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Iron Wolf Saber
Den of Swords
4015
|
Posted - 2013.05.10 04:55:00 -
[31] - Quote
WyrmHero1945 wrote:Caldari logis (me) will die very fast to SRs. Wait for it arrive you'll see. Plus they're super slow I prefer the basic/assault suit for offense.
Overall combat wise the sniper rifles are nearly no shows. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
65
|
Posted - 2013.05.10 04:55:00 -
[32] - Quote
WyrmHero1945 wrote:Caldari logis (me) will die very fast to SRs. Wait for it arrive you'll see. Plus they're super slow I prefer the basic/assault suit for offense.
THEY are not SUPER SLow. The are fast enough to outspeed Heavies and have enough slots to increase their speed dramatically...
Still, i just Hope Scrambler Rifles do the job, im im obviously gonna use that since im Freakn fed up with Caldari Logi Tankers with Duvolles.... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
614
|
Posted - 2013.05.10 04:56:00 -
[33] - Quote
KING CHECKMATE wrote:RIP scout suits... I cant believe CCP even nerfed them...
''Like I said based on personal experience, logi and assaults with MD where fairly common back in Chromosome and it was considerably normal regarding their use. Rounding a corner and seeing a scout bull rushing you trying to head-shot you with the MD was extremely unusual, odd, and unexpectedly scary at that one moment.''
AND THE MASS DRIVER, i miss running around shooting that thing.... u.u Yeah man, I miss those days even if they were frustrating. Remember that time we were in skim junction and you charged me as I was going to point A? We exchanged shots and killed each other at the same time. I got a damn kill assist off of that lol.
Hey IWS, I have a proposal if we do get restricted to sidearms. I want tackling, target painting, jamming, noseferatu and other EWAR stuff to be for logibros. If we get that, and WP for doing debuffs, I'll gladly give up my MD, with or without dual wield. |
Iron Wolf Saber
Den of Swords
4015
|
Posted - 2013.05.10 04:57:00 -
[34] - Quote
KING CHECKMATE wrote:RIP scout suits... I cant believe CCP even nerfed them...
''Like I said based on personal experience, logi and assaults with MD where fairly common back in Chromosome and it was considerably normal regarding their use. Rounding a corner and seeing a scout bull rushing you trying to head-shot you with the MD was extremely unusual, odd, and unexpectedly scary at that one moment.''
AND THE MASS DRIVER, i miss running around shooting that thing.... u.u
Yeah the lights die far too fast it seems and I heard the scouts where not much better in slots fits mobility and hp. Combined with lag dying nearly comes as frustratingly nearly as instant as it does in planet-side 2. Would love to buff them but I don't try to do it by the numbers person. |
theschizogenious
KILL-EM-QUICK RISE of LEGION
191
|
Posted - 2013.05.10 04:59:00 -
[35] - Quote
forums erased my response when i hit post |
Iron Wolf Saber
Den of Swords
4017
|
Posted - 2013.05.10 05:00:00 -
[36] - Quote
Cosgar wrote:KING CHECKMATE wrote:RIP scout suits... I cant believe CCP even nerfed them...
''Like I said based on personal experience, logi and assaults with MD where fairly common back in Chromosome and it was considerably normal regarding their use. Rounding a corner and seeing a scout bull rushing you trying to head-shot you with the MD was extremely unusual, odd, and unexpectedly scary at that one moment.''
AND THE MASS DRIVER, i miss running around shooting that thing.... u.u Yeah man, I miss those days even if they were frustrating. Remember that time we were in skim junction and you charged me as I was going to point A? We exchanged shots and killed each other at the same time. I got a damn kill assist off of that lol. Hey IWS, I have a proposal if we do get restricted to sidearms. I want tackling, target painting, jamming, noseferatu and other EWAR stuff to be for logibros. If we get that, and WP for doing debuffs, I'll gladly give up my MD, with or without dual wield.
^ Aye this purposal is having alt of that ahead of time in thought of all future equipment which is why the carbines and tech 3 guns (where you can toy a smg into a tactical rifle) where considered. |
arimal lavaren
L.O.T.I.S. RISE of LEGION
243
|
Posted - 2013.05.10 05:05:00 -
[37] - Quote
Normally you are full of good information and even useful insight iron wolf but if your only suggestion for getting logi's off the front lines involves completely rewriting suit progression and implementing entirely new mechanics you might be reaching too far.
Here is Logi Bro's full post from earlier today it's simple most likely effective and does not require rewriting half the game.
Logi Bro wrote:I feel the need to comment here.
Logi's don't have too many modules, we don't have too much CPU/PG, we don't have too much of anything, it's just that everyone else has too little of everything. Stop with the goddamn nerfs and start with the buffs. This game gets slower and slower gameplay with every nerf, how about we change some of the racial bonuses around to begin with.
Caldari Assault Dropsuit SHOULD have the 5% bonus the shield extenders per level. Caldari Logistics Dropsuit SHOULD have a 5% bonus to nanohive nanite capacity per level.(the logistics racial bonuses should actually apply to being logistics.) While we're at it, give the Amarr Sentinel Dropsuit a 3% small-arms gunfire damage reduction per level. Minmatar and Gallente logi bonuses actually apply to being logistics so they can stay, the Amarr Logistics Dropsuit SHOULD give a 5% bonus to stamina and stamina regen per level, to keep pace with other units since their base speeds are the lowest.
The general Assault Dropsuit bonus should be changed from +3% shield regen to +2% hand-held weapon damage per level, to support the fact that they should be killing people. Electronics and Engineering SP costs need to be lowered so that non-logi's can have the CPU and PG to equip what they need to. You can do all of this without nerfing the logistics class and handicapping the only class that has been free from this idiotic nerf-spree CCP has been set on. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
615
|
Posted - 2013.05.10 05:19:00 -
[38] - Quote
Iron Wolf Saber wrote:Cosgar wrote:KING CHECKMATE wrote:RIP scout suits... I cant believe CCP even nerfed them...
