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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 22:36:00 -
[181] - Quote
Varoth Drac wrote: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. Thanks for the input on the racial skills.
Also, I'd like to take this moment to be utterly clear as I have (obviously) a fair amount of support for the concepts in the OP. I do want to say that I am not focused on specific numbers per se nor trying to argue for or against them, I am simply supporting the fundamental concept of the Speed to HP ratio. As such I am totally open to the idea of specific numbers being honed along the way so long as the fundamental practice remains intact.
CPM 1 mail me your feedback and remember to have fun!
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Thaddeus Reynolds
Facepunch Security
272
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Posted - 2015.05.27 22:37:00 -
[182] - Quote
True Adamance wrote: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?
To Run up quickly to stab people with a Magic Nanite Needle to get them back in the fight, then fade back behind the advancing lines to shield them from fire because of their low HP.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 22:40:00 -
[183] - Quote
Thaddeus Reynolds wrote:True Adamance wrote: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? To Run up quickly to stab people with a Magic Nanite Needle to get them back in the fight, then fade back behind the advancing lines to shield them from fire because of their low HP.
Have I ever let you down Thaddeus using the slowest logi in the game? That being said you could still do this more efficiently if your suit was AS FAST as an assault. (I run Needle on my Assault all the time BTW).
"Crush all who complain!"
- Arkena Wyrnspire
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Thaddeus Reynolds
Facepunch Security
272
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Posted - 2015.05.27 22:44:00 -
[184] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Cross Atu wrote:[quote=Booby Tuesdays] ^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? To Run up quickly to stab people with a Magic Nanite Needle to get them back in the fight, then fade back behind the advancing lines to shield them from fire because of their low HP. Have I ever let you down Thaddeus? That being said you could still do this more efficiently if your suit was AS FAST as an assault. (I run Needle on my Assault all the time BTW). Do you need to be faster? Not really.
The extra speed would be nice fulfill the support role and keep me alive while doing it XD. I can see your point that if the Logis get the same fitting slot layout and relative fitting power, while still gaining bonuses, I can see them getting the same Speed levels despite the HP despair. The Amarr Logi's Bonus in particular would benefit from a higher movement speed than assaults in order to be able to catch up after placing a good link a bit away from the battle so it won't be found...but that's more of an issue with an infiltrator's equipment on a medic suit
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Thokk Nightshade
Montana Militia
847
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Posted - 2015.05.27 22:47:00 -
[185] - Quote
Are Cal Logis getting their 4th equipment slot at Proto?
Thokk Kill. Thokk Crush. Thokk Smash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 22:55:00 -
[186] - Quote
Thaddeus Reynolds wrote:
The extra speed would be nice fulfill the support role and keep me alive while doing it XD. I can see your point that if the Logis get the same fitting slot layout and relative fitting power, while still gaining bonuses, I can see them getting the same Speed levels despite the HP despair. The Amarr Logi's Bonus in particular would benefit from a higher movement speed than assaults in order to be able to catch up after placing a good link a bit away from the battle so it won't be found...but that's more of an issue with an infiltrator's equipment on a medic suit
And I am not saying they can't or shouldn't have it. Just asking why it requires the Assault suit role to take a hit and why the Logisitcs Class a supporting role needs speed that is above that of your frontline suits.
I just don't understand why Logistics cannot achieve all of those other lofty goals that Cross talked about while having an equivalent speed value which is a direct speed buff to Logi while not fundamentally impacting on the Asssault Role.
"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 23:00:00 -
[187] - 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).
Speed and survivability are NOT combat potential, they are everything potential. If you cannot get to a place you cannot act within it no matter the role of the action intended, if you cannot survive you are not on the field to act at all no matter the role of the action intended.
A suit with both less speed and less HP than it's near counterparts, or even worse a lower average combined speed+hp value on balance, is going to underperform and essentially be prey, or chum, for those suits with the higher values (or if those suits are completely non-aggressive it can be ignored by them). Currently the logistics and commando frames both suffer from this below average combined speed+hp status meaning in plain terms that they cannot fight or flee effectively, they are also hampered from proper tactical deployment or redeployment. Being fragile but agile is a reasonable opportunity cost, as is being sturdy and slow, but being sluggish and squishy? That's not opportunity cost or balance, that's just poor craftsmanship.
