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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
|
Posted - 2013.05.10 02:42:00 -
[1] - Quote
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! |
Mithridates VI
IMPSwarm Negative-Feedback
1266
|
Posted - 2013.05.10 02:47:00 -
[2] - Quote
Ironwolf is not part of CCP. Raise your concerns with that player's suggestions in that player's thread.
[/thread]
PS: I'm also a Logi. |
Kinkku-Ananas Kepappi
Rautaleijona
13
|
Posted - 2013.05.10 02:47:00 -
[3] - Quote
I'll worry about it in a few weeks when I can play Logi again. |
SoTa of PoP
Circle of Huskarl Minmatar Republic
136
|
Posted - 2013.05.10 02:52:00 -
[4] - Quote
Pretty sure on that post IronWolf made it states in paragraph one that the thread was made as him being a player who happens to be CPM, so relax. He's been wanting to dual wield those pistols for some time. |
Andrew Sheaffer
ZionTCD Unclaimed.
26
|
Posted - 2013.05.10 02:53:00 -
[5] - Quote
why would we ever want to be stuck with side arms . iorn wolf saber leave us logibro alone |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
10
|
Posted - 2013.05.10 02:59:00 -
[6] - Quote
Also, you left out the following paragraph where Iron Wolf suggests Side versions of Light weapons to allow the logistic to keep pace with the assault suits in damage output. And the dual wielding wouldn't be half bad, either. Besides, you said it yourself, our role isn't about how many kills we accrue, but how many clones we save. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:01:00 -
[7] - Quote
First off its a suggestion on getting logistics to not stomp on assaults role too much
Logistics are combat facilitators, they are ultimately responsible to ensure combat CAN happen.
Soldiers are supposed to combat experts but as it stands how Logistics are vastly far superior combat experts even if you where to buff assaults or mediums high absurd numbers that entirely disenfranchise the already endangered heavy class or the trivializes the need for scouts suits as I am seeing some logi-speed fits that are getting ridiculous in their own right.
The idea is to lower their combat expediency role and make them the support role they are supposed to truly be. Which is why the need for better sidearms was called for.
Carbines could be lighter weight assault rifles, may not have the same dps but increased accuracy and better damage application can still make them formidable and have similar fitting requirements of the current light weapons.
Other alternatives for side arms would be singe tube grenade launcher with stronger emphasis on ultilty (like a flux grenade launcher) or area of effect denial (incendiary) where as the mass driver will remain a pure damage launcher. Or a single shot side arm rocket launcher for anti-vehicle step down from the reload-able swarm launcher.
Also dual wielding option was mentioned. Two SMGs would be 'extremely' powerful if done wrong.
What you should be more worried about guys... is how CCP is going to swing that nerf hammer, I have a pretty good feeling none of you are going to like it.
However I would like to thank the OP for free advertising. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
|
Posted - 2013.05.10 03:08:00 -
[8] - Quote
Geeze, what part of suggested don't you guys understand? Did I take it too far with the sermon?
Let me clarify some things here. I use the Minmatar Logi and it's fine as is. Not sure about the Gallente and Amarr, but the Caldari is the problem with the crazy slot allocation and the Assaults are kind of gimped. Whatever the case, one suit class shouldn't be punished because one racial suit is a bit imbalanced. Plus, I like having a light weapon because I use the mass driver in a full support role. Losing that in exchange for dual wield isn't going to help because people will find a way to make it work. Everything in this game is getting nerfed left and right, the logis finally get a needed buff and now it's our turn? Caldari logi is the issue, not the whole class. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:10:00 -
[9] - Quote
Cosgar wrote:Geeze, what part of suggested don't you guys understand? Did I take it too far with the sermon?
Let me clarify some things here. I use the Minmatar Logi and it's fine as is. Not sure about the Gallente and Amarr, but the Caldari is the problem with the crazy slot allocation and the Assaults are kind of gimped. Whatever the case, one suit class shouldn't be punished because one racial suit is a bit imbalanced. Plus, I like having a light weapon because I use the mass driver in a full support role. Losing that in exchange for dual wield isn't going to help because people will find a way to make it work. Everything in this game is getting nerfed left and right, the logis finally get a needed buff and now it's our turn? Caldari logi is the issue, not the whole class.
I have seen other logi-suits on the field breaking everything in sight, the only one lacking presence is the Amarr Logi.
Just Nerfing the Caldari Logi suit would only shift players into using the Gallente Logi suit which has a stupid amount of armor repair. By going down the list it may finally get to the Amarr Logi Suit that we may see a real assault suit take the lead instead.
On the flip side I do not think that giving the Assault Suit a second equipment slot is the solution either as it could make them far too independent. |
Byozuma Kegawa
The Tritan Industries RISE of LEGION
10
|
Posted - 2013.05.10 03:11:00 -
[10] - Quote
I can tell you know that the Amarr logistics is another problem. Sure, they get a sidearm, but lose a n equipment slot. This slot is lost across the board with standard and advanced only getting 2 slots. I may as well be running an assault with that equipment layout. |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
609
|
Posted - 2013.05.10 03:35:00 -
[11] - Quote
Iron Wolf Saber wrote:Cosgar wrote:Geeze, what part of suggested don't you guys understand? Did I take it too far with the sermon?
