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Haron Vathek
Urban Mining Corp Rising Phoenix Alliance
1
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Posted - 2013.05.08 07:26:00 -
[1] - Quote
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 = 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 = 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)
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Haron Vathek
Urban Mining Corp Rising Phoenix Alliance
1
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Posted - 2013.05.08 07:27:00 -
[2] - Quote
Reserved. |
Aquinarius Zoltanus
The Tritan Industries RISE of LEGION
7
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Posted - 2013.05.08 07:48:00 -
[3] - Quote
Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
544
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Posted - 2013.05.08 07:52:00 -
[4] - Quote
Sidearm is a huge bonus for a logi. I'd probably give up an equipment slot on my MK.0 for one.... .... .... .... ....not really, but you get the point. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
98
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Posted - 2013.05.08 07:53:00 -
[5] - Quote
The Amarr gets more mileage out of his armor reppers than the Gallente, who is ALSO meant to be an armor tanker. The Amarr is more than an armor tank though, he's also assault oriented (sidearm) has more shields and they recharge faster.
The Gallente has two extra low slots, true. The Amarr trades those two slots for a higher bonus on armor repping, a sidearm, and better shields.
Not sure if that's an "even" trade. But I get the impression the Gallente is supposed to be the best at straight armor-tanking by the slot and stat allotment (weighted towards armor and low). The Gallente has to use more slots to beat the Amarr's effect though (that means both using the slots to do so, and using up PG/CPU).
A more interesting build is adding armor plates and reppers to the Gallente. Three slots with reppers and two with plates would make a beefy guy. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
33
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Posted - 2013.05.08 08:39:00 -
[6] - Quote
you think gallente is best? try with caldari...LOL |
Llan Heindell
One-Armed Bandits Atrocitas
53
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Posted - 2013.05.08 08:46:00 -
[7] - Quote
Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment.
I understand that the sidearm is good, but really, 3 low slots against 5 from the Gallente? It's a little too much, And the gallente actually gets more Infantry slots. lol
I'm having a hard time being a medic with my amarr suit because I can't use naniteinjector/nanohives/repair tools. Having one less infantry slot is enough of a penalty for the sidearm. That's a fact.
Llan Heindell. |
Jack McReady
DUST University Ivy League
147
|
Posted - 2013.05.08 08:47:00 -
[8] - Quote
amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking capabilities due to their slots. |
Llan Heindell
One-Armed Bandits Atrocitas
54
|
Posted - 2013.05.08 09:06:00 -
[9] - Quote
Jack McReady wrote:amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking (if that is what you want) capabilities due to their slots but the purpose is actually to have a balanced fit to be able to keep up with assaults.
That's not true. We should not be able to fight 1v1 against an assault. It's stupid to be able to be even better. They are the ******* killing machines not us.
Llan Heindell. |
Jack McReady
DUST University Ivy League
147
|
Posted - 2013.05.08 09:20:00 -
[10] - Quote
Llan Heindell wrote:Jack McReady wrote:amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking (if that is what you want) capabilities due to their slots but the purpose is actually to have a balanced fit to be able to keep up with assaults. That's not true. We should not be able to fight 1v1 against an assault. It's stupid to be able to be even better. They are the ******* killing machines not us. Llan Heindell. oh really? how do you want to support the assaults when you slowboat behind them? you need the slots for biotic modules to be able to keep up with the flow of the battle (which is controlled be the assaults, assaults are faster and the majority of mercs run assaults) and when you keep up with the assaults then you also need slots for tanking because someone will sooner or later start to shoot you.
full tank logis are useless, they arrive into the battle when it is already over and then get killed like everyone else. |
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Llan Heindell
One-Armed Bandits Atrocitas
54
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Posted - 2013.05.08 09:23:00 -
[11] - Quote
Jack McReady wrote:Llan Heindell wrote:Jack McReady wrote:amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking (if that is what you want) capabilities due to their slots but the purpose is actually to have a balanced fit to be able to keep up with assaults. That's not true. We should not be able to fight 1v1 against an assault. It's stupid to be able to be even better. They are the ******* killing machines not us. Llan Heindell. oh really? how do you want to support the assaults when you slowboat behind them? you need the slots for biotic modules to be able to keep up with the flow of the battle (which is controlled be the assaults, assaults are faster and the majority of mercs run assaults) and when you keep up with the assaults then you also need slots for tanking because someone will sooner or later start to shoot you. full tank logis are useless, they arrive into the battle when it is already over and then get killed like everyone else.
You silly creature. I don't need to keep up with assaults. I have 21m range. I can be really far from them in a very good and safe location.
My point is, they need to be better then us.
Llan Heindell. |
Haron Vathek
Urban Mining Corp Rising Phoenix Alliance
1
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Posted - 2013.05.08 09:26:00 -
[12] - Quote
Maybe I have looked on this matter from the wrong angle. Instead of the Amarr suit being subpar, its the other suits that are too powerful. I am aware that the Amarr logisuit has a sidearm. Though this is good and all, I wouldnt say it justifies how big of a gap it is between the Amarr logisuit and the other suits.
- Haron Vathek
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
545
|
Posted - 2013.05.08 09:28:00 -
[13] - Quote
KING CHECKMATE wrote:you think gallente is best? try with caldari...LOL Let's see you say that after the 14th |
Jack McReady
DUST University Ivy League
147
|
Posted - 2013.05.08 10:00:00 -
[14] - Quote
Llan Heindell wrote:Jack McReady wrote:Llan Heindell wrote:Jack McReady wrote:amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking (if that is what you want) capabilities due to their slots but the purpose is actually to have a balanced fit to be able to keep up with assaults. That's not true. We should not be able to fight 1v1 against an assault. It's stupid to be able to be even better. They are the ******* killing machines not us. Llan Heindell. oh really? how do you want to support the assaults when you slowboat behind them? you need the slots for biotic modules to be able to keep up with the flow of the battle (which is controlled be the assaults, assaults are faster and the majority of mercs run assaults) and when you keep up with the assaults then you also need slots for tanking because someone will sooner or later start to shoot you. full tank logis are useless, they arrive into the battle when it is already over and then get killed like everyone else. You silly creature. I don't need to keep up with assaults. I have 21m range. I can be really far from them in a very good and safe location. My point is, they need to be better then us. Llan Heindell. cool 21m range. SMG or pistol range (scrambler can one shot you in your bright yellow head if you are not heavy tanked) or 1.5s for a scout with a shotty to sprint up to you (becase the shotty has ~6m optimal there is only 16m between you and a one shot kill). my laser rifle hits up to 80m range... additionally logis are bright an yellow thus will most likely get shot first. logistic has to be durable during fights and be able to mvoe fast between objectives to be able to walk right beside heavies and keep up with assaults and to achieve this you need slots. they are already slower during forward movement, have less base hp and are significantly slower during STRAFING. there is no module which increases strafe speed thus you need health to compensate.
not to mention the huge amount of SP you need to get everything. |
SatBee
BetaMax Beta CRONOS.
1
|
Posted - 2013.05.08 10:04:00 -
[15] - Quote
Weirdness of amarr logi strikes even if you compare it with amarr assault. And Gal logi as bonus compare. ..............Amarr Logi...................Amarr Assault..................Gallente Logi PG...............66..................................70.......................................78 CPU...........390.................................350......................................390 High.............3.....................................3..........................................3 Low..............3....................................3..........................................5 Eq.................3....................................1..........................................4 Shield.........120...............................180.........................................90 Armor..........180..............................180.......................................180 Run..............4.5................................4.8........................................4.7 Sprint...........6.4................................6.7........................................6.6
Amarr logi for some reason have less PG then amarr assault (and much less then any other logi), but with same High/Low and +2 equipment slots. And logi need huge PG supply to fit all those extra equipment. Which is hard with lacking PG.
So comparing to Gallente logi, again HUGE lack of PG. Gallente have -30EHP with +2Low and +12PG (+4 from skills 30%*12) and -25% PG/CPU on all equipment, which is HUGE for logi. And with that all extra PG/CPU that Gallente have from suit itself or skill for equipment he can just actually fit one free* rep module into extra low slot to compensate for amarr's repair bonus from skill.
For me side arm just not worth the PG/Low drawbacks. |
Jack McReady
DUST University Ivy League
147
|
Posted - 2013.05.08 10:08:00 -
[16] - Quote
SatBee wrote:Weirdness of amarr logi strikes even if you compare it with amarr assault. And Gal logi as bonus compare. ..............Amarr Logi...................Amarr Assault..................Gallente Logi PG...............66..................................70.......................................78 CPU...........390.................................350......................................390 High.............3.....................................3..........................................3 Low..............3....................................3..........................................5 Eq.................3....................................1..........................................4 Shield.........120...............................180.........................................90 Armor..........180..............................180.......................................180 Run..............4.5................................4.8........................................4.7 Sprint...........6.4................................6.7........................................6.6
Amarr logi for some reason have less PG then amarr assault (and much less then any other logi), but with same High/Low and +2 equipment slots. And logi need huge PG supply to fit all those extra equipment. Which is hard with lacking PG.
So comparing to Gallente logi, again HUGE lack of PG. Gallente have -30EHP with +2Low and +12PG (+4 from skills 30%*12) and -25% PG/CPU on all equipment, which is HUGE for logi. And with that all extra PG/CPU that Gallente have from suit itself or skill for equipment he can just actually fit one free* rep module into extra low slot to compensate for amarr's repair bonus from skill.
For me side arm just not worth the PG/Low drawbacks. amarr logi have less PG because he has less slots than other logis.
why logis have less PG than assault? I can only assume this is because equipment is more CPU demanding and to make the logi do compromises. |
SatBee
BetaMax Beta CRONOS.
1
|
Posted - 2013.05.08 10:14:00 -
[17] - Quote
Jack McReady wrote: amarr logi have less PG because he has less slots than other logis.
why logis have less PG than assault? I can only assume this is because equipment is more CPU demanding and to make the logi do compromises.
Again i don't think that sidearm is worth of -12PG and -2Fiting slots and -1Eqipment |
Kereth Hardeen
Goonfeet
0
|
Posted - 2013.05.08 10:37:00 -
[18] - Quote
SatBee wrote:Jack McReady wrote: amarr logi have less PG because he has less slots than other logis.
why logis have less PG than assault? I can only assume this is because equipment is more CPU demanding and to make the logi do compromises.
Again i don't think that sidearm is worth -12PG and -2Fiting slots and -1Equipment
Tank fited you get stats like this:
Gallente 200 hp more and 4 Equipmentslot Caldar has 90 more hp and 3 Equipmentslot Minmatar 120 and 4 Equipmentslot
so tell me how is this balanced? |
Acturus Galaxy
Horizons' Edge
11
|
Posted - 2013.05.08 10:58:00 -
[19] - Quote
Jack McReady wrote:Llan Heindell wrote:Jack McReady wrote:amarr logi is fine. the suit has higher base hp and also receives a sidearm slot at proto levels.
the caldari and minmatar are actually out of place with huge tanking (if that is what you want) capabilities due to their slots but the purpose is actually to have a balanced fit to be able to keep up with assaults. That's not true. We should not be able to fight 1v1 against an assault. It's stupid to be able to be even better. They are the ******* killing machines not us. Llan Heindell. oh really? how do you want to support the assaults when you slowboat behind them? you need the slots for biotic modules to be able to keep up with the flow of the battle (which is controlled be the assaults, assaults are faster and the majority of mercs run assaults) and when you keep up with the assaults then you also need slots for tanking because someone will sooner or later start to shoot you. full tank logis are useless, they arrive into the battle when it is already over and then get killed like everyone else.
Haha, I agree to some extent, my Gallente logi in Uprising with 5 armor plates or even just 3 armor plates is slow as hell and I am exactly as you say arriving late at the battlefields each time. However when I do catch up to the assaults the heavy armor is a big plus keeping me alive when reviving and repairing in the middle of the fight.
And do not forget the yellow color, not being funny, it attracts the attention very quickly and even if I stay behind with my repaid tool in my hands they are still shooting at me. This helps when reviving fallen team mates, they start shooting at me instead of the newly revived teammate who can get up and run to cover while I with half armor left takes cover.
This would not be a problem if we kept Gallente on one side all being armor tanked and slow instead of having a few gallente armor tanked players trailing behind the quicker shield tanked Caldari. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
182
|
Posted - 2013.05.09 21:20:00 -
[20] - Quote
I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad. |
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Llan Heindell
One-Armed Bandits Heretic Initiative
78
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Posted - 2013.05.10 01:08:00 -
[21] - Quote
RedBleach LeSanglant wrote:I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad.
That's a good idea. It would be nice if the bonus applied to all repairer equipment.
Llan Heindell. |
Haron Vathek
Urban Mining Corp Rising Phoenix Alliance
3
|
Posted - 2013.05.11 02:20:00 -
[22] - Quote
Added second topic about the Advanced Amarr logistics suit.
RedBleach LeSanglant wrote:I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad.
I like this idea, in fact what made me want to go the Amarr logistics path in the first place was because I thought the racial bonus applied to both remote armor repairers and armor reparing modules.
- Haron Vathek
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
1
|
Posted - 2013.05.11 03:48:00 -
[23] - Quote
Llan Heindell wrote:Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. I understand that the sidearm is good, but really, 3 low slots against 5 from the Gallente? It's a little too much, And the gallente actually gets more Infantry slots. lol I'm having a hard time being a medic with my amarr suit because I can't use naniteinjector/nanohives/repair tools. Having one less infantry slot is enough of a penalty for the sidearm. That's a fact. Llan Heindell.
THANK ALL OF YOU AMARR PROTO LOGI USERS WHO SPOKE UP...
The Amerr proto has been made too weak... It's Really Just the Logi suit for me(aside from the fact it doesn't look like a Minmatar), however, the fact that it has a side arm slot - Just A Side Arm Slot - should NOT mean that it should loose a High Powered slot AND a Low Powered slot, AND an Equipment slot(it actually only lost 2 slots but......)... GUYS - THREE SLOTS lost for supposedly gaining ONE? THAT'S A BIT HARSH(don't you think?)... =\ The Proto Amarr should have say, simply exchanged a low powered slot(which it can fairly spare due to it's armor repair boost), for the sidearm slot & keep 4 high powered & 4 equipment slots(or at least kept 4 high powered slots - at least)... Having a side arm slot does not give any sort of advantage - it simply makes the already versatile Logi even more versatile - so I don't see why, Especially since it seems that y'all did simple rotations of slots with the other proto logis & because even though the Amarr Logi has a sidearm slot, it's CPU & PG is still limited & one can't just go into overkill with one's weapons - right?
So I'm Officially starting some sort of petition thing for the Amarr Logi Proto to at least get an additional High Powered slot...
GIVE THE AMARR PROTO LOGIS AN EQUAL AMOUNT OF SLOTS(or-at-least-another-high-powered-slot) - WHO'S WITH ME!!! O.O (=])
(For Your - the developers - consideration...) |
BL4CKST4R
WarRavens Orion Empire
46
|
Posted - 2013.05.11 04:28:00 -
[24] - 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
I haven't studied the Logi suits, at least not the Amarr or Gallente to give you a exact answer but I am sure the Amarr has a higher base Shield/HP than the Gellante, and the Amarr probably has either an extra High Power slot, or an extra Equipment slot.
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Doshneil Antaro
SVER True Blood Unclaimed.
41
|
Posted - 2013.05.11 04:30:00 -
[25] - Quote
Haron Vathek wrote:Late on writing this, but I guess its better late than never.
My second topic about the Amarr Logistics Suit is primarily focused around the Advanced(T2) one, more spesificly named the Logistics A/1-Series. The logistic class rely on its vast amount of equipment slots, in fact its what defines us as a logistic (other than the banana suits). Therefore it has come to my attention that the Logistics A/1-Series only have 2 equipment slots like its Standard (T1) version, the Logistics A-I, this is something that severly weakens the suits supportive capabilites. I know that the suit has 3 High and 3 Low slots which are not bad for a Advanced(T2) suit, but I still feel as a logistics player its lacking on the supportive side rather than the defensive / offensive one. Right now I am only able to carry one remote armor repairer and one nanite injector, even in the Advanced(T2) suit and this gimps my capabilities bigtime.
Therefore I suggest having 1 High slot replaced with 1 equipment slot on the Advanced(T2) Amarr logistics suit.
This would make it easier for Amarr logistics to support their team better at earlier levels and even though it might look similar to the Advanced(T2) Gallente logistics suit since its layout is 2 High, 3 Low and 3 equipment slots. There would still be the CPU and PG difference, making the Gallente one more viable for more resource heavy modules.
- Haron Vathek
(sorry or any grammar / spelling mistakes, english is not my native language) Sounds like your mad because you dumped sp before looking at all the suits. The amar is better suited imo for demolistions and front line slaying. That is why as a medic, my only two real choices were minmataur and gallente which both have 4 equipement slots. The bonus to the racial gallente doesnt look to great from the get go compared to shields or armor, but endgame it is the clear winner over all the other suits. |
Cross Atu
Conspiratus Immortalis League of Infamy
947
|
Posted - 2013.05.11 05:08:00 -
[26] - Quote
SatBee wrote:Weirdness of amarr logi strikes even if you compare it with amarr assault. And Gal logi as bonus compare. ..............Amarr Logi...................Amarr Assault..................Gallente Logi PG...............66..................................70.......................................78 CPU...........390.................................350......................................390 High.............3.....................................3..........................................3 Low..............3....................................3..........................................5 Eq.................3....................................1..........................................4 Shield.........120...............................180.........................................90 Armor..........180..............................180.......................................180 Run..............4.5................................4.8........................................4.7 Sprint...........6.4................................6.7........................................6.6
Amarr logi for some reason have less PG then amarr assault (and much less then any other logi), but with same High/Low and +2 equipment slots. And logi need huge PG supply to fit all those extra equipment. Which is hard with lacking PG.
So comparing to Gallente logi, again HUGE lack of PG. Gallente have -30EHP with +2Low and +12PG (+4 from skills 30%*12) and -25% PG/CPU on all equipment, which is HUGE for logi. And with that all extra PG/CPU that Gallente have from suit itself or skill for equipment he can just actually fit one free* rep module into extra low slot to compensate for amarr's repair bonus from skill.
For me side arm just not worth the PG/Low drawbacks.
Yeah the current state of things seems off. An armor tanked suit thrives on Low Power slots and PG. An armor tanked Amarr with full PG related fitting skills cannot run Proto equipment and a side arm.
The Amarr suits gains
- A side arm slot
- 30Shield HP (which doesn't synergize with the on board suit bonuses)
The Amarr suit loses
- 12 base PG (a key element of fitting an armor tank)
- 2 Low Power slots (a key element of fitting an armor tank)
- 1 Equipment slot (the central element of being a support Logi)
- 0.2 Base run speed
- 0.2 Base sprint speed
And all of that is compared to the other armor tanking Logi in the game. Ideally the PG should be brought in line with the Gal suit and a single low power slot added. Under this reformat the Gal suit maintains it's greater fitting flexibility in both slots and CPU/PG (due to skill effects) as well as being more mobile on base. The Amarr suit gains the ability to either mitigate it's slow rate of movement or promote a more healthy tank. The Amarr suit is more active tanked but without a sufficient buffer the active reps accomplish far less. Granted even with this reconfiguration the the SP required will be higher (presuming an all proto fit, because investment into a sidearm would be required) but that's more a matter of user choice than a balance problem.
These changes would maintain role diversity within the Gal and Amarr suits but create more parity between then. 0.02 ISK Cross
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
491
|
Posted - 2013.05.11 05:33:00 -
[27] - Quote
The amarr logi is not suited to front line combat at all. I've rarely ever lived long enough after taking fire for my repair modules to do anything to help. Generally I'm dead before I can blink. This is with around 430 or so total hp. May as well run a skinweave logi suit, which survives just as long and doesn't cost SP or isk.
It seemed like a great suit for a couple days, then the average dps put out by players jumped through the roof. Now the suit is about as resilient as a wet piece of toilet paper. |
I-X-I
Kinsho Swords Caldari State
3
|
Posted - 2013.05.11 16:40:00 -
[28] - Quote
Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment.
For a true Logistics the side arm is not needed. CCP had intended for the Amarr to work as the "assault" Logi but we see how that worked out. |
I-X-I
Kinsho Swords Caldari State
3
|
Posted - 2013.05.11 16:42:00 -
[29] - Quote
Kristoff Atruin wrote:The amarr logi is not suited to front line combat at all. I've rarely ever lived long enough after taking fire for my repair modules to do anything to help. Generally I'm dead before I can blink. This is with around 430 or so total hp. May as well run a skinweave logi suit, which survives just as long and doesn't cost SP or isk.
