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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Ayures0
259
|
Posted - 2012.07.07 01:14:00 -
[1] - Quote
I've only played around with mercenary gear loadouts, but I've noticed that logi dropsuits are woefully fragile. Nanite injectors are nearly useless since everybody suicides immediately, but I'm sure that will change once we go live and have actual corps running around. Basically, though, right now all logi can do is run around and try to drop uplinks and/or nanohives and get killed in half as many shots as an assault suit...
Any ideas? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.07.07 01:19:00 -
[2] - Quote
No. Logis sacrifice offensive and defensive capabilities in order to handle more gear and support roles, Logistics are working as intended. Also remember that Militia Suits are trash, and you should upgrade to Standard ASAP. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 01:21:00 -
[3] - Quote
I'd like to see them lightweight and somewhat speedy so they can get to where they are needed. If their armor weight is kept low but they get a fast repair bonus they could be killed if cornered but could survive brief encounters and be ready for their next encounter with hostiles. They are currently too slow with the limited time I've spent with them. Just some initial ideas. I'll be spending more time with them this weekend. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.07 01:24:00 -
[4] - Quote
Yes. They should have movement speed relative to their armor.
So that means either putting their base movement speed somewhere in between a Scout and Assault or putting their base armor somewhere between a Heavy and Assault. |
Ayures0
259
|
Posted - 2012.07.07 01:26:00 -
[5] - Quote
Pokey Dravon wrote:No. Logis sacrifice offensive and defensive capabilities in order to handle more gear and support roles, Logistics are working as intended. Also remember that Militia Suits are trash, and you should upgrade to Standard ASAP.
Support modules are kind of lacking, though. If the PS Store would stop giving me errors and take my money, I'd try out that remote repper thing (I forget what it's called) and probably have fun with it, but until then...
[edit] And I didn't really get a chance to play last weekend after the wipe, so I'm toying around with militia **** until I get the hang of how things work now. I've been dying a lot. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.07 01:29:00 -
[6] - Quote
give them more toys - deployable and otherwise, to play with.
for example - i am a longtime player of the Tribes series, and we had all sorts of things to help the team, from deployable remote sensor units, deployable limited inventory stations, and so on up to the sentry gun turrets that were not very durable, but a very nasty surprise.
Just a thought. |
Ayures0
259
|
Posted - 2012.07.07 01:32:00 -
[7] - Quote
Minmatar Slave 74136 wrote:give them more toys - deployable and otherwise, to play with.
for example - i am a longtime player of the Tribes series, and we had all sorts of things to help the team, from deployable remote sensor units, deployable limited inventory stations, and so on up to the sentry gun turrets that were not very durable, but a very nasty surprise.
Just a thought.
This guy with heals!
Nah, I just want more options to heal with. Even a dropped item like the nanohive that heals (BF medic style) would be welcome. Maybe force people to wait a few seconds before suiciding (and removing this time from the spawn timer) so we have a chance to revive them, too. |
Thick McRun Fast
Crux Special Tasks Group Gallente Federation
177
|
Posted - 2012.07.07 01:32:00 -
[8] - Quote
Logi wont shine tell we get player corps and custom groupings. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.07 01:37:00 -
[9] - Quote
Logi suit could definitely use some kind of buff. I agree that they either need to be faster or have that extra armor.
BTW the type 2 logi suit has movement speed of 5.1 and the sprint is 7.2 if I remember correctly.
This is of course on top of the ability to see down comrades. |
Ayures0
259
|
Posted - 2012.07.07 01:41:00 -
[10] - Quote
Bones1182 wrote:Logi suit could definitely use some kind of buff. I agree that they either need to be faster or have that extra armor.
BTW the type 2 logi suit has movement speed of 5.1 and the sprint is 7.2 if I remember correctly.
This is of course on top of the ability to see down comrades.
I haven't checked the market lately. Are they still stupidly expensive compared to the other dropsuit types? |
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Bo Tracta
Celtic Anarchy
56
|
Posted - 2012.07.07 02:09:00 -
[11] - Quote
Logi suits are great, they may have less shields/armour, but they have more CPU/PG and are far more flexible with all their slots. They are no more expensive to train into or buy AFAIK.