As to applying "real world" doctrine to dusts lobby battles, a certain degree of adaptation is required as standard notions of supply lines et al clearly do not apply in the same ways. Besides which, the communications officer in a squad isn't told "you're support, so be less fit, less well armed, and don't bother to bring body armor" even if he's not supposed to be the first one in when breaching a hostile point. He is in fact part of a front line unit and functions as such, but all of that is as arbitrary as saying "because lore" things need to happen for balance within a given context and framework, but that has to be more than notional it has to be fitted to the actual framework the game and code as it stands. In this game the single lobby is the entire theater of engagement and supply is measured in seconds not weeks or months, it demands a different type of assessment.
CPM 1 mail me your feedback and remember to have fun!
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Thaddeus Reynolds
Facepunch Security
272
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Posted - 2015.05.27 23:02:00 -
[188] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:
The extra speed would be nice fulfill the support role and keep me alive while doing it XD. I can see your point that if the Logis get the same fitting slot layout and relative fitting power, while still gaining bonuses, I can see them getting the same Speed levels despite the HP despair. The Amarr Logi's Bonus in particular would benefit from a higher movement speed than assaults in order to be able to catch up after placing a good link a bit away from the battle so it won't be found...but that's more of an issue with an infiltrator's equipment on a medic suit
And I am not saying they can't or shouldn't have it. Just asking why it requires the Assault suit role to take a hit and why the Logisitcs Class a supporting role needs speed that is above that of your frontline suits. I just don't understand why Logistics cannot achieve all of those other lofty goals that Cross talked about while having an equivalent speed value which is a direct speed buff to Logi while not fundamentally impacting on the Asssault Role. In order to have a Standardized curve for HP vs Mobility (the two primary forms of survivability)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Varoth Drac
Dead Man's Game
897
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Posted - 2015.05.27 23:07:00 -
[189] - Quote
Speed is definately very important for a logi to perform the support role. So I totally disagree with all the "logi's don't need to be faster than their squad mates" people. |
Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 23:08:00 -
[190] - Quote
Adipem Nothi wrote: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. It's a risk, some of it is down to numbers and some of it will require the use of lower meta gear rather than proto. One aspect to consider here is that in the current game state there is undue strain on early career Logis but that is due to being lackluster at living, having a high SP bar for the diverse bits of equipment, the rather spastic slot progression (leaving the early logi with few equipment slots to even try and perform their main role) and then still having the struggle to fit equipment as it's usually a squeeze even with full fittings skills and full proto skills so prior to that it's a real crunch.
The change I mentioned does risk increasing that fittings burden but it gives some redress to others and the SP required to run a full support logi remains the same so even if the early days are still just as rough (though for different reasons) they would at least also come with a bit more of a light at the end of the tunnel.
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 23:11:00 -
[191] - Quote
Varoth Drac wrote:Speed is definately very important for a logi to perform the support role. So I totally disagree with all the "logi's don't need to be faster than their squad mates" people.
I think I have been phasing it incorrectly.
What I should have been saying is "Why do assaults need to be slower than you in order for you to Logi properly?".
E.G- The difference between the sprinting speed of the Amarr Assault and the Amarr Logi is 0.35 m/s. [Amarr Logi = 6.37 , Amarr Assault = 6.72 meters per second unmodified by skills].
Where is the harm of standardising their mobility values so that both move apace.
"Crush all who complain!"
- Arkena Wyrnspire
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 23:19:00 -
[192] - Quote
True Adamance wrote:Varoth Drac wrote:Speed is definately very important for a logi to perform the support role. So I totally disagree with all the "logi's don't need to be faster than their squad mates" people. I think I have been phasing it incorrectly. What I should have been saying is "Why do assaults need to be slower than you in order for you to Logi properly?". E.G- The difference between the sprinting speed of the Amarr Assault and the Amarr Logi is 0.35 m/s. [Amarr Logi = 6.37 , Amarr Assault = 6.72 meters per second unmodified by skills]. Where is the harm of standardising their mobility values so that both move apace. I don't see why the Logis can't be faster so they can live to fight another day, or at least get to cover (a pipe dream for current low HP, low speed Logis). Being faster also helps a Logi set up a nest that is waiting for the assault to take place from.