It seemed like a great suit for a couple days, then the average dps put out by players jumped through the roof. Now the suit is about as resilient as a wet piece of toilet paper.
Agreed.
I have been a longtime Logi since I strated Dust. It is very frustrating to say the least. With that yellow color all the Douvale Tac rifes pick you off first before you can even see them. I started an alt and have put my main Logi on hold. I went Amarr because of my toons faction and regret it. |
Django Quik
R.I.f.t Orion Empire
451
|
Posted - 2013.05.11 17:11:00 -
[30] - Quote
RedBleach LeSanglant wrote:I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad. I don't have much to add to this discussion but just wanted to point out - no assault (even proto) has more than 1 equipment slot. In fact only logi suits have more than 1 equipment slot in the entire game. |
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Doshneil Antaro
SVER True Blood Unclaimed.
42
|
Posted - 2013.05.11 17:14:00 -
[31] - Quote
I-X-I wrote:Kristoff Atruin wrote:The amarr logi is not suited to front line combat at all. I've rarely ever lived long enough after taking fire for my repair modules to do anything to help. Generally I'm dead before I can blink. This is with around 430 or so total hp. May as well run a skinweave logi suit, which survives just as long and doesn't cost SP or isk.
It seemed like a great suit for a couple days, then the average dps put out by players jumped through the roof. Now the suit is about as resilient as a wet piece of toilet paper. Agreed. I have been a longtime Logi since I strated Dust. It is very frustrating to say the least. With that yellow color all the Douvale Tac rifes pick you off first before you can even see them. I started an alt and have put my main Logi on hold. I went Amarr because of my toons faction and regret it. Why don't you just use the med suits you unlocked to get the bee suit? It is assault with better stats for killing, less noticible color. Thats what I do when I get frustrated with the stand out bee suit. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
2
|
Posted - 2013.05.11 19:59:00 -
[32] - Quote
I-X-I wrote:Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. For a true Logistics the side arm is not needed. CCP had intended for the Amarr to work as the "assault" Logi but we see how that worked out.
Hold on hold on... >.> Now, I, Personally made a request to the Dust Gods for there to be a Logi with a sidearm slot so that I could equip a swarm launcher with my SMG(MY primary weapon)... That's my play style & the request was made so I can be anti vehicle AND remain a strong, dedicated proto logi by having more equipment\etc slots(than the assault suit I used before had - which I had to manually switch to in game)ok? The only 'problem' is, in requesting the sidearm slot, I didn't think that they'd take away two module slots(super nerf\cripple the logi)... =\ So(if you have a play style like mine)there IS a need for a logi to have a sidearm AND if done right like me, you'd be the ULTIMATE logi... =D
PS: 'True' Logi? HA!!!! Logistics is about how much equipment you can carry making you more versatile - not how much weapons you carry... =P
PPS: Dust Gods PLEASE - (again)if you must penalize the Amarr Logi just because it has a sidearm, please only take away one low powered slot & at least leave the high powered... O.O (& if you're feeling generous, give back the 4th equipment slot as well... =D) |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
319
|
Posted - 2013.05.11 20:22:00 -
[33] - Quote
You guys are thinking of it as a logi is the problem, it's just an assault that gave up some HP and speed so it could carry more equipment. |
Azri Sarum
DUST University Ivy League
1
|
Posted - 2013.05.12 17:35:00 -
[34] - Quote
NeoWraith Acedia wrote:You guys are thinking of it as a logi is the problem, it's just an assault that gave up some HP and speed so it could carry more equipment.
And that right there is the problem. It seems like the suit is not focused on its job. It looks like some weird hybrid between a logistics suit and an assault suit.
Right now when you ask, 'why would you use the amarr logi suit' the only plus it has is its sidearm, your backup weapon for your secondary role (killing). This seems wrong. I'm hoping the devs revisit this suit and tweak it so it can do its job on the same level as the other logi's. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
157
|
Posted - 2013.05.12 17:56:00 -
[35] - Quote
I'd given this some more thought, and think the Amarr Logi is more than a little off.
Caldari/Gallente/Minmatar all have 12-slot totals at Proto: C=5H 4L 3E=12 G=3H 5L 4E=12 M=4H 4L 4E=12
The Amarr has 9 (3/3/3) and a sidearm. It's also worth mentioning that the sidearm doesn't become a factor till proto level, so it's not really a balancing factor on the lower tiers. Either way, they're effectively claim that ONE sidearm slot equals THREE slots, right?
However, if you check out something like the Caldari Assault for comparison (4H 3L) there's only a two-slot difference in modules capacity between the assault and the Logistics - the Logi has +2 module fitting that sets it apart from the assault version. The Amarr assault and logi are inexplicably the same - 3H 3L.
The PG difference seems like a typo honestly. Every other logistics/assault comparison will show the logistics getting higher PG (for fitting more crap), and the Amarr logistics mysteriously has less PG than the assault and basic frames.
I think the Amarr Logi does need to be better than the Amarr Assault in terms of slots, even with a sidearm. I'd give the Logistics ONE more low slot to make it 3H 4L. Then it's trading two slots for the sidearm.
The assault class needs other tweaks as well, but I think that would be fair to the Amarr Logi. |
Jack McReady
DUST University Ivy League
175
|
Posted - 2013.05.12 18:41:00 -
[36] - Quote
well I changed my mind but I would not change the equipment, hi and low slots, the amarr logi is obviously more combat oriented. considering that you can run a AR with alot of rounds per reload which is superb at all ranges, the sidearm slot is not worth much... amarr is the faction that uses lasers, lasers are effective at long range thus the amarr logi is obviously meant to run with the laser + sidearm to protect your heavies from long range infantry and still be able to defend himself up close thus instead of messing around with low and hi powered slots, just give the amarr logi the sidearm slot at advanced or standard level and increase the PG of the suit. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
2
|
Posted - 2013.05.12 19:47:00 -
[37] - Quote
Zeylon Rho wrote:I'd given this some more thought, and think the Amarr Logi is more than a little off.
Caldari/Gallente/Minmatar all have 12-slot totals at Proto: C=5H 4L 3E=12 G=3H 5L 4E=12 M=4H 4L 4E=12
The Amarr has 9 (3/3/3) and a sidearm. It's also worth mentioning that the sidearm doesn't become a factor till proto level, so it's not really a balancing factor on the lower tiers. Either way, they're effectively claim that ONE sidearm slot equals THREE slots, right?
However, if you check out something like the Caldari Assault for comparison (4H 3L) there's only a two-slot difference in modules capacity between the assault and the Logistics - the Logi has +2 module fitting that sets it apart from the assault version. The Amarr assault and logi are inexplicably the same - 3H 3L.
The PG difference seems like a typo honestly. Every other logistics/assault comparison will show the logistics getting higher PG (for fitting more crap), and the Amarr logistics mysteriously has less PG than the assault and basic frames.
I think the Amarr Logi does need to be better than the Amarr Assault in terms of slots, even with a sidearm. I'd give the Logistics ONE more low slot to make it 3H 4L. Then it's trading two slots for the sidearm.
The assault class needs other tweaks as well, but I think that would be fair to the Amarr Logi.
*Clears Throat* Another high powered slot please - the fact that Amarr logis get an amour repair boost lessens the need for more low powered based modules... =D |
Mark0h
SVER True Blood Unclaimed.
18
|
Posted - 2013.05.12 20:47:00 -
[38] - Quote
Know what would be excellent? A 3rd equipment slit on the adv series amarr suit. I mean seriously, why should I have to be a proto to be able to use the standard injector/nano/rep.tool? Seems very gimped when I'm using the already slightly gimp MD. It's a choice between being able to repair my heavy or resupply our ammo. Not to mention the huge CPU cost of the freedom and boundless mass drivers |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
159
|
Posted - 2013.05.12 20:51:00 -
[39] - Quote
P-A-R-A-D-O-X wrote:Zeylon Rho wrote:I'd given this some more thought, and think the Amarr Logi is more than a little off.
Caldari/Gallente/Minmatar all have 12-slot totals at Proto: C=5H 4L 3E=12 G=3H 5L 4E=12 M=4H 4L 4E=12
The Amarr has 9 (3/3/3) and a sidearm. It's also worth mentioning that the sidearm doesn't become a factor till proto level, so it's not really a balancing factor on the lower tiers. Either way, they're effectively claim that ONE sidearm slot equals THREE slots, right?
However, if you check out something like the Caldari Assault for comparison (4H 3L) there's only a two-slot difference in modules capacity between the assault and the Logistics - the Logi has +2 module fitting that sets it apart from the assault version. The Amarr assault and logi are inexplicably the same - 3H 3L.
The PG difference seems like a typo honestly. Every other logistics/assault comparison will show the logistics getting higher PG (for fitting more crap), and the Amarr logistics mysteriously has less PG than the assault and basic frames.
I think the Amarr Logi does need to be better than the Amarr Assault in terms of slots, even with a sidearm. I'd give the Logistics ONE more low slot to make it 3H 4L. Then it's trading two slots for the sidearm.
The assault class needs other tweaks as well, but I think that would be fair to the Amarr Logi. *Clears Throat* Another high powered slot please - the fact that Amarr logis get an amour repair boost lessens the need for more low powered based modules... =D
I think the fact they only have three slots restricts their ability to armor tank, which I think they're meant to (considering the bonus). Outside of shield tankers, the high slots make for damage stacking as well. I figured the focus on the various logisuits is more oriented towards survival than attack, which makes a low slot on the Amarr make more sense to me.
A third equipment slot on the ADV suit (even if requires drop a hi/low slot) seems like it might be helpful in general for fulfilling the "logistics role". The Amarr and Caldari struggle at standard level as well with the starting slots at 2, I guess that's intended... |
Khan Hun
Sanmatar Kelkoons Minmatar Republic
36
|
Posted - 2013.05.12 20:55:00 -
[40] - Quote
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure. |
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Cruxio
Zumari Force Projection Caldari State
3
|
Posted - 2013.05.12 20:55:00 -
[41] - Quote
Not a logistics so take this with a grain of salt, but if armor rep mod stacking took a hard penalty dive after 2 or 3, would that not balance things out between the logistics by creating diminishing returns for the Gallante Logistics?
Edit:
The way I see it, the Amarr logistics was meant to be the logi assault hybrid, similar to how the Minmatar scout is the scout assault hybrid. A sidearm gives laser rifle and submachine gun to cover distance/damage types for this suit. That being said the above fix should sway the balance back to Amarr being better armor reppers. |
Mark0h
SVER True Blood Unclaimed.
18
|
Posted - 2013.05.12 21:16:00 -
[42] - Quote
Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
yew but you forget that a sidearm takes CPU/pg, that is something the proto suit lacks. Plus running those equipment drains you potential to run good side arms |
Jack McReady
DUST University Ivy League
180
|
Posted - 2013.05.13 08:52:00 -
[43] - Quote
Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
only AV & the laser profits from the sidearm because it has no other way of engaging up close. all other weapons listed can easily fight on their own at close range and the reloading time is not even long. the sidearms wont even come to use most of the time because the average engagement range is beyond 20m and all the sidearms have ~15 optimal range.
the sidearm is definately not worth 2 slots, especially when dont get it before proto. the AR is still superb at all ranges, why would someone take any other weapon?
my opinion stands, give the amarr logi the sidearm from the beginning and keep the slot layout as it is and incease the PG/CPU. amarr is the laser faction and the laser is useless up close thus you need a sidearm thus let them carry one. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
64
|
Posted - 2013.05.13 09:18:00 -
[44] - Quote
Grass is always greener. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:52:00 -
[45] - Quote
Django Quik wrote:RedBleach LeSanglant wrote:I agree. The Amarr logi or Captain Mediocre as I call him, cannot compete against the other logis. To do so he would have to proto two weapons on top of all the logi skills he must have and decide between his equipment slots on what to sacrifice to stay in the game. Don't assault suits get two equipment slots at proto level? Meaning that an ASSAULT caldari would be a better logi than and AMARR logi - or at least on par with him as the caldari has more slots. That shouldn't happen.
If his bonus applied to ALL armor restoring equipment the skill may be worth the sacrifice. As in the bonus applying to his repair tool, nanite injectors, and armor reppers. One would sacrifice the medium stats for an advanced repping skill. That I could go for, but as is he is sad. I don't have much to add to this discussion but just wanted to point out - no assault (even proto) has more than 1 equipment slot. In fact only logi suits have more than 1 equipment slot in the entire game.
Thanks, my bad. I still had it in my head from the chromosome build... sorry. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:59:00 -
[46] - Quote
Cruxio wrote:Not a logistics so take this with a grain of salt, but if armor rep mod stacking took a hard penalty dive after 2 or 3, would that not balance things out between the logistics by creating diminishing returns for the Gallante Logistics?
Edit:
The way I see it, the Amarr logistics was meant to be the logi assault hybrid, similar to how the Minmatar scout is the scout assault hybrid. A sidearm gives laser rifle and submachine gun to cover distance/damage types for this suit. That being said the above fix should sway the balance back to Amarr being better armor reppers.
Even if that is the case, the race - i feel - demands another low slot. Amarr = Armor. Not having one seems wrong.
At basic level let it be the same. At advanced level give the Amarr logi his 3rd equipment slot, and at proto the 4th low slot. I'm sure for some it would be OP - just like everything is. But for now the suit as a whole is just not enough. It is still lacking. I've played with it tried different variations, and while it is nice to have a side arm I find it still lacking.
Just my opinion. Amarr should be beefy enough to back up the heavy Amarr Sentinal with a repper, nanohive, and injector while still dealing some damage. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 17:06:00 -
[47] - Quote
P-A-R-A-D-O-X wrote:Llan Heindell wrote:Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. I understand that the sidearm is good, but really, 3 low slots against 5 from the Gallente? It's a little too much, And the gallente actually gets more Infantry slots. lol I'm having a hard time being a medic with my amarr suit because I can't use naniteinjector/nanohives/repair tools. Having one less infantry slot is enough of a penalty for the sidearm. That's a fact. Llan Heindell. THANK ALL OF YOU AMARR PROTO LOGI USERS WHO SPOKE UP... The Amerr proto has been made too weak... It's Really Just the Logi suit for me(aside from the fact it doesn't look like a Minmatar), however, the fact that it has a side arm slot - Just A Side Arm Slot - should NOT mean that it should loose a High Powered slot AND a Low Powered slot, AND an Equipment slot(it actually only lost 2 slots but......)... GUYS - THREE SLOTS lost for supposedly gaining ONE? THAT'S A BIT HARSH(don't you think?)... =\ The Proto Amarr should have say, simply exchanged a low powered slot(which it can fairly spare due to it's armor repair boost), for the sidearm slot & keep 4 high powered & 4 equipment slots(or at least kept 4 high powered slots - at least)... Having a side arm slot does not give any sort of advantage - it simply makes the already versatile Logi even more versatile - so I don't see why, Especially since it seems that y'all did simple rotations of slots with the other proto logis & because even though the Amarr Logi has a sidearm slot, it's CPU & PG is still limited & one can't just go into overkill with one's weapons - right? So I'm Officially starting some sort of petition thing for the Amarr Logi Proto to at least get an additional High Powered slot... GIVE THE AMARR PROTO LOGIS AN EQUAL AMOUNT OF SLOTS(or-at-least-another-high-powered-slot) - WHO'S WITH ME!!! O.O (=]) (For Your - the developers - consideration...)
I like your enthusiasm, but make it a low slot and you have a deal. Add a piece of equipment for a bonus. Amarr are armor driven, a High slot would mean more shields and would make it more Caldari... no, switch it to a low slot.
lvl 1 2/2/2 Adv 3/3/3 Proto 3/4/3
or 2/2/2 3/4/2 3/4/3
That is the way i see it. 1 side arm bonus is not equal to -1/-1/-2 in comparison to the other logis and the base logi from chromosome. He needs to be more. A beefier logi that loses an equipment slot and a high in the end for bonuses to armor. Sure, it might seem op for some people, but it just seems right. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.13 17:14:00 -
[48] - Quote
RedBleach LeSanglant wrote:P-A-R-A-D-O-X wrote:Llan Heindell wrote:Aquinarius Zoltanus wrote:Sorry, not trying to sound like a ****, but well you mentioned that you're new to logistics. So, do you realize that the Amarr Logistics is the only one that gets a sidearm? Where every other Logi suit only has one gun, you have two. That it why the others are more powerful in terms of high slots, low slots and equipment. I understand that the sidearm is good, but really, 3 low slots against 5 from the Gallente? It's a little too much, And the gallente actually gets more Infantry slots. lol I'm having a hard time being a medic with my amarr suit because I can't use naniteinjector/nanohives/repair tools. Having one less infantry slot is enough of a penalty for the sidearm. That's a fact. Llan Heindell. THANK ALL OF YOU AMARR PROTO LOGI USERS WHO SPOKE UP... The Amerr proto has been made too weak... It's Really Just the Logi suit for me(aside from the fact it doesn't look like a Minmatar), however, the fact that it has a side arm slot - Just A Side Arm Slot - should NOT mean that it should loose a High Powered slot AND a Low Powered slot, AND an Equipment slot(it actually only lost 2 slots but......)... GUYS - THREE SLOTS lost for supposedly gaining ONE? THAT'S A BIT HARSH(don't you think?)... =\ The Proto Amarr should have say, simply exchanged a low powered slot(which it can fairly spare due to it's armor repair boost), for the sidearm slot & keep 4 high powered & 4 equipment slots(or at least kept 4 high powered slots - at least)... Having a side arm slot does not give any sort of advantage - it simply makes the already versatile Logi even more versatile - so I don't see why, Especially since it seems that y'all did simple rotations of slots with the other proto logis & because even though the Amarr Logi has a sidearm slot, it's CPU & PG is still limited & one can't just go into overkill with one's weapons - right? So I'm Officially starting some sort of petition thing for the Amarr Logi Proto to at least get an additional High Powered slot... GIVE THE AMARR PROTO LOGIS AN EQUAL AMOUNT OF SLOTS(or-at-least-another-high-powered-slot) - WHO'S WITH ME!!! O.O (=]) (For Your - the developers - consideration...) I like your enthusiasm, but make it a low slot and you have a deal. Add a piece of equipment for a bonus. Amarr are armor driven, a High slot would mean more shields and would make it more Caldari... no, switch it to a low slot. lvl 1 2/2/2 Adv 3/3/3 Proto 3/4/3 or 2/2/2 3/4/2 3/4/3 That is the way i see it. 1 side arm bonus is not equal to -1/-1/-2 in comparison to the other logis and the base logi from chromosome. He needs to be more. A beefier logi that loses an equipment slot and a high in the end for bonuses to armor. Sure, it might seem op for some people, but it just seems right.
Caldari has above average shields & a shield boost... I just think it should have the average high slot because it lacks strength in that area... 4 high slots - THANK YOU... =P |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.13 17:29:00 -
[49] - Quote
Jack McReady wrote:Khan Hun wrote:
The ability to use a sidearm along side a light weapon is a lot better than you seem to be giving it credit for.
Mass driver / SMG
Swarm launcher /SMG
AR / Flaylock
Scram rifle / Flaylock
All these options give you two clear methods of engaging hostile targets, either by allowing you to combat vehicles or by giving you a CQC weapon as well as an AOE support weapon.
I play logi and I went for Minmatar, since I want equipment slots, versatility and speed which the suit provides. I spent a long time weighing it against the amarr for the sidearm so I could use a mass driver in a support role and back it up with an SMG, its a very neat and unique option for a logi.
Amarr slot layout: (3/3/3) Minmatar slot layout: (4/4/4)
If you gained another equip or module slot.. amarr would be a a clearly superior choice, I'd have gone for it for sure.
only AV & the laser profits from the sidearm because it has no other way of engaging up close. all other weapons listed can easily fight on their own at close range and the reloading time is not even long. the sidearms wont even come to use most of the time because the average engagement range is beyond 20m and all the sidearms have ~15 optimal range. the sidearm is definately not worth 2 slots, especially when dont get it before proto. the AR is still superb at all ranges, why would someone take any other weapon? my opinion stands, give the amarr logi the sidearm from the beginning and keep the slot layout as it is and incease the PG/CPU. amarr is the laser faction and the laser is useless up close thus you need a sidearm thus let them carry one.
