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Zelda Fawcett
Chatelain Rapid Response Gallente Federation
0
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Posted - 2013.05.10 01:12:00 -
[31] - Quote
So basically you're saying that skilling into a dropsuit would simply allow you to fit better level modules? You keep the STD, ADV and PRO determined by the modules equipped instead? I REALLY like this idea. |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:14:00 -
[32] - Quote
Zelda Fawcett wrote:So basically you're saying that skilling into a dropsuit would simply allow you to fit better level modules? You keep the STD, ADV and PRO determined by the modules equipped instead? I REALLY like this idea.
Essentially yes, less hassle of moving up suits, far lesser hassle for the developers to balance the suits against others of their peer and will allow far more future variety. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
605
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Posted - 2013.05.10 01:35:00 -
[33] - Quote
Wait, isn't the Caldari Logi the real problem? |
Delirium Inferno
Edoras Corporation
176
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Posted - 2013.05.10 01:42:00 -
[34] - Quote
With this idea, how would ISK prices work? Because right now there is quite a difference between the price of a standard and prototype suit.
Also most this stuff sounds wonderful, especially how each Tech 2 suit would get a different slot configuration than the tech 1s, which is a big problem right now. What time frame are we talking though for when such a thing could be implemented? |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:51:00 -
[35] - Quote
Delirium Inferno wrote:With this idea, how would ISK prices work? Because right now there is quite a difference between the price of a standard and prototype suit.
Also most this stuff sounds wonderful, especially how each Tech 2 suit would get a different slot configuration than the tech 1s, which is a big problem right now. What time frame are we talking though for when such a thing could be implemented?
If prices had to be maintained the prices would shift over to the modules on an average even distribution based on slots and throughout, HOWEVER I am expecting in the future that when player market and blueprint manufacturing opens up that prototypes and advanced modules will no longer be npc bought but instead player salvaged, researched, designed, and sold. |
Citpaan Hacos
BetaMax. CRONOS.
41
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Posted - 2013.05.10 02:48:00 -
[36] - Quote
After a bit of thought, I'm good with the skill change and advanced/proto removal (only for suits though, it MUST stay for gear). The skill system you propose would make having multiple suits of each class workable like EVE ships, and increases the value of the skills, which are kind of underwhelming as it. Current advanced and proto could maybe come back with the player market in the form of faction army and pirate gear from limited rewards. Nubs earn it, sell it to vets for a windfall, and we use it for those special occasions for that edge.
I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
If you're really hung up on a sidearm logi with appropriate bonuses, push for it to be a Type-II, or Type-III even, and let the meta decide what's more awesome. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
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Posted - 2013.05.10 03:02:00 -
[37] - Quote
If they changed the slots to sidearm I would expect another respec because I know my fellow Caldari Logistics people would hate to be stuck with a sidearm. Personally I haven't even gotten to play yet because update 3.04 keeps getting 80710723 error before finishing then making me start from the beginning. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:07:00 -
[38] - Quote
Ronan Elsword wrote:If they changed the slots to sidearm I would expect another respec because I know my fellow Caldari Logistics people would hate to be stuck with a sidearm. Personally I haven't even gotten to play yet because update 3.04 keeps getting 80710723 error before finishing then making me start from the beginning.
Yes if implemented this idea would require refunding spent skill points into the suits and refunding all the suits and fits.
As for logistics losing the light arm is the other reason why I want carbines for them and other light weight options. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:17:00 -
[39] - Quote
Citpaan Hacos wrote:After a bit of thought, I'm good with the skill change and advanced/proto removal (only for suits though, it MUST stay for gear). The skill system you propose would make having multiple suits of each class workable like EVE ships, and increases the value of the skills, which are kind of underwhelming as it. Current advanced and proto could maybe come back with the player market in the form of faction army and pirate gear from limited rewards. Nubs earn it, sell it to vets for a windfall, and we use it for those special occasions for that edge.