You can use the Type-II to equip a prototype weapon, and fill the mids/lows with shield and amour modules, then don't equip any equipment. You'll then have pretty much the same speed and hp as a Type-II Assault, but you can equip a more powerful weapon. |
SuperMido
Osmon Surveillance Caldari State
67
|
Posted - 2012.07.07 02:12:00 -
[12] - Quote
I think they should be buffed in-terms of CPU and PG, the 135CPU (I think it is) and 39PG is just bad. How can I put 3 pieces of equipment, a weapon, a grenade, and the 4 modules (2 high, and 2 low)??
I'm talking about the Standard level Logistics suit, and using all militia or standard level gear. It just can't happen . |
steadyhand 08 orti
Doomheim
43
|
Posted - 2012.07.07 02:21:00 -
[13] - Quote
i think they are working as designed, just noone is using them in that way as they have zero toys they can use at the moment, that cant be slapped onto an assault suit :) think they just need more toys and a bit stronger team play and they will be fine |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.07.07 02:33:00 -
[14] - Quote
Logi need voice comms and team mates actually working together.
And maybe a tiny bit more armor, like 30 more. but the final dropsuit gets 4low/4mid, That could fit a beast tank. |
Ayures0
259
|
Posted - 2012.07.07 02:52:00 -
[15] - Quote
Pokey Dravon wrote:Also remember that Militia Suits are trash, and you should upgrade to Standard ASAP.
I just tried the standard militia dropsuit. After being one-shotted by snipers within 10 seconds after spawning or killed in 3-5 shots by everybody else, I've decided it's not just the militia suit. :| |
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 02:56:00 -
[16] - Quote
Three matches in a row where the enemy kept decimating our CRUs. I spent them running around providing drop uplinks and earned good SP for my trouble. I dropped nanohives when needed as well and still managed quite a few targets with a proto AR. Good times. A bit more tank would be appreciated though. I may not be playing medic but there is definitely a need for the support role. Maybe once I get my core suit skills up there will be enough tank. |
Wynn80
43
|
Posted - 2012.07.07 03:22:00 -
[17] - Quote
The remote repair tolds got taken out this build other then the one Aur one that's going to be are bread and butter. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.07 03:52:00 -
[18] - Quote
They are pretty fragile, but the problem is that if you make them not-fragile they'll simply replace the assault dropsuits. They need to be at a disadvantage in a head-on fight, otherwise what are the extra slots coming at the expense of? A little bit of speed isn't such a big deal.
The problem with logistics suits isn't the suit, it's the role. It sucks being a medic because the tools are under-performing. Better UI stuff for healing and reviving is needed, and better actual tools as well. Plus, I'd say people should remain "dead" for the 10 seconds as they wait to respawn and be available for logistics to revive in that time (which the downed player would have the option of accepting). The logistics role needs serious love. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 04:00:00 -
[19] - Quote
Ships in EVE differ not only in shield, armor, speed and slot layout, they also provide bonuses based on their role. Drop suits are a little different because some allow the use of more or specialized equipments. Heavies can carry heavy weapons and logistics get to carry extra equipment. If a logistics drop suit could match the defense and speed of assault but the assault suit got some sort of weapon bonus that would be enough to keep logistics suits for logistics soldiers. Only they would be willing to lose a weapon bonus for the extra equipment. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 04:02:00 -
[20] - Quote
Assault suits could get a reduction in weapon PG and CPU use. Logistics could get a reduction for their logistics gear. Scouts could get improved weapon stabilization. Heavies can get whatever. I don't think much about those guys. |
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Ray seveN
Villore Sec Ops Gallente Federation
71
|
Posted - 2012.07.07 04:25:00 -
[21] - Quote
Logi suits should have a 5% module effectiveness bonus per level. |
Genshi Soikutsu
Osmon Surveillance Caldari State
21
|
Posted - 2012.07.07 05:02:00 -
[22] - Quote
Logi is fine. Just give it a boost to handle more modules.
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CCP Remnant
Hedion University Amarr Empire
113
|
Posted - 2012.07.07 05:02:00 -
[23] - Quote
YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office.
Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
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DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.07.07 05:05:00 -
[24] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
::Bows down in praise:: |
BL4CK FRIAR
24
|
Posted - 2012.07.07 05:05:00 -
[25] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
|
Waruiko DUST
G I A N T
90
|
Posted - 2012.07.07 05:11:00 -
[26] - Quote
BL4CK FRIAR wrote:
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Well they can burn in orbital fire. |
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CCP Remnant
Hedion University Amarr Empire
113
|
Posted - 2012.07.07 05:13:00 -
[27] - Quote
|
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BL4CK FRIAR
24
|
Posted - 2012.07.07 05:13:00 -
[28] - Quote
Waruiko DUST wrote:BL4CK FRIAR wrote:
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Well they can burn in orbital fire.