And this here is another problem... SMGs etc being limited to a range of 20m or less, when in real life, a Glock(& other pistols)has an effective range of 50m... Plus there are some Real Life SMGs like the PP-19 which, depending on which type of ammo used, have an effective range of 100 to 200m... SUPER(ANNOYING)NERF - Especially since the sharp shooter range bonus which I depended on was removed... I-mean - this IS a futuristic game right? & I should think that if one can make space ships, laser rifles, shield modules, HELL nanite technology, one should possess the technology be able to make side arms with an effective range of beyond that of our real life weapons with ease... -.- But-I-could-be-wrong - right? o.O (Grrr... -.- #NoFurtherCommentOnTheMatter #ContinueDoingAsYouWish) |
SuperKing BigNuts
Contract Hunters
22
|
Posted - 2013.05.13 17:46:00 -
[50] - Quote
no one gonna mention that the amarr logistics is the ONLY logistics to not get 3 equip slots before proto? to be a GOOD logi... you need 1.8m sp into medium frame, then another 3.somethin mill into logistics to get a bloody nanohive...
amarr logi is not designed to be an actual logistics which confuses me with its bonus to repairs if its not supposed to be a GOOD logi... cause as i recall, its been a few days since i actually looked at the trap skill of amarr logistics, i thought the logi bonus was a bonus to repair tools(the targeted ones) meaning at proto level it is one of the best logis avail if you dont bother with the sidearm ... |
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BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 17:58:00 -
[51] - 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
Amarr has higher base armor and higher shield than the Gallente suit, it boasts the highest PG/CPU of all the logistics, and is the only logistics to get a side arm.
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SuperKing BigNuts
Contract Hunters
22
|
Posted - 2013.05.13 18:05:00 -
[52] - Quote
but is gimped at being a PROPER logi bro(needle+rep tool+hive) all the way until proto.... with only 2x equip slots... and NO SIDEARM until proto either... i wouldnt have complaints about amarr logi if theyd been the 2equip assault the entire way, but that its just a worse version of any other logi until proto.... |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
198
|
Posted - 2013.05.13 19:13:00 -
[53] - Quote
Still stupidly gimped. So a the Amarr has higher armor than the Gallente? Good. The Gallente has 5, count them 5 that he could dump armor into - i've seen it in stories. All the logis have a wider versatility than the Amarr. That is part of the reason for increasing his slot count or his equipment count.
As it stands he is soooo middle of the road.. Coolest looking armor, most average presence on the battlefield. Mediocre, characterless, common, conventional, dull, humdrum, inferior, intermediate, ordinary, passable, pedestrian, second-rate, undistinguished, unexceptional, uninspired, vanilla - when he is in proto form. Its' like he's missing the next level, a proto +1 or something.
and yes a thesaurus was involved. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.13 22:39:00 -
[54] - Quote
RedBleach LeSanglant wrote:Still stupidly gimped. So a the Amarr has higher armor than the Gallente? Good. The Gallente has 5, count them 5 that he could dump armor into - i've seen it in stories. All the logis have a wider versatility than the Amarr. That is part of the reason for increasing his slot count or his equipment count.
As it stands he is soooo middle of the road.. Coolest looking armor, most average presence on the battlefield. Mediocre, characterless, common, conventional, dull, humdrum, inferior, intermediate, ordinary, passable, pedestrian, second-rate, undistinguished, unexceptional, uninspired, vanilla - when he is in proto form. Its' like he's missing the next level, a proto +1 or something.
and yes a thesaurus was involved.
LOL - NICE!!! =D
It seems as if they're picking on the Amarr logi for some reason... >.> Amarr Proto Logis & sidearm weapon ranges... -.- Let's see if & how they respond to this thread... =]
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
165
|
Posted - 2013.05.13 23:07:00 -
[55] - Quote
It's a two slot deficit compared to the assault, but a 3 slot deficit/trade in comparison with the logi. In either case, it's not distinguishing itself. I'm full behind an additional low slot if nothing else, and rearranging for a third equipment slot at ADV.
It's already the slowest logi of the bunch, and of course it doesn't compare well there against the assault either. It's not beefy enough to justify the speed/lack of slots/etc. And the passive armor regen isn't the game-breaking element you might think. Stacking isn't an issue, since armor regen is a linear stat to begin with and the low digits change only marginally with percentage modifications. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
207
|
Posted - 2013.05.15 00:14:00 -
[56] - Quote
I had to recheck the Amarr and you don't get a sidearm bonus until the PROTO level?! What a load! Every other class gets modules or slot bonuses for their class increase. And Proto Amarr Logi gets his sidearm? Screw that!
If that is his specialty and the gets crap for modules most of the way Then he should get his sidearm at the beginning. He suffers so much as it is, his suit racial/suit/bonus should be activated on the first logi level. Man, this research stuff is killing me. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
208
|
Posted - 2013.05.15 22:44:00 -
[57] - Quote
Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
198
|
Posted - 2013.05.15 23:02:00 -
[58] - Quote
RedBleach LeSanglant wrote:Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp?
My feelings haven't changed. I still think they need AT LEAST another low slot at at proto -and PG/CPU higher than the Assault, and even then I'm not sure I'd call it balanced.
Honestly, I'd figured the hp bonus (compared to the other logis) would be a bit higher too considering the speed and slot restriction. Part of the assault-difference from logis is they're faster, but the Amarr logi doesn't really see this, right? The tradeoff for being "assault" instead of logi gets you higher hp, higher speed, better regen, better stamina - normally, right?
I'm not sure if the Amarr logi hp and sidearm quite justifies them being the slowest, fewest slots, etc.
The low slot and PG fix is just an obvious correction to me (The logi should NOT have the same slots than the assault, even if it's just one more). However, depending on just how "assault-oriented" the Amarr logi is meant to be, it's possible other stats need to be looked at too. But, Jebus... give them another low slot and fix that PG.
|
Mark0h
SVER True Blood Unclaimed.
18
|
Posted - 2013.05.15 23:12:00 -
[59] - Quote
This thread needs to addressed. Such a broken logi suit. Seriously, no 3rd equipment slot till proto. Come on CCP. What kind of logi is this? Not pleased. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 16:13:00 -
[60] - Quote
Zeylon Rho wrote:RedBleach LeSanglant wrote:Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp? My feelings haven't changed. I still think they need AT LEAST another low slot at at proto -and PG/CPU higher than the Assault, and even then I'm not sure I'd call it balanced. Honestly, I'd figured the hp bonus (compared to the other logis) would be a bit higher too considering the speed and slot restriction. Part of the assault-difference from logis is they're faster, but the Amarr logi doesn't really see this, right? The tradeoff for being "assault" instead of logi gets you higher hp, higher speed, better regen, better stamina - normally, right? I'm not sure if the Amarr logi hp and sidearm quite justifies them being the slowest, fewest slots, etc. The low slot and PG fix is just an obvious correction to me (The logi should NOT have the same slots than the assault, even if it's just one more). However, depending on just how "assault-oriented" the Amarr logi is meant to be, it's possible other stats need to be looked at too. But, Jebus... give them another low slot and fix that PG.
I completely agree. The slight stat increase that justifies the many lost slots, +the odd suit bonus, the lost pg/cpu, etc. I agree that an increase in pgu/cpu and a low slot makes it fit a little better with the other logis, but only at proto level and therein lies one issue. The extra low slot needs to be made available earlier or the added equipment slot.
The way I see it there are several progression choices - assuming the pg/cpu increases are already in play:
A _______________B____________________C 2/2/2--------------or----------2/2/2-----------------or-------2/2/2 side arm 3/3/3---------------------------3/3/3 side arm--------------3/3/2 side arm 3/4/3 side arm-------------3/4/3 side arm--------------3/4/3 side arm
I think I like C the best. Why? There is a little more balance. A - gives you everything at proto level - and one should get a bonus each level with the side arm being the reason for this class.
B - gives both the logi bonus of more equipment and the assault bonus of the sidearm at the same time with just a slot bonus for the proto level. Seems like it is too much all at one time.
C - gives the player the initial class defining bonus of the side arm - the Assault bonus right of the bat. It establishes his role as the attack logi with the slight stat boost. The Advanced level gives just a standard slot increase keeping with the bonuses of other suits but not quite the Logi suits which normally gets an equipment bonus. But being the assault suit it seems appropriate - not that many slot increases - so really nothing special here and keeps the class a bit frustrating as a logi without a 3rd equipment slot but in line with the idea of a Logissault. Proto Level - gives the final bonuses. A slot increase - not large like other classes as it also has a logi increase in stats and an equipment bonus. The class definition has already been there (the side arm and slowed progression in slot increases) - and he is still middle of the road. A cross class for real. _____
The Amarr is the in-between for an Assault/Logi. That being the case it should have a side arm starting out and keep the standard beginning slots and stats. Each level increase increases the pg/cpu as it does with other suits but redefining the role of the Amarr Logi in the beginning allows a progression that is understandable as the cross class suit.
While there may be some hidden power and reason behind the defeated Amarr Logi, we have yet to see it. New planned weapons or other things that I have seen do not seem to justify the future of this suit. As of now there is little draw to this suit. If the bonuses were adjusted - +5% bonus to repair on everything (vehicles you're in, tools one uses, modules used, etc.) then the gimpyness may be justified. As of now it is a broken and sad suit. A little more durable but still sad. We have yet to see the redeeming quality of this class and the question is... will we ever?
The quick fix is a slot increase, quicker sidearm gain or quicker equipment gain, with PG/CPU increases. Something must be done. |
|
Mark0h
SVER True Blood Unclaimed.
19
|
Posted - 2013.05.17 16:20:00 -
[61] - Quote
RedBleach LeSanglant wrote:Zeylon Rho wrote:RedBleach LeSanglant wrote:Did this thread just die because we are out of suggestions or arguments or because the new weapons came out and we can finally kill those Caldari shield tankers and new meat to pubstomp? My feelings haven't changed. I still think they need AT LEAST another low slot at at proto -and PG/CPU higher than the Assault, and even then I'm not sure I'd call it balanced. Honestly, I'd figured the hp bonus (compared to the other logis) would be a bit higher too considering the speed and slot restriction. Part of the assault-difference from logis is they're faster, but the Amarr logi doesn't really see this, right? The tradeoff for being "assault" instead of logi gets you higher hp, higher speed, better regen, better stamina - normally, right? I'm not sure if the Amarr logi hp and sidearm quite justifies them being the slowest, fewest slots, etc. The low slot and PG fix is just an obvious correction to me (The logi should NOT have the same slots than the assault, even if it's just one more). However, depending on just how "assault-oriented" the Amarr logi is meant to be, it's possible other stats need to be looked at too. But, Jebus... give them another low slot and fix that PG. I completely agree. The slight stat increase that justifies the many lost slots, +the odd suit bonus, the lost pg/cpu, etc. I agree that an increase in pgu/cpu and a low slot makes it fit a little better with the other logis, but only at proto level and therein lies one issue. The extra low slot needs to be made available earlier or the added equipment slot. The way I see it there are several progression choices - assuming the pg/cpu increases are already in play: A _______________B____________________C 2/2/2--------------or----------2/2/2-----------------or-------2/2/2 side arm 3/3/3---------------------------3/3/3 side arm--------------3/3/2 side arm 3/4/3 side arm-------------3/4/3 side arm--------------3/4/3 side armI think I like C the best. Why? There is a little more balance. A - gives you everything at proto level - and one should get a bonus each level with the side arm being the reason for this class. B - gives both the logi bonus of more equipment and the assault bonus of the sidearm at the same time with just a slot bonus for the proto level. Seems like it is too much all at one time. C - gives the player the initial class defining bonus of the side arm - the Assault bonus right of the bat. It establishes his role as the attack logi with the slight stat boost. The Advanced level gives just a standard slot increase keeping with the bonuses of other suits but not quite the Logi suits which normally gets an equipment bonus. But being the assault suit it seems appropriate - not that many slot increases - so really nothing special here and keeps the class a bit frustrating as a logi without a 3rd equipment slot but in line with the idea of a Logissault. Proto Level - gives the final bonuses. A slot increase - not large like other classes as it also has a logi increase in stats and an equipment bonus. The class definition has already been there (the side arm and slowed progression in slot increases) - and he is still middle of the road. A cross class for real. _____ The Amarr is the in-between for an Assault/Logi. That being the case it should have a side arm starting out and keep the standard beginning slots and stats. Each level increase increases the pg/cpu as it does with other suits but redefining the role of the Amarr Logi in the beginning allows a progression that is understandable as the cross class suit. While there may be some hidden power and reason behind the defeated Amarr Logi, we have yet to see it. New planned weapons or other things that I have seen do not seem to justify the future of this suit. As of now there is little draw to this suit. If the bonuses were adjusted - +5% bonus to repair on everything (vehicles you're in, tools one uses, modules used, etc.) then the gimpyness may be justified. As of now it is a broken and sad suit. A little more durable but still sad. We have yet to see the redeeming quality of this class and the question is... will we ever? The quick fix is a slot increase, quicker sidearm gain or quicker equipment gain, with PG/CPU increases. Something must be done. +1 . The thing about this thread is that its pretty unanimous in the though of the amarr Logistics suit. An opinion held by many users of the suit. Please, Please take a look devs and give us a little bit of feedback, or a rebuttal! |
Jack McReady
DUST University Ivy League
248
|
Posted - 2013.05.17 17:07:00 -
[62] - Quote
I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it. |
Hecarim Van Hohen
The Tritan Industries RISE of LEGION
56
|
Posted - 2013.05.17 17:28:00 -
[63] - Quote
Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it.
-1 High slot +1 Low slot
Other than that I agree with you.
ps. This is a good thread, thanks for this guys. |
Kelrie Nae'bre
not in a corporation
6
|
Posted - 2013.05.17 17:35:00 -
[64] - Quote
Mark0h wrote:This thread needs to addressed. Such a broken logi suit. Seriously, no 3rd equipment slot till proto. Come on CCP. What kind of logi is this? Not pleased.
Things that are underpowered are bound to get less attention. QQ'ing comes mostly from people getting killed. |
Farsund Solheim
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.05.17 17:55:00 -
[65] - Quote
Understand while reading this post that i am NOT a role player in any way, but i think we are missing something in this discussion that needs to be acknowledged. Also please note that this post does not crunch any numbers about why one suit is better than another mathematically.
I think part of the problem here is expectation on behalf of the players, not the suit itself. Everyone who wants to run an Amarr Logi expects it to be able to fulfill the same function as the other logi suits, but with a slightly different loadout. The problem with this is that we players are ignoring the lore that CCP has created for these races and their suits.
Let's take a look at the Amarr Logistics suit description: "The Amarr variant is a durable, combat-focused suit that provides above-average protection, allowing logistic units to operate in the middle of a firefight, actively dispersing aid and support as needed while simultaneously engaging the enemy and inflicting trauma of its own."
Reading this, one gets the impression that, clearly, you are to be building a combat oriented suit with almost incidental support and triage functionality. the problem with this, of course, is that you have to level up to proto lvl tech in order to unlock the full functionality of this suit. Possible loadout for proto lvl suit, based on in game description and role:
High powered Slots: 2x shield extemders 1x damage modifier
Low Powered slots: 3x armor reparers
Equipment slots: 1x Nanohive 1x Nanite Injector 1x repar tool
Result is a suit that fits almost exactly the description above, based on the lore for this race and the role of the suit the game provides.
Now, let's look at the Gallente suit:
"Gallente military doctrine places a premium on human life, favoring technological solutions that augment or even entirely replacehuman combatants in a conflict. Unsurprisingly, the Gallente Logistics suit is designed to minimize loss of life on the battlefield. A resilient suit, it features an array of biomechanical sensors to monitor ongoing health, while the copious equipment slots allow it to carry everything needed to effectively render aid to victims."
Based on this discription, Gallente suits are designed with the surviveability of both the user and the wounded on the field in mind, and providing little fire support. As such, this suit should be heavily tanked, and come with a variety of equipment tohelp heal and defend the wounded. Possible loadout for proto lvl suit, based on in game description and role:
High Powered Slots: 2x Shield extender 1x shield regulator/1x shield recharger
Low Powered slots: 2x armor plates 2x armor reparers 1x cardiac regulator/1x Kinetic Catalyzer
Equipment slots: 1x Repair tool 1x nanite injecter 1x triage nanohive 1x regular nanohive
the result here is a highly tanked triage unit that can still keep up with the flow of battle, while not getting many/any kills on its own, but able to get many kill assists.
Anyways, my point with this post is to point out that while certain suits do not fit your personal playstyle, they perform well in their intended roles and within the confines dictated by the games lore. Do a little research before you spec into something, and then build your suit accordingly. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
3
|
Posted - 2013.05.17 18:08:00 -
[66] - Quote
Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it.
That 3/3/3 +sidearm setup is NOT good enough - nor is the extra low powered slot... Where is your(all of you low powered junkies)sense of balance? The Amarr Proto Logi has been unfairly 'nerfed' & should only have been adjusted to facilitate the sidearm, that is, it should be 4/4/3 +sidearm where it would retain all standard 14slots which a Proto Logi should have & have enough slots for increased SHIELDING which it lacks in... THINK people... O.O (I just checked)For some reason they've made all Amarr Protos to have one less slot than the other Protos(Basic, Assault & Logi)... If they must keep up with this, 'tradition', at least give the Amarr Proto Logi a 4th HIGH POWERED slot which is NEEDS... Just because the Amarr Logi is Amarr, doesn't mean it has to be an amour based tank people - it's already slow & Does Not Need Another Low Powered slot due to it's bonuses - JEEZ... |
Mark0h
SVER True Blood Unclaimed.
19
|
Posted - 2013.05.17 18:11:00 -
[67] - Quote
It needs its damn 3rd equipment slot at Adv. and some more pg lol. Proto needs more sustenance. Maybe better base stats. Btw, its a lot of points to get to proto logi, shouldn't have to have a PROTO to be an effective LOGI suit. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:23:00 -
[68] - Quote
Farsund, I get where you are coming from, that one should not play the Amarr Logi like a regular logi. Comparatively this is almost a Chromosome Assault suit. What I am saying, is that it does not fit in its role. It is a poor combination of of both the assault an the logi. Everything that was the worst of each class was combined to make a cross class reject. It seems that there is a disconnect on your understanding/opinion vs the thread. To you it is not a problem, perhaps it is your playstyle, your experience, or .... just a different view. That's fine. To those who do play it, have tried it, it is a failure.
Your loadouts are pretty common for how people spec their roles. But having to get to proto to unlock what most suits experience at the initial or adv level is ridiculous. It should start out in its area of expertise and get better with each level. Currently it is gimped. Next level, gimped. Proto, comparatively gimped but slightly better.
Proto level seems equal to the advanced level of most other assaults and logis, therefore always behind. And while a player may be able to compete at a higher level with the proto, once everyone else reaches the proto level it will be found lacking. Did the research. Played. Still came to the same conclusion. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:57:00 -
[69] - Quote
Mark0h wrote:It needs its damn 3rd equipment slot at Adv. and some more pg lol. Proto needs more sustenance. Maybe better base stats. Btw, its a lot of points to get to proto logi, shouldn't have to have a PROTO to be an effective LOGI suit.
^^Word. It should not have to be proto to fill its cross class logi role. Making proto the only viable fit puts it at the advanced level at best. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
|
Posted - 2013.05.17 18:59:00 -
[70] - Quote
P-A-R-A-D-O-X wrote:Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it. That 3/3/3 +sidearm setup is NOT good enough - nor is the extra low powered slot... Where is your(all of you low powered junkies)sense of balance? The Amarr Proto Logi has been unfairly 'nerfed' & should only have been adjusted to facilitate the sidearm, that is, it should be 4/4/3 +sidearm where it would retain all standard 14slots which a Proto Logi should have & have enough slots for increased SHIELDING which it lacks in... THINK people... O.O (I just checked)For some reason they've made all Amarr Protos to have one less slot than the other Protos(Basic, Assault & Logi)... If they must keep up with this, 'tradition', at least give the Amarr Proto Logi a 4th HIGH POWERED slot which is NEEDS... Just because the Amarr Logi is Amarr, doesn't mean it has to be an amour based tank people - it's already slow & Does Not Need Another Low Powered slot due to it's bonuses - JEEZ...
Love it. Ask for the most so that when they back it off it comes out to workable. I agree that if I could push for the best it would be a 4/5/3 with a side arm. Very much like the Gallente without the extra equipment slots. It would be OP as hell, but I would love it. |
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
|
Posted - 2013.05.17 23:04:00 -
[71] - Quote
RedBleach LeSanglant wrote:P-A-R-A-D-O-X wrote:Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it. That 3/3/3 +sidearm setup is NOT good enough - nor is the extra low powered slot... Where is your(all of you low powered junkies)sense of balance? The Amarr Proto Logi has been unfairly 'nerfed' & should only have been adjusted to facilitate the sidearm, that is, it should be 4/4/3 +sidearm where it would retain all standard 14slots which a Proto Logi should have & have enough slots for increased SHIELDING which it lacks in... THINK people... O.O (I just checked)For some reason they've made all Amarr Protos to have one less slot than the other Protos(Basic, Assault & Logi)... If they must keep up with this, 'tradition', at least give the Amarr Proto Logi a 4th HIGH POWERED slot which is NEEDS... Just because the Amarr Logi is Amarr, doesn't mean it has to be an amour based tank people - it's already slow & Does Not Need Another Low Powered slot due to it's bonuses - JEEZ... Love it. Ask for the most so that when they back it off it comes out to workable. I agree that if I could push for the best it would be a 4/5/3 with a side arm. Very much like the Gallente without the extra equipment slots. It would be OP as hell, but I would love it.
