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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
252
|
Posted - 2013.05.23 18:50:00 -
[151] - Quote
For those wondering about the repair tool comment and the in depth explanation by Cross Atu and the response from the devs please see this Risk v Reward progression for support action
Initial HP But to the Amarr Logi. I have been playing him a little more to verify what has been written in this post. He really is a unique character. Buffed HP stats seem to take the place of a H slot right out of the gate, when most Logis are 90/180 or 180/90 or the minmatar with 90/150 the AMARR is at 120/180. So, the armor is on par with the others, no bonuses there. On shields he has only 30 more or 50 less - that is and ADV Shield mod, nothing more. Granted you start with this but he might make a bigger impact on the Logi/Assault if he had the same HP as his basic frame counter part at 180/180. So that in comparison to any race he has an automatic Complex shield or armor mod. Yet, with the same amount of armor he is still slower than than the armor Logis. So, he gained what would be a High slot but only at a medium level. One fix is to keep the stat and add a High or Buff the Shield stat to a Complex Mod level - especially if he is going to be the Tanky Logi right out of the gate that suffers from fewer slots.
Speed Next is his speed. He is the slowest, for no real reason as his armor is not greater than anyone elses, but that might just be the nature of the Amarr as the assaults are slowed as well, but cant compare the heavies yet. It seems that that is meant to mean they are a bit beefier... but they also have the best stamina. So while they cannot sprint as fast they can sprint greater distances and more often. Interesting choice, it certainly makes him unique. If it had been on the Minmatar that may make some more sense but it compensates a bit for his slow speed. But looking to the setup of the soldier we see that when we apply the armor modules it slows his sprinting speed. Meaning that to keep up with the group he will always be sprinting and then be a little gimped in weaving out of fire - slow targets are easier to hit. So his stamina regen is the balance for his speed but it can be brought to a point where wearing more armor will defeat the purpose of sprinting.
Shield Regen and Shield Delay Second best shield regen 17, as opposed to 20 or 15. He has a standard shield regen time of 6 seconds BUT if his shields are depleted the time is reduced to 5 seconds. This guy is unique. What appears to be an armor tanker is better with shield tanking for his recharge rate and recharge time.
Implied play experience vs Real play With his racial bonus one would normally believe that he is meant to be an armor tanker. But in play that fails as the Armor penalty to movement is too great and outweigh the benefits. What it seems to be is that he is meant to be in a constant state of repair and lose his shield in each encounter to get into armor only to have it repaired quickly. Equipping a shield extender and shield recharger with a shield regulator and armor repair mod would seem to be the way to get the most out of this guy in the beginning, but it also means playing smarter. The limitations of slots at the proto level means that one would need these to be complex mods of the highest order or a setup like:
Highs 2 shield extenders and 1 recharger w/ lows 1 recharger 1 armor and 1 repper or 1 armor and 2 reppers. So just focusing on Repair tanking and jump in and out of battle. Problem is he cant move fast enough to just jump in and out of battle. He may be able to outrun them in distance but not with speed so he must stand his position and have other players help take some of the heat at times.
Playing him in battle means walking an edge of always losing shields and but not losing all the armor. He lives for the Regen, and every skill should be focused to boost his initial hp and then his mods should focus on Regen. He is pretty unique and pretty fun but he cant fit into the role as is.
Corrections to Balance: His role requires more CPU/PG - that is established and moot as an arguable point It also requires 1 more High or Low slot IN Favor of a HIGH - take advantage of his shields and shield recharge ability. IN Favor of a LOW - More intune with established Lore and to fit this regen roll to either make him the best repair guy (currently beat by the Gallente with his many lows) or take the AMARR role and armor tank.
Lastly the sidearm issue. There have different suggestions of when to give him his 3E slots, the 1 proposed increase to a high or low slot, and when to give the character a sidearm. I would say immediately. This is the draw of the class. This is his purpose - with only 2E slots he is not really a logi and is more assault right from the start. The progression balance of the Caldari and Minmatar is pretty good. The Gallente is weighted to get everything at the Proto level and as is the AMARR. From a gaming standpoint that is not that fun. Giving an increase for every level is the reason for progression and gets rid of the Proto or Militia attitude. ADV should be used and should be a benefit for each class.