Love the response...i think ill get it tattooed or something. |
Randrii
Seituoda Taskforce Command Caldari State
121
|
Posted - 2012.07.07 05:13:00 -
[29] - Quote
Waruiko DUST wrote:BL4CK FRIAR wrote:
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Well they can burn in orbital fire.
I don't have a ship to rain orbital fire. Will a forge gun do? |
Randrii
Seituoda Taskforce Command Caldari State
121
|
Posted - 2012.07.07 05:14:00 -
[30] - Quote
I like this guy |
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Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.07.07 05:15:00 -
[31] - Quote
Waruiko DUST wrote:BL4CK FRIAR wrote:
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Well they can burn in orbital fire.
i LOL'd at both of these, +1'd them, and prayed for your future victories.
to CCP, i salute you.
|
Pt3D
Tronhadar Free Guard Minmatar Republic
221
|
Posted - 2012.07.07 05:19:00 -
[32] - Quote
Heck, yes... Finally, I can be a combat medic. |
Max Trichomes
Quantum Kittens Syndicate
68
|
Posted - 2012.07.07 05:25:00 -
[33] - Quote
CCP Remnant wrote: Good Stuff.
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
Whoa, what? That doesn't sound good at all. I really hope that 8 seconds is not on top of the already mandatory 10-sec respawn timer. 18 second respawn timer is a bit overkill, especially for those players at the bottom of the list. If the mandatory 8 second bleed out time runs concurrently with the 10-sec re-spawn time it still takes longer to spawn now. 2 seconds is not enough time to properly look at the map, and spawn. Any death that annihilates you so there is no revive would be a bonus. A random bonus of having half the re-spawn time (assuming the 2 timers run consecutively.). That is a giant advantage kind of handed out at random.
I could adapt to 18 sec respawn timers, but I usually finish top 3 on my team. I don't know how those in the bottom 3 will feel about doubling the respawn time. And every match needs a last place person.
Also what if there is no logi around? I have to lay and watch the rocks for 8 seconds. That's not fun. |
Nova Knife
Seituoda Taskforce Command Caldari State
788
|
Posted - 2012.07.07 05:29:00 -
[34] - Quote
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
I'm not sure about this mandatory delay. This slows the pace of the game greatly. A better option might be to make it so 8 seconds after someone exits to spawn, they are revivable before they start their spawn timer. Or, they can wait for help for X seconds before they bleedout and die.
Quote:Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
I found repair tools awesomely fun. I still use them! They need an overheat or something to stop you from nonstop healing, but otherwise are wicked. In the meantime, give them back, please! Even if you want to change them, give them all back in the meantime! |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.07.07 05:33:00 -
[35] - Quote
Max Trichomes wrote:CCP Remnant wrote: Good Stuff.
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
Whoa, what? That doesn't sound good at all. I really hope that 8 seconds is not on top of the already mandatory 10-sec respawn timer. 18 second respawn timer is a bit overkill, especially for those players at the bottom of the list. If the mandatory 8 second bleed out time runs concurrently with the 10-sec re-spawn time it still takes longer to spawn now. 2 seconds is not enough time to properly look at the map, and spawn. Any death that annihilates you so there is no revive would be a bonus. A random bonus of having half the re-spawn time (assuming the 2 timers run consecutively.). That is a giant advantage kind of handed out at random. I could adapt to 18 sec respawn timers, but I usually finish top 3 on my team. I don't know how those in the bottom 3 will feel about doubling the respawn time. And every match needs a last place person. Also what if there is no logi around? I have to lay and watch the rocks for 8 seconds. That's not fun.
agrred, but it's beta lt it come, lets test it.
The only thing i don't like , is you can still go down with a grenade this will just rpomote that so players don't have to sit around, but that's what great about beta. Maybe if you die an NO ONE is around you can kill yourself sooner?
but yeah all in all, bring it on, we'll test it, and it'll change if it doesn't work. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.07 05:48:00 -
[36] - Quote
CCP Remnant wrote:
Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
In your base - hackin your stuffz.
Don't leave your neat tank unoccupied, we be repoin that **** |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.07 05:49:00 -
[37] - Quote
crazy space wrote: agrred, but it's beta lt it come, lets test it.
