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Regis Blackbird
DUST University Ivy League
932
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Posted - 2015.05.29 05:08:00 -
[121] - Quote
CCP Rattati wrote:I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
Initial reaction: Yeah After a few seconds thought: No thanks
There is no need for an extra slot which can't be done with bonuses (or penalties). In addition, With SKINs and potential Power Cores we start to run out of slot space.
Overall, I see the other's points regarding support weapons, and players should be free to play their Logi as they like. Personally I don't play like that, so for me I don't care if Logis are sidearm only. But it's not fair to push an agenda that only fits you...
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.29 05:09:00 -
[122] - Quote
Al the destroyer wrote: It don't matter what gun I use lol I use an exile in PC brah so I'll say what I want when I want got it and like I said I'm not for sidearm only logi read my responses again I just don't want equipment spammer logi slayers LIKE YOU! Ruining it for the rest of us! Anyone else use the old Callogi for a logi before the CPU Nerf? If you don't know what I'm talking about you don't know the pain I've went through because of people like you! So go ahead say what you want. OPEN BETA LOGI MYSELF
Okay hardcore dudebrah, you use an exile in PC. Here's a cookie. So you used tre cal logi when it was the slayer fit of choice and stuck with it. Calm your ****.
Open beta crap doesnt fly with me, open beta Minmatar logi myself, 54 million SP later its the first and last suit I have at proto.
I'm talking since it was the least popular medium suit in all of dust, when it had the hacking bonus. So no, I don't know nor care about 'the pain' of getting my logi nerfed because it was a slayer fit of choice.
Only after all the equipment got nerfed (shall we say rebalanced), and I had to diversify my suits to get the most out of what worked well on just one, my minmatar.
Logis still have the light weapon like always and have the worst K/S ratio of all the suits to boot. So your slayer logis fears are pulled straight out of 2013, because it hasn't been like that for a long time. But dont take my word for it, here ya go, have Rattatis data insight, and gain some insight.
EDIT: We are starting to derail this thread into 'who's a true logi', we can continue this argument in GD, but lets just leave this thread for feedback on the slots.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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RedBleach LeSanglant
Molon Labe. RUST415
827
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Posted - 2015.05.29 07:09:00 -
[123] - Quote
CCP Rattati wrote:Dear players,
here we have the weirdest slot progression in all of DUST 514.
I tried once before, was washed away in a tidal wave of tears, but now we must once more unto the breach. ...
Amarr Sidearm = Trade Equipment, Low Slot or both? ...
Equipment normalized progression: 2/3/4 STD/ADV/PRO High/Low normalized progression based on Minmatar: 4/6/8 STD/ADV/PRO
I am sitting on a community proposal as well, that I will factor in with your direct forum feedback.
H/L Slot Progression Proposal: Good. This form has been advocated for a long time.
EQ Progression: Original - nope. Modified with later posts of 3/3/4, better. Max/Max/Max - best.
A few points to address with this. EQ progression should be removed in my opinion.
1. Additional class/role/race bonus only accessible at ADV or Pro levels. Must a scout work up to Proto to get their second slot for EQ? No. Neither should a logi. Scouts have a second EQ that was created for the class in order to fit a cloak, and not be forced to fit a cloak OR something else. It was given to allow them to jump into their role, from the outset. It is not something that they must wait to use only at proto, that would make the Proto Scout the only real useful scout to use as it would be the only one to use a cloak and RE's or Uplinks, etc.
Is a heavy forced to wait until Proto level to finally equip their Heavy weapon? No. Neither should a logi wait. Wouldn't this be a kick? That only the Proto level of Heavies could equip the Heavy weapons, and until then it was just light weapons. No, of course not. Leaving the draw of the class, even its utility, only accessible a the most expensive level in terms of ISK and in terms of grinding for SP seems obviously ridiculous that you would only finally fall into the role at the ultimate end of progression. Never having been able to fire a forge gun or HMG until it was too costly to have fun with.