AMARR suffers from that attitude. And when we see that most other races get slot buffs in every class for their increase in skill level this should be the same with the AMARR LOGI and relegate his sidearm bonus as the starting bonus to set the class up as an Assault/Logi from the beginning. But, looking at the assaults that automatically makes him better than the assaults if one only looks at the slot count and not the other stats - but that speaks to balancing the Assaults more than the balance of the Logi's and that is another discussion.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
352
|
Posted - 2013.05.24 07:46:00 -
[152] - Quote
RedBleach LeSanglant wrote:For those wondering about the repair tool comment and the in depth explanation by Cross Atu and the response from the devs please see this Risk v Reward progression for support actionInitial HPBut to the Amarr Logi. I have been playing him a little more to verify what has been written in this post. He really is a unique character. Buffed HP stats seem to take the place of a H slot right out of the gate, when most Logis are 90/180 or 180/90 or the minmatar with 90/150 the AMARR is at 120/180. So, the armor is on par with the others, no bonuses there. On shields he has only 30 more or 50 less - that is and ADV Shield mod, nothing more. Granted you start with this but he might make a bigger impact on the Logi/Assault if he had the same HP as his basic frame counter part at 180/180. So that in comparison to any race he has an automatic Complex shield or armor mod. Yet, with the same amount of armor he is still slower than than the armor Logis. So, he gained what would be a High slot but only at a medium level. One fix is to keep the stat and add a High or Buff the Shield stat to a Complex Mod level - especially if he is going to be the Tanky Logi right out of the gate that suffers from fewer slots. SpeedNext is his speed. He is the slowest, for no real reason as his armor is not greater than anyone elses, but that might just be the nature of the Amarr as the assaults are slowed as well, but cant compare the heavies yet. It seems that that is meant to mean they are a bit beefier... but they also have the best stamina. So while they cannot sprint as fast they can sprint greater distances and more often. Interesting choice, it certainly makes him unique. If it had been on the Minmatar that may make some more sense but it compensates a bit for his slow speed. But looking to the setup of the soldier we see that when we apply the armor modules it slows his sprinting speed. Meaning that to keep up with the group he will always be sprinting and then be a little gimped in weaving out of fire - slow targets are easier to hit. So his stamina regen is the balance for his speed but it can be brought to a point where wearing more armor will defeat the purpose of sprinting. Shield Regen and Shield DelaySecond best shield regen 17, as opposed to 20 or 15. He has a standard shield regen time of 6 seconds BUT if his shields are depleted the time is reduced to 5 seconds. This guy is unique. What appears to be an armor tanker is better with shield tanking for his recharge rate and recharge time. Implied play experience vs Real playWith his racial bonus one would normally believe that he is meant to be an armor tanker. But in play that fails as the Armor penalty to movement is too great and outweigh the benefits. What it seems to be is that he is meant to be in a constant state of repair and lose his shield in each encounter to get into armor only to have it repaired quickly. Equipping a shield extender and shield recharger with a shield regulator and armor repair mod would seem to be the way to get the most out of this guy in the beginning, but it also means playing smarter. The limitations of slots at the proto level means that one would need these to be complex mods of the highest order or a setup like: Highs 2 shield extenders and 1 recharger w/ lows 1 recharger 1 armor and 1 repper or 1 armor and 2 reppers. So just focusing on Repair tanking and jump in and out of battle. Problem is he cant move fast enough to just jump in and out of battle. He may be able to outrun them in distance but not with speed so he must stand his position and have other players help take some of the heat at times. Playing him in battle means walking an edge of always losing shields and but not losing all the armor. He lives for the Regen, and every skill should be focused to boost his initial hp and then his mods should focus on Regen. He is pretty unique and pretty fun but he cant fit into the role as is. Corrections to Balance:His role requires more CPU/PG - that is established and moot as an arguable point It also requires 1 more High or Low slot IN Favor of a HIGH - take advantage of his shields and shield recharge ability. IN Favor of a LOW - More intune with established Lore and to fit this regen roll to either make him the best repair guy (currently beat by the Gallente with his many lows) or take the AMARR role and armor tank. Lastly the sidearm issue. There have different suggestions of when to give him his 3E slots, the 1 proposed increase to a high or low slot, and when to give the character a sidearm. I would say immediately. This is the draw of the class. This is his purpose - with only 2E slots he is not really a logi and is more assault right from the start. The progression balance of the Caldari and Minmatar is pretty good. The Gallente is weighted to get everything at the Proto level and as is the AMARR. From a gaming standpoint that is not that fun. Giving an increase for every level is the reason for progression and gets rid of the Proto or Militia attitude. ADV should be used and should be a benefit for each class. AMARR suffers from that attitude. And when we see that most other races get slot buffs in every class for their increase in skill level this should be the same with the AMARR LOGI and relegate his sidearm bonus as the starting bonus to set the class up as an Assault/Logi from the beginning. But, looking at the assaults that automatically makes him better than the assaults if one only looks at the slot count and not the other stats - but that speaks to balancing the Assaults more than the balance of the Logi's and that is another discussion.