Yeah... Based on what I see going on with the Proto Logis - they all get 14 slots - & compared to other suits, Amarr suits always get one slot less than the rest... With this in mind, I won't argue the 14 slots much - I'll just ask - but, I'll argue that the Amarr Proto Logi(which I've used since the respec)deserves at least one more slot, which is a high powered, because my current shield is like half of my armor & that puts me at a disadvantage against certain weapons... |
Angus McBeanie
Seraphim Auxiliaries CRONOS.
19
|
Posted - 2013.05.18 00:03:00 -
[72] - Quote
P-A-R-A-D-O-X wrote:RedBleach LeSanglant wrote:P-A-R-A-D-O-X wrote:Jack McReady wrote:I would rather like to see the layout look like this: hi/low/equipment standard 2/2/2 + side arm advanced 2/3/2 + side arm proto 3/3/3 + side arm + a PG/CPU boost
I think 3/3/3/sidearm is good enough at proto, it allows you to choose from a vast amount of different fits which makes it a real good support suit. it is strange that you dont get the major benefit of the amarr logi till proto levels but you already pay for it at advanced level. just give the suit the side arm from the beginning and increase its PG/CPU to be able to fit it. That 3/3/3 +sidearm setup is NOT good enough - nor is the extra low powered slot... Where is your(all of you low powered junkies)sense of balance? The Amarr Proto Logi has been unfairly 'nerfed' & should only have been adjusted to facilitate the sidearm, that is, it should be 4/4/3 +sidearm where it would retain all standard 14slots which a Proto Logi should have & have enough slots for increased SHIELDING which it lacks in... THINK people... O.O (I just checked)For some reason they've made all Amarr Protos to have one less slot than the other Protos(Basic, Assault & Logi)... If they must keep up with this, 'tradition', at least give the Amarr Proto Logi a 4th HIGH POWERED slot which is NEEDS... Just because the Amarr Logi is Amarr, doesn't mean it has to be an amour based tank people - it's already slow & Does Not Need Another Low Powered slot due to it's bonuses - JEEZ... Love it. Ask for the most so that when they back it off it comes out to workable. I agree that if I could push for the best it would be a 4/5/3 with a side arm. Very much like the Gallente without the extra equipment slots. It would be OP as hell, but I would love it. Yeah... Based on what I see going on with the Proto Logis - they all get 14 slots - & compared to other suits, Amarr suits always get one slot less than the rest... With this in mind, I won't argue the 14 slots much - I'll just ask - but, I'll argue that the Amarr Proto Logi(which I've used since the respec)deserves at least one more slot, which is a high powered, because my current shield is like half of my armor & that puts me at a disadvantage against certain weapons...
Or atleast give the advanced version of the amarr suit another equipment slot, as it doesnt have a sidearm |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
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Posted - 2013.05.18 05:10:00 -
[73] - Quote
Hellooo... Are any of the Dust Gods listening? Please respond... O.O |
Farsund Solheim
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2013.05.18 07:47:00 -
[74] - Quote
RedBleach,
It is true that there was a disconnect in what i was saying vs the general trend and topic of the thread. People in this thread are saying "My suit is broken, and i want it fixed", and i was saying "the suit may be slightly bent, but your PERCEPTION of what the suit should do is also skewed". People are saying "This suit is a terrible dedicated logistics suit", and i am saying "It was never meant to be a dedicated logistics suit". I know in all honesty that these 2 ways of thinking wont be easily reconciled, that people would never be like "Well gosh, i guess i just wasted millions of SP, silly me!" That being said, there is also a clear discrepancy between the equipment slots among the Amarr logi suit vs the others, and that SHOULD certainly be fixed.
Total Slot Loadout per suit, per lvl (including weapon slots and grenades): Standard: M-I = 9 H:2 G:1 E:3 L:2 W:1 C-I = 7 H:2 G:1 E:2 L:1 W:1 A-I = 8 H:2 G:1 E:2 L:2 W:1 G-I = 7 H:0 G:1 E:3 L:2 W:1
Advanced: M/1 = 11 H:3 G:1 E:3 L:3 W:1 C/1= 10 H:3 G:1 E:3 L:2 W:1 A/1= 10 H:3 G:1 E:2 L:3 W:1 G/1= 10 H:2 G:1 E:3 L:3 W:1
Prototype: mk.0 = 14 H:4 G:1 E:4 L:4 W:1 ck.0 = 14 H:5 G:1 E:3 L:4 W:1 ak.0 = 12 H:3 G:1 E:3 L:3 W:1 SA:1 gk.0 = 14 H:3 G:1 E:4 L:5 W:1
The interesting thing about the numbers here are that the Amarr suit doesnt ACTUALLY fall behind in slot count until proto level. It is actually a step ahead of the Caldari suit at standard levels, and at advanced levels (while it is certainly missing an equipment slot compared to the other suits) it has the potential for higher surviveability with its slot loadout. But hit Proto level tech, and you have a problem. You are now on an even playing field with the Caldari Logi equipment wise, but are severely lacking in the module department. The only fix i can think of is to rework his slot loadout involved in level progression. Possibly give him his sidearm at Advanced, and a further high and low slot at Proto. Seems to be a legit progression and build, considering their balance of armor and shields.
I look at the Minmatar, the Caldari, and the Gallente suits, and i see masters of their trades. The Amarr is the only suit that is trying to split the difference between being a Logi and an Assault. He appears to be the "Jack of many trades, but master of none". And in all honesty, i think he was designed to be that way, and that's the way he should be played. Also, he makes a damn fine dedicated AV, and that is what i use him for on my alt |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
210
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Posted - 2013.05.19 04:37:00 -
[75] - Quote
Well put Farsund. I can see your point, I can't agree with it being okay as it stands but I can understand your point. and Paradox - i here you on the shields. I was thinking over the last two days that if the Amarr logi did get a slot bonus, or the side arm progression suggestion, or really any changes that the community feels would make it a less of a broken suit, that many assault players may jump to the suit as it could then fill almost any role. With another high or low it puts it near the Chromosome Assault level. And any buff or change to it may switch that balance.
Bring in the sidearm to early and would be easy for an assault to pick it up quickly for the extra equipment bonuses and not really change much. In a way I feel it was meant to keep normal assaults away from it (the denial of a side arm until proto level) while still remaining tempting with the promise of one in the future for two E slots right now. Just a thought.
Lastly while the racial bonus is the repair module rate increase the true bonus is at the end of the skill progression, the side arm, again giving me the impression that if that is the end goal - the bonus of the suit - that it should be presented in the beginning. But how do you make a bonus progress when it is a solid on or off bonus? Can't, unless the skill tree was reworked in a way that emphasized the bonus, and that I don't even have the energy to look into. Goodnight broken suit. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
263
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Posted - 2013.05.19 04:42:00 -
[76] - Quote
If he had 4 Low slots at Proto, the Repair module bonus wouldn't be nearly as difficult to work with. I think it's already been pointed out that a Gallente Proto can actually get higher Repair than the Amarr Logi just on number of slots.
(in the interest of full disclosure, I run Caldari Logistics - so Amarr bonuses wouldn't even help me, I just feel bad for it being the gimpiest of the suits) |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
214
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Posted - 2013.05.19 05:50:00 -
[77] - Quote
Zeylon Rho wrote:If he had 4 Low slots at Proto, the Repair module bonus wouldn't be nearly as difficult to work with. I think it's already been pointed out that a Gallente Proto can actually get higher Repair than the Amarr Logi just on number of slots.
(in the interest of full disclosure, I run Caldari Logistics - so Amarr bonuses wouldn't even help me, I just feel bad for it being the gimpiest of the suits)
You are completely right. Gallente could do it better, less stamina and base HP, but it could do the repair much better. Just goes to show you what a great suit the Gallente is - many options there. Amarr... not so many and needs work. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
269
|
Posted - 2013.05.19 06:57:00 -
[78] - Quote
RedBleach LeSanglant wrote:Zeylon Rho wrote:If he had 4 Low slots at Proto, the Repair module bonus wouldn't be nearly as difficult to work with. I think it's already been pointed out that a Gallente Proto can actually get higher Repair than the Amarr Logi just on number of slots.
(in the interest of full disclosure, I run Caldari Logistics - so Amarr bonuses wouldn't even help me, I just feel bad for it being the gimpiest of the suits) You are completely right. Gallente could do it better, less stamina and base HP, but it could do the repair much better. Just goes to show you what a great suit the Gallente is - many options there. Amarr... not so many and needs work.
Well, it could keep the same number of high slots, an extra equipment slot, and then use 4 slots for reppers. That gets it 22 hp/s (4 complex = 5hp/s x4 with 10% bonus). With max reppers, the Amarr logi can get 20.25 hp/s (3 complex = 5hp/s x 3 with 35% bonus).
So, higher armor repair with the one extra slot. They have the same armor at stock too: Amarr is 120 shields, 180 armor, Gallente 90 Shields, 180 armor. The Gallente still has an extra slot to throw on armor plating there. One Basic Plate, and they get 65hp (71.5 hp with max armor plate skill) and they'd still have higher base movement than the Amarr Logi. 87 for the enhanced plate (95.7 with max armor plate skill), and at that point - about the same movement speed as the Amarr Logi.
Basically, the slots let the Gallente wipe away the Amarr hp advantage while maintaining better speed and getting better armor-rep than the class that has it as a bonus. The Gallente can do that... then fit all their equipment easier with their own bonus, and still have the same three high slots to work with. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
599
|
Posted - 2013.05.19 07:09:00 -
[79] - Quote
I've been running the proto suit a lot more lately and there have been times where it was fun to use. I'd move forward, encounter some resistance and retreat into cover as my armor started to take damage. Then the guy I was fighting charges in to try and finish me off, not realizing that my armor is repairing and that I have my smg out. I've even gotten a few kills that way. A few problems though
1) If you aren't literally right next to cover, the armor reps don't save you. I'm running enhanced plate and two complex reppers. 2) If the guy you bait in by falling back is using a proto suit, you're a goner. That stunt only works against standard or militia suits. Against advanced suit enemies it's a bit of a coin toss. 3) Doing this in any meaningful way seems to require a ton more SP than other races, since you absolutely rely on dual tanking. There's no way in hell you can rely on armor alone. If you try that you get swatted down like a starter suit. I have 10.5 million SP and I the only proto level gear I can use is armor repair modules and my suit. Everything else is at advanced (enhanced extenders, plates etc). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
269
|
Posted - 2013.05.19 07:24:00 -
[80] - Quote
Kristoff Atruin wrote:...
I think all the Logis have been feeling the SP pinch of course, but the Amarr has the short end of the stick in many ways. It's meant to be the "assault-Logi" (or "Combat-focused" suit if you prefer the in-game description), but the slot-short element makes it lose the logi flexibility while also lacking many of the assault strengths. I guess I already described above how the Gallente outclasses it in terms of armor-tanking, and I'm not sure if that's wrong necessarily (it is their thing).
However, assault suits gain speed, better regen, durability, and combat passives to differentiate them from something like a Logi (which gets more module slots). This "assault" Logi is the slowest Logi, it's only marginally more durable than the other logis for a full hit to assault traits, the slots don't allow it to compete in durability, the slot-restriction makes a slot-based class bonus less useful, and that's all aside from the mysteriously lower fitting traits compared to Logis and the Amarr assault. Insult to injury is the module slots being the same as the Amarr assault I think.
I don't know that an extra low slot would "fix" the suit, but it would certainly help I think. |
|
Baldy bonce
Seraphim Initiative. CRONOS.
1
|
Posted - 2013.05.19 11:49:00 -
[81] - Quote
using mini logi at mo , but intend on unlocking all logi suits ,so would like them to have different roles within the logistics umbrella. As amarr is supposed to be the more combat focused , why not give std and advanced versions a side arm and the proto 2 light weapon slots.cpu/pg can be altered to finely balance, they loose logistical utility while gaining combat focused utility , allowing them to perform maybe something more like a combat engineer rather than medic/supply/fire support combo logistics they are at present .maybe this would encroach on the assault or heavy roles to much,but it would make logistics an interesting career if all 4 factions had there own specialty niche within the logistics bracket.
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P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
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Posted - 2013.05.19 20:01:00 -
[82] - Quote
Baldy bonce wrote:using mini logi at mo , but intend on unlocking all logi suits ,so would like them to have different roles within the logistics umbrella. As amarr is supposed to be the more combat focused , why not give std and advanced versions a side arm and the proto 2 light weapon slots.cpu/pg can be altered to finely balance, they loose logistical utility while gaining combat focused utility , allowing them to perform maybe something more like a combat engineer rather than medic/supply/fire support combo logistics they are at present .maybe this would encroach on the assault or heavy roles to much,but it would make logistics an interesting career if all 4 factions had there own specialty niche within the logistics bracket.
Ahhh - now - if the Amarr Proto Logi indeed has TWO Light weapon slots, that would 'justify' it's lack of slots - YEEES... =] But-it-doesn't, so(give us back at least one - high powered - slot THANK YOU)... -.-
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
|
Posted - 2013.05.19 20:30:00 -
[83] - Quote
Kristoff Atruin wrote:I've been running the proto suit a lot more lately and there have been times where it was fun to use. I'd move forward, encounter some resistance and retreat into cover as my armor started to take damage. Then the guy I was fighting charges in to try and finish me off, not realizing that my armor is repairing and that I have my smg out. I've even gotten a few kills that way. A few problems though
1) If you aren't literally right next to cover, the armor reps don't save you. I'm running enhanced plate and two complex reppers. 2) If the guy you bait in by falling back is using a proto suit, you're a goner. That stunt only works against standard or militia suits. Against advanced suit enemies it's a bit of a coin toss. 3) Doing this in any meaningful way seems to require a ton more SP than other races, since you absolutely rely on dual tanking. There's no way in hell you can rely on armor alone. If you try that you get swatted down like a starter suit. I have 10.5 million SP and I the only proto level gear I can use is armor repair modules and my suit. Everything else is at advanced (enhanced extenders, plates etc).
NICE - you can play(using decent tactics) - & you seem the understand the need for a suit to be more than armor based... Plus - No Matter How Much HP You Have - if you are 'ganged up upon'(multiple players simultaneously shoot at you), you will go down in a couple seconds... I've had a proto suit of over 600HP & I've been murdered(because it happened Soo Fast)in it many times(& my Amarr Ptoro Logi is 555HP ATM)... Now - with gang shooting devastation in mind - the fact that the Amarr Proto logi comes with a 2 slot deficit when compared to other proto logis not only puts it at a 'forced into(because you don't choose to not use the slots - the availability of 2 slots is removed)' disadvantage, but also hinders players from doing anything about the weakness, because they lack the slots needed to do so... I just wish A Lot More People understood these things...
PS: The more the Amarr Proto Logi is discussed, the more I understand why people call it the 'broken suit'... o.O (but I came here for change - not a discussion... =P)
|
Terarrim
Valor Coalition RISE of LEGION
33
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Posted - 2013.05.19 21:50:00 -
[84] - Quote
This is not a complaint but feedback regarding the Proto Logi Suit for the Amarr.
There needs to be a significant disadvantage given to the Amarr Logi suit due to its advanatge of the sidearm however I believe that the balancing has gone a little to far meaning that there is a PG or slot issue.
Ok first of all I really dont understand why the logi has a pg of 67 with fewer slots than other logi's they are allready at a disadvantage due to not having much room for cpu or pg boosters. In order to have a reasonable offence / support hybrid logi you are required to get a PG booster in one of the 3 low slots this has the following implications:
1. You can't take full advantage of the armours racial speclaisation bonus as basicly you will have to run with one armor and 1 complex repper due to the complex PG being in low slot.
2. This means that with low high slots and only two low slots the final armor and shield stats for total hit points are probably far lower than the other three logi's with only a slight hit point rep advantage.
3. Even with the PG boosters your only going to afford to have a proto weapon an advanced sidearm then a proto support tool and two advanced support tools with enough room for proto grens.
I have found that you have to have 3 shield extenders 1 complex repper and 1 armour and 1 PG amplifier. Nothing else makes sense you cant afford to put complex damage mods with so few high slots and the low PG means that the only way to take a small advantage of the racial bonuses the 3 low slots have to be tied up in the way I mention. This means that there is no flexibilty at all in the low or high slots nothing else really makes any sense. The only flexibilty is in the weapon, equipment and grenade slots.
I have two possible solutions to put the Amarr Logi back on balance with the other classes.
The first and least drastic buff is to put the starting pg up even if it goes from 67 to 70 like the Amarr Assault this will help. I have no idea why the Amarr Logi has such a low PG when every other Logi has more PG than its assault variants why has the Amarr logi suit has less makes no logical sense to me at all.
A more dramatic buff would be another low slot to at least put another advanced plate or armour repper so that the racial benefit of the suit actually does benefit the user.
A PG buff of 3 and a extra low slot would be the biggest buff, however I don't know if this would make the Amarr Logi on parr or maybe give an edge to this suit so this may make the suit a little imbalanced.
I hope CCP can have a look at the suit because I genunily believe that the 67 PG is a mistake I cannot believe that the designer intended to give less pg to a logi suit that the assault/logi variants. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
280
|
Posted - 2013.05.20 00:11:00 -
[85] - Quote
I don't think a single low slot and a PG rebalance with make it a super suit. I'm not sure if it goes far enough honestly - the "advantages" the logi has aren't that great. A single low slot seems like a safe modification. I'd be worried about doing too much more than that because re-balancing has a way of going to far in this direction or that. Number-wise, I'd just be looking to have the Logi not out-classed by every other logi. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
|
Posted - 2013.05.20 03:16:00 -
[86] - Quote
Terarrim wrote:This is not a complaint but feedback regarding the Proto Logi Suit for the Amarr.
There needs to be a significant disadvantage given to the Amarr Logi suit due to its advanatge of the sidearm however I believe that the balancing has gone a little to far meaning that there is a PG or slot issue.
Ok first of all I really dont understand why the logi has a pg of 67 with fewer slots than other logi's they are allready at a disadvantage due to not having much room for cpu or pg boosters. In order to have a reasonable offence / support hybrid logi you are required to get a PG booster in one of the 3 low slots this has the following implications:
1. You can't take full advantage of the armours racial speclaisation bonus as basicly you will have to run with one armor and 1 complex repper due to the complex PG being in low slot.
2. This means that with low high slots and only two low slots the final armor and shield stats for total hit points are probably far lower than the other three logi's with only a slight hit point rep advantage.
3. Even with the PG boosters your only going to afford to have a proto weapon an advanced sidearm then a proto support tool and two advanced support tools with enough room for proto grens.
I have found that you have to have 3 shield extenders 1 complex repper and 1 armour and 1 PG amplifier. Nothing else makes sense you cant afford to put complex damage mods with so few high slots and the low PG means that the only way to take a small advantage of the racial bonuses the 3 low slots have to be tied up in the way I mention. This means that there is no flexibilty at all in the low or high slots nothing else really makes any sense. The only flexibilty is in the weapon, equipment and grenade slots.
I have two possible solutions to put the Amarr Logi back on balance with the other classes.
The first and least drastic buff is to put the starting pg up even if it goes from 67 to 70 like the Amarr Assault this will help. I have no idea why the Amarr Logi has such a low PG when every other Logi has more PG than its assault variants why has the Amarr logi suit has less makes no logical sense to me at all.
A more dramatic buff would be another low slot to at least put another advanced plate or armour repper so that the racial benefit of the suit actually does benefit the user.
A PG buff of 3 and a extra low slot would be the biggest buff, however I don't know if this would make the Amarr Logi on parr or maybe give an edge to this suit so this may make the suit a little imbalanced.
I hope CCP can have a look at the suit because I genunily believe that the 67 PG is a mistake I cannot believe that the designer intended to give less pg to a logi suit that the assault/logi variants.
