Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1099
|
Posted - 2013.06.07 14:33:00 -
[271] - Quote
Informational note: There are some changes (most specifically additions) to armor mods coming up soon (likely the next build or two). I'd like to request than anyone running the repair tool, repper hives, or to a lessor extent the injector, keep a watch for these changes and report back here with how they impact the value (both tactical and WP) of those support actions (and of course any other unforeseen effects related to this thread.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1204
|
Posted - 2013.06.24 20:57:00 -
[272] - Quote
Support earnings remain low under Uprising. While patch 1.2 will not directly help this there is a fix coming for Uplink visibility which should improve earnings in that part of support. More information as it becomes available.
Also anyone following this topic that has managed regain their prior WP levels? If we can attempt to improve adapted methods under Uprising to match Chrome earnings that would be ideal. If none of us are able to do so then we may need to look into the new balance of things.
Cheers, Cross |
Sinboto Simmons
SVER True Blood Public Disorder.
259
|
Posted - 2013.06.24 21:56:00 -
[273] - Quote
Need this for all gear |
I-Shayz-I
ZionTCD
351
|
Posted - 2013.06.25 05:15:00 -
[274] - Quote
Check it out! My solution to the wp issue.
https://forums.dust514.com/default.aspx?g=posts&t=85460 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1241
|
Posted - 2013.07.02 16:57:00 -
[275] - Quote
Fellow Logi read the 1.2 patch notes and rejoice for now our injectors shall revive our fallen comrades once more! [:D]
Thanks CCP these patch notes look, on balance, amazing
Now to roll up my sleeves and get some hands on testing done, will report back later with observations and effects.
Cheers, Cross |
Beren Hurin
OMNI Endeavors
567
|
Posted - 2013.07.02 16:58:00 -
[276] - Quote
Cross Atu wrote:Fellow Logi read the 1.2 patch notes and rejoice for now our injectors shall revive our fallen comrades once more! [:D]
Thanks CCP these patch notes look, on balance, amazing
Now to roll up my sleeves and get some hands on testing done, will report back later with observations and effects.
Cheers, Cross
Looking forward to it. Apparently our repair tools are a little better too maybe. What WOULD be a nice bonus to the reactive plates would be a kind of magnification of a remote repair tool!!! Wouldn't that be an interesting balance...hmmmm.... |
Oso Peresoso
RisingSuns
81
|
Posted - 2013.07.02 17:04:00 -
[277] - Quote
OP mentioned a lot of stuff, however some of the solutions are problematic due to unnecessary complexity. Instead of implementing a survival counter on injectors, just give +5/10 Extra WP for using adv/proto injectors.
Also back-hacking needs to be at least 50 WP. A back-hack is long and dangerous, and executing it means both giving up a potential 100 WP for letting it be captured, even though doing so is detrimental to your team by allowing the null cannon to pound your MCC for a cycle AND preventing teammates from using it as a spawn point.
On the whole though, the system doesn't have to be perfect. WP are not intended to be the sole motivation for playing well or helping your team, there's districts and contracts and all this other stuff that's supposed to be part of it as well. |
IgniteableAura
Pro Hic Immortalis
28
|
Posted - 2013.07.03 12:57:00 -
[278] - Quote
Could you guys give WP when someone kills a target you lit up on the radar with a scan tool. IT can be in the form of a kill assist even. OR just 15 pts. But something would be nice. |
N311V
The Southern Legion RISE of LEGION
24
|
Posted - 2013.07.20 02:38:00 -
[279] - Quote
Great thread.
I'd just like to add my recent experience running Logi and my issues with WP and ISK.
I like many other Logis find it difficult to earn WP, particularly if my team is doing well. When we are winning there are very few WP to be earned, nobody needs ressing, my repper rarely comes out, hives don't payout much and uplinks are dormant. On the flip side I'd say the vast majority of my WP when we're losing come from uplinks, people don't often wait for a res (which is the only time I earn descant points from repping) and hives are rarely requested. Sadly it's matches we lose where I as a Logi tend to earn the most WP.