Great summation of the issues discussed in this thread, sir. Bravo! |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz
260
|
Posted - 2013.05.24 15:50:00 -
[153] - Quote
Thanks |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
21
|
Posted - 2013.05.24 17:31:00 -
[154] - Quote
P-A-R-A-D-O-X wrote:IgniteableAura wrote:Agree on Amarr logi being subpar for all the various reasons already mentioned. Sidearm slot is not worth that much IMO. Plus its only useful at proto levels. Which I dont feel is a sustainable approach anyway. Considering the lack of PG it also makes a fit WITH a sidearm difficult AND you have to allocate SP into that to be effective.
I was actually planning on using laser logi and sidearm for close range. But again, its only doable in proto level.
Give the bonus to an actual logi role. Like remote rep and please please please give us remote infantry shield reps already, give a bonus to caldari and minmitar bonus for repping shield and amarr and gal for armor. It could be increased range or increased rep amount.
I see the bonus being trifold. Give the logi tree a bonus to rep range and pg/cpu bonus to equipment per level. Then give the racial version bonus to its rep type (shield/armor)
IF you can balance bonus to pg/cpu of equipment you could effectively lower the PG/CPU of the logi suit and keep "killers" out of the suit and actually create a defined role for it. In other words, a person wanting to use a logi for killing wouldnt be able to fit 4 complex dmg mods.
I know eve has always been known for having some fun unorthodox fits, and allowing that creativity. But please give a bonus for the actual role the suit provides rather than a random bonus that doesn't really apply to the dropsuit class. What!? "...keep 'killers' out of the suit...?" Dude this is a first person shooter - we play because we like to shoot, & people get killed when they're shot(plus, there are guys with guns looking to shoot us 'everywhere') - it's Kill or be Killed... Why should there be restrictions to a Logi with a strong offence? THE FASTER YOU KILL AN ENEMY IS THE LESS TIME HES HAS TO KILL YOU(OR WEAKEN YOU FOR HIS TEAMMATES)... Why the hec do you want to get in the way of that? I as a Logi should run around without a gun then? Apparently, my only function is to support my team - right? Do you run around as a Logi with out a gun? Hear what - play as a Logi with only a STD lvl scrambler pistol(without any damage mods of course)& see how good you can 'support your team' ok? Try it... Anyways - there is nothing wrong with a Logi having a strong offence - leave that alone...
Killers should not be using a logi suit as an assault. Whats the point of an assault suit if a logi suit does the job of kiling better. Im not saying make the logi suit worthless at killing. Im saying it shouldnt be a better assault suit, than the assault suit. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
357
|
Posted - 2013.05.24 22:31:00 -
[155] - Quote
I think that's more an issue of other classes having janky passives, and specialization suits not being made different from basic frames.
You're also posting this about being better/worse than assault in a thread about the "combat-oriented" logi. Which is already slower, less hp, same number of slots, less PG, etc. in comparison to the Amarr Assault. Not sure where you were going with that. |
Mark0h
SVER True Blood Unclaimed.
30
|
Posted - 2013.05.25 01:09:00 -
[156] - Quote
To the top!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3E slots at Adv.!!!!!!!!!!!!!! Plox. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
360
|
Posted - 2013.05.25 05:53:00 -
[157] - Quote
Guess his "next few days" changes to suits weren't coming quite so quickly. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
|
Posted - 2013.05.26 06:09:00 -
[158] - Quote
Will these suit changes go live with the respec, or will people respec then have things changed - cue more QQ? |
Mark0h
SVER True Blood Unclaimed.
31
|
Posted - 2013.05.26 14:57:00 -
[159] - Quote
I still plan on going amarr logi after my optional respec. I have faith that CcP will bring balance to the force. |
Hecarim Van Hohen
The Tritan Industries RISE of LEGION
62
|
Posted - 2013.05.26 15:36:00 -
[160] - Quote
Mark0h wrote:I still plan on going amarr logi after my optional respec. I have faith that CcP will bring balance to the force.
CCP's concept of balance is flimsy at best |
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
|
Posted - 2013.05.27 00:24:00 -
[161] - Quote
Hecarim Van Hohen wrote:Mark0h wrote:I still plan on going amarr logi after my optional respec. I have faith that CcP will bring balance to the force. CCP's concept of balance is flimsy at best
The term 'balance' regarding video games is usually BS - they just say 'balance' to make people think what they're doing is leveling things out...
They do not however - they 'tweak' the game\weapons etc - so that things are(or seems)'fair'...
& for those who doubt my words, 'explain' this:
How, does one 'balance', a Submachine gun, with a sniper rifle? (or a shot gun with an assault rifle) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
385
|
Posted - 2013.05.27 04:38:00 -
[162] - Quote
Mark0h wrote:I still plan on going amarr logi after my optional respec. I have faith that CcP will bring balance to the force.
