer scouts or slayer logis. Is there any data you could give comparing speeds of HP equivalent roles?
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.27 20:27:00 -
[133] - Quote
One Eyed King wrote:My biggest concer would be HP comperable Scouts and Logis being faster than the HP comperable Assault.
I tried to make some judgement based upon the images but could not really do so.
I don't want to go back to the days of slayer scouts or slayer logis. Is there any data you could give comparing speeds of HP equivalent roles?
Did you see the "Bricked" chart?
Shoot scout with yes. - Ripley Riley (for CPM2)
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.27 20:32:00 -
[134] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
That was my feedback, caldari will be nerfed to be slower than gallente if gallentes speed is buffed. complex regulator gives you 100% more stamina and regen on a suit with 5 lows. Unless you are planning on giving it a quarter of its current stamina and regen there will be even more imbalance.
Why doesn't caldari have a much higher movement speed as it is only using shields? If you are giving gallente higher native top speed why not give caldari higher movement speed similar to minmitar assault ( which dual tanks ). Similar to vehicles, Gunlogis are better a manoeuvring while gallente has higher top speed?
Isn't that how balance works?
There is no rant, just trying to paint a picture on how certain things are being perceived.
This doesn't resemble what you posted in the sligthest, it was an accusative rant, and there's no mistaking it. And quit trying to logic, you suck at it, a buff to gallente does not automatically mean caldari were nerfed. So if you buffed every suit in the game save the heavy suit, this would not be a heavy nerf? Go back to school No, in fact it would not, a nerf is a reduction, unless the heavy suit was in fact reduced in some fashion, then it is not a nerf. Are you unfamiliar with meaning and cause/effect?
Yea but buffing the performance of something to be better than something else may not be a nerf, it still leaves an imbalance.
If we were to use eve as an example, it's true that caldari are the slowest, but they also excel in other areas such as high agility, the longest targeting ranges of any race, and also the ability to fit some of the highest eHP builds of any race often twice as much as any other.
None of those traits are present here in dust. Caldari are slow, mostly blind in terms of passive scans, low agility, and suffer low power shields (shield eHP / shield regen ratio) when fielding a full traditional shield tank. Caldari counter speed with the ability to engage targets at long range. You can't do that when your passive scan are natively non viable.
The issue with shields is that a full shield tank leaves you with less hp and zero regen at any range when caught without cover vs armor with more HP and often damage than shields can field in defense |
Jack McReady
DUST University Ivy League
2
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Posted - 2015.05.27 20:34:00 -
[135] - Quote
CCP Rattati wrote:Cat Merc wrote:While you're at it, mind fixing the Gallente speed being the same as Caldari?
Gallente are supposed to be very fast for short bursts of speed (MWD eating capacitor). We could simulate that by giving Gallente similar sprint speed to Minmatar, but very bad stamina.
Would help the Duvolle too, in the whole "get close and rekt" part. Which speeds aren't aligned? I didn't notice, they are always supposed to be the same as CA.
he means that Gallente should have more speed but weaker stamina to get into combat with AR/shotgun quickly and wreck there. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 20:38:00 -
[136] - Quote
I don't agree with this ideal that speed and HP need to be inversely proportion especially if it takes precedence over the logical attributes of suit roles.
As a Logi I don't need to be faster than Assaults. I don't want to out run the guys I am supporting. If anything I want to be as fast as them.
As an assault I choose to fit my suit for speed so I can constantly be pressuring my opponents. Having less speed only serves to punish the lower end of the assault speed spectrum. The Amarr Assault was never fast in the first place, why is it being penalised again?
"Crush all who complain!"
- Arkena Wyrnspire
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golpe 4
Eternal Beings
26
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Posted - 2015.05.27 20:42:00 -
[137] - Quote
My poor caldari assault it cant take no more
im just a scrub here, to u know, do things helpful like ummm commenting,complaining,and giving terrible advice thats it
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.27 20:42:00 -
[138] - Quote
Can we get a spreadsheet of these changes? Graphs are nice, but numbers are better.
Also, aren't assault supposed to have speed to push objectives, whereas sentinels have low speed in order to be point defense? A speed reduction is okay, but WOW is that drastic.
Whirly gun make much thunder! - Victor
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zzZaXxx
Capital Acquisitions LLC
755
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Posted - 2015.05.27 20:46:00 -
[139] - Quote
Assaults are gonna be a LOT slower. More speed for logis, commandos, and sentinals is good. Normalized progression is good I guess. More slots for commandos is a must.