The only thing i don't like , is you can still go down with a grenade this will just rpomote that so players don't have to sit around, but that's what great about beta. Maybe if you die an NO ONE is around you can kill yourself sooner?
but yeah all in all, bring it on, we'll test it, and it'll change if it doesn't work.
This
test it and see how it effects things. |
Daxos Cavaletto
IMPSwarm Negative-Feedback
74
|
Posted - 2012.07.07 05:56:00 -
[38] - Quote
NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list. |
Rhuvian Marccus
Deep Space Republic
25
|
Posted - 2012.07.07 06:01:00 -
[39] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
This is an awesome post, and should help to keep some people playing. Loving how communicative you guys are! |
Ourors
Doomheim
130
|
Posted - 2012.07.07 06:20:00 -
[40] - Quote
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
oh hell yes, hell ******* yes
the hacking speed bonus is cool too, i'd love to specialize in grabbing objectives, putting points into remote explosives to defend hacked points, and hacking modules to hack faster.
would it be fruitless to ask when this build will arrive? Soon(tm) isn't an answer..
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CCP Remnant
Hedion University Amarr Empire
113
|
Posted - 2012.07.07 06:26:00 -
[41] - Quote
Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list.
Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity).
At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know |
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Daxos Cavaletto
IMPSwarm Negative-Feedback
74
|
Posted - 2012.07.07 06:41:00 -
[42] - Quote
CCP Remnant wrote:Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list. Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity). At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know
I have no problem with that. If you would have just said that in the first place i wouldn't have to go back now and add you all back to my christmas card list.
I am big enough merc to admit it when you are not right |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2012.07.07 06:44:00 -
[43] - Quote
Max Trichomes wrote:CCP Remnant wrote: Good Stuff.
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
Whoa, what? That doesn't sound good at all. I really hope that 8 seconds is not on top of the already mandatory 10-sec respawn timer. 18 second respawn timer is a bit overkill, especially for those players at the bottom of the list. If the mandatory 8 second bleed out time runs concurrently with the 10-sec re-spawn time it still takes longer to spawn now. 2 seconds is not enough time to properly look at the map, and spawn. Any death that annihilates you so there is no revive would be a bonus. A random bonus of having half the re-spawn time (assuming the 2 timers run consecutively.). That is a giant advantage kind of handed out at random. I could adapt to 18 sec respawn timers, but I usually finish top 3 on my team. I don't know how those in the bottom 3 will feel about doubling the respawn time. And every match needs a last place person. Also what if there is no logi around? I have to lay and watch the rocks for 8 seconds. That's not fun.
The mandatory 8 seconds is my favorite part. Anything to slow down respawns will add to the tactical side of gameplay.
|
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.07 07:20:00 -
[44] - Quote
yah i don't see how dieing being strategically bad for you is a problem, but whatever...
both teams are gonna spawn sooner or later so it's a wash really. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.07 07:47:00 -
[45] - Quote
If i see logi suits spider tanking then i'm outta here, lol.
;) |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.07.07 07:53:00 -
[46] - Quote
Minmatar Slave 74136 wrote:If i see logi suits spider tanking then i'm outta here, lol.
;)
you will be back once we get ewar (i hope we will oO) |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.07 07:57:00 -
[47] - Quote
Gilbatron wrote:Minmatar Slave 74136 wrote:If i see logi suits spider tanking then i'm outta here, lol.
;) you will be back once we get ewar (i hope we will oO)
Ooh, I wanna target painter. ;) Only an infantry version might help guide in tank-launch missiles, swarm launcher shots, thunder from above, etc... |
Ourors
Doomheim
130
|
Posted - 2012.07.07 08:17:00 -
[48] - Quote
would it be too much to ask for multiple spawn points in a coming build? getting spawn camped as people take a point is getting REALLY old |
jackbubu
United Pwnage Service RISE of LEGION
24
|
Posted - 2012.07.07 12:16:00 -
[49] - Quote
CCP Remnant wrote:Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list. Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity). At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know Is the the time that is needed to load the loadouts on the spawnmenu greatly improved with the next built? because right now they can take up 5-6 seconds to load..
|
des polo
Villore Sec Ops Gallente Federation
22
|
Posted - 2012.07.07 12:40:00 -
[50] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
Hey dev since you are being very generous about the logistics new stats when the new build comes can you tell us when exactly it comes out and what other stuff to expect(not all of it of course)
|
|
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 13:23:00 -
[51] - Quote
Death should come with a penalty. Kills should give an advantage to the victor. Only a solid logistics team should be able to counter that. Rapid fire death and respawn is less combat sim and more just plain video game. This is an extension of EVE and I think a 10 to 15 second return to combat is very generous.