''Like I said based on personal experience, logi and assaults with MD where fairly common back in Chromosome and it was considerably normal regarding their use. Rounding a corner and seeing a scout bull rushing you trying to head-shot you with the MD was extremely unusual, odd, and unexpectedly scary at that one moment.''
AND THE MASS DRIVER, i miss running around shooting that thing.... u.u Yeah man, I miss those days even if they were frustrating. Remember that time we were in skim junction and you charged me as I was going to point A? We exchanged shots and killed each other at the same time. I got a damn kill assist off of that lol. Hey IWS, I have a proposal if we do get restricted to sidearms. I want tackling, target painting, jamming, noseferatu and other EWAR stuff to be for logibros. If we get that, and WP for doing debuffs, I'll gladly give up my MD, with or without dual wield. ^ Aye this purposal is having alt of that ahead of time in thought of all future equipment which is why the carbines and tech 3 guns (where you can toy a smg into a tactical rifle) where considered. Man, I wasn't even thinking about tech 3 weapons. I was focusing on having that L slot for MD and maybe a plasma cannon if it doesn't suck. EWAR is a hell of a trade for the MD. This stuff is going to work on both dropsuits and vehicle's right? I'm thinking the webifiers could slow infantry and vehicles, (with the old MD radius) nosferatu could drain stamina and capacitors, jamming to disable technet or maybe even people's mics. (does that sound OP?) All of them can be equipment items and use a cone AOE like the active scanner. Not sure what target painting would do though... extend the time a red dot stays on everyone's radar? Might be a good scout killer since these little bastards are running around carving people up like turkeys.
|
copy left
SyNergy Gaming EoN.
135
|
Posted - 2013.05.10 05:22:00 -
[39] - Quote
Cosgar wrote:For years, we have been the unsung heroes of the battlefield. We raise our assaults, resupply, our heavies, give war points commissions to our squad leaders. Many of us put our KDR on the line for such a thankless job. Today, we get our thanks... with a suggested NERF!Iron Wolf Saber wrote:Logistics Frames
+1 or +2 Equipment Slots, Total 3 to 4
REMOVE Light weapon slot, replace with two side arm slots.
Built in bonus for additional sidearm reserve
Built in bonus for side arm range.
Tech 1 bonuses
Racial Utility Bonus (Fitting, Hacking, Repair, Range of Equipment)
Racial Equipment Bonus ( Explosives, Scanners, Deploy-ables, Equipped)
(The need for better side arms is needed such as carbines) (option for dual wielding one hand side arms should be made as well) Many of you have seen the influx of gold on the battlefield. These... pretenders to the hippocratic oath. Wolves in medical armor, swarming their enemies like a hive of killer bees. They reap their rewards as their allies are left bleeding on the ground. This is a travesty to our class! They already took away our heavy guardians, they nerfed our support weapon. Now they want to take away our entire combat capabilities in exchange for dual wielding sidearms! Dual wield? feh! I spit in general direction of dual-wield. Brothers and sisters of the biomass, children of the nanite, we must not let our discontent go ignored. Spread the word to enemy and ally alike! This travesty must not happen!TL;DR CCP is proposing a nerf the entire logistic class because the caldari logi is being used like an Assault+1 because the actual assault suit bonuses suck right now. If you care about your ability to use light weapons, tell every real dedicated logibro you know. We have to voice our discontent before it's too late. We need an arms race. Not a nerf war!
All they need to do is reduce the stats by a little for the caldari logi . Like reduce the armor and or something. CCP cant help that caldari are shield based. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
|
Posted - 2013.05.10 05:30:00 -
[40] - Quote
Logi Bro wrote:Wrote a much longer post in another thread, I'll try to condense it here since I don't feel like looking for the thread to copy and paste.
How about instead of nerfing things to hell we do a switchy with the racial bonuses? New Bonuses Caldari Logi=5% bonus to nanohive nanite capacity per level Caldari Assault=5% bonus to shield extender per level Amarr Logi=5% bonus to repair tool rep rate per level Overall Assault Bonus=2%/3% bonus to hand-held weapon damage per level Overall Heavy bonus=2%/3% hand-held damage received reduction per level Overall Logi bonus= -5% equipment PG/CPU usage per level Gallente Logi= +5% revived health with a nanite injector per level
This is all off the top of my head, but you get where I'm going. The bonuses need to line up with the class, night now all racial bonuses seem to be arbitrary and there is an imbalance due to it.
I think making caldari assaults carry the extender buff instead will just make them walking shield tanks but very nice idea and much much more appreciated compared to the only sidearms solution
I still think though that the caldari logi even with the extender buff removed is still a bit out of it's "zone". Make it have 5 highs and 3 lows and 3 equipment slots. It doesn't need that many lows because it's already "fast" as it shouldn't be putting any major armor mods on and maybe that low can then in some way be given to the amarr logi who is also out of it's "zone" but that's more because of lacking slots.
I would really like too see gall logis keep their +1 passive armor rep as it suddenly feels like armor tanking is viable. Often the logi finds himself left to self repairing. Caldari logis can pop into cover and pretty quickly regain the majority of their tank while armor is still kind of a struggle. Ohh and refiddling with assaults is definitely needed as the overall bonus for assaults is not helping gall assault at all |
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Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 05:31:00 -
[41] - Quote
copy left wrote:Cosgar wrote:For years, we have been the unsung heroes of the battlefield. We raise our assaults, resupply, our heavies, give war points commissions to our squad leaders. Many of us put our KDR on the line for such a thankless job. Today, we get our thanks... with a suggested NERF!Iron Wolf Saber wrote:Logistics Frames
+1 or +2 Equipment Slots, Total 3 to 4
REMOVE Light weapon slot, replace with two side arm slots.