Let me clarify some things here. I use the Minmatar Logi and it's fine as is. Not sure about the Gallente and Amarr, but the Caldari is the problem with the crazy slot allocation and the Assaults are kind of gimped. Whatever the case, one suit class shouldn't be punished because one racial suit is a bit imbalanced. Plus, I like having a light weapon because I use the mass driver in a full support role. Losing that in exchange for dual wield isn't going to help because people will find a way to make it work. Everything in this game is getting nerfed left and right, the logis finally get a needed buff and now it's our turn? Caldari logi is the issue, not the whole class. I have seen other logi-suits on the field breaking everything in sight, the only one lacking presence is the Amarr Logi. Just Nerfing the Caldari Logi suit would only shift players into using the Gallente Logi suit which has a stupid amount of armor repair. By going down the list it may finally get to the Amarr Logi Suit that we may see a real assault suit take the lead instead. On the flip side I do not think that giving the Assault Suit a second equipment slot is the solution either as it could make them far too independent. Well, instead of nerfing its combat capabilities, why not adjust the fitting capabilities? Lower the PG/CPU on all the logi suits but give them a bonus reduction to fitting all equipment. That could even things out. But the assault suits do need a bit of a buff. If I was an assault, I'd probably switch to logi. You can tell Remnant had a hand in this lol. |
Justin Tymes
Condotta Rouvenor Gallente Federation
92
|
Posted - 2013.05.10 03:39:00 -
[12] - Quote
This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
609
|
Posted - 2013.05.10 03:48:00 -
[13] - Quote
Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class.
Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. |
Patoman Radiant
ZionTCD Unclaimed.
94
|
Posted - 2013.05.10 03:50:00 -
[14] - Quote
Word on the street is that due to superior bonuses, logis are the new assault. |
Justin Tymes
Condotta Rouvenor Gallente Federation
92
|
Posted - 2013.05.10 04:02:00 -
[15] - Quote
Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to.
You can't area deny with any version of the MD anymore, and that was the main reason to use it to begin with. Shots that would hit the enemy in the previous build, dont. Forget trying to scare anyone with the Assault with a pathetic 55 max damage per shot on 400-500 shielded enemies, especially with the spread and range nerf. Freedom = 1 vs 1 only, and Breach took a big damage nerf so it's terrible. I don't have a problem with nerfing the MD, everything was pretty much nerfed for Uprising(except for the AR of course), but 20% damage decrease with a 30% spread decrease is way too much.
A 10% decrease in damage with a 15-20% spread reduction would have been much more reasonable. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 04:06:00 -
[16] - Quote
Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to.
Overall no my experience with the MD is worse. However I am far more effective in kills and scaring people off with it in Uprising its not the best weapon due to several bugs associated with it most notable the explosions that deal 0 damage to direct hits, and the shot and smoke trails not matching.
As for the Logi-suits MUST have MDs is a very poor argument considering you're supposed to be able to explore the use of any light weapon and any suit with a light weapon slot can explore the use with mass drivers. Some of the scariest MD users from last build where not Logi-suits but scout suits that use them for CQC weapons in Chomosome but that's personal opinion of scary. None the less there is little stopping a Heavy, Logi, Sentinel, Assault, Medium, Light, Scout from equipping the MD itself.
The issue is that Most of the killer bees are using Duvolle Tactical Rifles, which are nice to see back on the field in terms of use I fear a nerf bat may be heading its way as well (again, sigh.)
It be easier to move the mass driver as a side arm instead at this rate though. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
611
|
Posted - 2013.05.10 04:10:00 -
[17] - Quote
Justin Tymes wrote:Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. You can't area deny with any version of the MD anymore, and that was the main reason to use it to begin with. Shots that would hit the enemy in the previous build, dont. Forget trying to scare anyone with the Assault with a pathetic 55 max damage per shot on 400-500 shielded enemies, especially with the spread and range nerf. Freedom = 1 vs 1 only, and Breach took a big damage nerf so it's terrible. I don't have a problem with nerfing the MD, everything was pretty much nerfed for Uprising(except for the AR of course ), but 20% damage decrease with a 30% spread decrease is way too much. A 10% decrease in damage with a 15-20% spread reduction would have been much more reasonable. Yeah, that would have been perfect, but the arcing trajectory needs to come back too. You know that room in the complex where objective B is in? I practiced so much with the MD, I could flush people from camping in there by trick shooting into the windows from across the street. The grenades fly so straight now, they just wind up hitting the ceiling. |
Iron Wolf Saber
Den of Swords
4015
|
Posted - 2013.05.10 04:22:00 -
[18] - Quote
Cosgar wrote:Iron Wolf Saber wrote:Cosgar wrote:Geeze, what part of suggested don't you guys understand? Did I take it too far with the sermon?
Let me clarify some things here. I use the Minmatar Logi and it's fine as is. Not sure about the Gallente and Amarr, but the Caldari is the problem with the crazy slot allocation and the Assaults are kind of gimped. Whatever the case, one suit class shouldn't be punished because one racial suit is a bit imbalanced. Plus, I like having a light weapon because I use the mass driver in a full support role. Losing that in exchange for dual wield isn't going to help because people will find a way to make it work. Everything in this game is getting nerfed left and right, the logis finally get a needed buff and now it's our turn? Caldari logi is the issue, not the whole class. I have seen other logi-suits on the field breaking everything in sight, the only one lacking presence is the Amarr Logi. Just Nerfing the Caldari Logi suit would only shift players into using the Gallente Logi suit which has a stupid amount of armor repair. By going down the list it may finally get to the Amarr Logi Suit that we may see a real assault suit take the lead instead. On the flip side I do not think that giving the Assault Suit a second equipment slot is the solution either as it could make them far too independent. Well, instead of nerfing its combat capabilities, why not adjust the fitting capabilities? Lower the PG/CPU on all the logi suits but give them a bonus reduction to fitting all equipment. That could even things out. But the assault suits do need a bit of a buff. If I was an assault, I'd probably switch to logi. You can tell Remnant had a hand in this lol.