The main reason I came to this thread however was to talk about ISK. As my character has progressed and grown I've obviously been able to fit higher meta gear. This gear comes at a high cost and the ISK I receive when playing in a support role can not sustain this cost. It appears to me that ISK received per match is relative to how many kills and what meta level gear killed people/vehicles were. This is where the problem lies. When I'm playing support I'm not killing many people, a typical KDR in such a match is 4/8 or lower. I'm lucky if the ISK paid is above 200K which is well below what I need to cover the 8 deaths. I'm having to run matches as an assault Logi just to earn enough ISK to maintain my preferred support role. Particularly frustrating when a squad mate requests assistance and I have to say sorry I'm in my assault Logi fit. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
137
|
Posted - 2013.07.20 03:52:00 -
[280] - Quote
After reading a lot of the thread but not all, I am pleased that there are not a whole lot of troll posts if any whatsoever. For that I would like to thank and applaud the community.
Rep tool WP scheme
Apart from that, The rep tool should give 1 WP per HP given up to a maximum of maybe 100 warpoints per character after which there will be 1 minute resting period. This would greaty balance the tool because it would not exceed 100 WP per player per minute. If a dedicated Logi where to be repping 100 WP per minute the max a player could get doing these type of reps would be 1500 WP, taking into account a 15 minute match which is what most dominations take; the longest engagements IMHO. That's the first Idea on The rep tools warpoint gain.
The second Idea I have on warpoint for reps would be make a definitave cap of 700 warpoints for reps per game. Most people, at least the ones I play with, average around 1000 warpoint + per game. Having a 700 WP final cap per game would make repping a substantially alluring activity. The other points could be gained By doing other activities such as resupplying which only give 10 WP .
Nanite injecter tool:
As the nanite injector tool has been fixed the trend I seen is the constant revival of teammates, even if they are in danger and will be insta killed as soon as they get off the ground. A good fix against this is a timer. There should be at least a 5 second delay between reviving someone and getting the war points. |
|
TheLastAlive105
ROGUE SPADES EoN.
2
|
Posted - 2013.07.20 06:15:00 -
[281] - Quote
Beautiful this is what we need great ideas especially since the dev came. All we need now is for BUMP to listen to the tankers. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1321
|
Posted - 2013.07.20 16:45:00 -
[282] - Quote
Timestamp: Uprising 1.2 (1.3 deploying shortly)
Updated status:
- Injector - Thank you CCP! The injector is once again functional, there are still some bugs in the system which can cause repeated injections to be required prior to revival as well as allowing clones who are actually terminated (rather than failing) to be injected resulting only in a loss of time and exposure to danger for the logi. Also we still lack official documentation on the "revival bonuses" for mercs who get revived. These were mentioned previously by CCP but I am aware of no follow up information.
- Nanohives - Continue to function as per start of build. Considering the substantial reduction in overall clusters and function, especially at the low end of the tech tree I would advise a relaxing or removal of the cooldown timer on hive WP earnings as a counterbalance for the overall earnings nerf that has been a side effect of the other changes.
- Repair Tools - These remain the primary source of WP for support logi under Uprising. (I-Shayz-I has a suggestion regarding how WP earnings and thus tactical use of the tool could be enhanced.)
- Uplinks - Assessment of earnings here is pending. While the current use value for WP earnings is near that of Chrome build there are some mechanical issues; the links being excessively visible, and the ability to glitch them into floors, walls and other objects, which cause an assessment of their true potential to be difficult.
- RE's - Use and value continue at a stable level but they are not a primary earnings source despite their status as a situational tactical asset.
- Active Scanner- No WPs assigned to this equipment yet.
Conclusion - Support Logi WP earnings potential is still down by a notable margin as compared with potential in Chrome. This situation will actually worsen as the new changes to the Logi line are rolled out. The lowered eHP role wide due to the shield recharge delay nerf will naturally bring down role wide earnings potential as average survival + active time in the fire fight is mechanically forced to decrease. The total potential earnings will likely fall even farther with the intended changes to logi skill buffs. Once pigeon-holed into a sub-role on the field tactical value will decrease dragging earnings down as well. Further most of the equipment mechanics which could be buffed are at best going to net a potential earnings increase of zero (or almost zero in the case of hive clusters) due to the WP caps currently in place.