It does sound like a bogus idea - and you are right - but this same idea was the basis for the Amarr Logi sidearm years ago. Only available at Proto. Fortunately the DEVS caught on that it was a failure as an idea that the draw of a particular suit would only be open at the last levels of play. They brought the sidearm to the STD and ADV levels of the logi realizing that keeping the draw of a class/role/race dropsuit until the proto level is dumb.
And here we have the discussion about the EQ count of the Logi. THE DRAW OF THE CLASS. The only reason to be a logi is the equipment. To bring pain or support. But the class should not be forced to wait until the proto level to be moderately useful (use all EQ slots). It should not need to wait for any leveling to achieve the use of its basic class identity assets. Unless the Commando should also wait until proto before equipping a second light weapon... Yeah, I think not.
Equipment defines the class. Make it that way, Maxed from the start. All other suits have only progressed in H/L Module count - as the logi should. One reason I feel we haven't pushed on this more is that the idea of Slot flattening solved all these issues - but if we must talk lets get it all out there.
2. "EQ per logi" AKA "EQ and Amarr Sidearms" We can't talk about one without talking about the other. So I will try to address both. For now put Amarr on the sidelines.
A logi is equipment. 4 EQ. It is draw of the class. The only reason. Sucky stats for EQ and the possibility to play a class that can help others and doesn't have to focus on being a slayer in the classic FPS twitch shooter fashion - which is why it is hard for many to understand. It should have 4 EQ.
Running with just one weapon is challenging and very limiting when faced with so many match variables. I play every logi as i have invested in each to try and advise others and analyze the benefits and defects of one logi to another. With only one weapon available make a logi ill prepared to fight most battles. At one moment I need a LR and at the next I need a MD and then a CR or a SCR. A sidearm with any LW combination immediately makes any battle situation more comfortable. and without it I am forced to stay further from combat, stay with a team or find other ways to support until my weapon is viable again. The price to be a logi is high, and it is paid.
Lower stats, 1 weapon limitation is good when FPS slaying is not on the table. It also ensures that a Logi cannot out perform an assault statwise.
That being said the Amarr Logi breaks that line in allowing for more combat situations while being gimped in terms of stats and equipment. Compared to an assault it sucks. In direct comparison to other logis it will under perform because it is limited equipment.
Like the Minmatar that does't follow the 5/3 slot layouts of the other H/L slot counts the Amarr doesn't follow the rule of 'no sidearms for logis'. But does it step on the toes of Assault players when it can't compete statwise? Is it just too close?
I don't see it. At least certainly not currently. When it costs a module and an EQ slot to be this way. I think it is fine for the SideArm to cost 1EQ. It will still never outperform an Assault. It can't out perform a 4 EQ Logi. It can maintain medium Module parity while still offering variety. That said, No Class/Race/Role should be the King of Everything. If the AMARR Sidearm must go - so be it. Lets get balanced one way or another, and the logis be fully defined without an outlier. - It's like one Sentinel having a grenade slot and no EQ slot... or and Assault with 2EQ and no sidearm. IFF that could be a thing then Amarr is fine. If not, it needs to go.
3. Why 7? Why not 9? Remember that Assaults were brought up to Logis in terms of H/L modules, not the other way around. Why not just have more? Especially if we are just throwing hopes around :)
The Logi Code. Creator, Believer, Follower
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jade gamester
Vengeance Unbound RUST415
314
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Posted - 2015.05.29 07:35:00 -
[124] - Quote
CCP Rattati wrote:I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others. Can't you give like distinct buffs on the suits for the selected weapons? And then nerf for the other weapons on the skills of the suit? I'd be very careful with this. You don't commandos to sink lower
Will the real vu please stand up o7
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.05.29 08:48:00 -
[125] - Quote
Support/utility weapon slot
U designation on fitting screen
Can fit:
Side Arm Light weapon (x% penalty to fitting) Utility weapons
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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I-Shayz-I
I----------I
5
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Posted - 2015.05.29 09:16:00 -
[126] - Quote
CCP Rattati wrote:I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
lol Rattati stop derailing your own thread ______________________________________________________________
That said, let me add my own feedback other than what I've already offered in my separate thread.
