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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 21:25:00 -
[151] - Quote
I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.27 21:27:00 -
[152] - Quote
Cross Atu wrote: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. Would this put undue strain on early career Logis? Thinking about Cloak and early career Scouts; they usually can't fit it until Level 4. And cloak isn't as instrumental to Scouting as EQ is to Logi'ing.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.27 21:28:00 -
[153] - Quote
CCP Rattati wrote:Dear players,
as part of a Logi and Commando review, and my own rational hatred of irrational things, we will be aligning speeds across the board in an imminent hotfix. Consider this initiative only a part of the changes.
I believe this will give Commandos and Logis a real buff, as they will be more mobile, even if stacking hitpoints, and will be a needed reduction in the Assault class overall, with the outliers of Minmatar Assault overwhelming moblity, and Amarr Assault hp stacked fits.
A picture says more than a thousand words, so please take a look. I am also constructing the brick version of this chart to see how that pans out. My assumption is that Commandos will need at least an extra slot to be able to tank comparably o other Roles.
I made a thing to look at various dropsuit stats and compare them to each other and between races.
Google docs LINK
I think it is safe to say that part of the Minmatars overwhelming mobility comes from their far superior Stamina Regen.
Speaking of which and about the Logis and Commandos, perhaps it is time to take a look at: Stamina Stamina Regen Shield Recharge Rate Shield Recharge Delay Shield Depleted Recharge Delay
As well as the racial perks and sacrifices of various stats, what do you think? |
One Eyed King
Nos Nothi
10
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Posted - 2015.05.27 21:30:00 -
[154] - Quote
True Adamance wrote: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/heal abilities, and certainly is NOT characterised by excessive speed more so than say the "DPS" role (AKA the Assault). While I woild love for Scouts to be more involved in the role of laying EQ it is clear from the BW changes that that is a minor role for scouts at best.
As a result that needs to be taken into consideration as well.
And if you look at Assault speeds vs the other combat oriented roles of Sentinel and Commando, they are still faster. Not to mention they have all those fitting slots with which to fit KinCats and Cardiac Regs.
My biggest concern as stated above somewhere is speed penalties to plates not being significant enough on Scouts and Logis. We don't need either to be better at slaying than Assaults.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.27 21:31:00 -
[155] - Quote
Adipem Nothi wrote:Would this put undue strain on early career Logis? Thinking about Cloak and early career Scouts; they usually can't fit it until Level 4. And Cloak isn't as instrumental to Scouting as EQ is to Logi'ing.
This is a really good point.
I liked the ideas that were being bounced around where Fitting Bonuses come in at level 1, and do not increase as you progress. This could work for both the cloak and the logi fitting bonuses.
Know what cannot be known.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:35:00 -
[156] - Quote
Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units.
I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused.
Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time.
Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it.
"Crush all who complain!"
- Arkena Wyrnspire
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.27 21:39:00 -
[157] - Quote
One Eyed King wrote: My biggest concern as stated above somewhere is speed penalties to plates not being significant enough on Scouts and Logis. We don't need either to be better at slaying than Assaults.
Agreed. Sometime back (HF Delta?) Rattati implemented an armor-plate strafe penalty specifically targeting Scouts. If this is possible, then it stands to reason that greater/lesser penalties could be assigned by frame type.
Shoot scout with yes. - Ripley Riley (for CPM2)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:44:00 -
[158] - Quote
One Eyed King wrote:[ While I woild love for Scouts to be more involved in the role of laying EQ it is clear from the BW changes that that is a minor role for scouts at best.
As a result that needs to be taken into consideration as well.
And if you look at Assault speeds vs the other combat oriented roles of Sentinel and Commando, they are still faster. Not to mention they have all those fitting slots with which to fit KinCats and Cardiac Regs.
My biggest concern as stated above somewhere is speed penalties to plates not being significant enough on Scouts and Logis. We don't need either to be better at slaying than Assaults.
This to me suggests an issue with scouts and their EWAR capacity rather than assault needing to change the "fast and aggressive" combat role of Assaults.
However you have yet to provide sound reason that I can accept for Logisitics "needing" to be faster than Assaults.
You Logisitics are faster than Sentinels and Commandos thus will easily catch up to them in combat, no logi needs Scout like speed in case it results in role bleed, however the Logi could use the ability to keep apace with Assaults.
Why not simply set that as the benchmark and see how it goes.
"Crush all who complain!"
- Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:46:00 -
[159] - Quote
Adipem Nothi wrote:One Eyed King wrote: My biggest concern as stated above somewhere is speed penalties to plates not being significant enough on Scouts and Logis. We don't need either to be better at slaying than Assaults.