TL;DR - Average earnings for support actions remain substantially lower under all iterations of Uprising so far than under Chrome. Changes announced in the recent Dev blog will likely further depress average potential earnings. Earnings levels under Chrome had reasonable risk vs reward value (Meta scaling issues aside) but we are no longer hitting that mark. So far even with more total SP invested earnings are down by ~33% or more. This trend will need addressed if the role of support logi is to remain battlefield viable. (There is already a trend toward more combat and less support even among long time dedicated support logi such risk vs reward pressures only stand to increase once the secondary/player market becomes active).
0.02 ISK Cross |
Savaekin 2046
Blades of the Darkmoon
11
|
Posted - 2013.07.23 03:15:00 -
[283] - Quote
I would like to see more wp for snipers. We get high kills but always are low on the lineup. Maybe headshot bonuses. Or if you take out AV guys a bonus there are so many times I save a vehicle by sniping an AV. Snipers I think get critical kills that can change a battle. Thanks for listening to us CCP keep up the good work. |
John Demonsbane
Unorganized Ninja Infantry Tactics
7
|
Posted - 2013.07.23 03:31:00 -
[284] - Quote
Savaekin 2046 wrote:I would like to see more wp for snipers. We get high kills but always are low on the lineup. Maybe headshot bonuses. Or if you take out AV guys a bonus there are so many times I save a vehicle by sniping an AV. Snipers I think get critical kills that can change a battle. Thanks for listening to us CCP keep up the good work.
Appreciate a bump but go away, sniper! Shoo! This thread is for those of us running around trying to avoid you SOB's while we drop useful equipment and other super-important stuff. Go enjoy your KDR or something
(OK, fine, an extra 10 points for a headshot sounds reasonable to me) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1330
|
Posted - 2013.07.26 04:02:00 -
[285] - Quote
I would enjoy feedback from other support logi on the subject of comparative earnings and play styles between chrome and present.
Has anyone cracked the code to maintain earnings at pre-uprising levels without being forced into an increasing number of aggressive combat actions or other non-squad support behaviors?
More testing > less testing
Cheers, Cross |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
11
|
Posted - 2013.07.26 05:34:00 -
[286] - Quote
I think logis don't do bad on the scoreboard. I don't know how it was in chromosome but the logis I squad up with are always up there in the points. They're support logis at that. I do agree with incentives for people to play more tactically. Getting points for counter hacking and for repping tanks would be a good start. |
John Demonsbane
Unorganized Ninja Infantry Tactics
25
|
Posted - 2013.07.26 06:03:00 -
[287] - Quote
Madagascan Eagle wrote:I think logis don't do bad on the scoreboard. I don't know how it was in chromosome but the logis I squad up with are always up there in the points. They're support logis at that. I do agree with incentives for people to play more tactically. Getting points for counter hacking and for repping tanks would be a good start.
Absolutely. The lack of points for a counter-hack make no sense at all to me. |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.07.26 06:17:00 -
[288] - Quote
+1 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1332
|
Posted - 2013.07.26 08:04:00 -
[289] - Quote
John Demonsbane wrote:Madagascan Eagle wrote:I think logis don't do bad on the scoreboard. I don't know how it was in chromosome but the logis I squad up with are always up there in the points. They're support logis at that. I do agree with incentives for people to play more tactically. Getting points for counter hacking and for repping tanks would be a good start. Absolutely. The lack of points for a counter-hack make no sense at all to me.
Last I heard this was a planed change, ETA SOONtm |
Cross Atu
Conspiratus Immortalis Covert Intervention
1391
|
Posted - 2013.08.04 13:02:00 -
[290] - Quote
CCP Nothin wrote: The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
CCP Nothin, does this mean we'll be seeing that new rewards system in 1.5? I ask not just because I am greedy for infoz, though I am greedy for infoz , but because the type of testing I will focus on in the mean time is effected by what is upcoming and how soon, relatively speaking, it will arrive.