I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
If you're really hung up on a sidearm logi with appropriate bonuses, push for it to be a Type-II, or Type-III even, and let the meta decide what's more awesome.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
|
Posted - 2013.05.10 03:40:00 -
[40] - Quote
I bunch of proto suit vets will always beat people who played like that. They were all bunched up like a school of fish. Being the yellow power ranger does help though. |
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RECON BY FIRE
Internal Error. Negative-Feedback
137
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Posted - 2013.05.10 03:43:00 -
[41] - Quote
I would rather keep everything that is current in Uprising, to include all known bugs, than implement your ideas here. All of them, especially those concerning the logi, are pure garbage. Im not saying this as a logi abuser as the only SP Ive spent so far is in AV grenades, but to take the ability of carrying a primary weapon away is asinine. No amount of range bonus will make sidearms good enough to consistently run as a primary.
Instead we should keep the system even more simple and keep what we have and actually, wait for it..... BALANCE THEM! Such as why does the Caldari logi have 5 highs and 4 lows but Gallente has 3 highs and 5 lows. Who decided this would be balanced and wouldn't again help make shields most viable? Not to mention that wasn't enough to ensure shields stayed on top, were gonna give it a bonus to extender HP on top of the bonus the skill for extenders give them! Asinine! And then, cause that's not all, they decided to make the shield delay on logis much lower than that of assaults. Its an obvious no-brainer of what suit you should run at that point, especially considering logis also get a built in proto armor rep!!!
Simply balance these issues and everything will be fine, there is no need to redo the entire dropsuit system. Just fix what we have. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
|
Posted - 2013.05.10 03:46:00 -
[42] - Quote
I'm just hoping they add a Caldari light weapon soon. This shield boost will be out weighed by the scrambler rifle. Personally after I get access again I'm going Caldari Logi with Exile assault rifle until scrambler rifle comes out to test them. |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 04:33:00 -
[43] - Quote
This is my question (I skimmed most of it)
You are suggesting revamping pretty much the core working of dropsuits. You go into great detail and some of it I really like. But what's the point? Do you think CCP would actually redo the core part of the game? I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? |
Citpaan Hacos
BetaMax. CRONOS.
41
|
Posted - 2013.05.10 05:17:00 -
[44] - Quote
XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it?
You're aware IWS is a member of the CPM, right? |
Benarias
BetaMax. CRONOS.
0
|
Posted - 2013.05.10 09:59:00 -
[45] - Quote
While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again. |
Eskel Bondfree
DUST University Ivy League
88
|
Posted - 2013.05.10 10:54:00 -
[46] - Quote
Iron Wolf Saber wrote:Citpaan Hacos wrote: I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. I agree with Citpaan Hacos, restricting logis to side arms is a bad idea. Better solution is to reduce overall CPU/PG of logis, and give them a fitting bonus for equipment and modules they need for their role. This should include fitting a strong tank, but not high end weapons or damage modules. In addition give assaults boni on weapon effectiveness and/or weapon fitting. This should do the trick and make assaults the better option for a combat role, without delegating logis to mere bystanders during fire fights.
Imho, Dust is about giving a lot of options to make your own choices, and not about locking people into narrow roles or a certain weapon category. More and better side arms? I'm for it! Side arm bonus for logi and light weapon bonus for assaults? Yes! This increases the number of options a logi has, without making assaults obsolete. But taking away light weapons from logis? No, please. |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 10:57:00 -
[47] - Quote
Citpaan Hacos wrote:XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? You're aware IWS is a member of the CPM, right?
Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system? |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 11:00:00 -
[48] - Quote
Benarias wrote:While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again.
Agreed with everything you said as a *former* Mass Driver user, only I think the solution is to improve the Assault suits rather then nerf the Logi suits. |
Needless Sacermendor
Red Fox Brigade
252
|
Posted - 2013.05.10 11:42:00 -
[49] - Quote
XXfootnoteXX wrote:Benarias wrote:While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again. Agreed with everything you said as a *former* Mass Driver user, only I think the solution is to improve the Assault suits rather then nerf the Logi suits. This ^^
Also are we comparing the specialist logi suits to the basic medium frame assaults, or is there little differwnce between those and the specialist assault suits ... maybe therein lies the problem ... the specialist assault suits need to be better, but then we also need a basic logi suit. |
Citpaan Hacos
BetaMax. CRONOS.