Here are the biggest issues that need fixing: -Gallente logi needs more slots desperately. 0/2 at standard is the worst of any logi. -The jump from 3/2 to 5/4 on Caldari is silly -Caldari logi's fitting space needs a rework; more cpu, less pg -The progression of 3/3 to 3/4 on Amarr was originally designed with the sidearm at proto only, and PRO could use another slot ___________________________________________________________________
Now to reply directly to your thread:
CCP Rattati wrote:PG/CPU will certainly be normalized, for poor Calogi. I suspect it was being punished for old sins, that's the only rational reason I see for the capacity difference. Spot on. The best course of action is to apply the same ratios of CPU/PG that Assaults have compared to the standardized 390/78 that we have currently. Caldari should have the most CPU, and Amarr the most PG
CCP Rattati wrote:Amarr Sidearm = Trade Equipment, Low Slot or both? Caldari Extra High Slot = Trade Equipment, Light weapon down grade to Sidearm, or both -The Amarr should stay unique in comparison to the Gallente and only have 3 equipment slots. Amarr logi should not have less low slots than gallente.
-Caldari has an extra LOW slot, not a high slot. Standardize both medium frames. Caldari Assault and Logi should both have a 5/3 slot layout -IMO, you should give the Caldari Logi the 4th equipment slot.
CCP Rattati wrote:Equipment normalized progression: 2/3/4 STD/ADV/PRO High/Low normalized progression based on Minmatar: 4/6/8 STD/ADV/PRO -If we only have 2 equipment at standard, and we sacrifice an equipment slot for a sidearm at all tiers for Amarr, standard Amarr logi only has 1 equipment slot. 3 equipment at standard is mandatory to account for this...even if it isn't proper progression
-Normalized progression is absolutely what we want, based on the the Assault progression.
7162 wp with a Repair Tool!
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Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 09:17:00 -
[127] - Quote
Can we get a Light Suit with 2 Utility slots (or 1 Light and 1 Utility)? |
MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.29 10:27:00 -
[128] - Quote
I'd like to remind people that the primary argument for the amarr keeping their sidearm last time was to defend their uplinks... with the changes to bandwidth and the MASSIVE buffs to carried equipment the need to 'defend' uplinks on the logi itself is no longer quite the case. Where previously the amarr logi could only carry 2 - 3 uplinks in a single equipment slot and could only have that many (of one type) active without suit swaps or doubling up on the same piece of equipment (something no one did), it lead to a lot of backtracking to supply depots when an uplink got destroyed as well as a lot of suit swapping to maximize the number of uplinks one could have out.
Now you can carry 4-6 uplinks per equipment slot at any given time and having an uplink get destroyed isn't as big of a deal in regards to backtracking as it was previously - you just set out a new piece of equipment. Nor does the amarr logi have to constantly wander as far away from its squad to continually deploy new uplinks and swap suits as it did previously.
The crux of the old arguments for the amarr packing a sidearm now falls flat in light of the big (and largely positive) changes to equipment. It's time for the amarr logi to become 'standardized' and give up that sidearm slot in exchange for an equipment (which I'm sure that plenty of amarr logi's would find incredibly more useful).
All logi's should have 8 slots, a grenade, a light weapon, NO SIDEARM and four equipment slots.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.29 10:29:00 -
[129] - Quote
Iron Wolf Saber wrote:Support/utility weapon slot
U designation on fitting screen
Can fit:
Side Arm Light weapon (x% penalty to fitting) Utility weapons
IWS. No. Jesus christ no.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 11:08:00 -
[130] - Quote
Just going to echo what most seem to be on board with:
All Logis
4 Equipment slots 1 Light Weapon slot 0 Sidearm slot 1 Grenade slot
Edit: The extra low and missing equipment slot on the Caldari Logistics coupled with the missing low and missing equipment slot on the Amarr Logistics and the Sidearm on the Amarr Logistics are design (flaws) relics from a different era. They are inconsistent with not only the Logistics role but also inconsistent with the layout for dropsuit roles in general.