That there is a far more dangerous suggestion as it can cause the entire class to break as they can barely do anything if you lower to 'discourage' combat fitting since so many of the modules used for combat and utility the utility based modules (and not just equipment but things like sensors and other non-combat modules) typically run higher than usual fittings to the point it may force logi-players to use CPU and Grid modules and consume most of their slots in trying to remain useful. Logistics are supposed to be flexible and more capable than any other class to meet a large variety of situations when fitted ahead of time. From the vehicle baiter, to engineer, to medic, to long range vehicle slayer, to area suppression, to force diversion, logistics can facilitate combat better than any other class because of the flexibility. However the class as it stands now has only one clear role. Kill. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
612
|
Posted - 2013.05.10 04:25:00 -
[19] - Quote
Iron Wolf Saber wrote:Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. Overall no my experience with the MD is worse. However I am far more effective in kills and scaring people off with it in Uprising its not the best weapon due to several bugs associated with it most notable the explosions that deal 0 damage to direct hits, and the shot and smoke trails not matching. As for the Logi-suits MUST have MDs is a very poor argument and it is a narrow minded consideration to the fact a sandbox exists. To extrapolate you are supposed to be able to explore the use of any light weapon and any suit with a light weapon slot can explore the use with mass drivers. Some of the scariest MD users from last build where not Logi-suits but scout suits that use them for CQC weapons in Chomosome but that is my personal opinion of scary and crazy. None the less there is little stopping a Heavy, Logi, Sentinel, Assault, Medium, Light, Scout from equipping the MD itself. This sand boxing is however is what is happening in the current build. Some assault player asked what-if he could use the Logi-suit to make the 'Ultimate' Soldier. The Logstics suits readily and quickly answered that question in every way possible. The issue is that most of the 'killer bees' are using Duvolle Tactical Rifles, which are nice to see back on the field in terms of use I fear a nerf bat may be heading its way as well (again, sigh.) I rather not nerf guns, nerf suits, or buff assaults to really make the heavy based and light based suits felt really left out entirely. It be easier to move the mass driver as a side arm instead at this rate though. I'm not saying logi has to use the MD, but they should be allowed to have that option. It just happens to fit well with a support class because it's an effective support weapon. I never got more than 6~7kills in an ambush with it, but it made a difference with my squad in how we used it. Just being able to scare the hell out of people and pin them down so heavies and scouts can get close enough to bust some heads or herding people away so we can raise a downed ally made it a valuable asset. I rarely topped the leaderboards, but I was always the team MVP. You can get more direct hits and kills with it, but you might as well use a TAR at this point and save the headache of the broken grenade physics.
Don't get me wrong though, I like that you're proposing solutions to things and I liked your perquisites for the suits. But the logi = sidearm only thing rubbed me the wrong way. There's other options out there, just save the sidearm restriction as a final solution if people can't come up with something reasonable.
(If they do, I wouldn't mind if only logis could use MD as a sidearm) |
Iron Wolf Saber
Den of Swords
4015
|
Posted - 2013.05.10 04:28:00 -
[20] - Quote
Cosgar wrote:Iron Wolf Saber wrote:Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. Overall no my experience with the MD is worse. However I am far more effective in kills and scaring people off with it in Uprising its not the best weapon due to several bugs associated with it most notable the explosions that deal 0 damage to direct hits, and the shot and smoke trails not matching. As for the Logi-suits MUST have MDs is a very poor argument and it is a narrow minded consideration to the fact a sandbox exists. To extrapolate you are supposed to be able to explore the use of any light weapon and any suit with a light weapon slot can explore the use with mass drivers. Some of the scariest MD users from last build where not Logi-suits but scout suits that use them for CQC weapons in Chomosome but that is my personal opinion of scary and crazy. None the less there is little stopping a Heavy, Logi, Sentinel, Assault, Medium, Light, Scout from equipping the MD itself. This sand boxing is however is what is happening in the current build. Some assault player asked what-if he could use the Logi-suit to make the 'Ultimate' Soldier. The Logstics suits readily and quickly answered that question in every way possible. The issue is that most of the 'killer bees' are using Duvolle Tactical Rifles, which are nice to see back on the field in terms of use I fear a nerf bat may be heading its way as well (again, sigh.) I rather not nerf guns, nerf suits, or buff assaults to really make the heavy based and light based suits felt really left out entirely. It be easier to move the mass driver as a side arm instead at this rate though. I'm not saying logi has to use the MD, but they should be allowed to have that option. It just happens to fit well with a support class because it's an effective support weapon. I never got more than 6~7kills in an ambush with it, but it made a difference with my squad in how we used it. Just being able to scare the hell out of people and pin them down so heavies and scouts can get close enough to bust some heads or herding people away so we can raise a downed ally made it a valuable asset. I rarely topped the leaderboards, but I was always the team MVP. You can get more direct hits and kills with it, but you might as well use a TAR at this point and save the headache of the broken grenade physics. Don't get me wrong though, I like that you're proposing solutions to things and I liked your perquisites for the suits. But the logi = sidearm only thing rubbed me the wrong way. There's other options out there, just save the sidearm restriction as a final solution if people can't come up with something reasonable. (If they do, I wouldn't mind if only logis could use MD as a sidearm )
Yeah I am looking for a solution that doesn't turn into a power creep hell-storm. |
|
Logi Bro
Greatness Achieved Through Training EoN.