Agreed. Sometime back (HF Delta?) Rattati implemented an armor-plate strafe penalty specifically targeting Scouts. If this is possible, then it stands to reason that greater/lesser penalties could be assigned by frame type. LIkely the lighter the frame the uses the plate the harsher the penalty. EVE does something like this called "Mass Penalty".
Amarr Ships weigh a lot. Min Ships weight less. Put a plate on an Amarr Ship and the speed penalties are lesser on the Amarr ship than the Minmatar ship.
"Crush all who complain!"
- Arkena Wyrnspire
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 21:46:00 -
[160] - Quote
True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it.
Well the idea is to have a HP to speed curve, so equal speed would mean Logis would have equal HP too, which I don't think people want.
If not equal, then one needs to be superior one way or another. Logis would have either more HP and less speed, or more speed and less HP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.27 21:50:00 -
[161] - Quote
Pokey Dravon wrote: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's what I mean: logis are too squishy for their role
Aloha snackbar
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:51:00 -
[162] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it. Well the idea is to have a HP to speed curve, so equal speed would mean Logis would have equal HP too, which I don't think people want. If not equal, then one needs to be superior one way or another. Logis would have either more HP and less speed, or more speed and less HP.
Or equivalent speed, less HP, and more equipment slots. The logistics class could use more speed to function in their role however this does not necessary mean they need more speed than frontline aggressive combat suits only and equivalent amount. You also do not need more HP to function in a support role.
Better EWAR could serve the Logi well if they don't already have it, etc.
"Crush all who complain!"
- Arkena Wyrnspire
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 21:53:00 -
[163] - Quote
Well personally I was more a fan of more HP, less speed, better stamina for logi vs assault. But that's just me
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 21:56:00 -
[164] - Quote
Scheneighnay McBob wrote:Pokey Dravon wrote: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's what I mean: logis are too squishy for their role
Placing equipment, staying out of lines of fire, and repairing other suits....requires large quantities of HP? I don't think so.
"Crush all who complain!"
- Arkena Wyrnspire
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 21:57:00 -
[165] - Quote
KAGEHOSHI Horned Wolf wrote:I don't have math, but I do have logic. You're ignoring a huge factor when just balancing speed vs HP in regards to assaults and logistics.
If the assaults' HP is countered by the lack of speed, and vice versa for the logistics, then the these factors are balanced against each other (no net advantage or disadvantage), and thus assaults and logistics are equal when comparing net speed/HP advantages and disadvantages.
If that is the case, then the logistics comes out on top because with speed and HP being balanced with the assaults, that leaves logistics with a very large advantage with no counterbalance: the 3-4 equipment slots while assaults only have 1.
If the speed and HP advantages and disadvantages of assaults and logistics cancel out against each other when the 2 suit types are compared with one another, and the logistics gets a ton more equipment slots, what does the assault have to balance against that? just a sidearm? It doesn't seem fair. Sure assaults get fitting bonuses to weapons to allow for fitting better weapons, but logis get fitting bonuses to equipment, and the savings from the equipment fitting bonus can be used to equip better weapons also.
In light of this, I don't think assaults should get a speed nerf. Also, assaults are meant to be the frontline fighters that rush to objectives and clear areas. Reducing speed conflicts with their intended purpose, as it makes it harder for them to rush objectives.
In short, I suggest keeping assault speeds intact. Kage your logic has holes.
You cite added mods fit but make no mention of the added cost to fit them (in either ISK or CPU/PG), if one additional sidearm is of lessor value to a slayer fit then 2-3 additional equipment slots that needs to be looked at certainly but treating those slots as if they fill for free is an oversight. You omit the effect of the assault racial bonuses (if they are too weak to be worth mentioning that is something which should be fixed not a flaw in the current proposal).
The contention as presented is that if survivability (largely that balance between mobility and HP) is balanced then the assault has lessor value to the logi? That seems flawed, survival is required to perform any role on the battlefield and as such should be roughly balanced anything less denigrates the overall quality of the game but diminishing the functionally useful content present.
From the reasoning you've presented above it sounds like the value of the assault racial buffs and the overall ease of fitting/utility of equipment for slayer fits needs to be looked at rather than discarding the use of a inverse balance between speed and HP game wide.
How many equipment slots, in your estimation, is a sidearm worth to a slayer fit? And what specific pieces of equipment would a slayer fit run in those extra slots to get better slaying utility out of their fit than the use of a side arm. Those would be key areas to consider and address if a sidearm is truly of lessor value on balance for running as a killer.