The gap between the Logistics Suits and the Assault Suits can be bridged (not only for 1 race but for all of them) by giving the Medium Frames a 2nd Equipment Slot. |
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Al the destroyer
0uter.Heaven
390
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Posted - 2015.05.29 11:12:00 -
[131] - Quote
Tesfa Alem wrote:Al the destroyer wrote: It don't matter what gun I use lol I use an exile in PC brah so I'll say what I want when I want got it and like I said I'm not for sidearm only logi read my responses again I just don't want equipment spammer logi slayers LIKE YOU! Ruining it for the rest of us! Anyone else use the old Callogi for a logi before the CPU Nerf? If you don't know what I'm talking about you don't know the pain I've went through because of people like you! So go ahead say what you want. OPEN BETA LOGI MYSELF
Okay hardcore dudebrah, you use an exile in PC. Here's a cookie. So you used tre cal logi when it was the slayer fit of choice and stuck with it. Calm your ****. Open beta crap doesnt fly with me, open beta Minmatar logi myself, 54 million SP later its the first and last suit I have at proto. I'm talking since it was the least popular medium suit in all of dust, when it had the hacking bonus. So no, I don't know nor care about 'the pain' of getting my logi nerfed because it was a slayer fit of choice. Only after all the equipment got nerfed (shall we say rebalanced), and I had to diversify my suits to get the most out of what worked well on just one, my minmatar. Logis still have the light weapon like always and have the worst K/S ratio of all the suits to boot. So your slayer logis fears are pulled straight out of 2013, because it hasn't been like that for a long time. But dont take my word for it, here ya go, have Rattatis data insight, and gain some insight. EDIT: We are starting to derail this thread into 'who's a true logi', we can continue this argument in GD, but lets just leave this thread for feedback on the slots. So you don't know what I'm talking about. I used the callogi as a logi from the first day it came out. It was a fabulous suit in fact it was so good everyone in PC started using it to slay. I don't care if people used it to slay that's there choice, but it got hit with the Nerf hammer so hard it quickly became the worst suit in the game. I don't want to re-live it. Im willing to give up killing power for my logis to run faster and have more HP. If we're going to change it that's the direction I would like to see it go.
As slot progression goes I think the 4/4/4 at proto should be good for all amarr and cal to lose 1 equipment slot for sidearm is fine. I like Sabers new idea of % fitting cost for light weapon that's the best I've heard so far. That way guys like me could run a sidearm and get full fitting with better speed and HP. Guys like you would have to trade some fitting to run a light weapon. I don't like the idea of any logi suit being less than 3 equipment slots hell a basic scout has 2.
The logi suit all need some more HP and speed so we can hang in the fight. Maybe give the assault suit 2 equipment slots I don't know slayer logi is not really a problem now but we can't keep up with the fight even using a lesser weapon because we are too slow to begin with. The basic gal and amarr logi suits are terrible and need to be fixed I'm not sure how to do that with 3 equipment slot but all basic logi suits need 3 to do the job.
Maybe a utility slot for all logi suits where a sidearm would go with flat slot progression use it for equip if you want or put a sidearm with a fitting cost 2/2/2 for basic 3/2/3 for adv 4/3/4 reduction all would have the utility slot and a % fitting reduction cost if a light weapon is used, if a side arm is used another fitting reduction |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.29 12:14:00 -
[132] - Quote
Al the destroyer wrote: So you don't know what I'm talking about. I used the callogi as a logi from the first day it came out. It was a fabulous suit in fact it was so good everyone in PC started using it to slay. I don't care if people used it to slay that's there choice, but it got hit with the Nerf hammer so hard it quickly became the worst suit in the game. I don't want to re-live it. Im willing to give up killing power for my logis to run faster and have more HP. If we're going to change it that's the direction I would like to see it go.