1448
|
Posted - 2013.05.10 04:32:00 -
[21] - Quote
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. |
Justin Tymes
Condotta Rouvenor Gallente Federation
92
|
Posted - 2013.05.10 04:35:00 -
[22] - Quote
Iron Wolf Saber wrote:Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. Overall no my experience with the MD is worse. However I am far more effective in kills and scaring people off with it in Uprising its not the best weapon due to several bugs associated with it most notable the explosions that deal 0 damage to direct hits, and the shot and smoke trails not matching. As for the Logi-suits MUST have MDs is a very poor argument and it is a narrow minded consideration to the fact a sandbox exists. To extrapolate you are supposed to be able to explore the use of any light weapon and any suit with a light weapon slot can explore the use with mass drivers. Some of the scariest MD users from last build where not Logi-suits but scout suits that use them for CQC weapons in Chomosome but that is my personal opinion of scary and crazy. None the less there is little stopping a Heavy, Logi, Sentinel, Assault, Medium, Light, Scout from equipping the MD itself. This sand boxing is however is what is happening in the current build. Some assault player asked what-if he could use the Logi-suit to make the 'Ultimate' Soldier. The Logstics suits readily and quickly answered that question in every way possible. The issue is that most of the 'killer bees' are using Duvolle Tactical Rifles, which are nice to see back on the field in terms of use I fear a nerf bat may be heading its way as well (again, sigh.) I rather not nerf guns, nerf suits, or buff assaults to really make the heavy based and light based suits felt really left out entirely. It be easier to move the mass driver as a side arm instead at this rate though.
Get out of here with that crap. Scouts were completely outclassed by Assaults without the Shotgun in the last build. The MD was the most vulnerable, most inconsistent weapon in Chrome. It was no where near dominant, you were lucky to see 2 MD users in a match. Sure you could have equipped a MD on a Heavy, Scout, or Assault, but you're not getting the most out of what you're suppose to be doing. A heavy could equip Kova Knives, but that doesn't mean it should be using it.
It's not the fault of the Logi that Assaults are using our suit. This could easily be changed by making the radical skills on every other suit worth skilling into. |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 04:36:00 -
[23] - 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.
Like the idea, don't like Gallenre's bonus though... |
Ayures II
Subdreddit Test Alliance Please Ignore
114
|
Posted - 2013.05.10 04:45:00 -
[24] - Quote
ITT, people can't read.
Iron Wolf Saber wrote:Please note that even though I am a CPM member does not mean that isa promise or even a consideration for CCP as just as much as any one else's ideas on the forums.
Iron Wolf Saber wrote:Please note that even though I am a CPM member does not mean that isa promise or even a consideration for CCP as just as much as any one else's ideas on the forums.
Iron Wolf Saber wrote:Please note that even though I am a CPM member does not mean that isa promise or even a consideration for CCP as just as much as any one else's ideas on the forums.
Iron Wolf Saber wrote:Please note that even though I am a CPM member does not mean that isa promise or even a consideration for CCP as just as much as any one else's ideas on the forums.
Iron Wolf Saber wrote:Please note that even though I am a CPM member does not mean that isa promise or even a consideration for CCP as just as much as any one else's ideas on the forums. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
125
|
Posted - 2013.05.10 04:46:00 -
[25] - Quote
This is beyond stupid. The second logis start killing people, everyone cries nerf. Singling out the Caldari is silly as well, from High + Low + Equips standpoint, Gallente, Caldari, and Minmatar all have 12 slots at proto. Amarr has 9.... for some reason.
Not having a sidearm is already an issue, having two doesn't solve it, it just guarantees that everyone in the game will have a range advantage on logis. That neatly puts them all on the AR stomping menu, because no sidearm has equivalent range. That's not a balance, that's just handing assaults and scouts the heads of logis.
The problem is assaults/heavies have no compelling reason to use their own suits. The suits are the same as basic frames - slots, hp, cpu, pg. Why bother skilling into assault for minor bonuses? They need compelling reasons to use their specializations - a shield recharge bonus to the exact same suit isn't enough. The bonuses/suits for scout/assault/sentinel need to be looked at.
Logis are a separate issue, the fact that people can ignore equipment slots to use the PG/CPU to fill the increased number of slots may seem exploitative, but it's just side-product of the other suits not having much to offer. As a logistics, the extra slots can go towards EWAR functions and more. They give logistics freedom to tweak things like hacking speed and detection to help the team. You know - perform an actual logistics role. The extra PG/CPU is necessary to fit those slots, and hold that equipment. Logistics already have the greatest weapon restriction in the game, every other class can carry at least two.
Maybe the runaway slot issue suggests that the diminishing returns on damage mods should be higher? That ARs need to be looked at? Something that isn't pants-on-head stupid as... "Give em two pistols.. lol, then I can duvolle tactical them at range and not have to worry!"
If assault suits were beefier, or had better bonuses, this wouldn't be coming up. Logistics are supposed to be the slot-laden class. It makes them expensive to fit, expensive to level, and go forbid you get killed by a guy that sank 12-million SP and filled up slots with combat-oriented proto. It's a callback to the flexibility of the logi class. Logis could stack damage mods pre-uprsing too. The difference was assaults were beefier.
CCP has made a conscious decision to try to make people harder to kill, to get rid of those 1-second encounters. They made guns weaker, and they made suits stronger. Logis bonuses are mostly about not dying. If you're the logi, you squad won't be repping you - so you get an armor repair bonus. Caldari have little armor, and so they have a shield bonus. Even maxed - it's one flux grenade away from a naked logi.