You have more faith than most then. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
512
|
Posted - 2013.05.30 09:44:00 -
[163] - Quote
Looks like.... not so much with the respec. |
Zahle Undt
The Tritan Industries RISE of LEGION
133
|
Posted - 2013.05.31 22:59:00 -
[164] - Quote
This thread is long and I have little time to scan through it all, however, after respeccing into Amarr logi, increase my engineering and electronics to level 5 (I mention both because I forget which increases PG and which CPU) and I have dropsuit core upgrades to level 5 as well. The grand total an Amarr Proto logi can get PG wise is 87. Stated by my corp mate the Gallente with the same skills gets 112, thus so do all the other racial logis |
Zahle Undt
The Tritan Industries RISE of LEGION
133
|
Posted - 2013.05.31 23:02:00 -
[165] - Quote
So I've been whining about this off and on for a bit and will continue to do so because I'm that sort of idiot. Anyway...
Proto Amarr medium frame 70 PG base
Proto Amarr logistics 66 PG base, Total module slots 6
Proto Gallente logistics 78 PG base, Total module slots 8
Proto Minmatar logistics 78 PG base, Total module slots 8
Proto Caldari logistics 78 PG base, Total module slots 9
WTF CCP you give the medium frame suit more PG than the proto logistics, was the design teams thought when doing this screw the Amarr their logis don't get equipment? I mean the frame has more than the logi suit!
You thought that having the PG to equip decent equipment, a light weapon, and a side arm with a whopping 3 highs and 3 lows was going to be OP, but that having a Caldari logi that can stack 5 complex shield extenders (or damage mods), run proto of the kill everythng at every range gun (I.E. Tac AR), run 4 shield regulators, armor reppers, or plates if they wanted to, and have all the PG and CPU in the world is OK?
The Amarr logi suit is already paying for it's sidearm by having less module slots than all the other logi suits by 2.
Please, please, please, increase the PG on the dang suit to near the levels of all the others, I've given up on 78 like all my other logi-bros get, how about we split the difference and go 72?
Maybe then it won't be me and about 5 other stubborn fools who play this game trying to be Amarr and logi
Moved this from where I miss posted it in the General forums, I am sure others have broken it down just as well but I need to throw my analysis in too, even if it is a bit late to the party |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
512
|
Posted - 2013.06.01 00:02:00 -
[166] - Quote
There's some pretty detailed "numbers" posts elsewhere in the thread as we discussed what the Amarr Logi needs. I think the consensus is more PG (than the Amarr Assault) and another module slot (I said low for the passive, others said high).
It's the slowest, weakest, and fewest-slot-est logi in the game. That makes it slower than all the other logis and assaults. I feel bad for them.
There's mentions of changes elsewhere in this thread (moving passives around, that sort of thing). Remnant even mentions it being for the "next few days"... that was awhile ago now.
Now I'm just hoarding my SP from the respec, waiting for all these changes that were mentioned to happen. |
BL4CKST4R
WarRavens
89
|
Posted - 2013.06.01 01:33:00 -
[167] - Quote
Haron Vathek wrote:Hi there.
I decided to go the logistics path in Dust, and as I like armor repair modules I chose Amarr because of the nice bonuses to it. After 2 days now of playing I begun to notice something - the Amarr Logisuit is quite subpar when looking another, flat out better dropsuit -> the Gallente Logisuit. Let me explain:
The T3 Amarr logisuit has 3x low slots, this results in one being able to carry 3x armor repairer modules at most. The T3 Gallente logisuit has the amazing number of 5x low suits, making one being able to use 5x armor repairer modules. Logistics Suit Bonus +1 HP to dropsuit armor repair rate per level. Amarr Logi Bonus +5% to efficacy of armor repairer modules per level. Amarr Repair Systems +5% to armor repair modules efficacy per level. Complex Armor Repairer 5,0 HP/s.
These values only count if one has lvl 5 in the following skills skills: Armor Repair Systems Amarr Logistics Dropsuit / Gallente Logistics Dropsuit
Amarr Suit:
25%+25% = 50% 50% + 100% = 150% 150% / 100 = growth factor 1,50
5 HP/s x growth factor 1,5 = 7,5 HP/s 7,5 HP/s x 3 low slots = 22,5 HP/s 22,5 HP/s + 5 HP/s = 27,5 HP/s
Gallente Suit:
25% + 100% = 125% 125% / 100 = growth factor 1,25
5 HP/s x growth factor 1,25 = 6,25 HP/s 6,25 HP/s x 4 lowslots = 25 HP/s 25HP/s + 5 HP/s = 30 HP/s
6,25 HP/s x 5 lowslots = 31,25 HP/s 31,25 HP/s + 5HP/s = 36,25 HP/s
As you can see, the gallente dropsuit is superior in armor repairing because of its extra low slots.