As slot progression goes I think the 4/4/4 at proto should be good for all amarr and cal to lose 1 equipment slot for sidearm is fine. I like Sabers new idea of % fitting cost for light weapon that's the best I've heard so far. That way guys like me could run a sidearm and get full fitting with better speed and HP. Guys like you would have to trade some fitting to run a light weapon. I don't like the idea of any logi suit being less than 3 equipment slots hell a basic scout has 2.
The logi suit all need some more HP and speed so we can hang in the fight. Maybe give the assault suit 2 equipment slots I don't know slayer logi is not really a problem now but we can't keep up with the fight even using a lesser weapon because we are too slow to begin with. The basic gal and amarr logi suits are terrible and need to be fixed I'm not sure how to do that with 3 equipment slot but all basic logi suits need 3 to do the job.
Maybe a utility slot for all logi suits where a sidearm would go with flat slot progression use it for equip if you want or put a sidearm with a fitting cost 2/2/2 for basic 3/2/3 for adv 4/3/4 reduction all would have the utility slot and a % fitting reduction cost if a light weapon is used, if a side arm is used another fitting reduction
Heres where we agree:
- Cal Logi and Gal logi need a normalized slot layout: When the tieracide comes, it wont be an issue, bu i've always found the std logi slot count shocking.
- Logis need more speed: Certainly and we are going to get it, according to this thread
On the fence:
-Logis need more HP: Could it more usefull, certainly wont turn it down. But you can stack a great deal of eHP on every logi, except the minmatar one at proto. I can squueze about 800+ ehp on my adv cal logi. between 700 - 500 on the others. Leave the HP to the assaults. They are more combat oriented and need it more than logis do.
Disagree:
Utility weapons slot: Like i stated earlier, those are all niche weapons for other specialzed suits. Logis need general purpose weapons. The rifles fufill that role already.
If you, or the devs provide evidence that light weapon logis were getting out of hand, like the light weapon heavies, or were getting the most kills, I'd be with you. Yet because there is no evidence to support logis have been abusing light weapons, this is trying to fix what isn't broken.
Adding a utitility slot with a sidearm or a gimped light weapon, it just make logis a poor mans commando.
I understand your points, and i do empathize with a lot of them, despite my harsh language in earlier posts. Believe me, i fly a lot, so i know whats its like to have something nerfed to hell because people gamed the system. #hotfixdelta #RIPderpship # never forget
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Al the destroyer
0uter.Heaven
390
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Posted - 2015.05.29 12:15:00 -
[133] - Quote
Haerr wrote:Just going to echo what most seem to be on board with:
All Logis
4 Equipment slots 1 Light Weapon slot 0 Sidearm slot 1 Grenade slot
Edit: The extra low and missing equipment slot on the Caldari Logistics coupled with the missing low and missing equipment slot on the Amarr Logistics and the Sidearm on the Amarr Logistics are design (flaws) relics from a different era. They are inconsistent with not only the Logistics role but also inconsistent with the layout for dropsuit roles in general.
The gap between the Logistics Suits and the Assault Suits can be bridged (not only for 1 race but for all of them) by giving the Medium Frames a 2nd Equipment Slot. If there is a flat progression on slots CPU and pg of all suits needs to be reworked as well
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.29 12:24:00 -
[134] - Quote
Wait what? Utility slot for swarm launchers? Are you insane and want to cause a never ending pain for every vehicle user in the game? If you do that then every twatt on the game will at least run a basic swarm launcher. So as soon a tank pops up they switch to swarms and kill him within 5 secs.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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SponkSponkSponk
WarRavens
1
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Posted - 2015.05.29 12:40:00 -
[135] - Quote
CCP Rattati wrote:I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
Something something 'Specialist' tag
Dust/Eve transfers
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DiablosMajora
174
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Posted - 2015.05.29 13:55:00 -
[136] - Quote
While we're on the topic of Logis, would it be too much to ask if a revamp/fix/polish of the logi playstyle overall is in the works? I'm talking about things like: used/remaining bandwidth indication on screen, indication of personal/squad equipment deployed (ie color coded), and equipment modules changed up to fit different roles/playstyles (like solo, squad, or team benefiting equipments).