The Assaults will still have more stamina, and better stamina regen. They will still have more HP, and be better suited for combat. They will still be able to run down a lone survivor Logi. The proposed "numbers" may be a tad too much, but I'm fairly certain the actual gap between Assaults and Logis is up for debate, hence this thread.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Dremel wp
Shadow Company HQ Lokun Listamenn
66
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Posted - 2015.05.27 23:23:00 -
[193] - Quote
Are the Amarr and Gallente commandos switching slot layouts according to racial matrix, as the sentinels were
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 23:28:00 -
[194] - 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. Staying out of the line of fire requires speed, and if that "line of fire" is defined by someone wielding a weapon, say an assault with a CR, AR, RR, or SCR, then that "line of fire" can advance on you, meaning your relative speed becomes very relevant indeed. Furthermore placing equipment (in a combat zone), staying out of the lines of fire (while saying directly in the thick of combat to rep and revive) et al most certainly do require some level of HP, what level of HP is directly proportional (inversely) to level of speed in many cases as you need enough speed to GTFO when under fire and enough HP to have sufficient time to employ your allotted amount of speed.
Without the minimal levels of combined speed and HP needed to at least flee effectively then any role is in a very poor state indeed. (Sententials can't flee very well, but they still highlight this point as they have enough HP to tank incoming fire and kill the hostile forces, that however is clearly not what we want a support role to do so agility makes sense).
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 23:35:00 -
[195] - Quote
Cross Atu wrote: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. Staying out of the line of fire requires speed, and if that "line of fire" is defined by someone wielding a weapon, say an assault with a CR, AR, RR, or SCR, then that "line of fire" can advance on you, meaning your relative speed becomes very relevant indeed. Furthermore placing equipment (in a combat zone), staying out of the lines of fire (while saying directly in the thick of combat to rep and revive) et al most certainly do require some level of HP, what level of HP is directly proportional (inversely) to level of speed in many cases as you need enough speed to GTFO when under fire and enough HP to have sufficient time to employ your allotted amount of speed. Without the minimal levels of combined speed and HP needed to at least flee effectively then any role is in a very poor state indeed. (Sententials can't flee very well, but they still highlight this point as they have enough HP to tank incoming fire and kill the hostile forces, that however is clearly not what we want a support role to do so agility makes sense).
That initial statement is debatable. Rather than speed it requires positioning. Behind a crate, a wall, another player, etc. However that is not on topic.
Perhaps I should just wait and see. I find there nothing to complain about while running Logistics over Assault. I accept I am playing the support healer role and that typically results in less HP than tank or DPS counterparts.
"Crush all who complain!"
- Arkena Wyrnspire
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 23:38:00 -
[196] - Quote
True Adamance wrote: Perhaps I should just wait and see. I find there nothing to complain about while running Logistics over Assault. I accept I am playing the support healer role and that typically results in less HP than tank or DPS counterparts.
Have you played any of the other Logis? Or are you speaking from the view of using the only actual combat focused Logi?
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 23:43:00 -
[197] - 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. The notion of exchanging survivability (i.e. removing it) in favor of "X other asset" (in this an extra couple equipment slots) is gravely and deeply flawed. If you are not alive you cannot do anything on the field. If there is a disparity in utility then the margins in utility need to be looked out for better balancing. If there is a disparity in survivability then the margins of survivability need to be looked at. The two are not interchangeable.
When mobility, HP, et al are combined into eHP there should be (at least approximate) balance between all frames and roles. Once that on the field balance is established so that everyone has a properly balanced window of opportunity to perform their role then looking to the utility of that role, be it slaying, point defense, zones of control, av, resupply, etc. is the next step but no amount of utility value even become relevant if survivability is improperly balanced or insufficient.
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 23:55:00 -
[198] - Quote
Booby Tuesdays wrote:True Adamance wrote:Varoth Drac wrote:Speed is definately very important for a logi to perform the support role. So I totally disagree with all the "logi's don't need to be faster than their squad mates" people. I think I have been phasing it incorrectly. What I should have been saying is "Why do assaults need to be slower than you in order for you to Logi properly?". E.G- The difference between the sprinting speed of the Amarr Assault and the Amarr Logi is 0.35 m/s. [Amarr Logi = 6.37 , Amarr Assault = 6.72 meters per second unmodified by skills]. Where is the harm of standardising their mobility values so that both move apace. I don't see why the Logis can't be faster so they can live to fight another day, or at least get to cover (a pipe dream for current low HP, low speed Logis). Being faster also helps a Logi set up a nest that is waiting for the assault to take place from. The Assaults will still have more stamina, and better stamina regen. They will still have more HP, and be better suited for combat. They will still be able to run down a lone survivor Logi. The proposed "numbers" may be a tad too much, but I'm fairly certain the actual gap between Assaults and Logis is up for debate, hence this thread.
