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Thread Statistics | Show CCP posts - 8 post(s) |
Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
192
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Posted - 2015.05.28 13:32:00 -
[1] - Quote
I wonder if the grenade versus side arm discussion could perhaps make the logi focused on being the king of explosives. In the real battlefield, the engineers plant the explosives. What if one of the logi suits was made specifically to be the grenadier class style suit. I would recommend the Gal logi and remove the scanner bonus (I like the bonus but EWAR is an issue in this game, period) for adding x % to explosive weapon splash dmg range.
Then give it 2 grenade slots, no sidearm, 1 light, 3 equipment slots. 3 equipment for 1 nanohive, 1-2 sets of REs, and potentially a third piece of equipment. Then this suit becomes a suit that runs with the assaults with a purpose besides standing back behind a wall and scanning every 2 minutes.
This could be one of the other logis as well, but not the min, they have a lot of bonuses to be assault logis already. I know, I do that now.
With the team chat gone, we need to really start leveraging the squad finder!
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
192
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Posted - 2015.05.29 14:35:00 -
[2] - Quote
Breakin Stuff wrote:CCP Rattati wrote:The Eristic wrote:8 slots + 4 equip + Light + Sidearm on all four in exchange for the grenade slot? Or sidearm on just Amarr/Cal for the grenade? hmmm, that's certainly an option. I think the grenade fits the amarr combat logi idea though, so... If I may weigh in here sir, Grenades are traditionally a frontline attack mode issued to personnel involved in breaching, patrolling and active defense. They are not normally issued among combat engineers, medics and logistics crews under most circumstances. Battle rifles and sidearms are more common for personal defense when tasked to frontline units. To be honest grenades are more useful to assaults and scouts than to logis and sentinels. Machinegun teams tend to be more focused on feeding the bullet devourer. But they still get issued them.
Just to counter point this a bit. I am driving more towards weapons like placed explosives than grenades, but in games, grenades represent the explosive elements because environmental effects of explosives are so hard to linearly code.
BTW - In the army my explosives engineer always carried several different types of grenades and would plant our demolitions because he had the certifications. The army is big on the guy who is trained using the equipment while the rest of the grunts watch his back. Just like the communications specialist had all the different smoke grenades.
With the team chat gone, we need to really start leveraging the squad finder!
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
194
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Posted - 2015.06.03 14:52:00 -
[3] - Quote
I think if anything we are focused too heavily on logis attack potential. Lets buff their equipment to make them equipment focused (Maybe even by racial focus). If the issue is scouts and assaults filling the logi roll, lets give logis a bonus to PG/CPU reduction of equipment and increase the PG/CPU off all higher end equipment so scouts and assaults will be wielding lower end gear without a heavy sacrifice. Use the same tools CCP used to balance cloaking devices being on all suits.
With the team chat gone, we need to really start leveraging the squad finder!
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Balistyc Farshot
Sebiestor Field Sappers Minmatar Republic
200
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Posted - 2015.06.04 16:31:00 -
[4] - Quote
Bright Cloud wrote:Could we please change the cal. logi bonus to something usefull? Shield suits are not competetive and do not allow for teamplay. While on the flipside the other 3 logis have a crucial role attached to them which makes them a valuable asset on the battlefield.
Minmatarr= armor reps which helps out amarr and galente suits the most Amarr= faster spawning that allows you reinforce your team quicker then spawning on a objective Gallente= intel about enemy locations and equipment by the usage of active scanners
And then we have the caldari which gives nanohive ressuply bonus. Ya know what else enhances the resupply rate of nanohives? Every reserve ammo increasing skill. So lets say you have the ammo skill for AR's at 5 which gives you +25% reserve ammo. The AR has a bae max ammo of 350 rounds. The probs best ammo hive is the X-3 quantum with 21% resupply rate.
Ammo per clip: 70 rounds Base ammo= 350 ammo with the skills to V= 437,5 (round it down to 437) resupply rate from a X-3 quantum hive= 21%
Resupply rate without any ammunition skills= 73 rounds Resupply rate WITH ammunition skill on V= 91 rounds
Now lets see how the caldari logi resupply bonus worksout: +25% resupply rate on the nanohives base stat at lvl5 cal logi resupply rate rate of the X-3 Quantum hive= 21% resupply rate with cal. logi V= 26,25%
I assume that i have 0 skills in the AR ammo skill which would mean i get aswell exactly 91 rounds for each nanohive pulse.