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 22:02:00 -
[166] - Quote
Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: You don't understand my post. I never claimed that logis would get an HP buff.
My point is that the HP disadvantage will be completely cancelled out with higher speed, just like the assaults HP will be cancelled out with the speed nerf. With speed and HP advantages and disadvantages cancelling out, that leaves the logis on top because of the significantly higher equipment count.
Mentioning KinKats is irrelevant considering both assaults and logistics can equally fit them.
There is no need to nerf the speed of assaults as Rattati is planning to do because assaults as a whole (not talking about an individual basis) they are balanced right now, and a nerf will only serve to make them underpowered. Nerfing things that are balanced can never be a good thing.
While I understand the point you're making, I feel like many people are undervaluing the Assault Bonuses themselves. An Amarr Logistics will not be able to make use of Laser Weapons nearly as well as an Amarr Assault. So if we go under the assumption you made that the speed/hp ratio effectively cancels each other out, would that not place the suits at similar survivability, with the Assault being better at killing due to their Assault bonus, and then the Logistics better at supporting with more equipment and bonuses to support it? Part of this may stem back to the time old issue of Assaults vs Commandos, and partially to the fact that many weapons perform very well, even without Assault Bonuses. I wonder if we did something like put a +1% Racial Damage/lvl bonus on the Assault (5% total) and then reduce damage of light weapons by 5%? Or something to more clearly solidify an Assault's advantage in terms of killing over other suits.
This seems like a reasonable line of thought to pursue.
CPM 1 mail me your feedback and remember to have fun!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 22:05:00 -
[167] - Quote
Perhaps instead of a speed to HP curve, its speed to mobility curve, where mobility is defined as a function of speed and stamina? You could then vary speed for logistics to maintain the proper mobility by throttling stamina as your independent variable?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Thaddeus Reynolds
Facepunch Security
272
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Posted - 2015.05.27 22:08:00 -
[168] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it. Well the idea is to have a HP to speed curve, so equal speed would mean Logis would have equal HP too, which I don't think people want. If not equal, then one needs to be superior one way or another. Logis would have either more HP and less speed, or more speed and less HP. Or equivalent speed, less HP, and more equipment slots. The logistics class could use more speed to function in their role however this does not necessary mean they need more speed than frontline aggressive combat suits only and equivalent amount. You also do not need more HP to function in a support role. Better EWAR could serve the Logi well if they don't already have it, etc.
What you do need is actual bonuses related to support in that manner than. The Amarr Logi in particular (with its drop uplink bonus) has a bonus that requires it to run out ahead or flank from the side in order to properly place uplinks (without the assistance of Drop Ships, Drop Ship placed uplinks are much better...but that's combining roles)...the Bonuses need to be changed to better fit the support role (Drop Uplinks/Scanners seems like more of a Scout Suit thing IMO)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Henchmen21
Planet Express LLC
1
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Posted - 2015.05.27 22:08:00 -
[169] - Quote
My two favorite roles. Amarr/Min Logi and Gal/Min Commando I got an answer to just about any situation.
Acquisition is terrible, matchmaking is terrible, your game is still riddled with bugs, you should feel bad.
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.05.27 22:11:00 -
[170] - Quote
Pokey Dravon wrote:Perhaps instead of a speed to HP curve, its speed to mobility curve, where mobility is defined as a function of speed and stamina? You could then vary speed for logistics to maintain the proper mobility by throttling stamina as your independent variable?
I'm reposting this because it ended up being the last post on page 7 and I think it got into that unfortunate position where the page count bumped before anyone saw it. I've suggested categorizing the different variables we have to turn into some (albeit obvious) distinctive categories.
Leither from p7 wrote: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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Songs of Seraphim
Negative-Feedback.
983
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Posted - 2015.05.27 22:12:00 -
[171] - Quote
True Adamance wrote:Pokey Dravon wrote:I mean something to consider... The old slayer logis were problematic because they had so much HP from bonuses. It stands to reason that Rattati wanted to avoid this issue by buffing speed instead of HP in order to bring up survivability while avoiding huge buffer like we used to have.
While I agree with that statement it seems illogical to have logistics players advancing faster than your assault units. I don't see a need to differentiate their speeds. Asssault dropsuits are primarily aggression and weapons focused while logistics are support and equipment focused. Logi players shouldn't want to be outrunning their team mates, on the other hand, assaults should want to be in the enemy teams face all the time. Why not instead buff Logistics speed up to that of Assaults so that they get what they want however do not drag down another class to do it.
This. I read through all the comments and suggestions before I began posting, but I thought of this idea halfway through.