I think it would be nice if the T3 Amarr Logisuit had one more low slot to make its suitbonus more useful for those (like me) who stack up on armor repair modules.
Need to end this thread now as I need to leave, but I will continue later about another amarr dropsuit topic that I have in mind.
- Haron Vathek
(sorry for any grammar / speling mistakes, english is not my native language)
Edit1: Fixed some wrong numbers
Agree with your post as long as the end result of balancing doesn't lead to a nerf for the Gallente logis, as a Gallente logi myself I say that we are on a fine thread of being terrible on the battlefield, or OP. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
|
Posted - 2013.06.01 06:35:00 -
[168] - Quote
BL4CKST4R wrote:Haron Vathek wrote:Hi there.
I decided to go the logistics path in Dust, and as I like armor repair modules I chose Amarr because of the nice bonuses to it. After 2 days now of playing I begun to notice something - the Amarr Logisuit is quite subpar when looking another, flat out better dropsuit -> the Gallente Logisuit. Let me explain:
The T3 Amarr logisuit has 3x low slots, this results in one being able to carry 3x armor repairer modules at most. The T3 Gallente logisuit has the amazing number of 5x low suits, making one being able to use 5x armor repairer modules. Logistics Suit Bonus +1 HP to dropsuit armor repair rate per level. Amarr Logi Bonus +5% to efficacy of armor repairer modules per level. Amarr Repair Systems +5% to armor repair modules efficacy per level. Complex Armor Repairer 5,0 HP/s.
These values only count if one has lvl 5 in the following skills skills: Armor Repair Systems Amarr Logistics Dropsuit / Gallente Logistics Dropsuit
Amarr Suit:
25%+25% = 50% 50% + 100% = 150% 150% / 100 = growth factor 1,50
5 HP/s x growth factor 1,5 = 7,5 HP/s 7,5 HP/s x 3 low slots = 22,5 HP/s 22,5 HP/s + 5 HP/s = 27,5 HP/s
Gallente Suit:
25% + 100% = 125% 125% / 100 = growth factor 1,25
5 HP/s x growth factor 1,25 = 6,25 HP/s 6,25 HP/s x 4 lowslots = 25 HP/s 25HP/s + 5 HP/s = 30 HP/s
6,25 HP/s x 5 lowslots = 31,25 HP/s 31,25 HP/s + 5HP/s = 36,25 HP/s
As you can see, the gallente dropsuit is superior in armor repairing because of its extra low slots.
I think it would be nice if the T3 Amarr Logisuit had one more low slot to make its suitbonus more useful for those (like me) who stack up on armor repair modules.
Need to end this thread now as I need to leave, but I will continue later about another amarr dropsuit topic that I have in mind.
- Haron Vathek
(sorry for any grammar / speling mistakes, english is not my native language)
Edit1: Fixed some wrong numbers Agree with your post as long as the end result of balancing doesn't lead to a nerf for the Gallente logis, as a Gallente logi myself I say that we are on a fine thread of being terrible on the battlefield, or OP.
I am almost certain that no one on this thread wants to 'nerf' any other Proto Logi suit - we just want the Amarr Proto Logi raised 'up to par' ok?
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
|
Posted - 2013.06.01 06:50:00 -
[169] - Quote
Zahle Undt wrote:So I've been whining about this off and on for a bit and will continue to do so because I'm that sort of idiot. Anyway... Proto Amarr medium frame 70 PG base Proto Amarr logistics 66 PG base, Total module slots 6 Proto Gallente logistics 78 PG base, Total module slots 8 Proto Minmatar logistics 78 PG base, Total module slots 8 Proto Caldari logistics 78 PG base, Total module slots 9 WTF CCP you give the medium frame suit more PG than the proto logistics, was the design teams thought when doing this screw the Amarr their logis don't get equipment? I mean the frame has more than the logi suit! You thought that having the PG to equip decent equipment, a light weapon, and a side arm with a whopping 3 highs and 3 lows was going to be OP, but that having a Caldari logi that can stack 5 complex shield extenders (or damage mods), run proto of the kill everythng at every range gun (I.E. Tac AR), run 4 shield regulators, armor reppers, or plates if they wanted to, and have all the PG and CPU in the world is OK? The Amarr logi suit is already paying for it's sidearm by having less module slots than all the other logi suits by 2. Please, please, please, increase the PG on the dang suit to near the levels of all the others, I've given up on 78 like all my other logi-bros get, how about we split the difference and go 72? Maybe then it won't be me and about 5 other stubborn fools who play this game trying to be Amarr and logi Moved this from where I miss posted it in the General forums, I am sure others have broken it down just as well but I need to throw my analysis in too, even if it is a bit late to the party
First of all - I may be stubborn yes, but I am in no way a 'fool' - watch how you refer to me\my brain, before I diss yours... -.-
The reason why I still follow(have the webpage pinned on)this topic is because - as I said before - I Personally made a request to the Dust Gods for a Logi with a sidearm... I just didn't think they'd automatically 'nerf', it well, over 'nerf' in this case...