That is all
Prepare your angus
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Regis Blackbird
DUST University Ivy League
933
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Posted - 2015.05.29 13:55:00 -
[137] - Quote
MINA Longstrike wrote:I'd like to remind people that the primary argument for the amarr keeping their sidearm last time was to defend their uplinks... with the changes to bandwidth and the MASSIVE buffs to carried equipment the need to 'defend' uplinks on the logi itself is no longer quite the case. Where previously the amarr logi could only carry 2 - 3 uplinks in a single equipment slot and could only have that many (of one type) active without suit swaps or doubling up on the same piece of equipment (something no one did), it lead to a lot of backtracking to supply depots when an uplink got destroyed as well as a lot of suit swapping to maximize the number of uplinks one could have out.
Now you can carry 4-6 uplinks per equipment slot at any given time and having an uplink get destroyed isn't as big of a deal in regards to backtracking as it was previously - you just set out a new piece of equipment. Nor does the amarr logi have to constantly wander as far away from its squad to continually deploy new uplinks and swap suits as it did previously. Emphasis is really placed on having higher quality uplinks more often than having one of *every* uplink out.
The crux of the old arguments for the amarr packing a sidearm now falls flat in light of the big (and largely positive) changes to equipment. It's time for the amarr logi to become 'standardized' and give up that sidearm slot in exchange for an equipment (which I'm sure that plenty of amarr logi's would find incredibly more useful). Previous concerns in regards to deployable equipment have been very meaningfully addressed by a number of changes that rattati has made.
With the higher bandwidth cap present on amarr logi's it would actually be greatly to the benefit of amarr logi's to trade that sidearm for a fourth equipment (two sets of different uplinks while still carrying injector & rep tool? options for proxy mines or nanohives or scanners? yes please!).
All logi's should have 8 slots, a grenade, a light weapon, NO SIDEARM and four equipment slots.
I can live with this. +1
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Luk Manag
of Terror TRE GAFFEL
832
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Posted - 2015.05.29 14:24:00 -
[138] - Quote
Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM.
CCP Rattati
> Humble pie is the worst late night snack.
>
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Al the destroyer
0uter.Heaven
390
|
Posted - 2015.05.29 14:26:00 -
[139] - Quote
Regis Blackbird wrote:MINA Longstrike wrote:I'd like to remind people that the primary argument for the amarr keeping their sidearm last time was to defend their uplinks... with the changes to bandwidth and the MASSIVE buffs to carried equipment the need to 'defend' uplinks on the logi itself is no longer quite the case. Where previously the amarr logi could only carry 2 - 3 uplinks in a single equipment slot and could only have that many (of one type) active without suit swaps or doubling up on the same piece of equipment (something no one did), it lead to a lot of backtracking to supply depots when an uplink got destroyed as well as a lot of suit swapping to maximize the number of uplinks one could have out.
Now you can carry 4-6 uplinks per equipment slot at any given time and having an uplink get destroyed isn't as big of a deal in regards to backtracking as it was previously - you just set out a new piece of equipment. Nor does the amarr logi have to constantly wander as far away from its squad to continually deploy new uplinks and swap suits as it did previously. Emphasis is really placed on having higher quality uplinks more often than having one of *every* uplink out.
The crux of the old arguments for the amarr packing a sidearm now falls flat in light of the big (and largely positive) changes to equipment. It's time for the amarr logi to become 'standardized' and give up that sidearm slot in exchange for an equipment (which I'm sure that plenty of amarr logi's would find incredibly more useful). Previous concerns in regards to deployable equipment have been very meaningfully addressed by a number of changes that rattati has made.