It is better to have the medium suits in a linear fashion, whilst reducing the Minmatar Assault speed and buffing the speed of the Amarr Scout, Minmatar Logistics, and Amarr Logistics.
Assaults are in a good place at the moment, and shouldn't get nerfed, I believe. Rather, the Logistics class should be in line with the Assault class while the Commando's receive their movement and speed buffs -- while the Caldari Commando should get a Shield Regen/Depleted buff.
We want Logis to be mobile enough to move from place to place since they'll be reviving, repping, and supporting. Currently they're sluggish, but if they're matched with the movement and sprint speeds of the Assault, they should be in a viable place.
The whole concept of the second graph where the suits are brick tanked are null. There may be outliers where some people actually do it, but its seldom -- or I just personally don't see it -- as there are just better things to do than stacking plates or extenders. Assaults (mostly) refrain from using vanilla plates to keep their speed. Reactives and Ferroscale are the way to go these days on all suits but Sentinels.
In addition to keeping the Logistics and Assaults similar, with similar slot layouts, but differentiate between the roles: The Logi should have better eWar capabilities and better regen than the Assault counterpart. As well as a tad lower CPU/PG on the Logi but higher fitting capability on the suit itself. This way it would be an intermediate between Scout eWar and Assault offensive capabilities.
I may be missing something since I'm getting ready to play a gig today, so I might update it a bit when the ideas return.
Caldari Loyalist
Join Caldari FW via Kirjuun Saaja
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 22:13:00 -
[172] - Quote
alias lycan wrote:Cross Atu wrote:CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. As a CPM and thus community rep I feel it important to confirm, publicly and on the record that CCP Rattati is not a sufferer of melissophobia, unlike some poor unfortunates in our community. Rattati wasnt around long enough to remember. The real vets still have scars from the numerous stings. I believe rattati mentioned something about cal logis being punished for old sins. Well the sin was it was the only suit that could have 600 shielding with room to spare. Yeah I remember the old "sins" and how all logi frames were punished for the sins of the Cal racial logi skill. The Cal skill was a bad idea, the following logi nerfs were a bad idea, and the melissophobia then and now remains a bad idea.
Scrambler Rifle over performing? Don't nerf the Amarr Assault or Commando to fix it, because that doesn't. Double repped, double hardened armor HAV fits over performing? Don't nerf the base cassias of all HAVs to address an over powered synergy. Myofibs granting more jump than intended, don't nerf the Cal and Min frames slots to block stacked Myos, just address the Myos themselves. TAR killing LAVs at range? Nerfing the native armor regen and base HP of the Gal Assault isn't the proper fix.
Cal Logi racial bonus brokenly OP? Should not have resulted in nerfing logistics frames, or even the Cal frame, the bonus should have been fixed.
Same with the present day "Assaults have no reason to be run as slayer fits unless they're the best of class in both speed and HP within the medium line" then that right there is a problem. Just like it would be a problem if there was no reason to run a scout unless they had assault HP, or no reason to run a heavy unless they had assault movement speeds. There should be a reason why the assault is the assault that does not require it to have better movement and better HP. The trend of them being inverse is already present in many aspects of the game as we can all see from how the balance between light, medium, and heavy frames works, so if they are truly lacking without having this imbalanced stacking of both then other aspects of the class - like their racial bonuses - really need to be looked into.
0.02 ISK
CPM 1 mail me your feedback and remember to have fun!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 22:16:00 -
[173] - Quote
Pokey Dravon wrote:Well personally I was more a fan of more HP, less speed, better stamina for logi vs assault. But that's just me
All I am saying is that I fundamentally disagree with the premise of the Speed vs HP curve.
One one end of the spectrum you have your Fast, Low Hp Scouts, on the other your have the Commando and Sentinels Slow and with high HP values.
In the middle I am convinced it would be better to have the standardised Medium Frames of the Assault and Logi with similar speeds one having more HP, the other having lower HP in exchange for 3x Equipment Slots and better EWAR.
"Crush all who complain!"
- Arkena Wyrnspire
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 22:17:00 -
[174] - Quote
True Adamance wrote:Scheneighnay McBob wrote:Pokey Dravon wrote: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's what I mean: logis are too squishy for their role Placing equipment, staying out of lines of fire, and repairing other suits....requires large quantities of HP? I don't think so. When you are on the front lines, don't have a weapon out, and enemies know to shoot you first because you're slow and have little health? Logis aren't supposed to hide in the corner until it's safe to come out. Logis belong on the front lines, supporting their team under fire.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 22:21:00 -
[175] - Quote
Adipem Nothi wrote:Cross Atu wrote: Though the next step may be a look a their [Commando] racial skills because rather like the assaults they need some polish regardless. What do you mean by "polish" in this case, Cross, and what specifically do you have in mind? I agree that CA and GA Assault bonuses need improvement, but I'm inclined to disagree that Commando racial skills are lacking. Bonuses to damage and reload speed make the Minmando an exceptional Swarmer. The same can be said for the Calmando as a Sniper. What could possibly be of greater value to these units than +damage and +reload? 100% in favor increasing the Commando's slot count and fitting its mobility to the speed/eHP curve ... but I don't see how their racial bonuses are lacking. What am I missing here?