So some 1 please explain me here how this skill bonus is benefical if i can get the exact same result from a skill that has much less SP investment cost?
Ammo skill cost ~932k SP Cal logi SP cost ~2,7 mil SP (+~300k is from the medium frame skillbook)
I agree with this statement but the Gal logi I also feel sorry for. If you simply get SP for squad kills from intel, you are the only WP hungry Logi.
The cal logi also needs some love in the bonus area. I would say we look at what adds value to nanohives. It isn't the restock rate. Now that we can stock more than ever you see them on assault suits a lot. I think if the Cal logi could place 1 more hive per 3 levels (lvl1 place 1 more militia/basic, lvl3 1 more advanced, lvl5 1 more proto) of each tier that would be more in line with the other bonuses. Getting the ammo faster isn't going to turn a battle at all. Usually it is having multiple points to gather ammo. Example of the disparity is that someone will look at an Amar uplink and choose it over anyone elses. A min with a rep tool will be expected to do the repping. Gal logis are the scanners and everyone knows when those go out because everything lights up. Cal logi, I don't pursue to get my ammo.
With the team chat gone, we need to really start leveraging the squad finder!
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Balistyc Farshot
MONSTER SYNERGY
204
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Posted - 2015.06.05 17:22:00 -
[5] - Quote
Bright Cloud wrote:The Eristic wrote:Balistyc Farshot wrote:Bright Cloud wrote:Could we please change the cal. logi bonus to something usefull? The cal logi also needs some love in the bonus area. +3% per level to HP restored on injectors in addition to the hive bonus? (Would say 4%, but wouldn't want to make the State Kaal needle pointless.) Instantly makes it more useful in the combat zone, especially keeping high HP suits up and pushing. I say it again: nanohive bonuses are useless. Nobody wants them, nobody needs them cause every 1 can carry 6 nanohives and replenish ammo allready fast enough with X-3 quantum nanohives. I want that the cal. logi gets a complete revamp on its bonus. It should be the logi which aids shield suits in combat. It should be the exact mirror to the min. logi with a shield recharger tool instead of a reptool.
We heard you but his suggestion was fine. The Cal logi is the needle king. He sticks you and you stand up almost completely healed. As a heavy sometimes, I would love that. Then he has a logi role in combat. Tier 5 logi with standard 20% life needle would pick you up to 35% right off the bat. That is huge. A shield rep sounds kind of stupid IMO. I here people clamor for it, but what happens when the shield falls or gets fluxed. You stand around and wait for his shields to come back online with your useless shield rep tool in hand? Shields have their use currently. You are going back into the shield versus armor debate of the past.
With the team chat gone, we need to really start leveraging the squad finder!
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Balistyc Farshot
MONSTER SYNERGY
210
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Posted - 2015.06.09 19:39:00 -
[6] - Quote
Bright Cloud wrote: 4) This is largely too dumb to address or it doesn't make any actual points. That said though, I was under the impression that the cal sentinel was relatively popular in PC due to its resistance to the hmg (though it was outshone by the amarr sentinel that could stack a lot more hp), they both had pretty decent representation.
Proto heavy here, who has done many PCs. The above statement is slightly correct. I ran the Amarr because I used to be a heavy killer by managing my Six Kin's heat like a boss and leveraging head shots on other heavies. The Gal and Min heavy were the garbage there, due to their lack of durability or true mobility. The main reason I saw Cal Heavies was due to dmg mods, no logi needed, and speed. Cal Heavies could stack 2 complex dmg mods, 2 extenders and not require any help from a logi. Then you could get 2 hmgs to push down the heavies because rep tools can't out perform dmg 1v1 even the flux. Plus you put on armor repair and you are down for 30 seconds and by the time you finish the reload you are close to your EHP again. Just watch out for the flux! The other reason for using a Cal heavy is that they can jump hamster curbs. My Amarr all plated down can barely move around and when charging a point or going up stairs that extra speed can get you to cover to reload and let your shields come up. Meanwhile the amarr would be in your dust. Mobility also helped with the RE runs.
With the team chat gone, we need to really start leveraging the squad finder!
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