*Ehem* 1. The sidearm of the Amarr Proto Logi GIVES NO ADVANTAGE WHATSOEVER - especially when all Assaults have same... 2. The sidearm slot just gives the user a chance to change to it instead of reloading in an intense combat situation... 3. The sidearm slot allows logis(like mine)to equip certain weapons which would otherwise leave you defense less as a logi: like a swarm launcher, or a mass driver, or say a plasma cannon... 4. (with that last point in mind)The sidearm simply makes a logi a tad more versatile, as well as, provides a convenience(as instead of having to look for a supply installation like I used to, & now simply switch to my swarm launcher when I encounter enemy vehicles)... 5. The sidearm gives too little a contribution\convenience to cause the Amarr Proto Logi to have to lose two slots - it's plain unfair overkill... 6. The Amarr Proto Logi should have only lost a low powered slot(as theoretically, it can spare one comfortably)& retained 4 high powered and 4 equipment slots so as to remain on par with the other Proto Logis... 7. The Amarr Proto Logi does not need another low powered slot for more armor - it is already the slowest Logi suit & the implied armor stacking to such a degree is for heavy suits & the player who like using them... 8. The Amarr Proto Logi should be altered by CCP - the Dust 514 Gods - to now have 4 high powered slots, 4 equipment slots & three low slots, or at the very least, 4 high powered slots, in keeping with what I believe to be the norm of Amarr suits having one less slot than the others of it's class... *Ehem* |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
606
|
Posted - 2013.05.20 04:02:00 -
[87] - Quote
With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
287
|
Posted - 2013.05.20 04:45:00 -
[88] - Quote
I figured another low module fit with the more defense-oriented element of the logi (and the Amarr passive). The Amarr has armor-tanking inclinations as well. I also think the new armor modules (repping armor plates, and no-speed penalty plates) will lend themselves well to that sort of build. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
4
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Posted - 2013.05.20 17:01:00 -
[89] - Quote
Kristoff Atruin wrote:With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too.
Hmm? What? Self repairing armor modules coming? YES PLEASE!!!
(AWESOME news aside)Y'all are still not considering that an uneven amount of armor vs shields leaves one vulnerable to anti armor weapons - that is, you be gobbled up... |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
220
|
Posted - 2013.05.20 17:34:00 -
[90] - Quote
Zeylon Rho wrote:Kristoff Atruin wrote:... I think all the Logis have been feeling the SP pinch of course, but the Amarr has the short end of the stick in many ways. It's meant to be the "assault-Logi" (or "Combat-focused" suit if you prefer the in-game description), but the slot-short element makes it lose the logi flexibility while also lacking many of the assault strengths. I guess I already described above how the Gallente outclasses it in terms of armor-tanking, and I'm not sure if that's wrong necessarily (it is their thing). However, assault suits gain speed, better regen, durability, and combat passives to differentiate them from something like a Logi (which gets more module slots). This "assault" Logi is the slowest Logi, it's only marginally more durable than the other logis for a full hit to assault traits, the slots don't allow it to compete in durability, the slot-restriction makes a slot-based class bonus less useful, and that's all aside from the mysteriously lower fitting traits compared to Logis and the Amarr assault. Insult to injury is the module slots being the same as the Amarr assault I think. I don't know that an extra low slot would "fix" the suit, but it would certainly help I think.
Couldn't have said it better myself. It would need an increase in PG and CPU - ITS A LOGI for heaven's sake. |
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XXfootnoteXX
DUST University Ivy League
302
|
Posted - 2013.05.20 17:35:00 -
[91] - Quote
P-A-R-A-D-O-X wrote:Kristoff Atruin wrote:With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too. Hmm? What? Self repairing armor modules coming? YES PLEASE!!! (AWESOME news aside)Y'all are still not considering that an uneven amount of armor vs shields leaves one vulnerable to anti armor weapons - that is, you be gobbled up...
I am really looking forward to more Armor modules coming out, but not holding my breath. |
Kwik Draw
Traitors Function
13
|
Posted - 2013.05.20 17:47:00 -
[92] - Quote
XXfootnoteXX wrote:P-A-R-A-D-O-X wrote:Kristoff Atruin wrote:With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too. Hmm? What? Self repairing armor modules coming? YES PLEASE!!! (AWESOME news aside)Y'all are still not considering that an uneven amount of armor vs shields leaves one vulnerable to anti armor weapons - that is, you be gobbled up... I am really looking forward to more Armor modules coming out, but not holding my breath. This guy ^ |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
301
|
Posted - 2013.05.20 17:59:00 -
[93] - Quote
Kwik Draw wrote:XXfootnoteXX wrote:P-A-R-A-D-O-X wrote:Kristoff Atruin wrote:With what we have now I'd also prefer another highslot over a low. It would give the option of either another shield extender (no further loss of mobility, two plates is just a bad idea) or a damage mod so that we can actually perform as a mix of assault and logi.
But, there are the new armor modules coming. Like the ones that give less hp but no speed penalty, or the ones that are a mix of plate and repairer. Another low could be useful for that. Being able to fit a hacking module could be good too. Hmm? What? Self repairing armor modules coming? YES PLEASE!!! (AWESOME news aside)Y'all are still not considering that an uneven amount of armor vs shields leaves one vulnerable to anti armor weapons - that is, you be gobbled up... I am really looking forward to more Armor modules coming out, but not holding my breath. This guy ^
If we're not getting another respec after this, then getting an extra low slot is being mindful of the future. The Amarr Logi's rep bonus could be applied towards repping armor plates... seems like a good place to be. |
Jeiger Tilraun
BetaMax. CRONOS.
6
|
Posted - 2013.05.20 19:47:00 -
[94] - Quote
Why is everyone throwing numbers around? Amarr logi is an assault suit that repairs itself and has a sidearm. If that's not a solid support for YOURSELF, until your team can help you.... well, then you need a better squad.
Also, shame on you if you chose high SP suit without understanding the costs and playstyle involved. Welcome to New Eden, we've all made mistakes like that. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
302
|
Posted - 2013.05.20 20:02:00 -
[95] - Quote
Jeiger Tilraun wrote:Amarr logi is an assault suit that repairs itself and has a sidearm.
As opposed to the assault suits that don't have sidearms?
We're throwing around numbers because they're hard facts, and the game is balanced based on both in-game and numerical comparisons. If we can show practical imbalance numerically, it demonstrates that adjustments may be called for.
It matters that classes are equally appealing so that people will pick them in a roughly equal fashion. Why does that matter? Because the team is paid to develop assets for classes/roles regardless of use, and if they're making assets for something people won't use - they're wasting money.
|
Shadowswipe
WarRavens
83
|
Posted - 2013.05.20 20:51:00 -
[96] - Quote
Can someone list shield recharge rate of the Amarr and Gal Logi suits? I am at work and don't remember them. |
Terarrim
Valor Coalition RISE of LEGION
33
|
Posted - 2013.05.20 21:05:00 -
[97] - Quote
I posted this to support but they directed me back more it has more details regarding my findings on the Amarr Logi!:
I am going through calculations for getting complex PG and extra 5 pecent (to top engineering to 5) to get the full use of my Amarr Proto Logi suit imagine to my horror that this 770 sp is going to cost me one low slot and only an extra 4 SP on my suit.
I really don't understand how I am to compete and support in a proto level encounters when the PG is so low.
I have calculated that with all core skills at maximum (core skill + engineering) I will have 83 total pg to spread between 3 high 3 low 3 equipment a grenade and two weapons (light _ sidearm)
For the amarr medium frame I will have a total of 88 pg with two less equipment slots.
I do not understand that while the CPU is higher for the logi suit the pg is less but the pg needs for equipment are very high.
I understand the need for less slots than other logi's due to game balance on the sidearm.
However I do not understand that whilest the other 3 logi's have higher PG's than their assault variants the Amarr Logi is the only one to have LESS than their assault variant.
WHAT THIS MEANS
The Amarr Logi is supposed to be a bit of a tank hybrid that can take damage dish some out (though not as good as assault) whilest having reaonsable level of on field battle support.
Due to the pg being so low though what its doing is actually crippling the suit in the following ways.
The only way to get decent equipment (and im not talking all prototype). You have to use a PG complex mod (cpu to pg).
This means that you sacrifice 1 slot to compensate for the sever lack of pg.
Your now down to two low slots for defence wich one of has to be a complex rep to take any kind of advantage of the racial bonus and one slot for armour.
THis means that all other suits (logi's and assaults) have a huge low slot advantage over the Amarr Logi able to put extra rep modules or extra armour modules. This is exasibated even further where some of the logi's have four low slots to.
Due to only having two slots this also means that you are unable to take advantage of one of the main strengths of the suit that is the racial modifier. You can only practicly run one complex rep at the time as you need the other two for a armour buffer and pg unit. To take advantage of the 25 percent extra hps from rep modules you really need two repair modules going at the same time either two enhanced or two complex which is impossible.
I know I can take advantage of weapon pg to squeeze some extra pg space later on but 25 percent of weapon pg is not going to save to much at all.
Here is my example proto fit with level 4 engineering just to give you some idea of the equipment I am carrying:
3 complex shields 1 enhanced armor 1 enhanced armor repper (only level 3 in armor reppers atm) 1 enhanced PG unit Proto Cathum Scrambler rifle Toxin SMG EX 11 packed AV gren K17/D nano hive Core Focused remote repair tool Kin Nano Injector
thats 356 shield (level 5 shield extender, level 3 shield ops) 299 armor (Level 3 armour op, level 3 armour)
485/491 CPU 94/94 PG
So at the moment I can only fit 5 proto gear and 6 enhanced items and 1 standerd item maxing out PG.
Please could you look into this because I think that the 66 PG is a genuine mistake on creating the suit at the very least it should be the same as the assault class and if the logi suit follows the examples of others it should have more.
Thank you for your time.
|
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
220
|
Posted - 2013.05.20 21:16:00 -
[98] - Quote
For those looking for help with logi builds I'll post this here: Updated Guide Here |
Cross Atu
Conspiratus Immortalis League of Infamy
1002
|
Posted - 2013.05.20 21:47:00 -
[99] - Quote
@Terarrim
Nice post, well put together. I'll post one of my proto Amarr Logi fits in awhile for comparison. I went a bit of a different route and put priority on tank over support gear I don't like giving weaker support but it's better than the zero support I give when dead.
I love the concept of the Amarr Logi suit, and I wanted it too work. So much so that I specc'ed into it despite what looked to be an under powered suit. Thus far I haven't been able to make it competitive with the Gal or Cal Logi's that I squad with. They're faster, generally as or more durable, have better support gear on average and do it with lower total character SP. It almost feels like the Cal Logi swiped some of the "win" that was meant for the Amarr Logi leaving them both a bit unbalanced.
Cheers, Cross |
Greasepalms
Ahrendee Mercenaries
119
|
Posted - 2013.05.20 21:52:00 -
[100] - Quote
Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. |
|
Terarrim
Valor Coalition RISE of LEGION
35
|
Posted - 2013.05.20 21:54:00 -
[101] - Quote
Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto.
This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly.
If we had more pg it wold solve the following:
We woudn't have to use a PG module to stay viable.
We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus.
It would allow us to have level 4 or proto gear for team support.
In an ideal world I would like the following
To be able to have 3 complex shileds
To be able to have flexibilty in the 3 low slots e.g.
1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc.
To have at the very least a level 4 equipment a level 3 equipment and a proto equipment
Proto grenades
Proto weapon and advanced sidearm.
So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
304
|
Posted - 2013.05.21 00:24:00 -
[102] - Quote
Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage.
I kinda figured the Amarr Assault having more PG than the Logi was a bug or typo. I do think the logi needs another slot (low imho, but others feel differently). |
Terarrim
Valor Coalition RISE of LEGION
35
|
Posted - 2013.05.21 00:47:00 -
[103] - Quote
Zeylon Rho wrote:Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage. I kinda figured the Amarr Assault having more PG than the Logi was a bug or typo. I do think the logi needs another slot (low imho, but others feel differently).
Which is why I sent an email to support but they said I should post here! |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
5
|
Posted - 2013.05.21 02:31:00 -
[104] - Quote
Jeiger Tilraun wrote:Why is everyone throwing numbers around? Amarr logi is an assault suit that repairs itself and has a sidearm. If that's not a solid support for YOURSELF, until your team can help you.... well, then you need a better squad.
Also, shame on you if you chose high SP suit without understanding the costs and playstyle involved. Welcome to New Eden, we've all made mistakes like that.
Let's get something straight... A suit doesn't suddenly become an assault suit just because it has a sidearm - otherwise Scout & Basic suits would have to be called same... The Amarr Proto Logi suit, is, a LOGISTICS suit - which can be identified by the amount of equipment, PCU & PG is has - equipped with a side arm, is in no way an Assault suit... Get that through your head... All logistics must be self sufficient(able to support themselves)... Mistake? What Mistake? The 'play style' of a Proto suit favors more boldness, as Protos tend to be more resilient when set up properly... I'm sure that I know more about game play, tactics etc in Dust, & that the shame would be on you if you were on the opposing team & my Amarr Proto Logi wasn't nerfed &, completely maxed out... |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
5
|
Posted - 2013.05.21 02:37:00 -
[105] - Quote
Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage.
Have you maxed out your PG boosting skillz? Have you maxed out your PG reducing skillz? No further questions... =P |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
307
|
Posted - 2013.05.21 04:22:00 -
[106] - Quote
Terarrim wrote:
You think the Amarr Logi should only have 66 pg or that is a bug or typo as well? < serious question not sarcastic.
I mean that I think they might've gotten the PG stat for the two swapped or some such. None of the other assaults beat the fitting stats on their variants' logis as I recall.
|
|
CCP Remnant
C C P C C P Alliance
154
|
Posted - 2013.05.21 07:26:00 -
[107] - Quote
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.
|
|
Negris Albedo
Nuevo Atlas Corporation
13
|
Posted - 2013.05.21 07:43:00 -
[108] - Quote
CCP Remnant wrote:I'm responsible for - dropsuit balance Well, you aren't doing the best of jobs, then. |
Vereor Ignis
Subdreddit Test Alliance Please Ignore
3
|
Posted - 2013.05.21 07:51:00 -
[109] - Quote
Negris Albedo wrote:CCP Remnant wrote:I'm responsible for - dropsuit balance Well, you aren't doing the best of jobs, then.
No need to be rude to CCP Remnant, Balance is a tricky thing, He and the team are doing their best to provide the best game they can.
We are quick to point out their mistakes and when the balance is broken. But we should give them more praise when they get things right. help keep moral up, ya know?
That said the Amarr logical is rather weak and medicore compared to all other logis, and I am glad you are looking into it CCP Remnant, thank you. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
309
|
Posted - 2013.05.21 07:57:00 -
[110] - 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.
Thanks for reading. I don't agree 100% with all the posters in the thread here, but I think people have kept the discussion both reasonable, on point, and numbers/experientially-based whenever possible. |
|
crazy space 1
Krullefor Organization Minmatar Republic
1215
|
Posted - 2013.05.21 07:58:00 -
[111] - Quote
Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
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. |
|
CCP Remnant
C C P C C P Alliance
154
|
Posted - 2013.05.21 08:03:00 -
[112] - Quote
crazy space 1 wrote:Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
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. |
|
Korvin Lomont
United Pwnage Service RISE of LEGION
28
|
Posted - 2013.05.21 09:32:00 -
[113] - Quote
CCP Remnant wrote:crazy space 1 wrote:Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
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.
Something like this ? |
Terarrim
Valor Coalition RISE of LEGION
35
|
Posted - 2013.05.21 14:49:00 -
[114] - Quote
P-A-R-A-D-O-X wrote:Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage. Have you maxed out your PG boosting skillz? Have you maxed out your PG reducing skillz? No further questions... =P
I give exact numbers in the previous page but 770k ssp nets me 1 extra pg from engineering level 4 to level 5 and 3 extra from complex pg mod. spending millions of sp into pg reduction in weapons (light / sidearm) may save me around an extra 4 or 5.
For a more indepth analyses please look at my previous posts in this thread. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
316
|
Posted - 2013.05.21 15:31:00 -
[115] - Quote
CCP Remnant wrote:crazy space 1 wrote:Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
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.
Considering the impending respec, I hope you plan on at least sketching out what the adjustments happening "a fair bit later" might be for us. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
5
|
Posted - 2013.05.21 16:41:00 -
[116] - 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.
!!! O.O
*Gasps*
ALL HAIL REMNANT - (Dust)GOD OF WEAPON & DROPSUIT BALANCE... \0/
*Goes Down On One Knee**Bows*
Yes Lord Remnant(lmaol!!!) - thank you for graceful presence... Please, show mercy, & bless us with kind adjustments to our, 'weak(when compared to others)' Amarr Proto Logi suits...
*Looks At Lord Remnant**Quickly Looks Away*(lol)
I shall wait for your efforts to manifest...
*Gets Up**Turns & Walks Away* |
Eggress
Villore Sec Ops Gallente Federation
8
|
Posted - 2013.05.21 16:51:00 -
[117] - 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.
I, for one, feel like the whole team has been WAY more communicative lately. It is very, very nice to see. Thank you! |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
5
|
Posted - 2013.05.21 16:54:00 -
[118] - Quote
Terarrim wrote:P-A-R-A-D-O-X wrote:Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage. Have you maxed out your PG boosting skillz? Have you maxed out your PG reducing skillz? No further questions... =P I give exact numbers in the previous page but 770k ssp nets me 1 extra pg from engineering level 4 to level 5 and 3 extra from complex pg mod. spending millions of sp into pg reduction in weapons (light / sidearm) may save me around an extra 4 or 5. For a more indepth analyses please look at my previous posts in this thread.
Hold on - wait... Lets put it this way - how much PG do you use\need ATM? By my calculations, you can get up to 85.8 PG with the bonuses(yes I know it'll cost millions in SP - I'm just saying)PLUS, there are PG reducing skills for weapons THUS, the combination of the PG boosting & reducing skills at a low level MAY allow a decent amount of PG use... Have you already exhausted these options? O.O |
Terarrim
Valor Coalition RISE of LEGION
35
|
Posted - 2013.05.21 17:06:00 -
[119] - Quote
P-A-R-A-D-O-X wrote:Terarrim wrote:P-A-R-A-D-O-X wrote:Terarrim wrote:Greasepalms wrote:Amarr logi here.
In my opinion, what's lacking with this suit is the lower amount of base PG compared to the other logis, I can't think of a reason as to why it is like that.
Additionally, the advanced tier suit should have a side-arm slot, not just the proto. This is exactly right we can live with everything else even less slots we just really need PG much more base PG than present frankly. If we had more pg it wold solve the following: We woudn't have to use a PG module to stay viable. We get that extra low slot back for using a second complex or advanced repper so we can actually take advantage of our racial bonus. It would allow us to have level 4 or proto gear for team support. In an ideal world I would like the following To be able to have 3 complex shileds To be able to have flexibilty in the 3 low slots e.g. 1 complex plate 1 complex repper 1 adv repper. 2 complex reppers 1 adv plate, or 2 adv plate and 1 complex repper etc. To have at the very least a level 4 equipment a level 3 equipment and a proto equipment Proto grenades Proto weapon and advanced sidearm. So I am not expecting to be able to field multiple proto nanohives or anything like other logis can do. However I would like to have some flexibilty in my builds whithout putting other parts of the suit at a sevear disadvantage. Have you maxed out your PG boosting skillz? Have you maxed out your PG reducing skillz? No further questions... =P I give exact numbers in the previous page but 770k ssp nets me 1 extra pg from engineering level 4 to level 5 and 3 extra from complex pg mod. spending millions of sp into pg reduction in weapons (light / sidearm) may save me around an extra 4 or 5. For a more indepth analyses please look at my previous posts in this thread. Hold on - wait... Lets put it this way - how much PG do you use\need ATM? By my calculations, you can get up to 85.8 PG with the bonuses(yes I know it'll cost millions in SP - I'm just saying)PLUS, there are PG reducing skills for weapons THUS, the combination of the PG boosting & reducing skills at a low level MAY allow a decent amount of PG use... Have you already exhausted these options? O.O
Please go back to my earlier posts and read the break down of pg at maximum points plus what I am running with a pg extender this post is what I would like, the previous post shows the limitations of the pg given to us. I have allready done all the math in the previous post have have no wish to keep posting it as it took about 5 hours to go through various fits and the math to show how much max pg with and without a complex PG giving up a valuable low slot. |
Terarrim
Valor Coalition RISE of LEGION
35
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Posted - 2013.05.21 17:20:00 -
[120] - Quote
Quote: Hold on - wait... Lets put it this way - how much PG do you use\need ATM? By my calculations, you can get up to 85.8 PG with the bonuses(yes I know it'll cost millions in SP - I'm just saying)PLUS, there are PG reducing skills for weapons THUS, the combination of the PG boosting & reducing skills at a low level MAY allow a decent amount of PG use... Have you already exhausted these options? O.O
Here is the post I have 12 million SP so I allready have a good feel for the maximum potential of the class. Here then is my post.