I hope you are able, and allowed, to post back soon Mean time I will continue general testing. Speaking of which the Injectors are suffering greatly from the swap animation in the new system, the rate at which they're able to be used with the new system makes it often deadly to try causing a reliance on the old method to avoid death.
Thanks again for participating in the thread, Cross |
|
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
|
Posted - 2013.08.04 13:45:00 -
[291] - Quote
Cross Atu wrote:One quick addendum. For those folks who like this idea please help me keep the topic active/on the front page by posting here even if it's only a "+1". Thanks Cross Chromosome EDIT:The goal of this thread is to address proper Risk vs Reward scaling of support action awards. Properly this requires their progression arc parallel that of the "slayer" classes, rather than exceed or fall short. It also requires that the earnings potential be higher with use of higher quality gear as it is throughout the rest of D514 (rather than returns diminishing as better gear is used which is the current trend). This thread is NOT intended as "nerf X" or "buff Y" thread, it's intent is to address scaling as a proper game balance requires a baseline parity among all the classes on the macro level (Progression, Rewards, et al) while maintaining diversity/supremacy within the micro (specialization within a given battlefield role should still provide proper tactical advantage). Note2: Tactical value is not interchangeable with earnings value. Highly effective tactical actions should properly be supported with improved earnings potential. The War Point system should not reward ineffective/non-tactical play over effective tactical play. Anything short of this creates confusion and frustration among many players especially those new to the game. Quoted from within the thread in hopes that it clears some things up (tl;dr version, this thread has nothing to do with leaderboard stats or personal gain).Cross Atu wrote: ps ~ In case it matters I didn't post this thread due to struggling as a Logi, it's easy enough to "game the system" when you understand the mechanics and even without relying on that I've been able to place in the top 4-5 in the match pretty consistently. As it stands the current system actually benefits me because it allows me to run cheap/free fits all the time while earning more than if I used high meta gear, and it reduces my competition for those Logi points as I know (more or less) when to stop repping/reviving to avoid spending time on actions which earn me zero SP or ISK. If I were motivated by self interest I wouldn't have posted this thread to begin with, but I'd feel like a real kitten if I ignored the hardships inflicted on other players just so I could score a few WP easier.
[Note: My "ps" is NOT meant to be calling anyone out or as a backhanded insult, it is simply a statement of my own reasoning and motivation provided because there's been some recurring confusion on the subject throughout this thread.]
Sounds okay but I also see this mostly applies to logis. Logis will just sp farm and revive everyone even in the middle of a gun fight just to get points. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
|
Posted - 2013.08.04 13:54:00 -
[292] - Quote
CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
I hope you know if you make it so people get more war points for just using higher level gear that would increase proto stumpers ten fold. Idc about them but the way it seems is that this community is so ****** they will complain about this and soon you will nerf it. If you're going to make it so that when you use higher level gear you should make it so when a low level gear takes out a higher level gear he'll get more points. It's only fair, because there is actually more risk using lower grade gear against these proto try hards. Yeah proto cost more money but requires less skill because of the increased survivability. In other words by you using lower level gear your already risking your team a clone, but if you manage to take out people in proto gear you're doing good. Just saying, if they're tired of proto stompers approving this would just increase them and this time they will have a better argument. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1393
|
Posted - 2013.08.04 15:50:00 -
[293] - Quote