Thanks for the preview of what logistics will become. It's the role I want to be and it looks like its going to be awesome. |
Lephis Macintosh
Algintal Core Gallente Federation
28
|
Posted - 2012.07.07 13:26:00 -
[52] - Quote
...meanwhile... fitting logistic suit... |
Kane Brackman
Anonymous Killers Mercenary Corporation
10
|
Posted - 2012.07.07 14:47:00 -
[53] - Quote
If logis are getting bonus` will other suits get bonus` too ? (Heavy get bonus to forge and HMGs? etc |
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.07.07 14:53:00 -
[54] - Quote
Kane Brackman wrote:If logis are getting bonus` will other suits get bonus` too ? (Heavy get bonus to forge and HMGs? etc
There is only one suit that can carry those guns. That's it's role bonus. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
|
Posted - 2012.07.07 14:59:00 -
[55] - Quote
It's too early to say imho, I think we would need more time and more stuff to be implemented into this game before knowing. As it stands now of course it's inferior to the assault suit, it's not like logi's have a whole lot to do other than play the same role. I haven't seen anyone use RR's yet so I'm assuming those aren't available yet or no one wants to do it. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.07.07 15:54:00 -
[56] - Quote
Um, just wondering if I could get a quick confirmation on something please.
These changes to nanite injectors and showing the icons on the HUD and what not. Will that be logistics exclusive, or will it extend to anyone that has an injector equipped? I know I for one plan on making a scout medic that has a paper thin tank but is as fast as they come, so I can get to downed allies ASAP while disco dancing as I revive them.
|
Lephis Macintosh
Algintal Core Gallente Federation
28
|
Posted - 2012.07.07 15:57:00 -
[57] - Quote
If you fitted the nanite injector you see the victims lay on ground with an icon. |
CloudShepherd
Deadly Blue Dots RISE of LEGION
7
|
Posted - 2012.07.07 16:13:00 -
[58] - Quote
Thank you dev's for the indicators for medics, and increased spawn time. AND THANK YOU FOR FINALLY SHOWING THE LOGISTICS SUIT SOME LOVE. Much needed, and when all the other gear slots can be put to use, I'll be very grateful :D |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.07 16:14:00 -
[59] - Quote
Lephis Macintosh wrote:If you fitted the nanite injector you see the victims lay on ground with an icon. This. It was pretty clear if you reread Remnant's post.
"When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies."
There's nothing about this being Logistics-exclusive, so that Scout medic (which I'm also considering) should be just fine. |
Adun Red
Brutor Vanguard Minmatar Republic
57
|
Posted - 2012.07.07 18:21:00 -
[60] - Quote
Are there any rewards planned for bringing players up like with kills or repairing? |
|
Zekain Kade
BetaMax.
931
|
Posted - 2012.07.07 18:26:00 -
[61] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
if we have to wait 8 seconds to suicide, can you please lower the re spawn timer down to 8, or 6 or something? it's going to take really long to get back into battle if we have to wait for 8 more seconds.
|
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.07 18:29:00 -
[62] - Quote
he said on the last page that time on the ground counts against your respawn timer. so in effect it only adds a second or 2
you just stare at the map less and stare at the ground more. |
Zekain Kade
BetaMax.
931
|
Posted - 2012.07.07 18:31:00 -
[63] - Quote
Buzzwords wrote:he said on the last page that time on the ground counts against your respawn timer. so in effect it only adds a second or 2
you just stare at the map less and stare at the ground more. Yea I just saw, and was about to edit my post.
Also, what do you guys think about the idea of giving Logi suits the ability to use heavy weapons?
Also, can you give players the ability to finish off downed players? |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.07 18:45:00 -
[64] - Quote
Ourors wrote:CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
oh hell yes, hell ******* yes
my thoughts exactly! :D |
Zekain Kade
BetaMax.