41
|
Posted - 2013.05.10 11:44:00 -
[50] - Quote
XXfootnoteXX wrote:Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system?
What's happening is, he put this together (maybe with a bit of help, idk), and he'd like to present it to CCP formally. BUT, before he does that, he's asking us what WE think of the whole thing, BEFORE he does it. (So that maybe, he doesn't accidentally do something like suggest removing light weapons from logis)
As for what CCP will and won't do is irrelevant. The CPMs job is to work as a playerbase advocate, and an additional, more manageable interface between players and the devs. (Important, I say additional, not only.) And most of the proposal isn't that crazy. The really big thing is dropping the tiers, and for the suits, it really isn't a half bad idea. |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
|
Posted - 2013.05.10 13:41:00 -
[51] - Quote
Carbine variants, I want to use them on my logisuit.
IWS delivers yet another thread that makes too much sense for the forums to understand :P |
RECON BY FIRE
Internal Error. Negative-Feedback
139
|
Posted - 2013.05.10 14:04:00 -
[52] - Quote
Citpaan Hacos wrote:EDIT: Wait wait, I ****ing got it, how you can have your cake IWS. Ships in EVE can have bonuses like "20% reduced CPU need for Cloaking Devices per level". Leave the light and sidearm slots as is, add a bonus (either straight or divided by level) "90% reduced CPU and Powergrid need for Sidearms", and cut the suit's CPU/PG by one sidearms worth. You can run the same fit you have right now, OR have more CPU/PG available by running two Sidearms instead. Options expanded, no nerfs!
That's actually a pretty good idea. Make that the logi role bonus instead of built in rep? |
Vaerana Myshtana
Bojo's School of the Trades
880
|
Posted - 2013.05.10 14:45:00 -
[53] - Quote
Hell YEAH!
Tech 1, Tech 2, (someday) Tech 3.
Let's keep it simple!
You rock Iron Wolf!
Hey CCP:
MAKE IT SO! |
Kesi Raae Kaae
Much Crying Old Experts
66
|
Posted - 2013.05.10 15:20:00 -
[54] - Quote
In EVE it's like this:
Rifter (Tech 1 Frigate)
Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level
Wolf (Tech II Assault Frigate)
Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level
Assault Ships Skill Bonus: 5% bonus to Small Projectile Turret Damage per level and 10% bonus to Small Projectile Falloff Range per level
So in your example for DUST it would be something like this?
Minmatar Medium Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
Minmatar Assault Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
Minmatar Assault Frame Skill Bonus: 3% to Projectile Weapon Damage and 3% Clip Size Bonus per level
That means, when using an Assault suit, that even if you only have the Assault Frame Skill to level 1 you'll still benefit from 50% extra fitting and 25% extra ammo due to you having the Medium Frame skill to level V. |
Iron Wolf Saber
Den of Swords
4033
|
Posted - 2013.05.10 16:15:00 -
[55] - Quote
XXfootnoteXX wrote:Citpaan Hacos wrote:XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? You're aware IWS is a member of the CPM, right? Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system?
an idea I am kicking around. Lot of the logistics didn't like the re-weaponizing the logi, mostly the mass driver ordeal. I am not sure how many of them are current Logi AR/ScR users though |
Avinash Decker
BetaMax. CRONOS.