Again NOT SAYING I DON'T WANT LOGISTICS TO BE FASTER just not gain a significant speed boost at the cost of the Assault suit. Both have a claim to want speed, neither one is more deserving than the other.
"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 23:56:00 -
[199] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:
The extra speed would be nice fulfill the support role and keep me alive while doing it XD. I can see your point that if the Logis get the same fitting slot layout and relative fitting power, while still gaining bonuses, I can see them getting the same Speed levels despite the HP despair. The Amarr Logi's Bonus in particular would benefit from a higher movement speed than assaults in order to be able to catch up after placing a good link a bit away from the battle so it won't be found...but that's more of an issue with an infiltrator's equipment on a medic suit
And I am not saying they can't or shouldn't have it. Just asking why it requires the Assault suit role to take a hit and why the Logisitcs Class a supporting role needs speed that is above that of your frontline suits. I just don't understand why Logistics cannot achieve all of those other lofty goals that Cross talked about while having an equivalent speed value which is a direct speed buff to Logi while not fundamentally impacting on the Asssault Role. This is, and should be, about more than one role, or even one frame size. This is a game wide assessment of value and reassertion of a currently present premises and trend.
Mobility and HP have always had a general inverse relationship within Dust. The very nature of the frames plays to that as do, to a lessor extent, the stat spreads on the racial suits (Amarr high HP and slow, Min low HP and fast). This foundation has been obfuscated by issues with mod balance, fittings, and then further distorted by other alterations and tweaks along the way but it has been with us since closed beta.
The proposal in question, fundamentally, simply reaffirms this basic foundation. There is a trade off between speed and raw HP. Ferro plates don't have more HP than standard plates. Shield extenders do not slow you down as much as standard plates do. Armor suits are generally slower than shield suits. Whatever one may say about the proper balance between these mods, or general tanking styles, the fundamental conceptual trend is clear and the OP is advocating adherence to that more fully within the comparative scope of all the roles, scouts on one end of the continuum light and fragile, sentinels on the other heavy and tanked. Assaults should not need to be the exception to this pervasive design rule, and if they cannot function properly without being the exception, then clearly more work needs to be done so that they are in a better place but the need for that work, no matter how grave, does not substantiate the notion that they should be an exemption from the fundamental concept prevalent throughout the rest of the game.
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 23:59:00 -
[200] - Quote
True Adamance wrote:Varoth Drac wrote:Speed is definately very important for a logi to perform the support role. So I totally disagree with all the "logi's don't need to be faster than their squad mates" people. I think I have been phasing it incorrectly. What I should have been saying is "Why do assaults need to be slower than you in order for you to Logi properly?". E.G- The difference between the sprinting speed of the Amarr Assault and the Amarr Logi is 0.35 m/s. [Amarr Logi = 6.37 , Amarr Assault = 6.72 meters per second unmodified by skills]. Where is the harm of standardizing their mobility values so that both move apace. If both also have the same base HP so that the proper Speed to HP ratio design of the game is affirmed then there is none. Though I personally lean towards a balance that is less homogenous so as to provide a bit more diversity in content within the game. But no, there is no balance implication/harm of maintaining equal survivability within the medium frames by giving them both identical speed and HP values.
CPM 1 mail me your feedback and remember to have fun!
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Eldest Dragon
Lone--Wolves
498
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Posted - 2015.05.28 00:06:00 -
[201] - Quote
I have this feeling im being forced into a slayer logi again. If the only upside to running an assault is sidearm and little bs bonus, then slayer logi here I come, if nothing else ccp buff the assault bonuses when logi/commando patch is released. Then I would probably stay in my assault suit. |
Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.28 00:06:00 -
[202] - Quote
True Adamance wrote:Perhaps I should just wait and see. I find there nothing to complain about while running Logistics over Assault. I accept I am playing the support healer role and that typically results in less HP than tank or DPS counterparts. And in Dust less HP typically results in more mobility (or vice versa) as can be observed in how the frames relate to each other, the HP mods relate to each other, and the tanking types relate to each other.
Net result, the OP. Where the dps type assault has more HP than it's - more mobile - support counterpart.
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 - 2015.05.28 00:07:00 -
[203] - Quote
Booby Tuesdays wrote:True Adamance wrote: Perhaps I should just wait and see. I find there nothing to complain about while running Logistics over Assault. I accept I am playing the support healer role and that typically results in less HP than tank or DPS counterparts.