931
|
Posted - 2012.07.07 18:55:00 -
[65] - Quote
With these updates, I'll be sure to carry around a nantie injector with my assault suit now. |
Ayures0
259
|
Posted - 2012.07.07 21:42:00 -
[66] - Quote
Holy freaking awesome. I <3 U, CCP Remnant. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.07 21:46:00 -
[67] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
The only aspect of this I found odd was adding a bonus to hacking terminals to that particular suit. Such a bonus would seem to me to be better served as a Scout bonus, given their supposed role of getting behind enemy lines. |
Wynn80
43
|
Posted - 2012.07.07 23:00:00 -
[68] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
It's like my Birthday came early thank you so much for making the game fun for us support people |
Reverend Frost
Villore Sec Ops Gallente Federation
13
|
Posted - 2012.07.08 05:58:00 -
[69] - Quote
BL4CK FRIAR wrote:CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Ummm..... HELL YES!!! I loved Logistics already cause it was just straight up hard to do, and my team loved me. Time to grind to proto... |
Darius Ashran
BetaMax.
23
|
Posted - 2012.07.08 06:50:00 -
[70] - Quote
Mobius Wyvern wrote:CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
The only aspect of this I found odd was adding a bonus to hacking terminals to that particular suit. Such a bonus would seem to me to be better served as a Scout bonus, given their supposed role of getting behind enemy lines.
Keep in mind however while all suits wont get the role bonus he did say there would be modules so you could put those on a scout suit build =D
|
|
Wynn80
43
|
Posted - 2012.07.08 23:16:00 -
[71] - Quote
Since this is the biggest Logi theard
Oh super Devs can we have it that nanite injectors work with out switching your gun out, I've been shoot in the head a few times do to weapon swapping. Have it like when we hack a node just be over the body and hold a button down. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.07.09 13:29:00 -
[72] - Quote
Concerning the finding of downed players I'd suggest a module that shows downed players on map. Something liek Triage or First Aid Scanner. |
Dro2072
Doomheim
35
|
Posted - 2012.07.09 17:21:00 -
[73] - Quote
@mobius wyvern how would that suit the scout class exactly? he isnt a technician just i can pick you off from as far away as possible and u wont see me hiding in the brush kinda guy and a logi has all kinds of support roles and abilites hes like a rocket scientist (not really but you get the point) thats why its better suited to logi. |
gangsta nachos
Osmon Surveillance Caldari State
377
|
Posted - 2012.07.09 17:36:00 -
[74] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
So since we are at least going to have 8 seconds now or 30 if they want to wait how about this idea.
Since we are limited on stamina and we are trying to get to them before the 8 seconds is up could we get some kind of boost on stamina something like( pulling out nanite injector will let us go past our stamina and start to drain the shield around our dorpsuit kinda like back up stamina ) might sound kinda dumb thought I would throw that in there maybe someone could build on it. Might be OP idk It would just suck to be so close and barely miss someone. thoughts?
never mind ill adapt or die |
Alexei Darkbloom
Royal Uhlans Amarr Empire
17
|
Posted - 2012.07.10 16:27:00 -
[75] - Quote
If anything 8 seconds isn't long enough. Right now there isn't much of a penalty to dying. You can kill a gang of guys and (depending on the spawn location) they could be back causing problems in 30 seconds or less. Even better would be to have a limit to number of respawns per match. These would encourage less kamikaze play and more brain usage. |
Wynn80
43
|
Posted - 2012.07.10 16:42:00 -
[76] - Quote
Alexei Darkbloom wrote:If anything 8 seconds isn't long enough. Right now there isn't much of a penalty to dying. You can kill a gang of guys and (depending on the spawn location) they could be back causing problems in 30 seconds or less. Even better would be to have a limit to number of respawns per match. These would encourage less kamikaze play and more brain usage.
I think once people start using load outs worth some real isk they going to wait on us to rez them. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.07.10 16:55:00 -
[77] - Quote
Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list.
You died...8 second punishment is perfect. Respawning needs to be far from instant. 8 sec. death...10 seconds to look over map and deploy...this means logi will have a role and players will be them. Just like when there are too many vehicles on the map one switches to vehicle kill loadout. Adapt. |
Azura dark
31
|
Posted - 2012.07.10 17:19:00 -
[78] - Quote
edit: deleted
CCP Remnant wrote:Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity). At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know
i didnt read this until after i posted, so deleted my post as this is basicly what i was suggesting to do, i'm fine with this. |
gangsta nachos
Osmon Surveillance Caldari State
377
|
Posted - 2012.07.10 18:17:00 -
[79] - Quote
Wynn80 wrote:Since this is the biggest Logi theard
Oh super Devs can we have it that nanite injectors work with out switching your gun out, I've been shoot in the head a few times do to weapon swapping. Have it like when we hack a node just be over the body and hold a button down. Ive said in another thread I just want to run up and hit r3 melee to medic |
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
|
Posted - 2012.07.10 18:42:00 -
[80] - Quote
<3 Spider tanking.... Muahahahahaha! Hahahaha! Hahaha! Ha!