Quote: I posted this to support but they directed me back more it has more details regarding my findings on the Amarr Logi!:
I am going through calculations for getting complex PG and extra 5 pecent (to top engineering to 5) to get the full use of my Amarr Proto Logi suit imagine to my horror that this 770 sp is going to cost me one low slot (complex PG mod) and only an extra 4 PG on my suit.
I really don't understand how I am to compete and support in a proto level encounters when the PG is so low.
I have calculated that with all core skills at maximum (core skill + engineering) I will have 83 total pg to spread between 3 high 3 low 3 equipment a grenade and two weapons (light _ sidearm)
For the amarr medium frame I will have a total of 88 pg with two less equipment slots.
I do not understand that while the CPU is higher for the logi suit the pg is less but the pg needs for equipment are very high.
I understand the need for less slots than other logi's due to game balance on the sidearm.
However I do not understand that whilest the other 3 logi's have higher PG's than their assault variants the Amarr Logi is the only one to have LESS than their assault variant.
WHAT THIS MEANS
The Amarr Logi is supposed to be a bit of a tank hybrid that can take damage dish some out (though not as good as assault) whilest having reaonsable level of on field battle support.
Due to the pg being so low though what its doing is actually crippling the suit in the following ways.
The only way to get decent equipment (and im not talking all prototype). You have to use a PG complex mod (cpu to pg).
This means that you sacrifice 1 slot to compensate for the sever lack of pg.
Your now down to two low slots for defence wich one of has to be a complex rep to take any kind of advantage of the racial bonus and one slot for armour.
THis means that all other suits (logi's and assaults) have a huge low slot advantage over the Amarr Logi able to put extra rep modules or extra armour modules. This is exasibated even further where some of the logi's have four low slots to.
Due to only having two slots this also means that you are unable to take advantage of one of the main strengths of the suit that is the racial modifier. You can only practicly run one complex rep at the time as you need the other two for a armour buffer and pg unit. To take advantage of the 25 percent extra hps from rep modules you really need two repair modules going at the same time either two enhanced or two complex which is impossible.
I know I can take advantage of weapon pg to squeeze some extra pg space later on but 25 percent of weapon pg is not going to save to much at all. (I have calculated a rough gain of about 3 for main weapon and 1 or 2 for side weapon for a huge SP cost).
Here is my example proto fit with level 4 engineering just to give you some idea of the equipment I am carrying:
3 complex shields 1 enhanced armor 1 enhanced armor repper (only level 3 in armor reppers atm) 1 enhanced PG unit Proto Cathum Scrambler rifle Toxin SMG EX 11 packed AV gren K17/D nano hive Core Focused remote repair tool Kin Nano Injector
thats 356 shield (level 5 shield extender, level 3 shield ops) 299 armor (Level 3 armour op, level 3 armour)
485/491 CPU 94/94 PG
So at the moment I can only fit 5 proto gear and 6 enhanced items and 1 standerd item maxing out PG.
Please could you look into this because I think that the 66 PG is a genuine mistake on creating the suit at the very least it should be the same as the assault class and if the logi suit follows the examples of others it should have more.
Please note that the only skills I have to get is Engineering 5 and The Weapon skills to lower PG.
As noted above I will have a maximum of 83 PG after spending a further 770k ( a gain of 1 pg) to get to engineering 5 and an extra 3 PG for using the complex PG module.
Your math for 85.8 is wrong im sorry.
Spending 3.2 million in Light Weapon and Sidearm FItting will net me about 4 total PG back.
I went through tons of fitting without the PG module and you have to make large sacrifices for example using an advanced shield and all advanced equipment in low slots meaning that you can only carry two proto equipment and or gun and equipment. Some of these fit required I carried no grenade etc. Without using a PG module even with +4 for spending 3.9 million sp your still going to have a suit that looks more like an advanced suit with the equipment on it than a proto level suit.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
318
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Posted - 2013.05.21 18:12:00 -
[121] - Quote
The numbers don't lie. A PG shift and a low slot at the very least. Look at it again after that. |
crazy space 1
Unkn0wn Killers
1220
|
Posted - 2013.05.21 19:04:00 -
[122] - Quote
I just want to put my hat in the ring for nerfing the other 3 logis to the level of the ammar with 10 slots instead of 12.
Then the ammar would get 6fitting 3equipment 2 weapons and all other suits would get 7 fitting 3 equipment 1 weapon
Logis should have one less high/mid slot than the assault in trade for 2 more equipment slots. I think it's important to remember they have a built in +5 repper, that should count as a low slot and every logi across the board *but the ammar one * should lose a low.
I think having 3 equipment slots and a built in repper is worth having one less slot to fit stuff into. The Ammar suit is the only one in a good place, in fact it should gain at least one slot even.
But that's just my opinion :P
Thanks for thinking about bring bonuses down to basic suits <3 |
Terarrim
Valor Coalition RISE of LEGION
35
|
Posted - 2013.05.21 19:21:00 -
[123] - Quote
crazy space 1 wrote:I just want to put my hat in the ring for nerfing the other 3 logis to the level of the ammar with 10 slots instead of 12.
Then the ammar would get 6fitting 3equipment 2 weapons and all other suits would get 7 fitting 3 equipment 1 weapon
Logis should have one less high/mid slot than the assault in trade for 2 more equipment slots. I think it's important to remember they have a built in +5 repper, that should count as a low slot and every logi across the board *but the ammar one * should lose a low.
I think having 3 equipment slots and a built in repper is worth having one less slot to fit stuff into. The Ammar suit is the only one in a good place, in fact it should gain at least one slot even.
But that's just my opinion :P
Thanks for thinking about bring bonuses down to basic suits <3
Doesn't matter if you nerf the others because they will still be far superior.
THE BIGGEST ISSUE IS THE TINY PG POOL
To be competative you have to use a low slot for PG module
thats 2 low that you havent got any choice but to put an armour module in and a repper module in.
Why?
Having two reppers on base armour will do nothing under fire you need an armour there to actually rep.
Not having a repper in one of the slots mean you dont get to use racial bonus.
Every single proto Amarr logi will be forced to use armour, repper, PG unit due to the huge PG disparity we have real choice or flexibilty in the matter.
You have two solutions for balance:
Buff the PG in the Amarr Logi suit.
Nerf everyone elses PG (Assaults and Logi's) so they have the same difficulty in balancing their weapons, equipment and low and high slots.
I know from a techincal point which would be easiest!
Lets pretend that your running Amarr Logi as Assault.
Using only 1 equipment slot should be simpler right?
Wait a second though the Logi suit has 4 BASE PG LESS than the Amarr Assault.
So even not using the two equipment slots the logi suit is inferior to the Amarr Assault with PG this makes no sense whatsoever. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
5
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Posted - 2013.05.21 20:47:00 -
[124] - Quote
Quote: Please note that the only skills I have to get is Engineering 5 and The Weapon skills to lower PG.
As noted above I will have a maximum of 83 PG after spending a further 770k ( a gain of 1 pg) to get to engineering 5 and an extra 3 PG for using the complex PG module.
Your math for 85.8 is wrong im sorry.
Spending 3.2 million in Light Weapon and Sidearm FItting will net me about 4 total PG back.
I went through tons of fitting without the PG module and you have to make large sacrifices for example using an advanced shield and all advanced equipment in low slots meaning that you can only carry two proto equipment and or gun and equipment. Some of these fit required I carried no grenade etc. Without using a PG module even with +4 for spending 3.9 million sp your still going to have a suit that looks more like an advanced suit with the equipment on it than a proto level suit.
1. Forgive me, but honestly I do not appreaciate being called 'wrong' Terarrimmm, & to make matters worse, being told 'sorry'(peeve to which I wrote a blog post on - not at all kidding, that's how strongly I feel about it)... Anyways, 2. The 85.8 PG max which I calculated came from adding 5% boost from the Dropsuit Core Upgrade Skill to the 25% boost of the Dropsuit Engineering Skill, which totals at a 30% boost, & then applying it to the 66 PG of the Amarr Proto Logi, which is .3 x 66 = 19.8, which when added to 66 gives a total of 85.8 PG at maximum boost - so - in what way are my calculations incorrect - hmmm? O.O 3. Please forgive me for mentioning stuff you already covered(I did not look well enough for your post)... 4. Thank you for reposting your post for me - that was unnecessarily kind of you( which makes it more decent)... 5. Having read your post, & being impressed by it, I have decide I like you & would like to add you as a friend - lol(but Seriously - I'm Impressed)... =] |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
6
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Posted - 2013.05.21 21:08:00 -
[125] - Quote
Terarrim wrote:crazy space 1 wrote:I just want to put my hat in the ring for nerfing the other 3 logis to the level of the ammar with 10 slots instead of 12.
Then the ammar would get 6fitting 3equipment 2 weapons and all other suits would get 7 fitting 3 equipment 1 weapon
Logis should have one less high/mid slot than the assault in trade for 2 more equipment slots. I think it's important to remember they have a built in +5 repper, that should count as a low slot and every logi across the board *but the ammar one * should lose a low.
I think having 3 equipment slots and a built in repper is worth having one less slot to fit stuff into. The Ammar suit is the only one in a good place, in fact it should gain at least one slot even.
But that's just my opinion :P
Thanks for thinking about bring bonuses down to basic suits <3 Doesn't matter if you nerf the others because they will still be far superior. THE BIGGEST ISSUE IS THE TINY PG POOL To be competative you have to use a low slot for PG module thats 2 low that you havent got any choice but to put an armour module in and a repper module in. Why? Having two reppers on base armour will do nothing under fire you need an armour there to actually rep. Not having a repper in one of the slots mean you dont get to use racial bonus. Every single proto Amarr logi will be forced to use armour, repper, PG unit due to the huge PG disparity we have real choice or flexibilty in the matter. You have two solutions for balance: Buff the PG in the Amarr Logi suit. Nerf everyone elses PG (Assaults and Logi's) so they have the same difficulty in balancing their weapons, equipment and low and high slots. I know from a techincal point which would be easiest! Lets pretend that your running Amarr Logi as Assault. Using only 1 equipment slot should be simpler right? Wait a second though the Logi suit has 4 BASE PG LESS than the Amarr Assault. So even not using the two equipment slots the logi suit is inferior to the Amarr Assault with PG this makes no sense whatsoever.
1. It's probably an error guys... & 2. Lets please stop 'nerfing' stuff - lets just bring the Amarr Proto Logi up on par with the others(because we'll still have to 'suffer' with it's limitations if that option is chosen)...
PS: I hate the word 'nerf' too - lol - but Seriously, & it's situations like this where the Amarr Proto Logi seems to have been unfairly 'nerfed', which made me this way... |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
231
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Posted - 2013.05.21 21:11:00 -
[126] - Quote
Eggress wrote: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.
I, for one, feel like the whole team has been WAY more communicative lately. It is very, very nice to see. Thank you!
I agree, thank you for your response - it takes hours to go through these posts and I can only imagine the time it takes in meetings and on the computer to figure out the balancing for these things. Thank you very much. I appreciate your efforts. |
Terarrim
Valor Coalition RISE of LEGION
36
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Posted - 2013.05.21 22:29:00 -
[127] - Quote
double post please delete. |
Terarrim
Valor Coalition RISE of LEGION
36
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Posted - 2013.05.21 22:30:00 -
[128] - Quote
Having a look at it it does look your right in that your very close so I appolagise not sure how but the spreadsheet I was using was giving me wrong information or I put the dot at the wrong place.
The way they do it and it is very very close to your figure is
Engineering = 1.25 Core Upgrades = 1.05 Base = 66
1.25*1.05*66=86.6
so they may round up and give 87 so why it was giving me only 84 the other day I have no idea lol. Anyway I appolagise profusly for the whinging about 1 extra point for 770k as it looks like its an extra 3 or 4.
Taking another look at the weapons using these maths
Cartham Scrambler Assault Weapon = 15 Weapon optimisation =0.75
15*0.75=11.25
So I get 3 or 4 off depending if they round up or down (saving of pg) after spending 1.8 mil sp
Advanced Assault SMG = 6
6*0.75=4.5
So I get 1 or 2 savings there for spending 1.8 mil sp.
Again apolagise for calling you wrong when you were very nearly spot on ;). Apolagise for some of my earlier errors. Obviously the math still shows that 1.8 mil x2 +770 (2xWeapon OP+Engineer 5) = 4.3 million sp for a net gain of 8pg plus extra 3 pg if your boosting advanced booster to complex.
(Would like to thank Sytonis for his enormous help and patience for helping me put all this together.) |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
6
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Posted - 2013.05.22 00:47:00 -
[129] - Quote
[quote=Terarrim]Quote: The way they do it and it is very very close to your figure is
Engineering = 1.25 Core Upgrades = 1.05 Base = 66
1.25*1.05*66=86.6
Hold-on-hold-on... What is this method of calculation? (I should shut up but)I don't recall having seen this sort of Math before... It clearly gives an added percentage where I think it shouldn't(not complaining just saying)... Why isn't the calculation straight forward? This is STRANGE - are you guys messing with me? O.O (lol) You get two bonuses - a 5% & a 25% - which is 30% & should give 85.8 but they do it in a way which gives a 31.25% increase by multiplying 1.25*1.05(& then by 66)to get 86.6? WHOA... O.O I WISH YOU WOULD CALCULATE MY PAY(etc)FOR ME... o.O ---> LOL!!! =D So which country were you guys taught Math(No Offence intended - just curious)... >.>
& hey - it's okay Terarrim - no need to do anything profusely... O.O I did get offended, but even though I am sensitive to comments regarding my 'brain's functions', I didn't lose it - just double check before 'arguing' with me, because I almost never argue nonsense & well, when I'm wrong... =P
But then again - no one argues unless they think they're right - right? =] (lol) |
Mark0h
SVER True Blood Unclaimed.
27
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Posted - 2013.05.22 02:11:00 -
[130] - Quote
Whew. The amarr logi may still be of use!!! |
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Ecclesiarch Neroon
DUST University Ivy League
0
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Posted - 2013.05.22 07:08:00 -
[131] - Quote
So I know that this thread is about the Amarr logistics, and I agree with everyone that has posted requesting a slight change to the balance. But since you guys are all here, do you mind if I ask a question (as I am also looking to move into logistics).
Is there an advantage to going Gallente? (the OP mentioned it in the first post)
I know that at PROTO levels all these things balance out more, but is it really really bad to go Gallente until proto?
The numbers I'm seeing are,
Power grid, CPU, Shield HP and armor are consistent across the board. (Gallente get 30 more HP on armor at all levels and the Minmitar move faster and have more HP/s shield gain at all levels.)
The confusing part is the slot distribution
Minmitar listed first, then Gallente
T1: 2/2/3 vs. 0/2/3 Simply 2 less slots, otherwise same suit. Why?
T2: 3/3/3 vs. 2/3/3 Again, same suit minus 1 slot. Why?
T3: 4/4/4 vs. 3/5/4 Now for proto it balances with Minmitar working out to be a versatile hacking master, and the gallente able to equip his infantry gear with less issue in the PG/CPU department.
So I really have 3 questions. 1: Why is the gallente suit the same as the minmitar with simply less slots (or did I miss something)? 2: Is there any reason to go gallente unless you're simply looking long term proto gear? 3: Is the Gallente suit bonus meaningful? How much difference does it make to have that 25% lower PG/CPU for equipment?
Thank you so much for answering in advance, I really am just seeking info. |
Terarrim
Valor Coalition RISE of LEGION
36
|
Posted - 2013.05.22 07:19:00 -
[132] - Quote
Mark0h wrote:Whew. The amarr logi may still be of use!!!
It is of use at the moment I am using it. Despite my miscalculation I was only two points off maximum and the Amarr Logi PG is crippling forcing a PG module and loss of a low slot. Nothing has changed the base rate of the Logi Suit should never be less than an assault and it needs to be higher. |
Terarrim
Valor Coalition RISE of LEGION
36
|
Posted - 2013.05.22 07:22:00 -
[133] - Quote
Ecclesiarch Neroon wrote:So I know that this thread is about the Amarr logistics, and I agree with everyone that has posted requesting a slight change to the balance. But since you guys are all here, do you mind if I ask a question (as I am also looking to move into logistics).
Is there an advantage to going Gallente? (the OP mentioned it in the first post)
I know that at PROTO levels all these things balance out more, but is it really really bad to go Gallente until proto?
The numbers I'm seeing are,
Power grid, CPU, Shield HP and armor are consistent across the board. (Gallente get 30 more HP on armor at all levels and the Minmitar move faster and have more HP/s shield gain at all levels.)
The confusing part is the slot distribution
Minmitar listed first, then Gallente
T1: 2/2/3 vs. 0/2/3 Simply 2 less slots, otherwise same suit. Why?
T2: 3/3/3 vs. 2/3/3 Again, same suit minus 1 slot. Why?
T3: 4/4/4 vs. 3/5/4 Now for proto it balances with Minmitar working out to be a versatile hacking master, and the gallente able to equip his infantry gear with less issue in the PG/CPU department.
So I really have 3 questions. 1: Why is the gallente suit the same as the minmitar with simply less slots (or did I miss something)? 2: Is there any reason to go gallente unless you're simply looking long term proto gear? 3: Is the Gallente suit bonus meaningful? How much difference does it make to have that 25% lower PG/CPU for equipment?
Thank you so much for answering in advance, I really am just seeking info.
Think you need to ask these questions elswhere in general or training camp part of the forums. This is the feedback section and were trying to give feedback to the devs regarding what we perceive as a big issue with the Amarr Logi. Also some suggestions in order to bring the Amarr Logi up to the other logi suits and assault suits for that matter when it comes to the cripplingly low PG.
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Baldy bonce
Seraphim Initiative. CRONOS.
1
|
Posted - 2013.05.22 11:54:00 -
[134] - Quote
Maybe you guys are asking to much of your suits fitting,wanting proto light weapon and advanced side arm plus complex shields , advanced armour mods and equipment . On my proto mini logi a can not fit a proto weapon with complex SE ,adv armour and adv equipment. there simply is not enough CPU OR PG. I can fit complex SE with basic plates and rep, adv nano hive and repair tool basic nano needle and DU, at this point i can fit a gek and basic grenades or i can drop to standard AR replace basic arm rep for adv . to fit a proto weapon would mean using standard equipment and a standard armour tank.
So the question is should all logi suits have the cpu/pg to fit all proto weapons and complex modules and complex/adv equipment or should they like the other suits be made to make decisions on what is most important to them and sacrificing other areas to allow the fits.
what fittings can be installed on gallante or caldari logi i do not know but id assume neither can fit proto/complex only fits.
For ammarr to balance needs a complete new slot layout poss 2high 6low 2 equip 1 Side arm 1 light weapon, grenade and removal of additional hp over caldari/galante suits. its easier to balance 4 distinct factions with 2 types of tank than having 3 factions sharing 1 tank and trying to make some cosmetic differences.To me it seems a no brain er that 4 factions should with 2 tanking types cover the spectrum from shield through to armour not have 1 armour and 3 omni -tanking factions. |
Terarrim
Valor Coalition RISE of LEGION
38
|
Posted - 2013.05.22 13:43:00 -
[135] - Quote
Baldy bonce wrote:Maybe you guys are asking to much of your suits fitting,wanting proto light weapon and advanced side arm plus complex shields , advanced armour mods and equipment . On my proto mini logi a can not fit a proto weapon with complex SE ,adv armour and adv equipment. there simply is not enough CPU OR PG. I can fit complex SE with basic plates and rep, adv nano hive and repair tool basic nano needle and DU, at this point i can fit a gek and basic grenades or i can drop to standard AR replace basic arm rep for adv . to fit a proto weapon would mean using standard equipment and a standard armour tank.
So the question is should all logi suits have the cpu/pg to fit all proto weapons and complex modules and complex/adv equipment or should they like the other suits be made to make decisions on what is most important to them and sacrificing other areas to allow the fits.
what fittings can be installed on gallante or caldari logi i do not know but id assume neither can fit proto/complex only fits.
For ammarr to balance needs a complete new slot layout poss 2high 6low 2 equip 1 Side arm 1 light weapon, grenade and removal of additional hp over caldari/galante suits. its easier to balance 4 distinct factions with 2 types of tank than having 3 factions sharing 1 tank and trying to make some cosmetic differences.To me it seems a no brain er that 4 factions should with 2 tanking types cover the spectrum from shield through to armour not have 1 armour and 3 omni -tanking factions.