The solution here is looking at the other specs, give people a reason to play their specs. Sentinels get a bonus to feedback damage? That's like a bonus for to protect against your stupidity. Assaults probably need increased base hp on their suits (maybe going higher from tier to tier) and bonus reviews. That's what makes sense in context here. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
613
|
Posted - 2013.05.10 04:48:00 -
[26] - Quote
XXfootnoteXX wrote: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. Like the idea, don't like Gallenre's bonus though... Yeah, that's actually pretty good just for off the top of your head. We're probably going to get nerfed, but for once I would like a nerfing that can be negotiated. We all know what happens when CCP nerfs something
For some reason, I can't help but imagine Remnant hung over after fanfest and accidentally switching the logi suit lines we were supposed to get with his personal dev hacked logi suit lines when he had to turn his work in. |
Iron Wolf Saber
Den of Swords
4015
|
Posted - 2013.05.10 04:48:00 -
[27] - Quote
Justin Tymes wrote:Iron Wolf Saber wrote:Cosgar wrote:Justin Tymes wrote:This is absolute bullshit, I live with the Logi MD, die with the Logi MD. It's a SUPPORT weapon, and Logis can't use it now because of people QQing? Same reason why I don't want to be restricted to sidearms. Not having one in exchange for equipment slots is a much better tradeoff than not being able to use the only support weapon in the game as a support class. Speaking of mass drivers, have you had any luck with it after the ninja nerf? It's easier to get kills with it and all, but I can't herd people or pin them down at choke points like I used to. Overall no my experience with the MD is worse. However I am far more effective in kills and scaring people off with it in Uprising its not the best weapon due to several bugs associated with it most notable the explosions that deal 0 damage to direct hits, and the shot and smoke trails not matching. As for the Logi-suits MUST have MDs is a very poor argument and it is a narrow minded consideration to the fact a sandbox exists. To extrapolate you are supposed to be able to explore the use of any light weapon and any suit with a light weapon slot can explore the use with mass drivers. Some of the scariest MD users from last build where not Logi-suits but scout suits that use them for CQC weapons in Chomosome but that is my personal opinion of scary and crazy. None the less there is little stopping a Heavy, Logi, Sentinel, Assault, Medium, Light, Scout from equipping the MD itself. This sand boxing is however is what is happening in the current build. Some assault player asked what-if he could use the Logi-suit to make the 'Ultimate' Soldier. The Logstics suits readily and quickly answered that question in every way possible. The issue is that most of the 'killer bees' are using Duvolle Tactical Rifles, which are nice to see back on the field in terms of use I fear a nerf bat may be heading its way as well (again, sigh.) I rather not nerf guns, nerf suits, or buff assaults to really make the heavy based and light based suits felt really left out entirely. It be easier to move the mass driver as a side arm instead at this rate though. Get out of here with that crap. Scouts were completely outclassed by Assaults without the Shotgun in the last build. The MD was the most vulnerable, most inconsistent weapon in Chrome. It was no where near dominant, you were lucky to see 2 MD users in a match. Sure you could have equipped a MD on a Heavy, Scout, or Assault, but you're not getting the most out of what you're suppose to be doing. A heavy could equip Kova Knives, but that doesn't mean it should be using it. It's not the fault of the Logi that Assaults are using our suit. This could easily be changed by making the radical skills on every other suit worth skilling into.
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. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
65
|
Posted - 2013.05.10 04:50:00 -
[28] - Quote
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 |
WyrmHero1945
SyNergy Gaming EoN.
252
|
Posted - 2013.05.10 04:52:00 -
[29] - Quote
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. |
Llan Heindell
One-Armed Bandits
77
|
Posted - 2013.05.10 04:53:00 -
[30] - Quote
As suggested before, decreasing our max PG/CPU and giving us role bonus decrease CPU/PG usage for infantry equips/defensive module should solve the problem. Also allowing Assaults to be what they should be, deadly killing machines.
Llan Heindell. |
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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 |
|
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. |
|
KingBabar
Seraphim Initiative. CRONOS.
562
|
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
|
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
|
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
|
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.
|
Jack McReady
DUST University Ivy League
158
|
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
|
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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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
623
|
Posted - 2013.05.10 08:05:00 -
[61] - Quote
Man, after all the classes get nerfed, the logibros are the ones with common sense. Never been prouder of my niche class in a game.
One last question for you IWS. What's the approximate time frame on the tackling and EWAR equipment? Is it soonGäó or is it more like a soon? |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 08:19:00 -
[62] - Quote
I dont understand the complaints about logis you have flux nades that can do 1800 damage to shields you can drop atleast 2-3 logis shields with that and just mow them down. You could also use a laser rifile or hmg get up close with a decent submachine gun theyre not OP you just skilled into the wrong gear to handle a shield tanking logi. Flux nade then shotgun its thats simple in the video posted the logi only had 99 armor pop his shield then take him down. Also there were some notes about having multiple grande types so i dont see the problem. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
625
|
Posted - 2013.05.10 09:23:00 -
[63] - Quote
Ld Collins wrote:I dont understand the complaints about logis you have flux nades that can do 1800 damage to shields you can drop atleast 2-3 logis shields with that and just mow them down. You could also use a laser rifile or hmg get up close with a decent submachine gun theyre not OP you just skilled into the wrong gear to handle a shield tanking logi. Flux nade then shotgun its thats simple in the video posted the logi only had 99 armor pop his shield then take him down. Also there were some notes about having multiple grande types so i dont see the problem. Other suits have been hit with the nerf bat making them quit their respective niche, all the racail suits suck instead of the logi, everyone has flocked to the logi and it's the new FotM, instead of thinking of ways to reinforce thier own nerfed classes, they want to nerf logis. |
THE GREY CARDINAL
PSU GHOST SYNDICATE
72
|
Posted - 2013.05.10 10:03:00 -
[64] - Quote
Never have I loved being a LogiBee more than when I got my protosuit and bumped my armor regen to over 20HP/s. :D I'm a happy chappy with my Lai Dai Flux Repair. I have the next 3 months of skill training planned out and know exactly where I'm going. :D |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
14
|
Posted - 2013.05.10 10:25:00 -
[65] - Quote
Logibro for life. Lets hope this hotfix today helps us do our job. |
Medic 1879
The Tritan Industries RISE of LEGION
272
|
Posted - 2013.05.10 10:57:00 -
[66] - Quote
I say yes take away our light and let us dual wield pistols I will swap my MD for dual Flaylocks lol see how long that lasts before the calls to nerf us back begin.