Have you played any of the other Logis? Or are you speaking from the view of using the only actual combat focused Logi?
The term combat focused logi is ridiculous. I don't active attack things using the Amarr Logi as if I were some Assault. Hell I fit for less total eHP than the other racial logis.
"Crush all who complain!"
- Arkena Wyrnspire
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Dusters Blog
Galactic News Network
775
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Posted - 2015.05.28 00:22:00 -
[204] - Quote
very good. would like to point out all of the minmatar suits should have outstanding mobility to compensate for their low health.
The PS2 Whiteboard Project https://docs.google.com/document/d/14yCg0oUUyqJUTCSzIRx4z_dhS1aXHbubI0Hb3H6x5Is/edit
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Lynn Beck
Delta Vanguard 6
2
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Posted - 2015.05.28 00:24:00 -
[205] - Quote
I always thought the assault was supposed to be faster than the basic frame, because that's kinda its' job, to have a slightly higher HP to Speed ratio than say a Commando, which isn't designed to be the CQC super brawler that assaults are built to be.
Commandos and logis get less HP per speed because they aren't the direct "in your face" combat role that Assaults and Heavies are, while Heavies are still super slow because they get the DPS and the HP.
Making assaults slower would nudge them ever so closer to the Heavy area, but without the HP or DPS, so they'd be just straight up worse heavies.
Logis getting the buff would make them the Assault of old, but with slightly less HP and more EQ so it would heavily encourage Slayer Logis.
Commandos getting a slot buff i'm partial to, they were more or less fine as is, but with the way the Assault is getting nerfed, i'd almost certainly see a "heavy assault" becoming the new norm on the field, with Assaults being the wannabe scouts(who somehow don't even mind still being the 2nd slowest suit in the game)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Kalante Schiffer
Ancient Exiles.
1
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Posted - 2015.05.28 00:39:00 -
[206] - Quote
So assaults get nerfed without giving gall and cal assaults a decent bonus? PC meta heavy spam with even more logis behind their @sses and scout spam. While assaults get pushed behind the curtain. Assault suits more like basic suits. There is nothing enticing about assaults suits.
None of their bonuses are something that helps them you know... assault! I am sorry but the reload and dispersion bonuses are not cutting the cheese for cal and gall assaults. Now they get nerfed. The assault class has no identity it doesn't know what they are.
No good bonuses, some of the weapons for each race do not even excel nor work properly with their own suits. Like, example the Rail rifle currently is being wielded by gall assaults such as myself because i know it is a much better option than to use an assault rifle. I have zero business to use a duvolle on my gall assault because it is just not worth it other than for fun. When it comes to PC in a competitive setting that is where everything changes. Play styles change, suits change, weapon's personality changes.
Why? why would i not use the gall's racial weapon in a competitive setting? because... it sucks. Simple as that. To use an AR on a gallente and shoot what it feels like a bb gun against a wall of tanked out proto heavies with infinite reps.The weapon even in CQC even though it is a CQC weapon it gets owned by the RR and CR. The racial bonus for it is just not good enough to help. Whilst my rail rifle in my gall assault it can get the job done against armor at close, medium, and long range so why should i bother to use a duvolle?
i could go on and on about the caldari and ammar but that is just my thoughts of how the assault class as right now they have no identity, we do not even got their racial bonuses right much less what their role in the battle field is. To me they are currently just there to fill the game with content and that's about it.
AE. C.B2013
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.28 00:52:00 -
[207] - Quote
Kalante Schiffer wrote:None of their bonuses are something that helps them you know... assault! I am sorry but the reload and dispersion bonuses are not cutting the cheese for cal and gall assaults. Now they get nerfed. The assault class has no identity it doesn't know what they are.
No good bonuses, some of the weapons for each race do not even excel nor work properly with their own suits. Like, example the Rail rifle currently is being wielded by gall assaults such as myself because i know it is a much better option than to use an assault rifle. I have zero business to use a duvolle on my gall assault because it is just not worth it other than for fun. When it comes to PC in a competitive setting that is where everything changes. Play styles change, suits change, weapon's personality changes.