...Yeah I'm okay with assaults being slower
Hey if you're gonna change commandos please tweak some other things, such as improving the Calmando's shield recharge delay. |
Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.05.27 20:51:00 -
[140] - Quote
I think it's rapidly becoming clear that the debate on this topic is going to come down to whether it's possible within the proposed "speed vs eHP" trade off paradigm to make additional changes that result in balance.
The issue here is that we have these knobs to turn where suit balance is concerned:
- Fitting (PG/CPU) - Role+Racial bonuses - Speed and speed related statistics (the idea of messing with the sprint modifier is novel) - Slot layout - Base HP and other HP related statistics (EG repair rate and shield delay)
Of all these, speed and HP are probably the least discrete. What I mean by a "discrete" variable is that even the smallest change in that variable has a high potential to change balance. Slot layout, in particular, is extremely discrete just based on the evidence that the different suit classes provide.
By tying HP and speed together in a firm relationship, we lose a "knob" from the above list. We can still twist the twin HP-speed subsystem knob, but they can't really be twisted independently. The ensuing discussion has focused around the other knobs: Slot layout. suit bonuses, and combinations of those.
Here's my question that I don't really have the answer to because it's hard, but really needs to be considered: Is it possible to achieve a reasonable state of balance after adopting the HP-speed tie-together given the highly discrete nature of slot layouts and to a lesser extent suit bonuses? It's possible that the answer is no, which puts us in Kage's camp. In that case we can still tie speed and HP together in the proposed way, but tune that combined "knob" to a different position.
On a different note, I think it's important to note that speed doesn't affect survivability exclusively. Speed is also a substantial contributor to aggression potential. I think that's one of the reasons I'm a bit afraid of the "killer bees" returning. From an anecdotal perspective, I run ferroscale plates as opposed to regular ones. It's not that the speed necessarily just keeps me alive more than the HP bonus, it's that I can also choose to take fights and chase down fleeing opponents more readily.
Long term roadmap by Aeon Amadi
Have a pony
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 20:54:00 -
[141] - Quote
KAGEHOSHI Horned Wolf wrote:Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: I get your point, but even if all of the racial assault bonuses actually made a difference (only 2 really do), that still doesn't trump the multitude of equipment slots. Its really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis.
See that's where it gets really tricky because you're then dealing with a qualitative analysis of relative worth between Assault Bonuses (and you're right only 2 are really worth it) and having more equipment. I personally feel that people seem to put more worth in the equipment than they should, mostly due to leftover fear from when Logistics were stupidly broken, but again that's just a personal assessment. I think what Rattati is really going for here is "How can we make all suits feel roughly equally survivable?" and I feel that's a good direction to go with it. And as you have stated, the tradeoff of speed vs defense makes the suits 'equal' which I also think is a good thing. At which point my main question is "How can we make the Assault Bonuses feel like they're a fair tradeoff from the Logistics equipment?" Sadly I fear the answer is probably "Well if only the Commandos and Assaults were combined into one suit....." but that gets really tricky because it would basically mean the removal of Commandos from the game, which would likely be a nightmare on many fronts. Plus I have some pretty strong personal bias in that I love my Commando Q_Q So I guess for me I would say to all of the Assault players out there: "Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment. Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults. I meant to say " Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify.
This is what I mean.
Assaults are as Kage put it "Mobile Frontline Fighters that rush objectives". This is their fundamental role. Ensuring that their are always players on the frontlines pushing for the objective. Speed nerfs directly and rather significantly hinder this role. Only one suit at this time to my knowledge is "bleeding over" into the Scout Class the others seem relatively balanced in terms of their movement speeds without modifying them via modules.
Logistics I can understand want to have some bonuses but in being one I realise I don't need to be faster than an Assault to do my job well, if anything I want to roughly be the same speed as them as there is no point in out running the team I am supposed to be supporting, if I am with multiple forms of equipment then I am directly bleeding into the Scout Class.
Were my Assault's Speed nerfed and the Logi buffed significantly I would just tank my Amarr Logi better and use that as an Assault suit for its speed and being able to carry equipment. If the speed values were standardised or the Logi buffed to Assault Speeds the suits would still in their current forms retain enough unique traits to merit the use of the Assault.
"Crush all who complain!"
- Arkena Wyrnspire
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One Eyed King
Nos Nothi
10
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Posted - 2015.05.27 20:56:00 -
[142] - Quote
True Adamance wrote:I don't agree with this ideal that speed and HP need to be inversely proportion especially if it takes precedence over the logical attributes of suit roles.