Being serious for a moment people are complaining about logi's playing like assaults correct? Well how about this for a fix to fit all proto shield extenders/armour plates you have to sacrifice equipment so most of these assaultlogi's are not bothering carrying much equipment, so why not make it so Logi suit fittings are invalid if they dont have a full equipment loadout. |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 13:14:00 -
[67] - Quote
Also why cant a Amarr Assault handle a shield logi do people even think of counter measures 3 highs 3 lows your slightly faster than the logi you have 180 stock shield 180 stock hp and you get a bonus for laser weapons faster shield recharge more stanima faster stanima recharge and you get a sidearm with probably be a shotgun submachine gun or flaylock pistol. |
Delirium Inferno
Edoras Corporation
182
|
Posted - 2013.05.10 13:20:00 -
[68] - Quote
Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much. |
Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
|
Posted - 2013.05.10 13:37:00 -
[69] - Quote
I run as a Amarr logi so that's out of the way. I could see us losing the current lightweapon slot and trade it to a carbine slot. Besides, carbine scrambler rifle sounds way more cooler than just scrambler rifle :D |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 13:40:00 -
[70] - Quote
Delirium Inferno wrote:Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much.
but this isnt true most assualt players barely use sidearms its just a desperate move when u need to reload. which is slower in uprising for whatever reason. All the logi has is shield maybe people just need to work on other skillsrather than just thinking i have a proto ar i should be able to kill anyone call of duty attitude and play thier suits to its strengthens |
|
Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
|
Posted - 2013.05.10 13:45:00 -
[71] - Quote
If we get carbine variants I'll be more than happy to toss my light weapon out of the window. |
ugg reset
ZionTCD Unclaimed.
271
|
Posted - 2013.05.10 13:48:00 -
[72] - Quote
Meh. Logi Bees, for the Hive! |
Delirium Inferno
Edoras Corporation
184
|
Posted - 2013.05.10 13:49:00 -
[73] - Quote
Ld Collins wrote:Delirium Inferno wrote:Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much. but this isnt true most assualt players barely use sidearms its just a desperate move when u need to reload. which is slower in uprising for whatever reason. All the logi has is shield maybe people just need to work on other skillsrather than just thinking i have a proto ar i should be able to kill anyone call of duty attitude and play thier suits to its strengthens Isn't that what I said?
The sidearm has very little value, but according to all of you who think the logi's are fine right now the lose of a sidearm is a fair trade to get max equipment and nearly max high/low slots. And then there will be the people who say, "Don't nerf the logi, buff the assault!" What exactly could you do to the assault to make it better at assault than a logi, logi already has everything!
|
ugg reset
ZionTCD Unclaimed.
271
|
Posted - 2013.05.10 13:56:00 -
[74] - Quote
Delirium Inferno wrote:Ld Collins wrote:Delirium Inferno wrote:Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much. but this isnt true most assualt players barely use sidearms its just a desperate move when u need to reload. which is slower in uprising for whatever reason. All the logi has is shield maybe people just need to work on other skillsrather than just thinking i have a proto ar i should be able to kill anyone call of duty attitude and play thier suits to its strengthens Isn't that what I said? The sidearm has very little value, but according to all of you who think the logi's are fine right now the lose of a sidearm is a fair trade to get max equipment and nearly max high/low slots. And then there will be the people who say, "Don't nerf the logi, buff the assault!" What exactly could you do to the assault to make it better at assault than a logi, logi already has everything!
-1 sidearm of corse. Well until I get my proto amarr, that's when I become unstoppable lol |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 13:57:00 -
[75] - Quote
Delirium Inferno wrote:Ld Collins wrote:Delirium Inferno wrote:Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much. but this isnt true most assualt players barely use sidearms its just a desperate move when u need to reload. which is slower in uprising for whatever reason. All the logi has is shield maybe people just need to work on other skillsrather than just thinking i have a proto ar i should be able to kill anyone call of duty attitude and play thier suits to its strengthens Isn't that what I said? The sidearm has very little value, but according to all of you who think the logi's are fine right now the lose of a sidearm is a fair trade to get max equipment and nearly max high/low slots. And then there will be the people who say, "Don't nerf the logi, buff the assault!" What exactly could you do to the assault to make it better at assault than a logi, logi already has everything!
sorry for misquoting you but maybe an assualt suit isnt the answer to a logi it really depends on the players skill lvl i know a scout with flux nades and a shotty would crush a logi just like im gonna make the assumption that a amarr assualt can take down a shield logi flux nades laser rifle and a submachine gun or shotgun. |
Ld Collins
On The Brink CRONOS.