Built in bonus for additional sidearm reserve
Built in bonus for side arm range.
Tech 1 bonuses
Racial Utility Bonus (Fitting, Hacking, Repair, Range of Equipment)
Racial Equipment Bonus ( Explosives, Scanners, Deploy-ables, Equipped)
(The need for better side arms is needed such as carbines) (option for dual wielding one hand side arms should be made as well) Many of you have seen the influx of gold on the battlefield. These... pretenders to the hippocratic oath. Wolves in medical armor, swarming their enemies like a hive of killer bees. They reap their rewards as their allies are left bleeding on the ground. This is a travesty to our class! They already took away our heavy guardians, they nerfed our support weapon. Now they want to take away our entire combat capabilities in exchange for dual wielding sidearms! Dual wield? feh! I spit in general direction of dual-wield. Brothers and sisters of the biomass, children of the nanite, we must not let our discontent go ignored. Spread the word to enemy and ally alike! This travesty must not happen!TL;DR CCP is proposing a nerf the entire logistic class because the caldari logi is being used like an Assault+1 because the actual assault suit bonuses suck right now. If you care about your ability to use light weapons, tell every real dedicated logibro you know. We have to voice our discontent before it's too late. We need an arms race. Not a nerf war! All they need to do is reduce the stats by a little for the caldari logi . Like reduce the armor and or something. CCP cant help that caldari are shield based.
http://www.youtube.com/watch?v=zJ6ElktLoFY&feature=youtu.be
98 Armor is already low enough. |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 05:43:00 -
[42] - Quote
Why not just use a laser rifle against a caldari logi? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
618
|
Posted - 2013.05.10 05:45:00 -
[43] - Quote
Another problem is that shield tanking has no drawback compared to armor. Armor gets a movement penalty (which should be a stamina penalty for armor tanked scouts) but shields don't get anything. They should get a larger radius for how high their shields are and a larger hit box that reverts back the their suit class size when fully depleted. Everyone keeps favoring shields, because there really isn't a drawback. And before anyone suggests Scrambler Rifles, almost 90% of our community are using Plasma Blasters, how many of them do you really think have enough SP to even consider or even care enough to spec into the Scrambler Rifles?
Can we get a Dev in on this? There's a ton of ideas being spread around that are more effective than the nerf war we've been having for the past 2 years. |
RydogV
Shadow Company HQ
128
|
Posted - 2013.05.10 05:45:00 -
[44] - Quote
This fraking argument is getting to the point of redonkulous. You find me a Medic in any armed forces who would deploy to the hotzone without a proper rifle and then you can have my friggin AR.
Better yet...if you don't want me to carry a Light Weapon then how about no other class can carry equipment. Wait what's that? How will you rez your buddy? What if you run out of ammo? Well I guess you just have to wait for me to come bee-bopping along to get it for you. Ohhhhh wait...too bad...I just got killed by that Militia Assault N00b with his badass Militia Assault Rifle. I would have shot him but you know, my SMG just couldn't reach that far. Just sit tight and I will respawn and try and cross this open danger zone again. You will be alright...RIGHT?!
Yeah so we want to get real role specific. Well I guess we should not allow any other class to carry equipment, except the Logi. Of course the only class that can carry a Sniper Rifle is the Scout. And of course Heavies can only carry a Forge Gun or HMG...no Light Weapons for you either pal. Doesn't that all just sound like a wicked good time.
Or maybe...just maybe this game is all about dealing with the potential of different situations. Maybe your particular fitting SHOULDN'T be designed to take down every Merc you meet in a dark alley. Sometimes, just sometimes, you will be bested because your suit does not stand up well against every weapon in the game...or your weapon doesn't do well against those particular defensive loadouts. That is life...and war. So quit your frakin' whining Logi/Assault/Super Mercs...move out and draw fire. |
Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 06:16:00 -
[45] - Quote
Cosgar wrote:Another problem is that shield tanking has no drawback compared to armor. Armor gets a movement penalty (which should be a stamina penalty for armor tanked scouts) but shields don't get anything. They should get a larger radius for how high their shields are and a larger hit box that reverts back the their suit class size when fully depleted. Everyone keeps favoring shields, because there really isn't a drawback. And before anyone suggests Scrambler Rifles, almost 90% of our community are using Plasma Blasters, how many of them do you really think have enough SP to even consider or even care enough to spec into the Scrambler Rifles?
Can we get a Dev in on this? There's a ton of ideas being spread around that are more effective than the nerf war we've been having for the past 2 years.
You never handled a scrambler rifle before. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
135
|
Posted - 2013.05.10 06:19:00 -
[46] - Quote
Den-tredje Baron wrote:I think making caldari assaults carry the extender buff instead will just make them walking shield tanks but very nice idea and much much more appreciated compared to the only sidearms solution I still think though that the caldari logi even with the extender buff removed is still a bit out of it's "zone". Make it have 5 highs and 3 lows and 3 equipment slots. It doesn't need that many lows because it's already "fast" as it shouldn't be putting any major armor mods on and maybe that low can then in some way be given to the amarr logi who is also out of it's "zone" but that's more because of lacking slots. I would really like too see gall logis keep their +1 passive armor rep as it suddenly feels like armor tanking is viable. Often the logi finds himself left to self repairing. Caldari logis can pop into cover and pretty quickly regain the majority of their tank while armor is still kind of a struggle. Ohh and refiddling with assaults is definitely needed as the overall bonus for assaults is not helping gall assault at all
It's zone is a shield-tanking logi with a lot of slots. Logis have always had more slots than assaults. Caldari has the same number of High + Low + Equipment as Gallente and Minmatar.... they all have 12.