As a Logi I don't need to be faster than Assaults. I don't want to out run the guys I am supporting. If anything I want to be as fast as them.
As an assault I choose to fit my suit for speed so I can constantly be pressuring my opponents. Having less speed only serves to punish the lower end of the assault speed spectrum. The Amarr Assault was never fast in the first place, why is it being penalised again? Its about roles.
Assaults shouldn't be faster than their lower HP counterparts because then it dimishes the point in playing those roles. With HP as it is, with EWAR and speed components as they are, Assaults are over performing. My Std Min Assault is way too fast and effective.
Logis need to be a bit faster because they are squishy. They can alternate between sprinting and walking to catch up to sentinels while being able to recharge enough to be evasive if needs be.
This makes loads of sense to me.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:07:00 -
[143] - Quote
One Eyed King wrote:True Adamance wrote:I don't agree with this ideal that speed and HP need to be inversely proportion especially if it takes precedence over the logical attributes of suit roles.
As a Logi I don't need to be faster than Assaults. I don't want to out run the guys I am supporting. If anything I want to be as fast as them.
As an assault I choose to fit my suit for speed so I can constantly be pressuring my opponents. Having less speed only serves to punish the lower end of the assault speed spectrum. The Amarr Assault was never fast in the first place, why is it being penalised again? Its about roles. Assaults shouldn't be faster than their lower HP counterparts because then it dimishes the point in playing those roles. With HP as it is, with EWAR and speed components as they are, Assaults are over performing. My Std Min Assault is way too fast and effective. Logis need to be a bit faster because they are squishy. They can alternate between sprinting and walking to catch up to sentinels while being able to recharge enough to be evasive if needs be. This makes loads of sense to me.
In a conflict do your advance your supply lies faster than your main combat troops? Nope? I didn't think so.
The value of the Logisitcs role is in its capacity to support the efforts of other suit not its own combat potential. You are force multiplying by establishing uplinks, nanohives, repairs, revives etc.
You should be staying with your squad or the main body of your team to support them not running off to establish equipment is remote positions. That bleeds into the role of scouting. As such there is no need to be able to move faster than your front line combat troops.
If we are talking about roles then we should do so logically. As a role the Logistics essentially fills the "Support/Healer" role. This typically is denoted by lesser health, a wide variety of support units, and certainly is NOT characterised by excessive speed more so than say the "DPS" role (AKA the Assault).
"Crush all who complain!"
- Arkena Wyrnspire
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Golden Day
Corrosive Synergy No Context
2
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Posted - 2015.05.27 21:09:00 -
[144] - Quote
I'm pissed off no motha flocking caldari shield buff??
Thank you,CCP Rattati you are the best at fixing shields...
Im just a glorified blueberry
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.27 21:10:00 -
[145] - Quote
True Adamance wrote: In a conflict do your advance your supply lies faster than your main combat troops? Nope? I didn't think so.
The value of the Logisitcs role is in its capacity to support the efforts of other suit not its own combat potential. You are force multiplying by establishing uplinks, nanohives, repairs, revives etc.
You should be staying with your squad or the main body of your team to support them not running off to establish equipment is remote positions. That bleeds into the role of scouting. As such there is no need to be able to move faster than your front line combat troops.
If we are talking about roles then we should do so logically. As a role the Logistics essentially fills the "Support/Healer" role. This typically is denoted by lesser health, a wide variety of support units, and certainly is NOT characterised by excessive speed more so than say the "DPS" role (AKA the Assault).
This here. Assaults have speed because they are supposed to push objectives. Lower speed means they cannot push. Especially in light of the fact that logis are getting a buff, this is in effect a double nerf. I would suggest just buffing logi speed and seeing how that works.
Whirly gun make much thunder! - Victor
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 21:11:00 -
[146] - Quote
alias lycan wrote:This is a pretty dangerous thing to do as long as logis and assaults have the same slot count. I think the cal logi actually has 1 more slot than the assault. People could just copy their assault fits and improve them with the extra cpu and pg plus have the speed. Depends on your assault fitting I suppose but you have to apply the role bonus (fittings cost reduction to LW, sidearm and nade) as well. Also there isn't really "extra" cpu and pg it's a bit different but not just "more" so it's usefulness is going to be down to the specific fits not a blanket loss/gain.