0
|
Posted - 2013.05.10 14:29:00 -
[76] - Quote
Ld Collins wrote:Delirium Inferno wrote:Ld Collins wrote:Delirium Inferno wrote:Before I make this statement let me make it clear that logi was my first class I picked when I picked up Dust and I stuck with it for this build.
With the light weapon dilemma, keep in mind all assault players use their sidearm for is to quick swap when someone is almost dead and they have to reload. It doesn't get used all that frequently. So that said, the current Logi gets the light weapon slot, the most equipment slots, the most module slots, and the most CPU/PG. It is basically the god suit. Yeah, I can understand why a lot of current logi's would be hesitant to give that up, but it is so obviously too darn much. but this isnt true most assualt players barely use sidearms its just a desperate move when u need to reload. which is slower in uprising for whatever reason. All the logi has is shield maybe people just need to work on other skillsrather than just thinking i have a proto ar i should be able to kill anyone call of duty attitude and play thier suits to its strengthens Isn't that what I said? The sidearm has very little value, but according to all of you who think the logi's are fine right now the lose of a sidearm is a fair trade to get max equipment and nearly max high/low slots. And then there will be the people who say, "Don't nerf the logi, buff the assault!" What exactly could you do to the assault to make it better at assault than a logi, logi already has everything! sorry for misquoting you but maybe an assualt suit isnt the answer to a logi it really depends on the players skill lvl i know a scout with flux nades and a shotty would crush a logi just like im gonna make the assumption that a amarr assualt can take down a shield logi flux nades laser rifle and a submachine gun or shotgun. anoher suit that could drop a logi minmatar assualt 5 high slots 2 low shield recharge and side weapon bonus two cpu modules will let you shield tank and you get a light weapon with a side arm. this with a complex cpu upgrade of 35% plus the suits base cpu of 320 not counting your passive cpu boost from skills sounds like a nice shield tank setup with 135 stock armor vs 90 stock armor of a shield logi
basicallly the caldari logi and minmatar assualt can go toe to toe with each other with the edge towards the assualt suit. the logi could possibly have more schield but the assualt has a sidearm it can strafe faster it has more armor a faster shield rep whatever sidearm the assualt has he gets a larger clip not ammo capacity but clip u can let that smg rip on a logi. |
Zahle Undt
The Tritan Industries RISE of LEGION
90
|
Posted - 2013.05.10 15:38:00 -
[77] - Quote
+1 to OP. In general I wish we would grow up and quit begging for nerfs, we have created our own problems with our whining about what killed us. If you think something is unblanced ask for your specialty to be buffed not for others to be nerfed. Encouraging CCP to pull out the nerf hammer is what has caused most of our beefs with Uprising, but have we learned our lesson? Apparently not!
Those who do not learn from history are doomed to repeat it. |
Exergonic
TeamPlayers EoN.
20
|
Posted - 2013.05.10 15:45:00 -
[78] - Quote
I just want them to Fix my equipment =( Idk what ccp was thinking when they decided to mess with it... Just leave the damn thing be |
Iron Wolf Saber
Den of Swords
4033
|
Posted - 2013.05.10 16:13:00 -
[79] - Quote
Exergonic wrote:I just want them to Fix my equipment =( Idk what ccp was thinking when they decided to mess with it... Just leave the damn thing be
Can you or have you filed bug reports to what are wrong with it? The only noticeable break is that Dropuplinks are now acting like fences and it may be just because there is a cloaked person there. |
RydogV
Shadow Company HQ
135
|
Posted - 2013.05.10 17:25:00 -
[80] - 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. 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.
Cool, well thanks for the history lesson Iron Wolf. I guess all the classes I have taken for my history degree were just a waste of money. I could have just come to the Dust forums and learned everything I needed to know.
I especially appreciate your perspective on the role of the modern Infantryman and Combat Medic...now I feel like I did it wrong all those years. Glad I hung up my Blue Cord and Crossed Rifles when I did. And I will be happy to let all my Combat Medic buddies know that they are not expected to be good shots and to just stop training their marksman skills because their MOS designation does not require them to. The 11 series folks will automatically be shooting straight and true because, you know, they are the REAL soldiers.
Hope everyone is paying real close attention to all this wisdom. |
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Commander Tuna
KILL-EM-QUICK RISE of LEGION
14
|
Posted - 2013.05.10 17:39:00 -
[81] - Quote
Iron Wolf Saber wrote: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)
The amount of possesive I's your paragraph has is frightening. Just remember who you speak for. |
J Falcs
Bojo's School of the Trades
33
|
Posted - 2013.05.10 17:41:00 -
[82] - Quote
Commander Tuna wrote:Iron Wolf Saber wrote: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) The amount of possesive I's your paragraph has is frightening. Just remember who you speak for.
I don't see any "my" or "mine."
|
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
188
|
Posted - 2013.05.10 18:10:00 -
[83] - Quote
RydogV, chill dude, I'm sure he meant nothing by it - just offering an example. This isn't personal though i can see that it is getting to you. I don't want a nerf either.
If anyone even reads this far along in the thread I will be happy to offer my limited Opinion.
Many good ideas were presented. I truly think, from my questions to squad mates that got on the logi/assault tour in uprising that they did it for the Caldari Racial bonus, no the inherent armor rep of the Logistics bonus. To me that implies that the problem is with the other racial variants not offering much in the way of valuable bonuses to the hardcore players. This is an FPS and although many like to thing through their actions and are excited for technical builds that will come along Soon with more content that will allow more electronic warfare - this is still a Tank or Gank FPS like all others.