With the higher bandwidth cap present on amarr logi's it would actually be greatly to the benefit of amarr logi's to trade that sidearm for a fourth equipment (two sets of different uplinks while still carrying injector & rep tool? options for proxy mines or nanohives or scanners? yes please!).
All logi's should have 8 slots, a grenade, a light weapon, NO SIDEARM and four equipment slots. I can live with this. +1 I could live with this also as long as the callogi get a much needed CPU buff and amarr gets a pg buff to bring them in line with the rest. I would miss my SL on the amarr but I could live with it. |
Al the destroyer
0uter.Heaven
390
|
Posted - 2015.05.29 14:32:00 -
[140] - Quote
Luk Manag wrote:Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM. I'm not sure this would be the right direction to go but I see where you're coming from. |
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
192
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Posted - 2015.05.29 14:35:00 -
[141] - 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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Luk Manag
of Terror TRE GAFFEL
832
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Posted - 2015.05.29 14:51:00 -
[142] - Quote
Al the destroyer wrote:Luk Manag wrote:Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM. I'm not sure this would be the right direction to go but I see where you're coming from.
With buffed speed, eHP, fittings, and a sidearm I'll be a part of the hoards of slayer logis. I asked myself what I would need to keep me in a proper Slayer Assault, with it's paltry reload bonus, and the answer is a disincentive to use light weapons on a logi.
I would also favor the sidearm only option if it came with some sort of buff...like dual sidearms and a sidearm range bonus. A Scrambler Pistol and a Bolt Pistol combo would be fun. I don't do that on the Assault any more because of the range handicap vs Light Weapons.
CCP Rattati
> Humble pie is the worst late night snack.
>
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Al the destroyer
0uter.Heaven
390
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Posted - 2015.05.29 15:07:00 -
[143] - Quote
Luk Manag wrote:Al the destroyer wrote:Luk Manag wrote:Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM. I'm not sure this would be the right direction to go but I see where you're coming from. With buffed speed, eHP, fittings, and a sidearm I'll be a part of the hoards of slayer logis. I asked myself what I would need to keep me in a proper Slayer Assault, with it's paltry reload bonus, and the answer is a disincentive to use light weapons on a logi. I would also favor the sidearm only option if it came with some sort of buff...like dual sidearms and a sidearm range bonus. A Scrambler Pistol and a Bolt Pistol combo would be fun. I don't do that on the Assault any more because of the range handicap vs Light Weapons. I'm just wondering if there is an easier way to do than range maybe damage I would be fine with range I just not sure if changing weapons profiles would induce lag or cause anymore framrate issues. BTW lol I know you'd run that slayer logi with a smile on your face lol
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.29 15:18:00 -
[144] - Quote
Pokey Dravon wrote:CCP Rattati wrote:Pokey Dravon wrote:CCP Rattati wrote:what if proto is "only" 7 high/lows
This would be a nerf to most Logis would it not? Could you explain your reasoning behind this? Giving Assault an advantage, since total slots on logi are 2 more at proto. Well as a personal opinion, i think the differentiation between the roles, or that advantage, should be tied to secondary attributes (namely bonuses and things like a Scout's Cloak or a Commando's two weapons) rather than the defensive slots themselves. I think perhaps what is truly lacking here is "What can the Assault do that a Logistics suit will never be able to do?" and that should really be the primary focus here when trying to differentiate the two in ways the other cannot emulate. I mean if you think about it, the Assault is really the only specialty suit that doesn't have it's own gimick. Sentinels = Heavy Weapon, Commando = 2 Light Weapons, Scouts = Cloaks, Logis = Equipment. If we want to make the Assaults shine, they need to have something special that no other suit can fit/replicate. I have always felt that Assaults should have a damage bonus.
My thinking is that a rifle should be more effective in the hands of a combat class such as Assault and Commando than in a support class such as Logistics. Not enough of a Damage bonus to make the logi infective in comparison, just a small (10% at level 5) to make the combat classes better at combat.