The sidearm makes a Logi even more versatile & even though it's slower, weaker, & has PG restraints, I still have a decent APL(Amarr Proto Logi)& now, having used the gifted Kinetic Catalyzer, have come to make an even weaker, but very decent Hacker module, which only lacks in defensive capabilities compared to my plain APL... So the suit isn't bad & only for stubborn players - it's pretty decent, & only lacking the fairness of being on par with the others...
Forgive me for repeating myself - I tend to do so when people don;t seem to 'catch my drit' or when I don't get a response - like from the Dust Gods who haven't responded in a way that lets me know IF & hence what they plan to do about this situation...
So can we PLEASE get some feedback on our feedback?
What are y'all - the Dust Gods - planning to do(if you are that is)... O.O #DontLeaveUsHanging
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
514
|
Posted - 2013.06.01 07:09:00 -
[170] - Quote
CCP Remnant wrote:crazy space 1 wrote: Dropsuit balance and bonuses . You should give the basic suits a single bonus btw something the same across race. And they would stack with the nee bonuses and give a reason to bring basic to 5 becuase it would increase the bonus on all suits.
Yeah, we're going to be bringing the race bonus down onto the basic suits. It's one of a few adjustments to the dropsuit progression we'll be outlining in the next few days. Some adjustments we'll be making very shortly, but others will be a fair bit later.
/sigh
That was.. 11 days ago? I guess we have different concepts of "few days". |
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RedBleach LeSanglant
PFB Pink Fluffy Bunnies
293
|
Posted - 2013.06.03 17:02:00 -
[171] - Quote
Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
|
Posted - 2013.06.03 20:56:00 -
[172] - Quote
RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind.
Come to think of it - the Amarr Proto Logi IS 'balanced'(or would be if it had another High Powered module slot) - it's just nerfed... >.> |
Cross Atu
Conspiratus Immortalis Covert Intervention
1078
|
Posted - 2013.06.04 07:08:00 -
[173] - Quote
RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. |
Terarrim
Valor Coalition RISE of LEGION
43
|
Posted - 2013.06.04 13:07:00 -
[174] - Quote
Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO.
Personally the PG has to be changed its way to low and is I believe a mistake on the devs part.
As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better.
I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat.
For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times.
Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity.
Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that. |
EnIgMa99
Imperfects Negative-Feedback
393
|
Posted - 2013.06.04 14:59:00 -
[175] - Quote
CCP Remnant wrote:Sorry about the radio silence. We're definitely reading as much as we can and anything we miss the community guys quickly point out, so rest assured your concerns do get through to us.
I'm responsible for both weapon and dropsuit balance so I apologize if I haven't responded as quickly as you'd like. We're taking a look at a few of the roles and will address some of the concerns with them in the not too distant future.
Thanks for the excellent feedback. It's always a pleasure to read well-explained posts.
making the caldari logi suit the way it is should be a crime
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P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
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Posted - 2013.06.04 16:23:00 -
[176] - Quote
Terarrim wrote:Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. Personally the PG has to be changed its way to low and is I believe a mistake on the devs part. As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better. I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat. For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times. Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity. Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that.
Yes I use 2 damage mods on my Amarr Proto Logi(APL) - one Light, one Sidearm - so what? The reason I want the extra slot isn't for more damage - I need it for shields which I lack in...
I build a self sufficient suit with which I can support my teammates & hold my own, because if I don't, I'll be spending my time respawning instead of supporting... Plus, my suit(s - I've made a hack focused suit)is of the most versatile NOT, because it has an extra low slot, but because I carry a swarm launcher & can aid in vehicular destruction...
Y'all need to ease off this 'a Logi isn't supposed to have a strong offence - that's not it's function' - the ability to efficiently take out enemies is just as important as being able to take a fair amount of damage regardless of which role you're playing... & if you disagree - just swap your weapon to a standard scrambler pistol with no damage mods, load up lots of armor, get into a game & see how much fun you have dying over & over at your disadvantages(slow & weak = easy target that only 'tickles' enemies - SMH)...
Again, because of the fact that the suit is already the slowest & has a race boost - which allows one to easily go without a low slot yet remain on par with a 4 low slot suit - the APL doesn't need another low slot...