39
|
Posted - 2013.05.10 22:42:00 -
[56] - Quote
The idea seems pretty good. |
Iron Wolf Saber
Den of Swords
4042
|
Posted - 2013.05.11 04:29:00 -
[57] - Quote
Added a notice since people can't seem to read the whole idea and understand how it was approached and what it is trying to fix, This idea is a forest sized idea, not a single tree idea. |
Killit With Fire
Chatelain Rapid Response Gallente Federation
2
|
Posted - 2013.05.11 10:39:00 -
[58] - Quote
I really like this idea of rebalancing and simplification (I won't talk about this logi case, only general intent). However, this Tech 1,2,3 idea seems a little too EVE, when Dust uses Standard, Advanced, Prototype tears. So I'd like to see suit progression resemble more of the current weapon progression.
So you go to the market -> Dropsuits -> Frame (light, medium, heavy) -> Race, and see something like this (for example Gallente medium):
- Standard
- Standard Medium Gallente - entry level medium suit for Gallente (requires Gallente Medium Dropsuits Level 1)
- Advanced
- Advanced Medium Gallente - improved medium suit for Gallente, still all-around suit (requires Gallente Medium Dropsuits Level 3)
- Advanced Assault Gallente - similar to Advanced Medium Gallente suit but geared more for killing (requires Gallente Medium Dropsuits Level 4 and Gallente Assault Dropsuits Level1)
- Advanced Logistics Gallente - similar to Advanced Medium Gallente suit but geared more for assistance (requires Gallente Medium Dropsuits Level 4 and Gallente Logistics Dropsuits Level 1)
- Prototype
- Prototype Assault Gallente - improved version of Advanced Assault Gallente suit (Gallente Medium Dropsuits Level 5 + Gallente Assault Dropsuits Level 3)
- Prototype Logistics Gallente - improved version of Advanced Logitstics Gallente suit (Gallente Medium Dropsuits Level 5 + Gallente Logistics Dropsuits Level 3)
Now why do I think this can be a good idea
- Resembles weapons progression so it would be more natural to Dust and easier to understand for newer people who are not familiar with EVE Tech levels. Specialist suits are like those breach and tactical weapons' variants.
- Suits are grouped by race, because they share skills and make natural progression path. Since respec into different races seems to be hard by design, there's no need for me to search for my racial suit in a bunch of unrelated stuff in a market.
- Specialist suits are available earlier for a newer players (Specialist Dropbuit skill would require Racial Dropsuit skill level 4).
- Since top specialist suit requires specialist skill level 3 it would create some diversity between those who pushed for example Assault Dropsuit to level 5 and those who stayed on level 3.
- If you want to have best suit with best bonuses it will require to learn both Racial Dropsuit and Specialist Dropsuit to level 5 just like now.
- No all-around suit at prototype level only specialist suits.
Of course leave Militia suits as they are (without skill requirement) and add Aurum suits where needed (with lower skill requirements).
The downside of all this might be that specialist roles are not that clear anymore. But on the bright side - it might encourage creativity and experimentation with fits. |
Eskel Bondfree
DUST University Ivy League
92
|
Posted - 2013.05.11 12:06:00 -
[59] - Quote
Iron Wolf, I think you forgot to explain what a 'link slot' is supposed to be? Can't find it anywhere, though I remember seeing it in one of the first versions of you original post. |
Baldy bonce
Seraphim Initiative. CRONOS.
1
|
Posted - 2013.05.11 12:45:00 -
[60] - Quote
at what point did we get tech 2 suits or modules? all i see on market are tech 1 variants, std,adv and proto ,just like in eve. surely if we had tech 2 it would say that on the mod,weapon,suits.and if what we have now is supposedly t2 then this game is dumbing down far to much .maybe its just my perspective, but i want a game that will allow my char to grow, i would like to spend time getting into a real t2 suit , with maybe t2 resists and t2 bonuses. what we have now is just t1 stuff with added sp sinks to try and slow players progression. the proto basic frames are like buying a cruiser without any bonuses and the specialized suits are no different to standard t1 ships . t2 would be what we have now but with another set of bonuses . imagine a t2 heavy with bonuses to maybe tanking Hav damage long enough to stand toe to toe for a Short time and not being one shotted ,maybe a logi suit that actually improved remote rep rates or a revive% increase .of course non of this can happen if the game is simplified any more. |
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