Scouts and Sentinels don't need damage bonuses, because they use high damage weapons (Nova Knife, Shotgun, HMG, Forge Gun). Having Scouts or Sentinels do less damage than Assaults or Commandos using rifles is fine, because those classes are not designed for using rifles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.29 15:34:00 -
[145] - Quote
Al the destroyer wrote:Luk Manag wrote:Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM. I'm not sure this would be the right direction to go but I see where you're coming from.
Its the wrong way to go. The pg/cpu reduction coupled with the eq fitting bonuses should limit the pure slaying fittings enough to discourage their use by fotm slayers. Actual slayers, slayer players not slayerfit players, will effectively slay in any fit regardless. Fotm slayers however will look elsewhere if the final fit potential for slaying isn't relatively "the best". And that happens inside the cpu/pg/eq prioritized fitting.
Worst-case scenario, should this proposed solution (limit logi damage/range) become absolutely neccessary the better option would still be to not do it but instead to add a basic damage mod to the Assault profile, 3 or 4% built in. Doesn't gimp us and incentivises the Assault further for explicit slaying use.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.29 15:47:00 -
[146] - Quote
Al the Destroyer wrote:
Maybe a ... slot for all logi suits where a sidearm would go with flat slot progression use it for equip if you want or put a sidearm ...
Best compromise so far, 1 of the regular eq slots is variable and will accomodate either an equipment OR a sidearm. Make it standard for ALL the logis.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.29 16:05:00 -
[147] - Quote
el OPERATOR wrote:Al the destroyer wrote:Luk Manag wrote:Weapon range is an extremely important factor. A 25% reduction in weapons range on a logi would stop the slayer logi FoTM. I'm not sure this would be the right direction to go but I see where you're coming from. Its the wrong way to go. The pg/cpu reduction coupled with the eq fitting bonuses should limit the pure slaying fittings enough to discourage their use by fotm slayers. Actual slayers, slayer players not slayerfit players, will effectively slay in any fit regardless. Fotm slayers however will look elsewhere if the final fit potential for slaying isn't relatively "the best". And that happens inside the cpu/pg/eq prioritized fitting. Worst-case scenario, should this proposed solution (limit logi damage/range) become absolutely neccessary the better option would still be to not do it but instead to add a basic damage mod to the Assault profile, 3 or 4% built in. Doesn't gimp us and incentivises the Assault further for explicit slaying use. To add to this, if Assault can do 10% more damage than a Logi, the Logi can compensate somewhat by stacking damage mods, but will have to make some sacrifices to do so. It makes just enough difference for the min/maxer's to chose Assault for their slayer fits, while not penalizing people who want to play the Logi support roll too drastically.
A range reduction though would mean that Logi cannot compete with Assault at all in certain tactical situations. That in my opinion is too harsh.
We want Assault to be good at their intended purpose, which is slaying. But we don't want Logi to be bad at slaying, just not quite as good as Assaults.
Logi are specialists, not pacifists.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.29 16:36:00 -
[148] - Quote
"Specialists not Pacifists"
A-frikin-men.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Luk Manag
of Terror TRE GAFFEL
834
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Posted - 2015.05.29 16:38:00 -
[149] - Quote
Well, Rattati was looking for a way to discourage Light Rifles. If you gimp the range on the rifiles, you would see a lot more support weapons.
CCP Rattati
> Humble pie is the worst late night snack.
>
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Songs of Seraphim
Negative-Feedback.
1
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Posted - 2015.05.29 16:49:00 -
[150] - Quote
Luk Manag wrote:Well, Rattati was looking for a way to discourage Light Rifles. If you gimp the range on the rifiles, you would see a lot more support weapons.
Still not the way to go...
I still firmly believe that Logistics should have higher regen with the HP values they currently have.
Caldari Loyalist
Join Caldari FW via Kirjuun Saaja
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