The Caldari flips the Galletente Armor/Shield stats, exactly. They work as inverses to each other. The Caldari and Amarr also slotted as "fewer equip slots" than Gallente/Minmatar. The bonus on Gallente to equipment I guess is supposed to reflect the fact they "value human life" or some such from the description, so they carry more support stuff. Caldari support carry slightly, and focus slightly more on protecting themselves instead - because they're greedy corporatists I guess.
Dropping a low slot on the Caldari would reduce it's sum of slots below Gallente/Minmatar. Let's not forget, Minmatar have 4High and 4Low, Gallente have 3High and 5Low.. and both have 4 equip slots.
I don't know how you think taking a low slot from the Caldari to give to the Amarr would work.. because of armor. You don't need to move slots between races... that's silly and unnecessary. They can be balanced on their own grounds. Second, low slots are not just armor slots. There are many many things that can go in low slots, stamina, hacking, profile dampening, etc. These slots are useful for logistics, they can aid in detection, hacking, and key support roles. That's why all the logis have a lot of slots (Amarr aside) they all have 12 total.. because all the slots can be useful for making a flexible logistics role. Reducing high slots to shields and low slots to armor because that's what tanks do does a disservice to the logi role as a whole.
This discussion would be much better focused on finding ways to make assault specs and suits, scout specs and suits, and sentinel specs and suits more useful - rather than logi-nerf ideas. Logis support the team, that's true, but they are combat units, units that do directly benefit from being able to survive better (like EVERY unit). Assaults are supposed to be faster and naturally beefier, this can be achieved without screwing with logi slots.
The suggested bonuses like nanite hive capacity, rep tool, and fitting reqs would do to the logi what's happened to the assault now. People would just try to work with one equipment slot. Logis already have to skill into many many things to be effective equipment-wise, and this is a burden that assaults don't have. This includes things like fitting reqs to use the modules and equipment. Fitting req bonuses are of scant value because they're redundant with core skills, and at the high end you effectively have a bonus that helps you very little by the time you maxed your core. Dying less is ALWAYS useful, whereas slightly more ammo is only useful to teammates that stay in the vicinity of a nanohive (infrequent unless area is contested) and a logi with proto hives would find this a waste. Armor reps are interesting, but it again gives a bonus to a very specific role element - and punishes the traditionally very flexible logi for not adhering to a very specific equipment ideal. It's a mass of worthless tripe basically.
CCP managed to make skilling into logistics: A) Necessary... because you can't get more slots anywhere else... B) Appealing, because skill like dying less are universally useful
CCP managed to make skilling into Sentinel A) A bad idea, because the passive rewards people that don't know how to operate their gun B) A bad idea, the slots on basic suits are better because they allow you stack more damage C) A bad idea, because it's a huge waste of SP considering you can do everything but get a slightly useful bonus by using Basic
The is an important contrast, because these specialty skills are 10x
Many things in the game might be worth it, but is a slight shield recharge gain worth maxing a 10x skill? Or a melee bonus?
Non-logistics neither got well-differentiated suits, nor compelling reasons to use their specialties. That's the real issue. |
Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 06:30:00 -
[47] - Quote
RydogV wrote:This fraking argument is getting to the point of redonkulous. You find me a Medic in any armed forces who would deploy to the hotzone without a proper rifle and then you can have my friggin AR.
Better yet...if you don't want me to carry a Light Weapon then how about no other class can carry equipment. Wait what's that? How will you rez your buddy? What if you run out of ammo? Well I guess you just have to wait for me to come bee-bopping along to get it for you. Ohhhhh wait...too bad...I just got killed by that Militia Assault N00b with his badass Militia Assault Rifle. I would have shot him but you know, my SMG just couldn't reach that far. Just sit tight and I will respawn and try and cross this open danger zone again. You will be alright...RIGHT?!
Yeah so we want to get real role specific. Well I guess we should not allow any other class to carry equipment, except the Logi. Of course the only class that can carry a Sniper Rifle is the Scout. And of course Heavies can only carry a Forge Gun or HMG...no Light Weapons for you either pal. Doesn't that all just sound like a wicked good time.
Or maybe...just maybe this game is all about dealing with the potential of different situations. Maybe your particular fitting SHOULDN'T be designed to take down every Merc you meet in a dark alley. Sometimes, just sometimes, you will be bested because your suit does not stand up well against every weapon in the game...or your weapon doesn't do well against those particular defensive loadouts. That is life...and war. So quit your frakin' whining about these mythical Logi/Assault/Super Mercs...move out and draw fire.
Once upon a time when professional armies fought each other, Combat medics where clearly designated and marked and where not to be shot as they where non-combative and shooting one on purpose was a war crime, however if they pick up a weapon they lose all protections.
However in these days, when fighting against illegal combatants (thus not subject to prisoner of war rules and are in violation of the Geneva convention entirely and are supposed to do 90 days in jail and 90,000 USD fine ) they just basically say screw the Geneva convention and shoot everyone equally. So these days most soldiers and medics are distinguishable outside the fact medics are trained in field wound treatment. Overall that is their primary training weapon wield is secondary on their list of skills. The medics are very reliant on the soldiers they're helping to protect them and to help direct their combat ability during fights if nobody is injured yet. Yes they are armed these days but I am quite sure if a rifle man and a medic where to have shooting contest most medics would lose.
Average load out of a US soldier is about 90 lbs in equipment. Majority of that equipment is considered 'bare minimum' and really doesnt make one soldier any better than the specialist soldiers such as EOD, Comms and various other setups.
Medics are not snipers, they're not riflemen, they're not explosive disposal, they are defiantly not marines.