I do not like the idea of using a suit with 225 shields & 569 armor - I prefer 300 or so of each... If you do not understand that either excessive shields & low armor or vice versa has disadvantages against certain weapons, all is lost... But then again - make suits of same, experiment & see, how well you do in battle - & don't forget to ONLY use a standard scrambler pistol with no damage mods, because 'offense' is not a function of Logistics right?
Oh, & only a suit's equipment slot & weapon variety dictates it's versatility...
PS: I would say do it without a weapon period, but we all know you can't... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1081
|
Posted - 2013.06.04 17:52:00 -
[177] - Quote
Terarrim wrote:Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. Personally the PG has to be changed its way to low and is I believe a mistake on the devs part. As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better. I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat. For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times. Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity. Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that.
First an informational side note, the Amarr line of racial suits is supposed to be armor tanked. Granted that doesn't mean it should possess no ability to use shield mods etc. but the racial balance is mar/gal favor armor and cal/min favor shields (with the note that winmatar do some quirky things and may not hold to a true pattern as clearly).
The main weakness of an active tank is alpha damage, in essence being 1-2 shotted before the rep/recharge can do you any good. 2x contact nades is 800 damage. A militia nade + one TAR round is ~478 damage (assuming no buffs from skills or damage mods and only frontal body shots).
The Gal suit can have a better active armor tank than the Amarr suit (and that's with max armor tanking skills for the Amarr suit). If we're establishing niche roles then of the two armor tankers (Gal / Amarr) one should be better situated for buffer tank and the other for active. With the touch up on PG and the extra Low Power slot the Amarr becomes able to active tank more effectively than the Gal suit while the greater number of Low Power slots on the Gal suit combined with the fittings savings buff allows for better buffer tank. This configuration still maintains the base "you pay more for flexibility" aspect of the Logi suit line in general. Honestly the Amarr suit would even be improved by moving one high slot over to the low for 2 high 4 low since it's a suit specifically created for an active armor tank (as both lore and the onboard suit buffs show us). Based on internal Logi suit balance however adding a single low slow is superior to just moving one slot.
0.02 ISK Cross |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
542
|
Posted - 2013.06.04 18:15:00 -
[178] - Quote
Cross Atu wrote:
First an informational side note, the Amarr line of racial suits is supposed to be armor tanked. Granted that doesn't mean it should possess no ability to use shield mods etc. but the racial balance is mar/gal favor armor and cal/min favor shields (with the note that winmatar do some quirky things and may not hold to a true pattern as clearly).
The main weakness of an active tank is alpha damage, in essence being 1-2 shotted before the rep/recharge can do you any good. 2x contact nades is 800 damage. A militia nade + one TAR round is ~478 damage (assuming no buffs from skills or damage mods and only frontal body shots).
The Gal suit can have a better active armor tank than the Amarr suit (and that's with max armor tanking skills for the Amarr suit). If we're establishing niche roles then of the two armor tankers (Gal / Amarr) one should be better situated for buffer tank and the other for active. With the touch up on PG and the extra Low Power slot the Amarr becomes able to active tank more effectively than the Gal suit while the greater number of Low Power slots on the Gal suit combined with the fittings savings buff allows for better buffer tank. This configuration still maintains the base "you pay more for flexibility" aspect of the Logi suit line in general. Honestly the Amarr suit would even be improved by moving one high slot over to the low for 2 high 4 low since it's a suit specifically created for an active armor tank (as both lore and the onboard suit buffs show us). Based on internal Logi suit balance however adding a single low slow is superior to just moving one slot.
0.02 ISK Cross
Hear, hear. |
Terarrim
Valor Coalition RISE of LEGION
43
|
Posted - 2013.06.04 18:16:00 -
[179] - Quote
They are supposed to be armour tanked in eve but that doesn't seem to be the case in dust so much. There are both equal slots high and low. Also the base hps of 120 and 180 are pretty similar with the logi and exactly the same 180 180 for the assault. In addition with high recharge rate and as far as I know the fastest time to recharge of 6 and 5 seconds on shield this suit seems more of a hybrid shield/armour suit as it stands. With limited low slots you cant really armour tank very well only self armour repair well with limited high slots putting damage mods himps your overall hps severly to.