FLAYLOCK Steve wrote:Cross Atu wrote:One quick addendum. For those folks who like this idea please help me keep the topic active/on the front page by posting here even if it's only a "+1". Thanks Cross Chromosome EDIT:The goal of this thread is to address proper Risk vs Reward scaling of support action awards. Properly this requires their progression arc parallel that of the "slayer" classes, rather than exceed or fall short. It also requires that the earnings potential be higher with use of higher quality gear as it is throughout the rest of D514 (rather than returns diminishing as better gear is used which is the current trend). This thread is NOT intended as "nerf X" or "buff Y" thread, it's intent is to address scaling as a proper game balance requires a baseline parity among all the classes on the macro level (Progression, Rewards, et al) while maintaining diversity/supremacy within the micro (specialization within a given battlefield role should still provide proper tactical advantage). Note2: Tactical value is not interchangeable with earnings value. Highly effective tactical actions should properly be supported with improved earnings potential. The War Point system should not reward ineffective/non-tactical play over effective tactical play. Anything short of this creates confusion and frustration among many players especially those new to the game. Quoted from within the thread in hopes that it clears some things up (tl;dr version, this thread has nothing to do with leaderboard stats or personal gain).Cross Atu wrote: ps ~ In case it matters I didn't post this thread due to struggling as a Logi, it's easy enough to "game the system" when you understand the mechanics and even without relying on that I've been able to place in the top 4-5 in the match pretty consistently. As it stands the current system actually benefits me because it allows me to run cheap/free fits all the time while earning more than if I used high meta gear, and it reduces my competition for those Logi points as I know (more or less) when to stop repping/reviving to avoid spending time on actions which earn me zero SP or ISK. If I were motivated by self interest I wouldn't have posted this thread to begin with, but I'd feel like a real kitten if I ignored the hardships inflicted on other players just so I could score a few WP easier.
[Note: My "ps" is NOT meant to be calling anyone out or as a backhanded insult, it is simply a statement of my own reasoning and motivation provided because there's been some recurring confusion on the subject throughout this thread.]
Sounds okay but I also see this mostly applies to logis. Logis will just sp farm and revive everyone even in the middle of a gun fight just to get points.
It sounds like you are talking about pub matches here. A well organized team would never tolerate that behavior in a support player unless they were actively grinding for a 'desperation OB' to turn the tide. Pub matches are the most frequent form of play because they can be jumped into without preparation, that does not however make them the proper balance point for the game at large.
The thread was started during closed beta prior to the reduction in Equipment slots on non-logi suits and the introduction of racial suits. So you while you are correct that it now effects primarily logi that was not the foundation of the thread, the equipment scaling has some problems that need addressed regardless of which suit is being used as a backdrop.
On a side note it's odd to me how wrathful players get over being revived during a gun fight. Granted it's rarely the most effective tactic (mostly you die if you try it) but it costs the downed Merc nothing (kdr is meaningless and doesn't count) while giving them a chance, albeit a slim one, to not lose their fitting and cost their team a clone. I can understand if you're out of ammo or want to swap fits on a map with no depot that it could be frustrating, but the level of antipathy in the face of battlefield reality in game is quite bemusing to me.
I suppose in the end I'm not quite sure what point you're trying to get at with your post here, would you please elaborate for clarity?
Thanks for posting,
Cheers, Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1393
|
Posted - 2013.08.04 15:56:00 -
[294] - Quote
FLAYLOCK Steve wrote:CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
I hope you know if you make it so people get more war points for just using higher level gear that would increase proto stumpers ten fold. Idc about them but the way it seems is that this community is so ****** they will complain about this and soon you will nerf it. If you're going to make it so that when you use higher level gear you should make it so when a low level gear takes out a higher level gear he'll get more points. It's only fair, because there is actually more risk using lower grade gear against these proto try hards. Yeah proto cost more money but requires less skill because of the increased survivability. In other words by you using lower level gear your already risking your team a clone, but if you manage to take out people in proto gear you're doing good. Just saying, if they're tired of proto stompers approving this would just increase them and this time they will have a better argument.