(Have considered it...) |
|
Ni4Ni Venix
An Eye For An Eye AN EYE F0R AN EYE
29
|
Posted - 2012.07.10 23:39:00 -
[81] - Quote
I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. |
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
|
Posted - 2012.07.10 23:42:00 -
[82] - Quote
Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information.
The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. |
Ni4Ni Venix
An Eye For An Eye AN EYE F0R AN EYE
29
|
Posted - 2012.07.10 23:58:00 -
[83] - Quote
Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum.
It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4.
Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said. |
ILLUMIKNIGHT Martinez
Doomheim
6
|
Posted - 2012.07.11 01:12:00 -
[84] - Quote
I like this guy!!! also great how you guys are communicating. |
Ayures0
259
|
Posted - 2012.07.11 01:13:00 -
[85] - Quote
ILLUMIKNIGHT Martinez wrote:I like this guy!!! also great how you guys are communicating.
CCP devs are pretty cool like that. They'll even party and drink with you in Iceland at their fanfest events. |
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
|
Posted - 2012.07.11 01:15:00 -
[86] - Quote
Ni4Ni Venix wrote:Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4. Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said.
Haha! My bad mate. Must have missed it. I've been on the forums since 4:30 about this morning. It's now 8:30 where I am now. So that's like. 16 hours? haha. I'm a little confused, but still have a lot of homework to do. |
Malfearion
Jadablade Black Core Alliance
18
|
Posted - 2012.07.17 14:59:00 -
[87] - Quote
Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list.
Dude (I use the term very sarcastically) you evidently do not understand the concept of organized group play. In the bigger picture of Ev.. errr Dust514 there will be a lot of things to do beside play capture the flag.. think of what we are doing now is just advanced boot camp to lean basic strategies and how things work.. if they are broken we submit it to be fixed or improved upon. if all you want to do is run around and shoot stuff go play zomie killers on halo or what ever you do in COD. If you think this is a bad idea let me put this in language you can understand you no need to be here |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.17 15:33:00 -
[88] - Quote
Ni4Ni Venix wrote:Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4. Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said. I think it's worth adding, you can spend up to 30 seconds waiting for a revive, and that time can also be subtracted from your respawn.
So if you wait 17 seconds or more for a possible revive, you only have a 3 second delay even if you're using a Militia Uplink to respawn. |
Maken Tosch
263
|
Posted - 2012.07.17 16:20:00 -
[89] - Quote
No. They don't need any buffs with only one exception: The ability to see who needs to be revived with a nanite injector.
1. They have a lot of available slots to compensate for their lack of firepower. 2. They are meant to assist, not tank or attack. Learn to take cover and stick with a buddy.
That is all. |
Xeno Crendraven
Fraternal Order of Providence The Revenant Order
1
|
Posted - 2012.07.18 00:49:00 -
[90] - Quote
Maken Tosch wrote:No. They don't need any buffs with only one exception: The ability to see who needs to be revived with a nanite injector.
1. They have a lot of available slots to compensate for their lack of firepower. 2. They are meant to assist, not tank or attack. Learn to take cover and stick with a buddy.
That is all.
Ability to see who needs to be revived, and possibly a shout for those in need. 100% agree there needs to be more HUD elements to help us out. It seems like people are really ignoring the cost factor of taking the suicide. I assume there will come a time where people realize that they actually want to avoid bleed outs to save their gear. |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.18 01:32:00 -
[91] - Quote
Xeno Crendraven wrote:Ability to see who needs to be revived, and possibly a shout for those in need. 100% agree there needs to be more HUD elements to help us out. It seems like people are really ignoring the cost factor of taking the suicide. I assume there will come a time where people realize that they actually want to avoid bleed outs to save their gear. It'll probably come sometime after they implement the forced 8 second delay before you can suicide, the HUD indicator for medic proximity while downed, and the downed friendly indicator for medics. All of which are confirmed to be on the way SOONGäó |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.18 01:56:00 -
[92] - Quote
Also there needs to be an option to refuse res, even if it is clunky such as selecting suicide from the neocom while in the 8 second bleedout. No need to relearn a lesson BF:BC2 already taught us. |
Draco Dustflier
Villore Sec Ops Gallente Federation
45
|
Posted - 2012.07.31 22:42:00 -
[93] - Quote
Max Trichomes wrote:CCP Remnant wrote: Good Stuff.
CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
Whoa, what? That doesn't sound good at all. I really hope that 8 seconds is not on top of the already mandatory 10-sec respawn timer. 18 second respawn timer is a bit overkill, especially for those players at the bottom of the list. If the mandatory 8 second bleed out time runs concurrently with the 10-sec re-spawn time it still takes longer to spawn now. 2 seconds is not enough time to properly look at the map, and spawn. Any death that annihilates you so there is no revive would be a bonus. A random bonus of having half the re-spawn time (assuming the 2 timers run consecutively.). That is a giant advantage kind of handed out at random. I could adapt to 18 sec respawn timers, but I usually finish top 3 on my team. I don't know how those in the bottom 3 will feel about doubling the respawn time. And every match needs a last place person. Also what if there is no logi around? I have to lay and watch the rocks for 8 seconds. That's not fun.
if they do the suicide timer, they should let you respawn immediately. |
Southern1Cross
Villore Sec Ops Gallente Federation
10
|
Posted - 2012.08.01 07:49:00 -
[94] - Quote
logi needs a sidearm packing a swarm launcher without a sidearm is so restrictive , and as for the buff yes i agree i want to see 1 of 2 things happen here (A) stamina equal to assault , or (B) armour equal to assault class , honestly a slow lightly armored suit is no good for helping the team , increasing the stamina would make the logi mutch more mobile and i would really prefer this over an armour buff |
Rugman91
Deep Space Republic
143
|
Posted - 2012.08.01 07:55:00 -
[95] - Quote
Ignatius Crumwald wrote:Yes. They should have movement speed relative to their armor.
So that means either putting their base movement speed somewhere in between a Scout and Assault or putting their base armor somewhere between a Heavy and Assault. I like this idea |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.01 08:18:00 -
[96] - Quote
Shields are being buffed on Logis, and they're getting a passive hack speed buff. The lack of armour/lack of speed are because they have an advantage over all suits in how much gear they can carry. Loading a lightly-armour person up with more stuff will slow them down just as much as adding more armour would.
Also, anyone with a nanite injector is being given a prompt which lets them see where downed allies are and the downed players are getting some form of range indicator to the nearest person capable of reviving them. That, combined with the 8 second suicide delay and the other buffs to the Logi suit, will make it a LOT easier for Logi players, and anyone else who chooses to fit that gear. |
GreasyFinger Bumsticker
Seituoda Taskforce Command Caldari State
23
|
Posted - 2012.08.01 08:29:00 -
[97] - Quote
DUST Fiend wrote:CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
::Bows down in praise::
clown |
GreasyFinger Bumsticker
Seituoda Taskforce Command Caldari State
23
|
Posted - 2012.08.01 08:37:00 -
[98] - Quote
Daxos Cavaletto wrote:CCP Remnant wrote:Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list. Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity). At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know I have no problem with that. If you would have just said that in the first place i wouldn't have to go back now and add you all back to my christmas card list. I am big enough merc to admit it when you are not right
not me im usually right
|
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.06 08:48:00 -
[99] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
Bump because this is good info |
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.07 04:29:00 -
[100] - Quote
bump again |
|
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 05:08:00 -
[101] - Quote
NERFGäó |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.07 11:25:00 -
[102] - Quote
Logi should get a slight speed bump and stamina bump tbh not on par with assault movement and sprint speed but imo i find it a tad bit too slow to be that squishy (yes i know its gettin a shield boost but still)
assaults movement speed are at 5m/s a suitable bump for the logi would be 4.75/ms same slight boost for sprint and stamina
just seems u gotta put alot more points into logi just to make it competitive tbh |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.07 12:48:00 -
[103] - Quote
Same amount of SP to be competative. Just you want to spend points on uplinks and hives, putting you behind the curve. I'll be protologi next build I think. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.07 13:14:00 -
[104] - Quote
Tony Calif wrote:Same amount of SP to be competative. Just you want to spend points on uplinks and hives, putting you behind the curve. I'll be protologi next build I think.
imo only the proto logi is worth it the standard and advanced just dont cut it atm, speed wise and health wise and armor plates already add a good chunk of movement penalty so equipping armor plates just makes the already slow logi even slower
sad thing is my STANDARD assault suit that is my main setup has more total HP than my ADVANCED logi suit.....thats kinda sad tbh all while still moving faster |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.08.07 13:27:00 -
[105] - Quote
It will get fixed and no suit is better when it comes to equipment versatility. |
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