Sorry for any proper comparisons you need to tell us what skills you have you need to say the skills you have your base PG and your PG now. Otherwise how can we compare properly. I will say one thing your carrying around a drop link these are one of the most expensive pg/cpu items in the game and you could improve much of your equipment without carrying one of those.
Just looking at the PG of the mini we can do some math to find your PG after Core Focus Skills 5 and Engineering 5.
Core Focus = 1.05 Engineering = 1.25 Base PG = 78
1.05*1.25*78=102.375 So lets round up you have 103 PG
So the differance in suits means that you have
Amarr Logi = 86 Mini Logi = 102
You have an extra 16 Pg over the Amarr Logi Suit to start.
your running 4 complex shields thats 44 pg right there. Two adavanced shields would make 12 pg Two advanced reppers would make 10 pg
Total so far is 66 pg for your top and low slots leaving 36 for equpiment/weapon
Gek = 6 pg K2 nano = 7 pg Advanced nano injector = 4 Core Focused Armour Repper = 10 Stable Drop link = 6 M1 Locus grenade = 3
Total is 103 pg everything is advanced or prototype withthe exception of the drop link.
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Terarrim
Valor Coalition RISE of LEGION
38
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Posted - 2013.05.22 14:17:00 -
[136] - Quote
Just got engineering 5 (got core focus 5) and when I put a complex PG mod on thats +14 pg I have 101 pg thats still 1 less tha a mini suit without any PG module lol. |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
21
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Posted - 2013.05.22 16:26:00 -
[137] - Quote
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. |
CODRA-9
Gods Of Moon
2
|
Posted - 2013.05.22 17:04:00 -
[138] - Quote
Cosgar wrote:Sidearm is a huge bonus for a logi. I'd probably give up an equipment slot on my MK.0 for one.... .... .... .... ....not really, but you get the point.
I so would man, i only wish their were a suit that gave 2 equipment with a sidearm. logistics, assault w/e. I'd go with whatever it took. ;o[ I feel super hampered w/o the side arm. all the other logistics suits are next to garbage for that one reason. i got excited when i saw the miltia 'fossil' went and bought AUR then noticed it doesn't have the sidearm either. hey Devs could we PLEASE get a different suit with more than 1 equipment and a pistol other than a prototype lvl 5. (slow poke Amarr suit.) don't get me wrong when i get chance to respec i'll spend every SP i got to try and wear it. but i'd really rather not. heard the there was so many before! scout mk-II for the win.
i originally went with minmataur i could live with all other downfalls just to have that increased walking speed. but then i finally get the logistics version of the suit and its lacking a pistol.
I talked to one guy i think the dren logistics is like a minamataur clone but with a sidearm. I'm not sure though. i cant find any info on the web that proves this. but if anyone knows if a 2-3 equipment slot + a sidearm logistics suit OTHER than amar ak.0. actually exists. your feedback will be much appreciated. i imagine it'll come from one of the mercenary packs anyone know which it is? |
CODRA-9
Gods Of Moon
2
|
Posted - 2013.05.22 17:07:00 -
[139] - Quote
Movement speed!. that and the sidearm are that matters to me |
Terarrim
Valor Coalition RISE of LEGION
38
|
Posted - 2013.05.22 17:33:00 -
[140] - Quote
CODRA-9 wrote:Movement speed! that and the sidearm are all that matters to me, it wrenches my insides maybe u could release a aurum suit. maybe add a pistol to the sever
Amarr have the slowest movement speed but the best intial shield/armour buff this is negated later on with the other logi's superior slots.
Best pure AV in the game would be Amarr logi Personal defence + Proto Swarms + 3 equipment slots for prox minex, remote explosives and nano hive.
Best offensive Logi = Caldari (which is why assaults are going into it)
Best support class = Galante
Best all rounder = Mimitar |
|
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
8
|
Posted - 2013.05.22 17:33:00 -
[141] - Quote
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...
|
CODRA-9
Gods Of Moon
2
|
Posted - 2013.05.22 18:38:00 -
[142] - Quote
Terarrim wrote:CODRA-9 wrote:Movement speed! that and the sidearm are all that matters to me, it wrenches my insides maybe u could release a aurum suit. maybe add a pistol to the sever Amarr have the slowest movement speed but the best intial shield/armour buff this is negated later on with the other logi's superior slots. Best pure AV in the game would be Amarr logi Personal defence + Proto Swarms + 3 equipment slots for prox minex, remote explosives and nano hive. Best offensive Logi = Caldari (which is why assaults are going into it) Best support class = Galante Best all rounder = Minimatar
i know that's the problem. and their the only one with a sidearm. which is super huge no matter what y'all been saying especially against anyone outside the academy. with 48 to 60 bullets into one guy aint gonna cut it or you get that one guy and theres no way to get the one next to him. all im saying is i'd pay aurum for an suit that could carry more than 1 equipment and a sidearm without walking half the speed. 1 high n low powered slot w/e. i would wear a suit with 90 shield and 90 armor if i could just have this build. im not really content with any of the new suits. kinda wish we could just have 6 man squads in the old version ;o[ |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
241
|
Posted - 2013.05.22 19:22:00 -
[143] - Quote
Mark0h wrote:Whew. The amarr logi may still be of use!!!
What? Where out of all that thread did you get that opinion? This is the thread of it being broke not amazing, stay on topic :P Perhaps you could make another thread entitled "the AMARR Logi is Awesome!!" but we would certainly have to troll it. I know what you meant but i couldn't resist. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
241
|
Posted - 2013.05.22 19:32:00 -
[144] - Quote
I do certainly agree with more PG. But it also looks like the PG is limited in the game so as to encourage specailization and the maxing of a few traits. In my opinion every proto suit should have enough PG and CPU to have a proto module of the most commonly used types IFF every skill that gave PG/CPU was maxed, every skill to decrease CPU/PG usage for each module, weapon, and equipment was maxed.
A little off topic but it still applies to the difference in CPU/PG in the Amarr Logi |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
9
|
Posted - 2013.05.22 20:29:00 -
[145] - Quote
RedBleach LeSanglant wrote:I do certainly agree with more PG. But it also looks like the PG is limited in the game so as to encourage specailization and the maxing of a few traits. In my opinion every proto suit should have enough PG and CPU to have a proto module of the most commonly used types IFF every skill that gave PG/CPU was maxed, every skill to decrease CPU/PG usage for each module, weapon, and equipment was maxed.
A little off topic but it still applies to the difference in CPU/PG in the Amarr Logi
(Red Bleach - Red Bleach? Excuse me? o.O & to some degree Terarrim)
Huh - what? Were you writing English? o.O I'm a bit unclear to what you were saying... >.>
Anyways, I'm not(ATM)fussing much, as 1, I haven't maxed out my suit yet(I use advanced modules), & 2, I tend to hold back on going proto with equipment - so the lack of PG won't bother me for a while(although I'm near max ATM)...
Does one get extra from using proto equipment? Apart from nanohives that is... Do you get extra points for reviving a teammate with a proto nanite injector? Do you get more points for using a proto repair tool?(especially where points fro using same is limited\capped)
If the answers to those last questions is yes, then I see a need for it - if the answer is no, then why bother going proto? Save the CPU & PG use on those items for last, & if you can 'afford' to fit them, by all means do so, but if you can't, I don't see a problem(apart from the CPU & PG being uneven when compared to other logi suits)...
P-A-R-A-D-O-X - OUT!!! =] |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
245
|
Posted - 2013.05.22 21:01:00 -
[146] - Quote
P-A-R-A-D-O-X wrote:
(Red Bleach - Red Bleach? Excuse me? o.O & to some degree Terarrim)
Huh - what? Were you writing English? o.O I'm a bit unclear to what you were saying... >.>
Anyways, I'm not(ATM)fussing much, as 1, I haven't maxed out my suit yet(I use advanced modules), & 2, I tend to hold back on going proto with equipment - so the lack of PG won't bother me for a while(although I'm near max ATM)...
Does one get extra from using proto equipment? Apart from nanohives that is... Do you get extra points for reviving a teammate with a proto nanite injector? Do you get more points for using a proto repair tool?(especially where points fro using same is limited\capped)
If the answers to those last questions is yes, then I see a need for it - if the answer is no, then why bother going proto? Save the CPU & PG use on those items for last, & if you can 'afford' to fit them, by all means do so, but if you can't, I don't see a problem(apart from the CPU & PG being uneven when compared to other logi suits)...
P-A-R-A-D-O-X - OUT!!! =]
No, no bonuses yet for proto equipment - the bonuses from proto modules and weapons shouldn't need to be expanded upon here. But in one of the posts by Cross Atu a developer had spoken to this, and IFF they listen and see the reasoning behind giving more points for going proto then there will be extra points for rezzing, repping, etc. for higher grade equipment. So, not yet, but we hope for it.
Otherwise it is only for the benefit of the team that one would get better equipment. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
9
|
Posted - 2013.05.22 21:11:00 -
[147] - Quote
RedBleach LeSanglant wrote:P-A-R-A-D-O-X wrote:
(Red Bleach - Red Bleach? Excuse me? o.O & to some degree Terarrim)
Huh - what? Were you writing English? o.O I'm a bit unclear to what you were saying... >.>
Anyways, I'm not(ATM)fussing much, as 1, I haven't maxed out my suit yet(I use advanced modules), & 2, I tend to hold back on going proto with equipment - so the lack of PG won't bother me for a while(although I'm near max ATM)...
Does one get extra from using proto equipment? Apart from nanohives that is... Do you get extra points for reviving a teammate with a proto nanite injector? Do you get more points for using a proto repair tool?(especially where points fro using same is limited\capped)
If the answers to those last questions is yes, then I see a need for it - if the answer is no, then why bother going proto? Save the CPU & PG use on those items for last, & if you can 'afford' to fit them, by all means do so, but if you can't, I don't see a problem(apart from the CPU & PG being uneven when compared to other logi suits)...
P-A-R-A-D-O-X - OUT!!! =]
No, no bonuses yet for proto equipment - the bonuses from proto modules and weapons shouldn't need to be expanded upon here. But in one of the posts by Cross Atu a developer had spoken to this, and IFF they listen and see the reasoning behind giving more points for going proto then there will be extra points for rezzing, repping, etc. for higher grade equipment. So, not yet, but we hope for it. Otherwise it is only for the benefit of the team that one would get better equipment.
Well right... In that case - hold back on going proto with equipment until maxing out your other slots, the max which ever equipment you like\can afterwards...
(P-A-R-A-D-O-X saying) "Don't make it a problem..." =] |
Mark0h
SVER True Blood Unclaimed.
28
|
Posted - 2013.05.23 16:24:00 -
[148] - Quote
RedBleach LeSanglant wrote:Mark0h wrote:Whew. The amarr logi may still be of use!!! What? Where out of all that thread did you get that opinion? This is the thread of it being broke not amazing, stay on topic :P Perhaps you could make another thread entitled "the AMARR Logi is Awesome!!" but we would certainly have to troll it. I know what you meant but i couldn't resist. It was a stretch, my hope are raised whenever I see the little DEV tag next to the thread ;) Grain of salt I guess lol |
0-1
Gods Of Moon
1
|
Posted - 2013.05.23 16:50:00 -
[149] - Quote
RedBleach LeSanglant wrote:P-A-R-A-D-O-X wrote:
(Red Bleach - Red Bleach? Excuse me? o.O & to some degree Terarrim)
Huh - what? Were you writing English? o.O I'm a bit unclear to what you were saying... >.>
Anyways, I'm not(ATM)fussing much, as 1, I haven't maxed out my suit yet(I use advanced modules), & 2, I tend to hold back on going proto with equipment - so the lack of PG won't bother me for a while(although I'm near max ATM)...
Does one get extra from using proto equipment? Apart from nanohives that is... Do you get extra points for reviving a teammate with a proto nanite injector? Do you get more points for using a proto repair tool?(especially where points fro using same is limited\capped)
If the answers to those last questions is yes, then I see a need for it - if the answer is no, then why bother going proto? Save the CPU & PG use on those items for last, & if you can 'afford' to fit them, by all means do so, but if you can't, I don't see a problem(apart from the CPU & PG being uneven when compared to other logi suits)...
P-A-R-A-D-O-X - OUT!!! =]
No, no bonuses yet for proto equipment - the bonuses from proto modules and weapons shouldn't need to be expanded upon here. But in one of the posts by Cross Atu a developer had spoken to this, and IFF they listen and see the reasoning behind giving more points for going proto then there will be extra points for rezzing, repping, etc. for higher grade equipment. So, not yet, but we hope for it. Otherwise it is only for the benefit of the team that one would get better equipment.
on the repair tool note. although it may not give more points, it will deff decrease the time it takes to get those points. and some can hit 2 targets over 1
|
0-1
Gods Of Moon
1
|
Posted - 2013.05.23 16:52:00 -
[150] - Quote
but bringing it back to Amarr logi topic. Give me a sidearm on any other log suit plz!!! |
|
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
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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 |
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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 - 2013.05.27 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
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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
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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
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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
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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?
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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 - 2013.06.01 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
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
514
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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
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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
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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
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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
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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
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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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Doyle Reese
OSG Planetary Operations Covert Intervention
69
|
Posted - 2013.06.04 18:41:00 -
[181] - Quote
why does a Logi suit have so many Module slots anyway? I feel that they should have less total module slots IMO as it is their "cost" of their extra equipment slots. How do you guys feel about that? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 18:43:00 -
[182] - Quote
Terarrim wrote: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. Where in your argument do you account for either New Eden lore in general or more importantly the 2 on board skill buff to active armor tanking. Now I grant you one of those buffs is present across the entire Logi line but that speaks more towards Logi in general benefiting from some extra EHP than it detracts from the Amarr role as an active armor tanker. EVen setting aside the general Logi skill buff the Amarr suit buff is Skill Text wrote:+5% to efficacy of armor repairer modules per level. Since the skill buff requires the use of mods to gain any benefit (unlike on board suit traits) it's still clearly an dropsuit geared for active armor tanking. It also possesses a side arm and more limited slot/fitting configuration (even with my suggested alterations) due to it's more aggressive role (among Logi). Combine that slightly more 'slayer' role with it's limitations to movement et al and a bit more shield HP + recharge makes sense. It has the highest base HP of any Logi suit and is tied for highest armor HP with the Gal suit (which is in keeping with racial focus of the Gallente and Amarr on armor tanking as previously mentioned).
0.02 ISK Cross |
Terarrim
Valor Coalition RISE of LEGION
43
|
Posted - 2013.06.04 19:09:00 -
[183] - Quote
Cross Atu wrote:Terarrim wrote: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. Where in your argument do you account for either New Eden lore in general or more importantly the 2 on board skill buff to active armor tanking. Now I grant you one of those buffs is present across the entire Logi line but that speaks more towards Logi in general benefiting from some extra EHP than it detracts from the Amarr role as an active armor tanker. EVen setting aside the general Logi skill buff the Amarr suit buff is Skill Text wrote:+5% to efficacy of armor repairer modules per level. Since the skill buff requires the use of mods to gain any benefit (unlike on board suit traits) it's still clearly an dropsuit geared for active armor tanking. It also possesses a side arm and more limited slot/fitting configuration (even with my suggested alterations) due to it's more aggressive role (among Logi). Combine that slightly more 'slayer' role with it's limitations to movement et al and a bit more shield HP + recharge makes sense. It has the highest base HP of any Logi suit and is tied for highest armor HP with the Gal suit (which is in keeping with racial focus of the Gallente and Amarr on armor tanking as previously mentioned). 0.02 ISK Cross
I could argue back that I account for hybrid because as you stated ALL logis get the armour rep as standard. The base hit points for both armour and shield are almost the same. There is an in built buff in the suit that gives it an equivlent of 2 complex shield regulartors for free. The shield regen rate is also high. Then for armour you get the bonuses to the self reps.
So coupled with the fact that the base shields are high though not quite as high as the armour I believe there is much more of a hybrid going on here than galente suit for example. Both high and low slots are 3 and 3 not 2 and 4 or other combination. It all factors into a hybrid shield/armour character. If you decide to go damage mods on your upper slots then your going to go 2 full complex with 20 percent slow down on an allready slow suit you have to have the other low for complex reps. Your total armour is going to be on par with a starting heavy with slightly higher speeds. And your then nerfing yourself not only on speed but the fact your only using one repairer means your not ustilising fully the racial repair funciton.
Something like a complex plate x2 complex reps plus 2 or 3 complex shields with 1 or 0 enhanced shield recharger makes more sense to me. The way that they have built the suit. Besides devs have allready stated they wont be tied to eve lore to make weapons and equipment in dust if they wish to do other things.
As for people who are saying not enough high slots due to running two damage mods then I suggest you have the wrong character logis are support characters the amarr assault has extra shields on them and it makes more sense to go assault if you wish to run damage mods in my humble opinion.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 19:11:00 -
[184] - Quote
Doyle Reese wrote:why does a Logi suit have so many Module slots anyway? I feel that they should have less total module slots IMO as it is their "cost" of their extra equipment slots. How do you guys feel about that? I completely disagree.
The "cost" is pervasively lower base stats and the lack of a sidearm slot. The lower base stats not only limit the value of passive skills since a +25% bonus will yield a lower raw value when applied to 150 (Assault) vs 90 (Logi).
Beyond the lower base stats resulting in lower output from many passive skills they also take up slots in fittings (if one is trying to bring the Logi base stats in line with the Assault base stats of the same race). These changes require CPU/PG and slots to bring the Logi in line with the Assault as well as both SP and ISK to even construct the fitting in the first place making it a higher cost/investment to run the Logi equivalent of that races Assault even before we factor the SP and ISK costs of the equipment slots/mods into the fitting.
All of which brings us to the sidearm. The sidearm is not only a slot but it provides combat flexibility options. An Assault suit can use the sidearm to compensate for the short comings of it's light weapon and provide more overall ammo (which in prolonged firefights means more potential dps). The user of the Assault suit can also make a light weapon AV fit (AV or Flux nades plus plasma or swarm in the LW slot) and still have some defense against infantry due to the sidearm while the Logi suit has no such fallback being left with at most 9 rounds in the plasma for both AV and self-defense or even worse the swarms which reduce the Logi to melee only as a means of self-defense.
Having touched on some of the value of sidearms I'm jumping back to fittings really quick, assume for a moment that a Logi and an Assault run the same fit (meaning fits that net them functionally the same overall stats) then the Logi has 2-3 more equipment slots to fill and the Assault has a sidearm (Amarr aside). The Logi suit has more CPU/PG left to use for filling those equipment slots than it's Assault counterpart (again Amarr aside). But the cost is higher hear as well for the Logi has to spend the SP and ISK required on each different piece of equipment selected. With the net result being two fits that are approximately the same; the Logi bringing more support equipment to the field at a higher cost in both SP and ISK while the Assault brings more combat capacity to the field and does so at a lower overall cost.
That to me is proper balance since it maintains both niche values and risk vs reward. Some of the racial buffs my need looked into and revised but those are in many ways their own topic and can be addressed without alterations to the fundamental frames.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1082
|
Posted - 2013.06.04 19:31:00 -
[185] - Quote
Terarrim wrote:I could argue back that I account for hybrid because as you stated ALL logis get the armour rep as standard. The base hit points for both armour and shield are almost the same. There is an in built buff in the suit that gives it an equivlent of 2 complex shield regulartors for free. The shield regen rate is also high. Then for armour you get the bonuses to the self reps.
So coupled with the fact that the base shields are high though not quite as high as the armour I believe there is much more of a hybrid going on here than galente suit for example. Both high and low slots are 3 and 3 not 2 and 4 or other combination. It all factors into a hybrid shield/armour character. If you decide to go damage mods on your upper slots then your going to go 2 full complex with 20 percent slow down on an allready slow suit you have to have the other low for complex reps. Your total armour is going to be on par with a starting heavy with slightly higher speeds. And your then nerfing yourself not only on speed but the fact your only using one repairer means your not ustilising fully the racial repair funciton.
Something like a complex plate x2 complex reps plus 2 or 3 complex shields with 1 or 0 enhanced shield recharger makes more sense to me. The way that they have built the suit. Besides devs have allready stated they wont be tied to eve lore to make weapons and equipment in dust if they wish to do other things.
As for people who are saying not enough high slots due to running two damage mods then I suggest you have the wrong character logis are support characters the amarr assault has extra shields on them and it makes more sense to go assault if you wish to run damage mods in my humble opinion.
All Logis get one of the armor rep bonuses, and it's the innate one not the one that requires the use of Low Power mods to benefit from. The Amarr suit gains zero benifit from it's racial (as opposed to "class") skill buff if it's not running repair mods. Even when it is the buff equates roughly to 1 free complex repper if the Merc fits 2 actual complex reppers (using max skills). Such a loadout requires 2 of the 3 low slots on the suit, and the value of that extra repper is ~5 hp/s or the same as the native rep all logis get.