Why? why would i not use the gall's racial weapon in a competitive setting? because... it sucks. Simple as that. To use an AR on a gallente and shoot what it feels like a bb gun against a wall of tanked out proto heavies with infinite reps.The weapon even in CQC even though it is a CQC weapon it gets owned by the RR and CR. The racial bonus for it is just not good enough to help. Whilst my rail rifle in my gall assault it can get the job done against armor at close, medium, and long range so why should i bother to use a duvolle?
i could go on and on about the caldari and ammar but that is just my thoughts of how the assault class as right now they have no identity, we do not even got their racial bonuses right much less what their role in the battle field is. To me they are currently just there to fill the game with content and that's about it.
A rather vivid description of why the racial assault skills need to be revisited. Wouldn't hurt to have a clear vision on how light weapons, especially the rifle types, are supposed to work 'naked' compared with how they should work when optimized by synergy with their proper racial assault.
+1 well said
CPM 1 mail me your feedback and remember to have fun!
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.28 01:19:00 -
[208] - Quote
Cross Atu wrote: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. Staying out of the line of fire requires speed, and if that "line of fire" is defined by someone wielding a weapon, say an assault with a CR, AR, RR, or SCR, then that "line of fire" can advance on you, meaning your relative speed becomes very relevant indeed. Furthermore placing equipment (in a combat zone), staying out of the lines of fire (while saying directly in the thick of combat to rep and revive) et al most certainly do require some level of HP, what level of HP is directly proportional (inversely) to level of speed in many cases as you need enough speed to GTFO when under fire and enough HP to have sufficient time to employ your allotted amount of speed. Without the minimal levels of combined speed and HP needed to at least flee effectively then any role is in a very poor state indeed. (Sententials can't flee very well, but they still highlight this point as they have enough HP to tank incoming fire and kill the hostile forces, that however is clearly not what we want a support role to do so agility makes sense).
Then by your statement, caldari as a race in dust is broken. They can not GTFO. They have neither the hp to tank effectively against armor or the speed/stamina/agility to outrun the amarr or minmatar, and soon perhaps the gallente.
If the caldari are to be at the mercy of tougher, more damaging, longer lasting, faster opponents, it seems they will spend the majority of their time defending themselves from attack rather than attacking. I would assume then, that caldari would have superior defensive capabilities. Yet most players would say this isn't the case.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.28 01:29:00 -
[209] - Quote
Cross Atu wrote:Kalante Schiffer wrote:None of their bonuses are something that helps them you know... assault! I am sorry but the reload and dispersion bonuses are not cutting the cheese for cal and gall assaults. Now they get nerfed. The assault class has no identity it doesn't know what they are.
No good bonuses, some of the weapons for each race do not even excel nor work properly with their own suits. Like, example the Rail rifle currently is being wielded by gall assaults such as myself because i know it is a much better option than to use an assault rifle. I have zero business to use a duvolle on my gall assault because it is just not worth it other than for fun. When it comes to PC in a competitive setting that is where everything changes. Play styles change, suits change, weapon's personality changes.
Why? why would i not use the gall's racial weapon in a competitive setting? because... it sucks. Simple as that. To use an AR on a gallente and shoot what it feels like a bb gun against a wall of tanked out proto heavies with infinite reps.The weapon even in CQC even though it is a CQC weapon it gets owned by the RR and CR. The racial bonus for it is just not good enough to help. Whilst my rail rifle in my gall assault it can get the job done against armor at close, medium, and long range so why should i bother to use a duvolle?
i could go on and on about the caldari and ammar but that is just my thoughts of how the assault class as right now they have no identity, we do not even got their racial bonuses right much less what their role in the battle field is. To me they are currently just there to fill the game with content and that's about it. A rather vivid description of why the racial assault skills need to be revisited. Wouldn't hurt to have a clear vision on how light weapons, especially the rifle types, are supposed to work 'naked' compared with how they should work when optimized by synergy with their proper racial assault. +1 well said
Yea but I'll point out that the situation was again an instance of expecting an anti shield weapon to perform competively against armor suits using anti armor weapons.
Too much armor and not enough shield targets |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 01:34:00 -
[210] - Quote
True Adamance wrote: It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault
No two factors affect survivability more than HP and Speed. Where both are low, we find underpowered units. Where both are high, we find overpowered units. Where one is low, and the other is high we find balanced units (all else held constant). It stands to reason that a tradeoff should exist between these two survivability factors.
Out-of-the-box, a Logi has 200HP less than its Assault counterpart. This alone is sufficient reason, in my opinion, for them to be faster than Assaults.
Shoot scout with yes. - Ripley Riley (for CPM2)
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