I would argue at present the suit is hybrid armour/shields unlike the ships in eve where they are best armour tankers in the game. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 18:29:00 -
[180] - Quote
P-A-R-A-D-O-X wrote:Terarrim wrote:Cross Atu wrote:RedBleach LeSanglant wrote:Yes, that is the message overall: Don't nerf suits from what they are now, bring other suits up to par. The Amarr needs love. The Minmatar is perfectly balanced. Caldari seems balanced for combat and module variety. Gallente is balanced for module variety and equipment. Amarr is balance for... no it is not, nevermind. Yeah, it needs some love, a touch more PG (should at least keep pace with it's racial assault counterpart and 1 more Low Power slot to allow better utility of it's racial skill buffs and we're in business IMO. Personally the PG has to be changed its way to low and is I believe a mistake on the devs part. As for putting low or high slot I don't now I would personally like a low slot but then is it on part with other suits or is it then slightly better. I don't want the characteristics changed I would like to try using the stupidly fast time to recharge rate on the shields and the very high passive bonuses of the suit for armour to make a Less overall HP suit but balanced with the best 0>full hp suit in the game that would make the suit have its on niche in combat. For example having 2x shield extenders and 1x Shield recharge in the highs having 1 advanced or complex plate and 2x complex reppers in the lows (combined with level 5 in passives to get stamina and speed 5 percent to offset the armour slowness) would mean around 600 hps but stupidly fast shield regeneration on damage with low downtime on recharge and lowish armour but again the equivelant of a tier 2 repper on you at all times. Personally people advocating for extra high are looking for damage mods and i dont think thats what the class is about so much, low slot addition would be less powerfull buff but add versatlity. Maybe a PG upgrade would be best as long as its fairly significant and then have a look at the balance of the class after that. Yes I use 2 damage mods on my Amarr Proto Logi(APL) - one Light, one Sidearm - so what? The reason I want the extra slot isn't for more damage - I need it for shields which I lack in... I build a self sufficient suit with which I can support my teammates & hold my own, because if I don't, I'll be spending my time respawning instead of supporting... Plus, my suit(s - I've made a hack focused suit)is of the most versatile NOT, because it has an extra low slot, but because I carry a swarm launcher & can aid in vehicular destruction... Y'all need to ease off this 'a Logi isn't supposed to have a strong offence - that's not it's function' - the ability to efficiently take out enemies is just as important as being able to take a fair amount of damage regardless of which role you're playing... & if you disagree - just swap your weapon to a standard scrambler pistol with no damage mods, load up lots of armor, get into a game & see how much fun you have dying over & over at your disadvantages(slow & weak = easy target that only 'tickles' enemies - SMH)... Again, because of the fact that the suit is already the slowest & has a race boost - which allows one to easily go without a low slot yet remain on par with a 4 low slot suit - the APL doesn't need another low slot... I do not like the idea of using a suit with 225 shields & 569 armor - I prefer 300 or so of each... If you do not understand that either excessive shields & low armor or vice versa has disadvantages against certain weapons, all is lost... But then again - make suits of same, experiment & see, how well you do in battle - & don't forget to ONLY use a standard scrambler pistol with no damage mods, because 'offense' is not a function of Logistics right? Oh, & only a suit's equipment slot & weapon variety dictates it's versatility... PS: I would say do it without a weapon period, but we all know you can't...
The Amarr suit is meant to be Armor tanked and balance should continue to maintain that. Based on the fit you describe and your tastes in tanking it sounds like the Minmitar suit is much more what you're looking for (sidearm notwithstanding).
The racial buff on the suit does not allow for fits which forgo the use of low slots is requires the use of low slots to gain any benefit from the racial buffs. Same as Cal suit with shield mods and the Gal suit with Equipt mods. Furthermore due to the nature of alpha damage vs reps over time (essentially the ratio of incoming dps vs total HP even in a 1v1 situation) those reps essentially require some armor mod(s) fit to maintain a useful risk v reward balance within the fit. Any situation which has more than one incoming damage source requires even more buffer to maintain viability (you need at least enough HP to move the slow suit back into cover where the reps can restore it).
Using max fitting skills, armor tanking skills and shield tanking skills on the Amarr suit, and presuming a fit which fills every slot (no skipping out on sidearm or equipment) PG constraints still prevent the use of full proto shielding. Presuming max skills in weapons reducing the PG cost there a full slate of meta three shield extenders could be fit. Thus this max tanked Amarr Logi would have 258 Shields and 351 Armor with an armor rep of 20.62 hp/s (assuming two complex reppers to squeeze as much out of the racial bonus as possible). 609 eHP on the suit = 1 militia nade + 6 GEK rounds to kill the Logi. (assuming no head shots, skill buffs, or damage mods) The GEK AR outputs 12.5 rounds per second so a user with 50% accuracy kills this best tank Amarr Logi before the Logi can get to cover.
A pure GEK only situation turns out better for the Logi needing 18 shots or ~2.88 seconds to kill the Logi (assuming 50% accuracy, no damage mods, skill buffs, or head shots). In essence earning the Logi less than a second to break contact or die.
0.02 ISK Cross |
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