The base HP for Armor is roughly speaking 1/3rd higher than for shields which when comparing stats is non-trivial, a 1/3rd shift can make or brake the balance on many stats and shouldn't be dismissed. The shield recharge is weaker than both the Cal and Min logi suits in amount and equal to or weaker than both in recharge delay states. In short the Amarr logi surpasses only the Gallente logi with regards to shield tank, remaining on balance weaker than Min or Cal.
I agree with your general fittings layout as far as effect, 2 compext reps, 1 complex plate and 2-3 [best you can fit] shield extenders is perhaps the most resilient Amarr logi build out there and that sits you at 258 Shields and 351 Armor with an armor rep (all skills and mods combined) of 20.62.
Hence why the Amarr is an active armor tanker because building ones low slots differently drastically reduces the viability of the suit/doesn't take advantage of it's racial buffs. Either the Cal or Min suits can out shield tank the Amarr suit and the Min suit can out hybrid tank the Amarr suit if you ignore the Amarr racial buff. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
11
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Posted - 2013.06.04 20:02:00 -
[186] - Quote
What is with you people?
Amarr is for armor tanking?
I should go Assault?
Why don't you 'anti damage people' play with a militia scrambler pistol only?
Why is it that all y'all can think of when y'all see low slots is stacking heavy ass armor?
What about improving your hacking speed?
What about improving your stamina?
(anyways) Why can't y'all see the imbalance of a suit with excessive heavy ass armor ESPECIALLY when you know that slow ass(hence easier targeted)Heavy suits aren't invincible & Certain Weapons Chew Through Armor?
I do not want to use any suit with less than 3 equipment slots, & which lacks in CPU & PG just because I want to use a sidearm & am smart enough to use damage amplifiers - & which BTW I am free to use & stack as I please THANK YOU... If you do not understand the need to be able to take care of yourself efficiently - REGARDLESS of which class you are, you're in for lot's of self induced frustration on the battlefield... The longer you take to take out an enemy, is the more time\chance he has to take you out - & with that said - what happens to you if he's smart enough to use damage mods AND is using a weapon which chews through armor - HMMM!? Respawn... -.-
Y'all are unreasonable...
I HOPE that if they do decide to bring the APR up to par with the other Logis, that they do so by adding a needed high slot...
DON'T LISTEN TO THEM DUST GODS - LISTEN TO MEEE...
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RedBleach LeSanglant
PFB Pink Fluffy Bunnies
295
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Posted - 2013.06.04 20:22:00 -
[187] - Quote
Doyle Reese wrote:why does a Logi suit have so many Module slots anyway? I feel that they should have less total module slots IMO as it is their "cost" of their extra equipment slots. How do you guys feel about that?
Get out. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1086
|
Posted - 2013.06.04 20:30:00 -
[188] - Quote
P-A-R-A-D-O-X wrote:What is with you people?
Amarr is for armor tanking?
I should go Assault?
Why don't you 'anti damage people' play with a militia scrambler pistol only?
Why is it that all y'all can think of when y'all see low slots is stacking heavy ass armor?
What about improving your hacking speed?
What about improving your stamina?
The Amarr suit already has a sidearm so it's on base more dps geared than it's counterparts in the Logi line, I fail to see how trying to give it a viable tank is 'anti-damage' but perhaps that statement wasn't directed at my posts, it is rather unclear. The point regarding the Amarr Logi is that to be baseline functional considering it's racial buffs and base armor HP it essentially needs to run 2 complex reppers and 1 complex plate, thus requiring an additional low slot to do anything else with (personally I'd buff the tank on it due to it's niche role but that last slot, if added, would provide some flex).
The Minmitar suit gives a hacking bonus, and is faster. Both of which mean it'd would be the logical choice for a Logi spec'ed either to hack or be highly mobile (or both). The Gal suit has more total low slots allowing for a reasonable tank and still fitting in some hacking or mobility mods (and it's also faster than the Amarr suit). Both Gal and Min Logi suits not only gain greater advantages out of mobility mods due to their base move values but also don't lose out on their racial suit buffs if they fit mods outside of armor tanking (the Amarr suit however does lose the effect of those racial buffs).
So yes the Amarr suit is for armor tanking. There are other Logi suits which fit other in role niches more effectively, it's not about being 'unable' to see the use for a low slot beyond armor tanking, it's a matter of not wasting the value of SP et al spent by building converse to the base values of the suit in question. Besides which if you want a logi with dps 3 damage mods (even when split 2 and 1 between LW and sidearm) isn't far off max viable so it's not a big shortfall, certainly not enough of one to justify requiring another high power slot on the most dps capable logi suit when that suit is also geared for armor taking.
Further not all plates will be slow, CCP has confirmed two new types coming one of which self resp and the other which will have no movement penalty.
Besides which a Logi suit with a sidearm and 4 high slots begins to stray much closer to the merits and niche of an Assault suit, so while I completely agree the Amarr Logi needs a buff a high slot isn't it.
0.02 ISK Cross
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RedBleach LeSanglant
Company of Marcher Lords Amarr Empire
296
|
Posted - 2013.06.05 11:07:00 -
[189] - Quote
Thanks for jumping in on this Cross. I spec'ed into the Amarr just for the challenge and i am paying for it every time i go back and run my Min. Everything is smoother with the Min. Oh well. I guess when I have 5 mill sp lying around I try another suit set up.
speaking to the Speed. Though it has higher stamina I often get out run by many other characters even thought the base speed is just slightly lower than the rest of the logis... so the larger stamina is really just a balance for the armor to sprint the same distance at a slower speed... sad :( |
Mark0h
SVER True Blood Unclaimed.
33
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Posted - 2013.06.05 16:34:00 -
[190] - Quote
Just up the pg and base stats. It's ez. Come on devs :] |
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Mark0h
SVER True Blood Unclaimed.
35
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Posted - 2013.06.07 20:30:00 -
[191] - Quote
TTT because this isn't a thread that should be 10 pages back. We want PG upgrade!!!! maybe slightly better run speed. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1103
|
Posted - 2013.06.07 23:47:00 -
[192] - Quote
Mark0h wrote:TTT because this isn't a thread that should be 10 pages back. We want PG upgrade!!!! maybe slightly better run speed.
I can't comment on how run speed would effect suit balance in this case (I mean I'd love to move faster but I'm not quite sure where that scales off the top of my head).
PG seems pretty much needed to the point where I honestly entertain the idea that the wrong values were input at build release (maybe there's a great fitting I'm missing that doesn't guzzle PG but usually I'm not that bad at fittings and so far I'm not seeing it).
I still think another Low Power slot is important/nearly requisite as well just to bring the Amarr suit into line with the Gal suit when it comes to tank value (and since the racial buff of the Amarr suit is about active tanking this seems like an area where it's got to be able to compete).
0.02 ISK Cross
ps ~ page 10 does seem a bit far back |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
680
|
Posted - 2013.06.08 00:32:00 -
[193] - Quote
Cross Atu wrote:Mark0h wrote:TTT because this isn't a thread that should be 10 pages back. We want PG upgrade!!!! maybe slightly better run speed. I can't comment on how run speed would effect suit balance in this case (I mean I'd love to move faster but I'm not quite sure where that scales off the top of my head). PG seems pretty much needed to the point where I honestly entertain the idea that the wrong values were input at build release (maybe there's a great fitting I'm missing that doesn't guzzle PG but usually I'm not that bad at fittings and so far I'm not seeing it). I still think another Low Power slot is important/nearly requisite as well just to bring the Amarr suit into line with the Gal suit when it comes to tank value (and since the racial buff of the Amarr suit is about active tanking this seems like an area where it's got to be able to compete). 0.02 ISK Cross ps ~ page 10 does seem a bit far back
Again, hoping the rationale with respect to extra low slot was absorbed by CCP, and is incoming with the client update adjustments. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1104
|
Posted - 2013.06.08 01:13:00 -
[194] - Quote
Agreed Zeylon. If not then I'll gear up for another testing cycle with the new patch and present those findings as well and either things will be balanced then with what they've changed or the issue will need to be reiterated. But totally fingers crossed that it's been considered and acted upon |
Lasarte Ioni
Solar Fleet Enterprises
102
|
Posted - 2013.06.10 16:45:00 -
[195] - Quote
Bump for great justice! |
Terarrim
Valor Coalition RISE of LEGION
44
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Posted - 2013.06.13 16:14:00 -
[196] - Quote
With the new armour types having high PG I am very worried were going to have huge issues fitting these at the moment. I am also worried we have heared nothing about not just balancing this suit but giving the suit a desperatly needed base PG boost so its at least at the level of others. Please please please give us that PG boost at the same time as the new armour so we can at least take advantage of our suits racial modifiers.
Thanks. |
Terarrim
Valor Coalition RISE of LEGION
44
|
Posted - 2013.06.13 16:17:00 -
[197] - Quote
Another point I should have added is why so low PG when our racial weapons lazer and scramblers are one of the heaviest pg costs in the game. |
SleezyBigSlim
DUST University Ivy League
7
|
Posted - 2013.07.11 15:05:00 -
[198] - Quote
I just skilled into the basic Amar logi suite. Scored the most war points on my team very 1st match and not 1 kill. Don't tell me the Amar logi can't provide support. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
217
|
Posted - 2013.07.11 15:08:00 -
[199] - 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.
Weird how you guys respond somewhat quickly to the grunts problems, but pilots get nothing, even though everybody knows that there's serious issues....... |
Nack Jicholson
DUST University Ivy League
24
|
Posted - 2013.07.17 19:45:00 -
[200] - Quote
I am building an Amarr Logi for the very specialized role of being a supporter for heavies. Which I think it is sort of well suited to.
- Slowest Logi Suit, stay with heavies easier. - Highest base shield and armor. Heavies naturally draw a lot of resistance, I can tank with them and die less. - Racial bonus to Armor repair. In downtime when I'm repping the heavy, I will rep myself as well. - Yes, at proto, I get a sidearm! When they get killed, I may actually be able to clean up and needle them. - Just enough equipment slots for everything they need (at proto), Rep, Needles, Hives.
I love the suggestions in this thread though. Even though I'm using it, I do think overall it may be the worst Logi suit. I think having a sidearm at the Advanced level would be incredibly helpful. Having to get all the way to proto before seeing any benefit of going Amarr is really painful. |
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Terarrim
Valor Coalition RISE of LEGION
51
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Posted - 2013.07.17 22:46:00 -
[201] - Quote
Nack Jicholson wrote:I am building an Amarr Logi for the very specialized role of being a supporter for heavies. Which I think it is sort of well suited to.
- Slowest Logi Suit, stay with heavies easier. - Highest base shield and armor. Heavies naturally draw a lot of resistance, I can tank with them and die less. - Racial bonus to Armor repair. In downtime when I'm repping the heavy, I will rep myself as well. - Yes, at proto, I get a sidearm! When they get killed, I may actually be able to clean up and needle them. - Just enough equipment slots for everything they need (at proto), Rep, Needles, Hives.
I love the suggestions in this thread though. Even though I'm using it, I do think overall it may be the worst Logi suit. I think having a sidearm at the Advanced level would be incredibly helpful. Having to get all the way to proto before seeing any benefit of going Amarr is really painful.
I build my Proto Logi for those exact Reason heavy support but thats gone straight out of the window and I will explain why.
Highest base shield and armour are nice but eventually the lack of slots mean that all the other races will eventually have higher/much higher hitpoints. In addition with the lack of Pg you will not be able to use Complex Plates if you want have a proto weapon and a proto grenade and Proto Repair.
Racial Bonus is virtually usless as you have to equip a proto PG to be viable at all this reduces to two slots and even then the most you will be able to put in low slots is enhanced armour and advanced repper. All other races with 4 or more low slots can rep better and armour tank better. Due to not being able to fit two complex reppers or even 2 enhanced reppers the bonus is usless.
Unless your using a flaylock your going to be forced to use advanced sidearm at best.
Lastly repping heavies while handy is not viable in PC.
1. The 100 odd secs is very hard to use as its 10 meters only meaning that its hard to keep locks on. 2. Your only being usefull if the Heavy is down to armour in the first place 3. Contact grenades, Infantry grenades Flaylocks mean that your rep is usless you cannot out rep weapons that are doing 600+ damage.
Basicly due to sidearm the Amarr heavy makes for a good allrounder they are a good choice for a swarm launcher logi for example etc.
Due to the need for droplinks in PC putting these down are far more important than anything else, ammo comes second then remote explosives lastly the support of rez and rep are way down. Usually the fights are far to hectic to do anything other than fight back and support your team mates and make sure that they allways have droplinks to come into.
A rep rez and ammo logi is a very expensive luxury in PC and one that you can only use if there are allready lots of logi's helping out with the other duties like drop links etc.
BTW I am a Proto logi with 18mil+ sp with all PG/CPU skills maxed out. The Amaar logi is inferior in all ways with the possible exception of its flexibilty like swarm launchers that the side arm gives it. |
Nack Jicholson
DUST University Ivy League
25
|
Posted - 2013.07.17 23:23:00 -
[202] - Quote
Terarrim wrote:Nack Jicholson wrote:I am building an Amarr Logi for the very specialized role of being a supporter for heavies. Which I think it is sort of well suited to.
- Slowest Logi Suit, stay with heavies easier. - Highest base shield and armor. Heavies naturally draw a lot of resistance, I can tank with them and die less. - Racial bonus to Armor repair. In downtime when I'm repping the heavy, I will rep myself as well. - Yes, at proto, I get a sidearm! When they get killed, I may actually be able to clean up and needle them. - Just enough equipment slots for everything they need (at proto), Rep, Needles, Hives.
I love the suggestions in this thread though. Even though I'm using it, I do think overall it may be the worst Logi suit. I think having a sidearm at the Advanced level would be incredibly helpful. Having to get all the way to proto before seeing any benefit of going Amarr is really painful. I build my Proto Logi for those exact Reason heavy support but thats gone straight out of the window and I will explain why. Highest base shield and armour are nice but eventually the lack of slots mean that all the other races will eventually have higher/much higher hitpoints. In addition with the lack of Pg you will not be able to use Complex Plates if you want have a proto weapon and a proto grenade and Proto Repair. Racial Bonus is virtually usless as you have to equip a proto PG to be viable at all this reduces to two slots and even then the most you will be able to put in low slots is enhanced armour and advanced repper. All other races with 4 or more low slots can rep better and armour tank better. Due to not being able to fit two complex reppers or even 2 enhanced reppers the bonus is usless. Unless your using a flaylock your going to be forced to use advanced sidearm at best. Lastly repping heavies while handy is not viable in PC. 1. The 100 odd secs is very hard to use as its 10 meters only meaning that its hard to keep locks on. 2. Your only being usefull if the Heavy is down to armour in the first place 3. Contact grenades, Infantry grenades Flaylocks mean that your rep is usless you cannot out rep weapons that are doing 600+ damage. Basicly due to sidearm the Amarr heavy makes for a good allrounder they are a good choice for a swarm launcher logi for example etc. Due to the need for droplinks in PC putting these down are far more important than anything else, ammo comes second then remote explosives lastly the support of rez and rep are way down. Usually the fights are far to hectic to do anything other than fight back and support your team mates and make sure that they allways have droplinks to come into. A rep rez and ammo logi is a very expensive luxury in PC and one that you can only use if there are allready lots of logi's helping out with the other duties like drop links etc. BTW I am a Proto logi with 18mil+ sp with all PG/CPU skills maxed out. The Amaar logi is inferior in all ways with the possible exception of its flexibilty like swarm launchers that the side arm gives it.
Wow, this game sucks. I quit. |
Seymor Krelborn
DUST University Ivy League
258
|
Posted - 2013.07.18 16:12:00 -
[203] - Quote
Nack Jicholson wrote:Terarrim wrote:Nack Jicholson wrote:I am building an Amarr Logi for the very specialized role of being a supporter for heavies. Which I think it is sort of well suited to.
- Slowest Logi Suit, stay with heavies easier. - Highest base shield and armor. Heavies naturally draw a lot of resistance, I can tank with them and die less. - Racial bonus to Armor repair. In downtime when I'm repping the heavy, I will rep myself as well. - Yes, at proto, I get a sidearm! When they get killed, I may actually be able to clean up and needle them. - Just enough equipment slots for everything they need (at proto), Rep, Needles, Hives.
I love the suggestions in this thread though. Even though I'm using it, I do think overall it may be the worst Logi suit. I think having a sidearm at the Advanced level would be incredibly helpful. Having to get all the way to proto before seeing any benefit of going Amarr is really painful. I build my Proto Logi for those exact Reason heavy support but thats gone straight out of the window and I will explain why. Highest base shield and armour are nice but eventually the lack of slots mean that all the other races will eventually have higher/much higher hitpoints. In addition with the lack of Pg you will not be able to use Complex Plates if you want have a proto weapon and a proto grenade and Proto Repair. Racial Bonus is virtually usless as you have to equip a proto PG to be viable at all this reduces to two slots and even then the most you will be able to put in low slots is enhanced armour and advanced repper. All other races with 4 or more low slots can rep better and armour tank better. Due to not being able to fit two complex reppers or even 2 enhanced reppers the bonus is usless. Unless your using a flaylock your going to be forced to use advanced sidearm at best. Lastly repping heavies while handy is not viable in PC. 1. The 100 odd secs is very hard to use as its 10 meters only meaning that its hard to keep locks on. 2. Your only being usefull if the Heavy is down to armour in the first place 3. Contact grenades, Infantry grenades Flaylocks mean that your rep is usless you cannot out rep weapons that are doing 600+ damage. Basicly due to sidearm the Amarr heavy makes for a good allrounder they are a good choice for a swarm launcher logi for example etc. Due to the need for droplinks in PC putting these down are far more important than anything else, ammo comes second then remote explosives lastly the support of rez and rep are way down. Usually the fights are far to hectic to do anything other than fight back and support your team mates and make sure that they allways have droplinks to come into. A rep rez and ammo logi is a very expensive luxury in PC and one that you can only use if there are allready lots of logi's helping out with the other duties like drop links etc. BTW I am a Proto logi with 18mil+ sp with all PG/CPU skills maxed out. The Amaar logi is inferior in all ways with the possible exception of its flexibilty like swarm launchers that the side arm gives it. Wow, this game sucks. I quit.
dudes about to be wrong as the nerf bat swingeth and the buffs get handed out...
and the tears that collect will pool into mighty oceans drowning all but the strongest of us in the dust community...
oh it will be a sight to behold....
I am really gonna enjoy this |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
21
|
Posted - 2013.07.18 20:52:00 -
[204] - Quote
(Speech? O.O)
Although I see & appreciate a 'win' for the Amarr Logi, I feel at a loss since my personal High Slot request was denied for another low slot(which I will 'feel' the ramifications of out on the battlefield)... =\
However - I am known to adapt(& can at times make do)... >.>
Anyways - thank The Dust Gods for their kind consideration & corresponding action... =]
P-A-R-A-D-O-X, out... |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
381
|
Posted - 2013.07.30 22:38:00 -
[205] - Quote
Agreed. Thank you CCP for listening to the discussions, arguments, and tantrums of your players and forming a solution that you felt would be best for the game. Thank you, again for the adjustments. I continue to look forward to future updates and changes to make the game even better. |
Logi Bro
Greatness Achieved Through Training EoN.
1955
|
Posted - 2013.07.30 23:28:00 -
[206] - Quote
CCP Remnant wrote:crazy space 1 wrote:Plus sometimes, we only think were right. But mm. In a lot of cases yeah you could be doing a better job no offence, its your art and I'm telling what ate the weakest parts in my opinion .
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.
I don't suppose you ever took a look at my suggestions for racial bonuses....figured I would ask since you are making large changes to the system. |
Thurak1
Psygod9 RISE of LEGION
18
|
Posted - 2013.07.31 00:49:00 -
[207] - Quote
if all you amar logis cant keep up with the assault suits just find a heavy to huddle behind. I guarantee you can outrun them and they can do a good number on the enemy especially with someone helping keep their armor up. You can even be very valuable helping to defend them when a scout comes up to try knocking them off at least you can turn fast enough to hit them and give the heavy a chance to get a bead on them. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1351
|
Posted - 2013.07.31 01:14:00 -
[208] - Quote
RedBleach LeSanglant wrote:Agreed. Thank you CCP for listening to the discussions, arguments, and tantrums of your players and forming a solution that you felt would be best for the game. Thank you, again for the adjustments. I continue to look forward to future updates and changes to make the game even better. ^This |
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