Cal for example
- Assault has more CPU
- Logi has more PG
Same story with the Min medium frames though the margins are a bit tighter.
So there won't be more cpu and pg, possibly one but not both, and the Am Logi aside no one can copy paste their assault fit to a logi unless they don't use a sidearm at all (which some may not, but sidearm utility is obviously something above zero so shouldn't be dismissed out of hand).
You are right on the Cal logi slot layout, it needs to have that extra migrated to be an equipment rather than a utility slot that would put it in line with the assault in regards to utility slots and with the other logi in regards to equipment slots.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 21:13:00 -
[147] - Quote
demens grimwulff wrote:Slayer logi with 3 or 4 compact nanohives? Compact hives likely need a bit of a touch up from where they are currently. The recent changes in fittings cost helped but initial impressions seem to indicate they need toned down further. If nothing else it could always be a "limit one" equipment mod, which isn't an ideal go to solution as the first option but would be far from the worst thing ever.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 21:15:00 -
[148] - Quote
Ripley Riley wrote:demens grimwulff wrote:On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives? Make all equipment slots mandatory + increase CPU/PG fitting bonuses for logis + reduce CPU/PG for logis = plenty of CPU/PG for equipment but not much left for brick tanking and proto weaponry. Been advocating some version of this for months now. Granted some of whether this is viable comes down to the numbers, but I support the general concept. Those logi currently running with full slots shouldn't have their fittings constrained further but taking steps to prevent "equipment free" fittings seems very worth while.
CPM 1 mail me your feedback and remember to have fun!
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hails8n
DEATH BY DESTRUCTION
233
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Posted - 2015.05.27 21:17:00 -
[149] - Quote
Cross Atu wrote:demens grimwulff wrote:Slayer logi with 3 or 4 compact nanohives? Compact hives likely need a bit of a touch up from where they are currently. The recent changes in fittings cost helped but initial impressions seem to indicate they need toned down further. If nothing else it could always be a "limit one" equipment mod, which isn't an ideal go to solution as the first option but would be far from the worst thing ever. Then we can get all proto hives buffed to 9 carried, like the patch notes said.
Petition to ban the trainyard map.
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 21:25:00 -
[150] - Quote
Stefan Stahl wrote:Ripley Riley wrote:increase CPU/PG fitting bonuses for logis What would a suitable fitting bonus be in your opinion? I think there's a tough problem here: - Too low fitting bonus: Fit 4 Compact Nanohives and use the remaining fitting space to become a killing machine. Bumping up the fitting requirement for compact nanos doesn't help. Needles actually have lower fitting requirements (Yes, I need 4 STD needles! ). - Too high fitting bonus: Equipment becomes 'Logi only' much like the Scout's cloak. That means you need a Scout or a Logi if you want to carry nanohives or scanners. This will make people try to get their slayer-role done with those suits since you can't run a KDR over 5 without nanohives. And squadplay will make people want to carry sticks and scanners, even if they want to be a slayer 95% of the time. There may be a middleground between these two extremes, but as long as the Logi is somewhat combat effective and has the added utility of many equipment slots people will use that. The incentive to use an Assault suit must be very big to counteract the disadvantage of having less equipment. This is currently the case. If the suggestion in the OP goes through it won't (unless additional factors apply). If you check out the logi feedback thread there's been a fair bit of theory crafting and debate on this subject. Part of the answer is that any change to the role bonus needs to account for the the value loss of not just the raw fitting reduction but the potential value with full skills, and needs to derive it's applied numbers from the cost of equipment mods themselves (since it is a % reduction to what is fit, not a raw buff to pg/cpu values).
The compact nano is an issue, no two ways about that, and should likely be toned down even without these changes but certainly with the changes something needs to be looked at as a way to address them. Increased fittings costs, reduced max carried, or a hard limit of one per fit are all options on the table as far as I'm concerned, perhaps even a combination of them.
Another part of the solution is to make sure the assault racial bonuses are performing with proper utility, if it is not a meaningful loss of slayer value to abandon those racial buffs (as some posts in this thread seem to imply) then the skills themselves likely need polish.
Finally I believe you are correct that too high a role bonus for logi could have an adverse effect, which is part of why a mildly increased cpu/pg cost for equipment is worth looking into. It provides more definition for the support role without taking equipment out of the hands of everyone and (if combined with a equipment slots requirement on logi suits) also makes the use of a logistics frame less trivial to attempt any "cut and paste" assault fitting.
CPM 1 mail me your feedback and remember to have fun!
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