Currently there is an internal imbalance among the commandos, the Min being a leader and the Am generally considered to straggle. If I am completely frank the skills themselves might not need touched at all if we had a full slate of racial weapon offerings such that every racial commando had access to at least; 1. rifle 2. AV 3. zone control/area denial
This would allow them to gain the proper degree of synergy between their two LW slot layout and their racial damage bonus. As it currently stands you can do a good job of that with the Min, running Swarm/CR, MD/CR, or even Swarm/MD but end up with the others having silly configurations such as the Cal APEX running Sniper/RR not useless but far from a general utility fit.
Sans these weapon offerings the skills themselves may need a second look, what and how much is likely to remain up in the air until the effects of certain things (like the proposed changes to slots and speed) are known.
I'd like to say "we should just add the weapons" but I do not know how likely that is to be within reach of the current resources we have available for use.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 22:21:00 -
[176] - Quote
True Adamance wrote:Pokey Dravon wrote:Well personally I was more a fan of more HP, less speed, better stamina for logi vs assault. But that's just me All I am saying is that I fundamentally disagree with the premise of the Speed vs HP curve. One one end of the spectrum you have your Fast, Low Hp Scouts, on the other your have the Commando and Sentinels Slow and with high HP values. In the middle I am convinced it would be better to have the standardised Medium Frames of the Assault and Logi with similar speeds one having more HP, the other having lower HP in exchange for 3x Equipment Slots and better EWAR. I have an idea. Let me collect my thoughts and put something together after work. I think it may be a good compromise for everyone.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 22:24:00 -
[177] - Quote
Booby Tuesdays 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.
And we totally get that. If you will check the 100+ pages between the Logi threads Cross started, you would know that the intention is not to make Logis more appealing than Assaults to slayers. That is why Cross and Pokey and many others are saying, nerf Logi CPU/PG, increase Equipment fitting cost, and give Logis a better fitting bonus to equipment. This will leave TryHard slayer logi fits gimp in comparison to a good Assault fit. Also reworking the 2 crappy Assault bonuses will go a long ways. ^Yes, all of this.
CPM 1 mail me your feedback and remember to have fun!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 22:27:00 -
[178] - Quote
Songs of Seraphim wrote:
In addition to keeping the Logistics and Assaults similar, with similar slot layouts, but differentiate between the roles: The Logi should have better eWar capabilities and better regen than the Assault counterpart. As well as a tad lower CPU/PG on the Logi but higher fitting capability on the suit itself. This way it would be an intermediate between Scout eWar and Assault offensive capabilities.
I see what you are saying.
On the most basic level I can...... I suggest that.....
Logistics and Assaults have the same movement values.
Assaults - + HP, + stamina regen, MAYBE + native regen.
Logistics = - HP, +EWAR , + equipment slots.
I think these to be fair trades for the differences that reinforce the two roles. One fast, agressive, weapons focused while the other is able to keep apace with frontline units, support, and equipment focused.
Does that really seem so unfair?
"Crush all who complain!"
- Arkena Wyrnspire
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 22:30:00 -
[179] - 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? Valid question and much more clearly put than mine. This is the post I should have made in response. Kage, please disregard my prior (I am leaving it for the sake of continuity), and redirect to this one as it focuses much more effectively on what I was attempting to get at. o7
CPM 1 mail me your feedback and remember to have fun!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 22:32:00 -
[180] - Quote
Cross Atu wrote:Booby Tuesdays 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.
And we totally get that. If you will check the 100+ pages between the Logi threads Cross started, you would know that the intention is not to make Logis more appealing than Assaults to slayers. That is why Cross and Pokey and many others are saying, nerf Logi CPU/PG, increase Equipment fitting cost, and give Logis a better fitting bonus to equipment. This will leave TryHard slayer logi fits gimp in comparison to a good Assault fit. Also reworking the 2 crappy Assault bonuses will go a long ways. ^Yes, all of this.
It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault to do this. Why can it not achieve the above while being buffed to the same speed?
"Crush all who complain!"
- Arkena Wyrnspire
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