And before you ask. I was thinking about removing equipment slots on assaults entirely for exchange for their second grenade but in the light of current nano-hive behavior at various levels I decided very strongly against it. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
620
|
Posted - 2013.05.10 06:33:00 -
[48] - Quote
Iron Wolf Saber wrote:Cosgar wrote:Another problem is that shield tanking has no drawback compared to armor. Armor gets a movement penalty (which should be a stamina penalty for armor tanked scouts) but shields don't get anything. They should get a larger radius for how high their shields are and a larger hit box that reverts back the their suit class size when fully depleted. Everyone keeps favoring shields, because there really isn't a drawback. And before anyone suggests Scrambler Rifles, almost 90% of our community are using Plasma Blasters, how many of them do you really think have enough SP to even consider or even care enough to spec into the Scrambler Rifles?
Can we get a Dev in on this? There's a ton of ideas being spread around that are more effective than the nerf war we've been having for the past 2 years. You never handled a scrambler rifle before. That makes me feel better in some ways lol. Since we're on the topic of the new weapons, are you able to disclose why we have to wait until the 14th to get them? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
136
|
Posted - 2013.05.10 06:38:00 -
[49] - Quote
Iron Wolf Saber wrote:RydogV wrote:This fraking argument is getting to the point of redonkulous. You find me a Medic in any armed forces who would deploy to the hotzone without a proper rifle and then you can have my friggin AR.
Better yet...if you don't want me to carry a Light Weapon then how about no other class can carry equipment. Wait what's that? How will you rez your buddy? What if you run out of ammo? Well I guess you just have to wait for me to come bee-bopping along to get it for you. Ohhhhh wait...too bad...I just got killed by that Militia Assault N00b with his badass Militia Assault Rifle. I would have shot him but you know, my SMG just couldn't reach that far. Just sit tight and I will respawn and try and cross this open danger zone again. You will be alright...RIGHT?!
Yeah so we want to get real role specific. Well I guess we should not allow any other class to carry equipment, except the Logi. Of course the only class that can carry a Sniper Rifle is the Scout. And of course Heavies can only carry a Forge Gun or HMG...no Light Weapons for you either pal. Doesn't that all just sound like a wicked good time.
Or maybe...just maybe this game is all about dealing with the potential of different situations. Maybe your particular fitting SHOULDN'T be designed to take down every Merc you meet in a dark alley. Sometimes, just sometimes, you will be bested because your suit does not stand up well against every weapon in the game...or your weapon doesn't do well against those particular defensive loadouts. That is life...and war. So quit your frakin' whining about these mythical Logi/Assault/Super Mercs...move out and draw fire. Once upon a time when professional armies fought each other, Combat medics where clearly designated and marked and where not to be shot as they where non-combative and shooting one on purpose was a war crime, however if they pick up a weapon they lose all protections. However in these days, when fighting against illegal combatants (thus not subject to prisoner of war rules and are in violation of the Geneva convention entirely and are supposed to do 90 days in jail and 90,000 USD fine ) they just basically say screw the Geneva convention and shoot everyone equally. So these days most soldiers and medics are distinguishable outside the fact medics are trained in field wound treatment. Overall that is their primary training weapon wield is secondary on their list of skills. The medics are very reliant on the soldiers they're helping to protect them and to help direct their combat ability during fights if nobody is injured yet. Yes they are armed these days but I am quite sure if a rifle man and a medic where to have shooting contest most medics would lose. Average load out of a US soldier is about 90 lbs in equipment. Majority of that equipment is considered 'bare minimum' and really doesnt make one soldier any better than the specialist soldiers such as EOD, Comms and various other setups. Medics are not snipers, they're not riflemen, they're not explosive disposal, they are defiantly not marines.
Two things:
Logistics aren't just medics, they're meant to be flexible and perform other roles.
Combat medics neither wear the geneva convention armband nor go unarmed now. That means yellow suits are asinine (as if we needed to spell out that giving the enemy color-coded intelligence for their convenience was a bad idea). Combat medics now often carry a field rifle and/or a sidearm.
Reference is here:
Quote:With a combat unit, they function as a member of an infantry platoon up until the point that one of their comrades is wounded. Therefore, the Medic carries basically what a Rifleman or any other soldier carries. His Basic Equipment is usually:
An M4 rifle and in some units an M9 pistol. A MOLLE Vest with a full "combat load," being (most often) 210 rounds for the M-4/M-16 rifle. An IBA or Interceptor Body Armor, now being phased out in favor for the newer IOTV; The Army Combat Uniform; An ACH, or Advanced Combat Helmet.
So, logistics aren't just medics, but medics are fully armed now anyway. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
|
Posted - 2013.05.10 06:59:00 -
[50] - Quote
Zeylon Rho wrote:Den-tredje Baron wrote:I think making caldari assaults carry the extender buff instead will just make them walking shield tanks but very nice idea and much much more appreciated compared to the only sidearms solution I still think though that the caldari logi even with the extender buff removed is still a bit out of it's "zone". Make it have 5 highs and 3 lows and 3 equipment slots. It doesn't need that many lows because it's already "fast" as it shouldn't be putting any major armor mods on and maybe that low can then in some way be given to the amarr logi who is also out of it's "zone" but that's more because of lacking slots. I would really like too see gall logis keep their +1 passive armor rep as it suddenly feels like armor tanking is viable. Often the logi finds himself left to self repairing. Caldari logis can pop into cover and pretty quickly regain the majority of their tank while armor is still kind of a struggle. Ohh and refiddling with assaults is definitely needed as the overall bonus for assaults is not helping gall assault at all It's zone is a shield-tanking logi with a lot of slots. Logis have always had more slots than assaults. Caldari has the same number of High + Low + Equipment as Gallente and Minmatar.... they all have 12.
you are not really trying to come up with a solution ...... Yes the caldari logi is a shield TANKER logi who bases his defenses on his shield. With the buff the suit gets though it's left with so much more than just a tank. It's actually able to stomp on the assaults slayer path as fitting 3 shield extenders gives you more than enough room to fit 2 damage mods with it not really making it a logi but "Wolves in medical armor, swarming their enemies like a hive of killer bees." Cosgar (to good to not being used again )
As shield tanking doesn't have any active bad sides either as it stands right now (compared to armor that gets fatman slow when complex armor plate is added) this one low slot could also merely be thrown away as caldari logis are using ( as it stands right now here where we do not have the scrambler rifle) the superior form of tanking. Getting your main tank back you simply pop into cover and "sniff glue" for a little while. The amarr is though trying to slowly bridge over into assault without totally being it. With the amarr the attempt of making a more aggressive logi has been really good other than it's maybe missing one slot.
