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Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2012.08.19 00:57:00 -
[1] - Quote
Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy. |
Altman Stormsinger
Doomheim
16
|
Posted - 2012.08.19 01:08:00 -
[2] - Quote
great plan, but i would like the bonus to be a 3% per level equipment upgrade tied to the logistics jumpsuit skill instead of just a flat increase. |
Bo Tracta
Celtic Anarchy
56
|
Posted - 2012.08.19 01:19:00 -
[3] - Quote
I want a repair tool bonus. |
sendeth
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2012.08.19 01:32:00 -
[4] - Quote
i agree with all three. or 1 more equipment slot would be nice. make it so. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.19 01:50:00 -
[5] - Quote
I have a better idea.
Fitting bonuses on Logistics-based gear. Bump up the PG and CPU costs on Repair Tools, Nanohives and Injectors significantly, but reduce those costs on Logi suits by even more than they've been increased for everyone else.
Those Scouts who want to double as repair guy or rezzing guy, he'll have to make tough sacrifices to do it - but Mr Logistics in his Logistics suit will have no trouble loading up on them. |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2012.08.19 03:25:00 -
[6] - Quote
Bumped because I editted. |
The Goram Batman
13
|
Posted - 2012.08.19 03:30:00 -
[7] - Quote
Sounds like a good idea, except I don't think that the points should be increased as well. In the example of nano-hives and repair tools [which most Logistics carry usually] the points would already be part of the 10% equipment bonus to Logistics, so I personally don't see a need to increase the rewarded points even further.
As to what Garret said, I'm not too sure about that idea...I think that'd just further push for people like me who run Assault or Scout more often than Logistics to not put on some kind of equipment [like Nano or Stickers] to actually help their team in some way besides capturing objectives or decreasing the enemy's clone count. I enjoy the higher amount of teamwork I've seen in this build, and I wouldn't want to see that decrease because Mr. Assault Guy can't carry a sticker due to excessively high CPU/PG needs. |
Aqil Aegivan
The Southern Legion
50
|
Posted - 2012.08.19 03:55:00 -
[8] - Quote
As I understand it at some point we are getting deployable turrets and supply depots, assuming that the logistics class gets some buff or unique abilities in that area we should see things improving for that class (it is, after all, the logistics class).
Honestly I can see the utility in a role based boost for xp, but wouldn't other people have a good case for xp boosts or buffs for sniping in a scout suit or AV kills as a heavy? The current breakdown of suit strengths and weaknesses are guidelines that try to strike the balance between encouraging different forms of play whilst not necessarily punishing emergent gameplay (when done right). This kind of role boosting could work but it will lead to cookie-cutter fits if taken too far. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.19 04:04:00 -
[9] - Quote
Prototype logistics is godly. |
Lonewolf514
79
|
Posted - 2012.08.19 04:08:00 -
[10] - Quote
Aqil Aegivan wrote:As I understand it at some point we are getting deployable turrets and supply depots, assuming that the logistics class gets some buff or unique abilities in that area we should see things improving for that class (it is, after all, the logistics class).
Honestly I can see the utility in a role based boost for xp, but wouldn't other people have a good case for xp boosts or buffs for sniping in a scout suit or AV kills as a heavy? The current breakdown of suit strengths and weaknesses are guidelines that try to strike the balance between encouraging different forms of play whilst not necessarily punishing emergent gameplay (when done right). This kind of role boosting could work but it will lead to cookie-cutter fits if taken too far.
so i get an ubersaw? or are the logis still in the ******* kitchen washing up?
by the ******* way go make me a ******* samdwitch. |
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Aqil Aegivan
The Southern Legion
50
|
Posted - 2012.08.19 04:20:00 -
[11] - Quote
Lonewolf514 wrote:Aqil Aegivan wrote:As I understand it at some point we are getting deployable turrets and supply depots, assuming that the logistics class gets some buff or unique abilities in that area we should see things improving for that class (it is, after all, the logistics class).
Honestly I can see the utility in a role based boost for xp, but wouldn't other people have a good case for xp boosts or buffs for sniping in a scout suit or AV kills as a heavy? The current breakdown of suit strengths and weaknesses are guidelines that try to strike the balance between encouraging different forms of play whilst not necessarily punishing emergent gameplay (when done right). This kind of role boosting could work but it will lead to cookie-cutter fits if taken too far. so i get an ubersaw? or are the logis still in the ******* kitchen washing up? by the ******* way go make me a ******* samdwitch.
I dare you to make less sense. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.19 04:23:00 -
[12] - Quote
Logi Bro wrote:Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy.
+1 some GOOD feedback ive seen on here for a change i fully support this id also like to see a stamina buff to the logi suit tbh, since hes a support guy he would be doin alot of running to get to teammates and vehicles to support and should have alot of stamina....i get that hes carrying more gear around but his movement and sprint are already affected by this
|
pjwarrior long
D3LTA FORC3 Orion Empire
17
|
Posted - 2012.08.19 04:24:00 -
[13] - Quote
+1 |
Lonewolf514
79
|
Posted - 2012.08.19 04:26:00 -
[14] - Quote
Aqil Aegivan wrote:Lonewolf514 wrote:Aqil Aegivan wrote:As I understand it at some point we are getting deployable turrets and supply depots, assuming that the logistics class gets some buff or unique abilities in that area we should see things improving for that class (it is, after all, the logistics class).
