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Thread Statistics | Show CCP posts - 0 post(s) |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.18 00:18:00 -
[1] - Quote
Logi Bro wrote:So I have seen a lot of things that don't seem to add up in this game, and they're so obvious I'm surprised no one has mentioned them before. WHY is it that when an enemy starts a hack, I have the ability to stop it, but it takes twice as long (making me vulnerable twice as long) but it doesn't even give me any points? I can just as easily wait, hack it without leaving myself exposed twice as long, and gain a +100 for doing it. The same can be said for nanite injectors. A militia nanite injector costs me nothing, 0 ISK and brings my team-mates back to life with 20% and gives me 60 points for doing it. And I COULD spend 25,000 more ISK on a proto nanite injector to bring team-mates back with 80% health and get the SAME point bonus, but why would I when I can get more points for repairing my 20% team-mates with the repair tool. Why are we given the option to buy "stable" variants of equipment for increased ISK that supposedly use less CPU/PG when, in fact, they don't? This is practically the definition of backwards logic. Fix this CCP.
Counter hacking could easily give Hack Assist points while still maintaining the benifit of stopping that hack (i.e. reduced MCC damage). As for Injectors, I see no reason why the extra WarPoints for the additional amount healed shouldn't be added to the value received upon revive. As to the "stable" versions, that I've got nothing. In theory it sounds like they should have more CPU/PG, but maybe there's a balance issue. Even so it sounds like they either need their stats or their descriptions to be updated.
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.18 03:05:00 -
[2] - Quote
Lighting Man wrote: Remember that this is beta and that I am sure some of the rewards will be adjusted once it goes live, so maybe you will only get +20 for the 20% injector.
This would work as well, the main point for me is to avoid rewarding less effective play (i.e. reviving your teammates in a weaker condition, or letting them die to rev rather than repping them) over more effective play (repping as much as you're able and using the best injectors you can fit). Otherwise the higher gear and skills become devalued and functionally pointless (CCP is addressing this very problem presently in the EVE "tiericide" ship rebalance).
Your point about the sandbox is well made and that will be a more important factor when Dust is live, however as long as WarPoints lead to increased SkilPoints balancing when and how they're awarded against all other WP awards remains important. Just think what it would be like in EVE if you were awarded extra SkillPoints for every KillMail. It's already less common to find a eWar or Logi for fleets than it is to find a heavy DPS brawler or sniper fit. For that matter even tackles are slightly harder to come by than a DPS build. If you gave the KillMail as SP award as well? Same story in Dust, if there are any rewards handed out then the rewards for each role must be commensurate with the others else that role may as well not be included in the game for it will languish unused in any event. (I'm sure there are some once Corp v Corp goes live in 0.0 Sec,maybe even in FW in Low Sec, who would use support roles anyway but it would require them to either level up in something else or be carried by their corp and what's the value of inflecting either of these on any of the battlefield roles?
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.26 03:38:00 -
[3] - Quote
EVICER wrote:Logi Bro wrote:So I have seen a lot of things that don't seem to add up in this game, and they're so obvious I'm surprised no one has mentioned them before. WHY is it that when an enemy starts a hack, I have the ability to stop it, but it takes twice as long (making me vulnerable twice as long) but it doesn't even give me any points? I can just as easily wait, hack it without leaving myself exposed twice as long, and gain a +100 for doing it. The same can be said for nanite injectors. A militia nanite injector costs me nothing, 0 ISK and brings my team-mates back to life with 20% and gives me 60 points for doing it. And I COULD spend 25,000 more ISK on a proto nanite injector to bring team-mates back with 80% health and get the SAME point bonus, but why would I when I can get more points for repairing my 20% team-mates with the repair tool. Why are we given the option to buy "stable" variants of equipment for increased ISK that supposedly use less CPU/PG when, in fact, they don't? This is practically the definition of backwards logic. Fix this CCP. I would like to add to this.in the last build i used to carry around repairing nano hives.....these are STILL NOT GIVING TEAM HEALS. edit from here down and not giving any war points for the carrier therefore why pay for them or waste your time with the skill set...this gives nothing to the player trying to help his team succeed. +1
I wasn't aware of this and have been skilling up my Logi. Totally needs a fix. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.02 21:32:00 -
[4] - Quote
A couple related threads, both still relevant/active as of Codex deployment.
Revive Bounty https://forums.dust514.com/default.aspx?g=posts&t=36111&find=unread
[Suggestion] Nanohive (R) Idea to make them identifiable https://forums.dust514.com/default.aspx?g=posts&t=37890&find=unread |
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