Zeylon Rho wrote:Two things:
Logistics aren't just medics, they're meant to be flexible and perform other roles.
Yes logi is NOT equal to medic. The logistical role is keeping the primary battle armament up and running that being with repairs, ammo, revives, intelligence and to come tactical shields. But what has brought us to this discussion is a logi suit that DID NOT function as a logi but instead as an assault. For this ... mess up with one suit ALL logi suits apparently have to pay. So you might as well admit that the problem must be found with the caldari logi and also with wierd assault dropsuits. So back on track what can be done to encourage assaults to be the damage dealers, the logis to be the logistical moment of the battle, the heavies to be the last line of defense and scouts the sneaky element who will always be threatening your exposed back. Here i say mister LOGI BRO came up with some very nice ideas. |
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KingBabar
Seraphim Initiative. CRONOS.
562
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Posted - 2013.05.10 07:00:00 -
[51] - Quote
1. We have not yet gotten the Scrambler rifle yet. 2. The Caldari suit has a very clear weakness in regards to flux nades, learn to use them. 3. Is it all the suits fault? Or is it the fact that more players like myself now have swapped role? - The Logi class used to be filled mostly by people with a support mind set, also not exactly the best killers, With a few beasts thrown in the mix. Now you have several of the more or less "elite" assault players swapping over, don't forget that the suits aren't worth squad without proper handling.
- The best way to "nerf" the Logi suits is to bring back the second equipment slot on the proto assault suits. I never agreed to removing them in the first place. Its only led to people either using a hive or in rare cases a medkit, the diversity of the game and many off its toys are not available to the majority of the playerbase (at this stage at least) less divercity and choices equals a more bland game for me. I'd still use my Logi suit if the proto assault suits got their second equipment slot back, when you first start to scan its hard to let it go.... |
Iron Wolf Saber
Den of Swords
4019
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Posted - 2013.05.10 07:11:00 -
[52] - Quote
Zeylon Rho wrote:Two things: Logistics aren't just medics, they're meant to be flexible and perform other roles. Combat medics neither wear the geneva convention armband nor go unarmed now. That means yellow suits are asinine (as if we needed to spell out that giving the enemy color-coded intelligence for their convenience was a bad idea). Combat medics now often carry a field rifle and/or a sidearm. Reference is here:Quote:With a combat unit, they function as a member of an infantry platoon up until the point that one of their comrades is wounded. Therefore, the Medic carries basically what a Rifleman or any other soldier carries. His Basic Equipment is usually:
An M4 rifle and in some units an M9 pistol. A MOLLE Vest with a full "combat load," being (most often) 210 rounds for the M-4/M-16 rifle. An IBA or Interceptor Body Armor, now being phased out in favor for the newer IOTV; The Army Combat Uniform; An ACH, or Advanced Combat Helmet. So, logistics aren't just medics, but medics are fully armed now anyway.
I know they're not just medics, but the suit is being picked up for all the wrong reasons these days and I am trying curb that expectancy but would like to retain flexibility, which is why I seriously think the path of easiest nerf (reduced fittings) is the worst idea ever.
In chromosome I had several logi builds, I had a demolitions, engineer, medic, suppressor, Light Infantry, EOD/Hack, Road Blockaid, and had active scans been working, recon. While I am not to that point yet (and wont be until some time after I cap Core Upgrades, Armor, and Shields for infantry)
I seriously do not want to see the flexibility removed at all and I don't want to completely defang them hence the urging of needing carbines to be on par in range at least for second best rifle group and carbines can be done now easily using the same models of the current rifles and making 'side arm' variants, just that the carbine would be considered a side arm at that point with side arm reduced stats (lower magazine) |
Import Beercase
Red Fox Brigade
14
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Posted - 2013.05.10 07:12:00 -
[53] - Quote
KingBabar wrote:1. We have not yet gotten the Scrambler rifle yet. 2. The Caldari suit has a very clear weakness in regards to flux nades, learn to use them. 3. Is it all the suits fault? Or is it the fact that more players like myself now have swapped role? - The Logi class used to be filled mostly by people with a support mind set, also not exactly the best killers, With a few beasts thrown in the mix. Now you have several of the more or less "elite" assault players swapping over, don't forget that the suits aren't worth squad without proper handling.
- The best way to "nerf" the Logi suits is to bring back the second equipment slot on the proto assault suits. I never agreed to removing them in the first place. Its only led to people either using a hive or in rare cases a medkit, the diversity of the game and many off its toys are not available to the majority of the playerbase (at this stage at least) less divercity and choices equals a more bland game for me. I'd still use my Logi suit if the proto assault suits got their second equipment slot back, when you first start to scan its hard to let it go....
Hi Kingbabar!
So it was you who put that red text on my screen last night! I really liked it because it did give time to setup defensive nanohive disco and wait for your squad to charge in. Nice battles against your squad and I think that scanners are good addition to the game.
About Logi suits.
I play Caldari Adv logi suit and played logistic on last build. I dont personally care if they would drop L weapon down to sidearm to balance things down. And if Assault players would get second equipment slot it would not hurt the game for my point of gaming. I still think there will be heavy suits and people needing ammo to fulfill my role on the battlefield. |
Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 07:12:00 -
[54] - Quote
KingBabar wrote:1. We have not yet gotten the Scrambler rifle yet. 2. The Caldari suit has a very clear weakness in regards to flux nades, learn to use them. 3. Is it all the suits fault? Or is it the fact that more players like myself now have swapped role? - The Logi class used to be filled mostly by people with a support mind set, also not exactly the best killers, With a few beasts thrown in the mix. Now you have several of the more or less "elite" assault players swapping over, don't forget that the suits aren't worth squad without proper handling.