This sounds like you are talking about pub matches, as I noted previously mechanical balance based on pubs, at least until more robust matchmaking is in place, isn't a very effective route to take. Clones in pubs cost nothing, and lower meta fits cost less in both SP and ISK meaning that the risk factor for use of low meta is fundamentally lower than for using high meta. In a PC match where clones cost ISK then you are right using low meta carries a greater risk in some ways than it's more effective high meta counterpart but running low meta in a PC match as also usually bad tactics which as noted in this thread shouldn't be rewarded as well as effective tactics/team play. It's also worth noting that it is not "running" the high meta gear which CCP Nothin is talking about rewarding there, it is the effective use of such gear, i.e. players being rewarded for the effect they have on the battlefield, which considering that WP are ostensibly a measure of tactical accomplishment, rewarding effective action is precisely what they are meant to do.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1403
|
Posted - 2013.08.05 17:32:00 -
[295] - Quote
Still hoping to get input from other support logi regarding current equipment earnings and behavior as compared to Chrome.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1495
|
Posted - 2013.08.17 15:50:00 -
[296] - Quote
While it is slightly outside the direct purview of the OP I would be very interested in the feedback of other logi regarding how the recent nerfs to eHP and the proposed/upcoming buffs to armor tanking may effect your earnings. Also any other major bugs are mechanics that have impacted earnings and value of various bits of equipment between Chrome and present.
~Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1562
|
Posted - 2013.08.20 05:11:00 -
[297] - Quote
Update time stamp 8/19/2013
I have been testing the injector and repair tool heavily during the last more than a week, here are the current conclusions.
Injectors suffer from the current animation, the 'cycle time' to actually revive someone using the new "O" trigger is excessively long and frequently results in getting both the Logi and the recipient killed. I have reverted to actively swapping my injector to the 'active' position and then reviving with the shoulder buttons, this cuts down on the 'cycle time' and allows for more successful revivals.
Even having reverted to the old method the injector is still currently struggling. The targeting isn't broken the way it was before, so points to CCP for that, thanks guys but it is still frequent that a downed merc must be injected 2-3 times before the revival 'takes' rather than working on the first try. This again leads to more frequent deaths for both the needle user and the downed merc.
Stacking both of these mechanical shortcomings on top of the current revival earnings cap (is this a bug or an undocumented change?) causes effective use, and doubly so effective earnings, from the injector to still be in a bad place.
Repair Tool The vanishing reticle bug persists compounding prior lock on woes, layered over the current earnings cap (which could use an overhaul) and range limitations (which are totally understandable) it puts the repair tool in a bad place. The UI still giving no feedback about the earnings cap is the icing on the cake making the passive AoE of repper hives a more effective earnings option (and with all the lock on issues arguably a more effective tactical one at present as well).
The earnings value for both Hives of all kinds and Uplinks of all types comes down to "spam and pray" and some solid WP can indeed be gained this way in the right situations provided a depot is present to refresh and swap fits. Still these earnings are situational and their raw numbers aside are somewhat unsatisfying due to the very "fire and forget" nature of current "spam it all then cross your fingers and hope you earn something" meta.
RE - These remain uncommon even in PC battles but seem reasonably effective, also as a more aggressive item their earnings aren't as subject to the issues seen among other types of equipment.
Prox - Very rarely seen and even more rarely seen to accomplish anything, further testing is warranted but initial impressions currently point toward some kind of a buff being called for.
Scanners - Still no WP attached as of yet, thus outside the scope of this thread.
In closing here is another thread of mine related to equipment diversification, please give it a look and let me know what you think.
Cheers, Cross |
RKKR
The Southern Legion
325
|
Posted - 2013.08.23 15:52:00 -
[298] - Quote
No changes for this in 1.4, we also get more armor to repair with the same WP-cap due to balancing of armor-plates, any thoughts about this? |
Draco Cerberus
Hellstorm Inc League of Infamy
254
|
Posted - 2013.08.23 16:34:00 -
[299] - Quote
I've been saying this since closed beta, maybe the memo got lost...? |
Beren Hurin
The Vanguardians
1199
|
Posted - 2013.08.23 16:42:00 -
[300] - Quote
So I've started using the Core Focus repair tool a bit more.
I've noticed that I can get more +25s faster than a STD tool. Have you noticed this? |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 :: one page |
First page | Previous page | Next page | Last page |