Honestly I can see the utility in a role based boost for xp, but wouldn't other people have a good case for xp boosts or buffs for sniping in a scout suit or AV kills as a heavy? The current breakdown of suit strengths and weaknesses are guidelines that try to strike the balance between encouraging different forms of play whilst not necessarily punishing emergent gameplay (when done right). This kind of role boosting could work but it will lead to cookie-cutter fits if taken too far. so i get an ubersaw? or are the logis still in the ******* kitchen washing up? by the ******* way go make me a ******* samdwitch. I dare you to make less sense.
dumbass
if you cant work that out your worse that the ******* braindeads these devs are catering to.
i'll hazzard a guess, your ******* english.
edit then you are forgiven, still a ******* dumbass.
edit: my god i just had a horrible thought. it's people like you that have us where we are right now! please tell me you don't have a degree in some bullshit whatever.
anyway i'll **** off back to my bridge shall i? ****. |
sendeth
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2012.08.19 15:40:00 -
[15] - Quote
Garrett Blacknova wrote:I have a better idea.
Fitting bonuses on Logistics-based gear. Bump up the PG and CPU costs on Repair Tools, Nanohives and Injectors significantly, but reduce those costs on Logi suits by even more than they've been increased for everyone else.
Those Scouts who want to double as repair guy or rezzing guy, he'll have to make tough sacrifices to do it - but Mr Logistics in his Logistics suit will have no trouble loading up on them.
-1 i disapprove. scout already have to make sacrifices and are paper thin. |
ALM1GHTY STATIUS
138
|
Posted - 2012.08.19 15:43:00 -
[16] - Quote
Logi Bro wrote:Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy.
LOGIS dont need a BUFF there going to be OP when people hit proto |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.19 16:01:00 -
[17] - Quote
ALM1GHTY STATIUS wrote:Logi Bro wrote:Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy. LOGIS dont need a BUFF there going to be OP when people hit proto
u wont be able to constantly fund that tho most games will be in standard and advanced suits ppl wont be pubstomping in proto gear tbh |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.19 16:16:00 -
[18] - Quote
Mavado V Noriega wrote:ALM1GHTY STATIUS wrote:Logi Bro wrote:Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy. LOGIS dont need a BUFF there going to be OP when people hit proto u wont be able to constantly fund that tho most games will be in standard and advanced suits ppl wont be pubstomping in proto gear tbh
Numberz most of the kids playing logistics don't really know what they are doing, and will only ever try to use it as a support role. If people are using it solely as a support role they are doing it severely wrong. |
NAPPA REGNUM'sPowerLvL isOVER9000
Tronhadar Free Guard Minmatar Republic
28
|
Posted - 2012.08.19 16:17:00 -
[19] - Quote
xprotoman23 wrote:Mavado V Noriega wrote:ALM1GHTY STATIUS wrote:Logi Bro wrote:Right, so I posted a thread about this a few weeks ago before the precursor patch and people told me that the Logistics suit was "too early to touch" so I will rewrite the old post here.
Assault strengths= Well balanced, higher shields than the other three suits Scout strengths= Extremely high mobility, high stamina, and high shield regeneration. Heavy strengths= Highest amount of armor, only class to use heavy weaponry. Logistics strengths= Most equipment slots. (and now after this patch, faster hacking)
So, if you were like me, you were probably saying: "Hold on one second! I see a flaw here!" The Logistics suit seems to get a really sh*tty trade off in terms of balance, so I proposed a "specialty bonus". The Logi suit, I said, should have a bonus to the thing it does most: use equipment.
Here is what I'm saying, there should be a 10% increase in the efficacy of non-lethal equipment used by Logistics dropuits, and Logistics dropsuits ONLY. For example: Say an assault dropsuit is carrying a nanite injector that restores team-mates with 50% armor. A Logistics dropsuit is using this same injector, and it would restore a team-mate with 55% armor. Another example? Alright, so I don't currently have my game open so I will use some stats from memory. Say a standard tier nanohive has a range of 4.0m, a ammo regeneration rate of 10.0%, and 200.0 health points. It would remain the same for assault or scout suits, but when used a Logi, it would have a range of 4.4m, have an ammo regeneration of 11.0%, and have 220.0 health points. With this new build, nanohives have limited ammo capacity, so when used by a Logi, it would also have a 10% greater ammo capacity. I ALSO say that Logi's should get larger war point rewards for using equipment. You want more examples? Alright then! When reviving team-mates, there is currently a 60 point reward if you do so successfully. Logi's would revive 65 or 70 for reviving people. Another example: there is currently a 10 point reward for resupplying team-mates with a nanohive. Logi's would receive 15 or 20 for this. These bonuses would give Logi's no unfair combat advantage, but make them more effective at what they do.
So, now feel free to respond about: A. How much you like my idea. B. How to improve on my idea. C. How sh*tty you think my idea is. D. How little you care about my idea.
EDIT: Also, the ISK cost of a Logistics dropsuit is greater than assault dropsuits and scout dropsuits. If CCP wants to give us a sh*tty class, then they should at least make it the cheapest to buy. LOGIS dont need a BUFF there going to be OP when people hit proto u wont be able to constantly fund that tho most games will be in standard and advanced suits ppl wont be pubstomping in proto gear tbh Numberz most of the kids playing logistics don't really know what they are doing, and will only ever try to use it as a support role. If people are using it solely as a support role they are doing it severely wrong.
PROTO IM BACKKKKKKKKKK |
Darxis Redd
Bragian Order Amarr Empire
7
|
Posted - 2012.08.19 17:08:00 -
[20] - Quote
I like this idea, I feel like I'm falling behind on skills playing logi even when I play a bunch. |
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