- The best way to "nerf" the Logi suits is to bring back the second equipment slot on the proto assault suits. I never agreed to removing them in the first place. Its only led to people either using a hive or in rare cases a medkit, the diversity of the game and many off its toys are not available to the majority of the playerbase (at this stage at least) less divercity and choices equals a more bland game for me. I'd still use my Logi suit if the proto assault suits got their second equipment slot back, when you first start to scan its hard to let it go....
Gallente Logis hold their ground pretty firmly and just are just as deadly, scrambler rifles would only make the Caldari one's regret going up that race and they'll respect into armor tanking versions.
In matter fact, I've seen more of the Gallente one than any other race.
As for giving the Assaults their second slot back would be an easier way to get the assault suits populated, I highly doubt you would sill many players swapping back to assaults to those suits at all and will remain in their logi suits. While I am disagreement (of adding equipment) I will not go as far to suggest it because it is too crucial for the class and not everyone does play a logi for the support role, on ambush it gets too easy to run out of ammo without either. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
137
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Posted - 2013.05.10 07:18:00 -
[55] - Quote
Den-tredje Baron wrote:snip
You're wrong. It DOES function as a Logi. In fact, nothing else CAN function as a Logi. So, yes, it does that. It happens to also be acceptable at assault.
My response to this matter is generally that assaults(and sentinels/scouts) need rebalance, not logis. You can fix the balance issue without sacrificing the combat effectiveness of the logi. Or this from above:
It's zone is a shield-tanking logi with a lot of slots. Logis have always had more slots than assaults. Caldari has the same number of High + Low + Equipment as Gallente and Minmatar.... they all have 12.
The Caldari flips the Galletente Armor/Shield stats, exactly. They work as inverses to each other. The Caldari and Amarr also slotted as "fewer equip slots" than Gallente/Minmatar. The bonus on Gallente to equipment I guess is supposed to reflect the fact they "value human life" or some such from the description, so they carry more support stuff. Caldari support carry slightly less, and focus slightly more on protecting themselves instead - because they're greedy corporatists I guess.
Dropping a low slot on the Caldari would reduce it's sum of slots below Gallente/Minmatar. Let's not forget, Minmatar have 4High and 4Low, Gallente have 3High and 5Low.. and both have 4 equip slots.
[...] Second, low slots are not just armor slots. There are many many things that can go in low slots, stamina, hacking, profile dampening, etc. These slots are useful for logistics, they can aid in detection, hacking, and key support roles. That's why all the logis have a lot of slots (Amarr aside it seems - I think Caldari assault has more) they all have 12 total.. because all the slots can be useful for making a flexible logistics role. Reducing high slots to shields and low slots to armor because that's what tanks do does a disservice to the logi role as a whole.
This discussion would be much better focused on finding ways to make assault specs and suits, scout specs and suits, and sentinel specs and suits more useful - rather than logi-nerf ideas. Logis support the team, that's true, but they are combat units, units that do directly benefit from being able to survive better (like EVERY unit). Assaults are supposed to be faster and naturally beefier, this can be achieved without screwing with logi slots. In would make more sense to have the Assault be naturally beefier than give it more slots to do so. The logi can be relatively weaker at based, and be forced to make judgement calls and manage PG/CPU to achieve defense, attack, and support roles.
The suggested bonuses like nanite hive capacity, rep tool, and fitting reqs would do to the logi what's happened to the assault now. They're super specific and generally outclassed by existing skills - they come across as unnecessary or not worth it (like current assault bonuses).
Logis already have to skill into many many things to be effective equipment-wise, and this is a burden that assaults don't have. This includes things like fitting reqs to use the modules and equipment. Fitting req bonuses are of scant value because they're redundant with core skills, and at the high end you effectively have a bonus that helps you very little by the time you maxed your core. Dying less is ALWAYS useful, whereas slightly more ammo is only useful to teammates that stay in the vicinity of a nanohive (infrequent unless area is contested) and a logi with proto hives would find this a waste. Armor reps are interesting, but it again gives a bonus to a very specific role element - and punishes the traditionally very flexible logi for not adhering to a very specific equipment ideal. It's a mass of worthless tripe basically.
CCP managed to make skilling into logistics: A) Necessary... because you can't get more slots anywhere else... B) Appealing, because skill like dying less are universally useful
CCP managed to make skilling into Sentinel A) A bad idea, because the passive rewards people that don't know how to operate their gun B) A bad idea, the slots on basic suits are better because they allow you stack more damage C) A bad idea, because it's a huge waste of SP considering you can do everything but get a slightly useful bonus by using Basic
The is an important contrast, because these specialty skills are 10x
Many things in the game might be worth it, but is a slight shield recharge gain worth maxing a 10x skill? Or a melee bonus?
Non-logistics neither got well-differentiated suits, nor compelling reasons to use their specialties. That's the real issue.
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Jack McReady
DUST University Ivy League
158
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Posted - 2013.05.10 07:19:00 -
[56] - Quote
this change would be a huge buff for me, cause I am already running around with the scrambler pistol on my logi :) love those caldari protobears thinking they are invincible with their shields and then hitting them with a well aimed headshot taking away all their shields in one go
what would happen to the amarr logi? the proto version it is obviously supposed to be a more offensive suit with its light+sidearm slot layout. |
Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 07:21:00 -
[57] - Quote
Cosgar wrote:Iron Wolf Saber wrote:Cosgar wrote:Another problem is that shield tanking has no drawback compared to armor. Armor gets a movement penalty (which should be a stamina penalty for armor tanked scouts) but shields don't get anything. They should get a larger radius for how high their shields are and a larger hit box that reverts back the their suit class size when fully depleted. Everyone keeps favoring shields, because there really isn't a drawback. And before anyone suggests Scrambler Rifles, almost 90% of our community are using Plasma Blasters, how many of them do you really think have enough SP to even consider or even care enough to spec into the Scrambler Rifles?
Can we get a Dev in on this? There's a ton of ideas being spread around that are more effective than the nerf war we've been having for the past 2 years. You never handled a scrambler rifle before. That makes me feel better in some ways lol. Since we're on the topic of the new weapons, are you able to disclose why we have to wait until the 14th to get them?
Technical issues, had those not popped up you'd would have gotten them on the 6th. CPM tried, we seriously did, at least the skills are available now. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
621
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Posted - 2013.05.10 07:25:00 -
[58] - Quote
KingBabar wrote:1. We have not yet gotten the Scrambler rifle yet. 2. The Caldari suit has a very clear weakness in regards to flux nades, learn to use them. 3. Is it all the suits fault? Or is it the fact that more players like myself now have swapped role? - The Logi class used to be filled mostly by people with a support mind set, also not exactly the best killers, With a few beasts thrown in the mix. Now you have several of the more or less "elite" assault players swapping over, don't forget that the suits aren't worth squad without proper handling.
- The best way to "nerf" the Logi suits is to bring back the second equipment slot on the proto assault suits. I never agreed to removing them in the first place. Its only led to people either using a hive or in rare cases a medkit, the diversity of the game and many off its toys are not available to the majority of the playerbase (at this stage at least) less divercity and choices equals a more bland game for me. I'd still use my Logi suit if the proto assault suits got their second equipment slot back, when you first start to scan its hard to let it go.... I agree with you on everything except adding a second equipment slot on assaults. Haven't looked at scouts, but if they should keep access to multiple slots too for utility. The Assault is supposed to be the slayer of a squad, having that second slot can actually be a hindrance on their main role: shoot things until they die. Leave the fumbling with equipment for us Logibros and the scouts, just keep killing stuff and let us know when you need heals, hives, or needle in your ass.
Back to your other points, yes the main issue is a two fold problem. With the nerfing spree that's been going on, players have been gravitating to other classes and weapons, in this case the logibro with a TAR. This has happened so many times before and we just don't have enough content to deal with this FotM situation through a cyclic meta game. One game mechanic gets nerfed, slayers move on to the next, that one becomes nerfed, they move on to the next. If we just had enough content to form effective counters to the current FotM, it would play out like this:
-Build A looks very powerful so everyone goes to build A and it becomes the FotM -Players on the receiving end of build A start looking for weakness to exploit and discover build B -Build B becomes the new FotM -Players on the receiving end of build B start looking for weaknesses to exploit and discover build C -Build C becomes the new FotM -Players on the receiving end of build C start looking for weaknesses to exploit and find either build A again or build E
If we had enough weapons and such, this is what would be happening and there would be an actual metagame. But instead we get this:
-Build A looks very powerful so everyone goes to build A and it becomes the FotM -Players on the receiving end of build A start crying nerf and build A gets nerfed. -Players from build A decide to move to build B and it becomes the new FotM -Players on the receiving end of build B cry nerf and build B gets nerfed. -Players from build B all move to build C and it becomes the FotM
Right now, we're on C and unless a new race with a whole set of racial suits and fittings magically appears, everyone is just going to quit because what's the point if you're just going to get nerfed.
Second problem is, even with the absence of a meta game other suits can easily be buffed to compensate. Like everyone said, the assaults are crap, heavy got nerfed, and the scout supposedly got nerfed too. Those are 3 classes right there that could easily be buffed and last time I checked each one was supposed to bring something different to the table and can easily be counters to each other without one being considered OP if they're adjusted properly in that perfect imbalance. |
Iron Wolf Saber
Den of Swords
4019
|
Posted - 2013.05.10 07:26:00 -
[59] - Quote
Either ways guys I hope those of you curious should probably read the entire idea linked in the OP and not just the logistics part. There are other things about the idea you may like (or not like) such as ditching the whole B-A-P progression on the suits and leaving that to the modules only and I would love fuller feed back of things I am getting wrong and things I am getting right.
I am still looking for a good solution to the entire ordeal to fix the whole issue of assaults going up the wrong tree without the power creeping effect. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
137
|
Posted - 2013.05.10 07:34:00 -
[60] - Quote
Cosgar wrote: Second problem is, even with the absence of a meta game other suits can easily be buffed to compensate. Like everyone said, the assaults are crap, heavy got nerfed, and the scout supposedly got nerfed too. Those are 3 classes right there that could easily be buffed and last time I checked each one was supposed to bring something different to the table and can easily be counters to each other without one being considered OP if they're adjusted properly in that perfect imbalance.
This is where I'm coming from. The logistics suits feel like the only place where they differentiated the races well, and managed to make the specialization appealing.
Every other spec shares stats with an identical basic suit, and most have horrible or middling passives. It's not that the logi build ideas they made are bad - they made all the other roles seem bland in comparison. Logis also HAVE to make the leap, or they can't function, period. There are many many ways they can improve the other suits and passives that don't involve pigeon-holing Logis or nerf-batting them.
People get excited about things like "armor rep bonus" on the Amarr logi, or the shield extender on the Caldari because it sounds cool and full of possibilities. They sound powerful. They sound worth 10x.
People look at the Sentinel's overheat-damage reduction... and it's just... "why?"... and the slot loadout is worse. That's the real problem here.
People want their later tier skills to be representative of their increased strength and growth. Getting something like "More nanites in hives" for 5 ranks of a 10x skill would engender the same reaction in me as heavies have when they see a weapon overheat damage reduction. |
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