You either skill yourself to Tank or Gank. If the best of both worlds resides in the versatility of the support suit then there is a problem with the game. The errors are source in perception vs. actual: Either the benefits are the best, and will be the best or lack of content has made them that way. If the introduction of the full planned content does not drive classic assault players into the assault suits then the content balance has failed. Said differently If the current racial assault suits do not offer enough perceived, and actual, benefit with full content then it will show that the racial variants for the classic FPS mode of Tank or Gank have failed and that there is something wrong with the Assault class.
Personally I would like to see some changes to the logi's and the assaults - no need to mention heavies, they are already broke.
Racial variants that fit the class and Class bonuses that fit the class. I dont have specifics, just general guidlines based on my view of what the classes represent. Logi bonus: avg. Gank, adv Tank, - armor rep a good solid bonus. Has a way to Gank and a Way to tank, not both. In an FPS you must be able to defend yourself to protect your squadmates.
Assault bonus: adv Gank avg tank - damage and staying power. Reloading, heat reduction, etc. scrap. Sidearms negate the need for this. Bonuses must Plays to slayer specialization. little equipment
Scout: Super Gank, Low/No Tank - damage stealth speed bonuses good. some equipment. Everyone should hate scouts when they see them coming, and even more when they don't because they are so deadly in CQC and long range.
Heavy: Adv/Super Gank, Super/adv Tank. No speed, no equipment, just power. Heat buildup, ammo bonuses, armor bonuses are all good
Fixing Logis by iron wolf: I can agree with this Every logi should have a minimum of 3 slots always and 4 at proto. Amarr should have another Low slot. REMOVE Light weapon slot, replace with two side arm slots. ONLY if dual wielding is enabled! Built in bonus for additional sidearm reserve - like it Built in bonus for side arm range. like it Tech 1 bonuses? Unfamiliar with this, it may be obvious but at the moment of writing my mind doesn't get it. 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)
Fixing Assaults: for and against Beefier. Increased base HP stats. General bonuses to weapon damage or range, not weapon specific. No one want to be limited this way, even if they will all still skill into the same thing. 1 Equipment slot. - 2 makes them better than the Amarr logi. If Amarr get bonus Eslot and Lslot they can have two at proto level. - it encourages them to diversify into other skills as well. Bonuses the Fit the Tank or Gank specialties of ground pounders. Increased ammo capacity possibly.
Sorry I don't have more to offer. I don't have the bonuses or stats to look at right now. Maybe after work.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
636
|
Posted - 2013.05.10 23:20:00 -
[84] - Quote
Another thing I just realized is that if the HMG didn't get that huge nerf, we wouldn't have this problem either. A lot of heavies left their fat suits and I believe most of them went logistics. |
Malkai Inos
The Vanguardians Orion Empire
30
|
Posted - 2013.05.10 23:38:00 -
[85] - Quote
Oh, another thread to declare my support for Iron Wolf Saber's ideas. How nice! |
Jaina - Drien
Maniacal Miners INC The Omega Industries
0
|
Posted - 2013.05.10 23:49:00 -
[86] - Quote
IF this happens to the logi, I am going to be frustrated as hell.. NO WAY this is going to happen man.. I am so fracken mad... Cant leave as with some pointless sidearms.. The logis are fine as they are now and they ve been nerfed quite a lot with the fracken nanohives nerf and ofc not just that.. I still need to put a strong PG and CPU upgrades... I have trained my light weapon to max proficiency right now and not going to just throw it off.. you know the logistics also require to specialize a ton of skillpoints to get to them.. not going to train assaults just because of this.. |
Joey-Number1
Maniacal Miners INC The Omega Industries
43
|
Posted - 2013.05.10 23:57:00 -
[87] - Quote
SoTa of PoP wrote:Pretty sure on that post IronWolf made it states in paragraph one that the thread was made as him being a player who happens to be CPM, so relax. He's been wanting to dual wield those pistols for some time.
Then do another type of logi suit that can forget light weapon and wield dual sidearms, I think thats much better option isnt... but oh my god how would anyone thought about totally removing light weapon from logi.. WTH, serious? Dont know if I would still continue to play after that, would struck me hard. |
Iron Wolf Saber
Den of Swords
4037
|
Posted - 2013.05.11 04:11:00 -
[88] - Quote
Joey-Number1 wrote:SoTa of PoP wrote:Pretty sure on that post IronWolf made it states in paragraph one that the thread was made as him being a player who happens to be CPM, so relax. He's been wanting to dual wield those pistols for some time. Then do another type of logi suit that can forget light weapon and wield dual sidearms, I think thats much better option isnt... but oh my god how would anyone thought about totally removing light weapon from logi.. WTH, serious? Dont know if I would still continue to play after that, would struck me hard.
The same guy that wants to see carbines, more smgs, and other light rifles and weapons in the game maybe and shifting over the mass driver as a small arms as well. Is also the same guy that wants to see suits simplified to one per role/race and using the suit skill to determine the level of fitting.
It would seem though nobody is looking at the entire forest of the idea and are offended by one little tree.
Either way I am expecting a logi nerf from CCP and its not getting rid of their side arm, its more likely getting rid of their ability to survive so well which is something I do not want to see go away.
I mean after all many people did once thought that http://images2.wikia.nocookie.net/__cb20120712001531/dust514/images/e/ee/Minmatar2.png would happen for the logi-suit before it came out. |
P14GU3
The Southern Legion RISE of LEGION
62
|
Posted - 2013.05.11 04:29:00 -
[89] - Quote
As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread |
Iron Wolf Saber
Den of Swords
4042
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Posted - 2013.05.11 04:31:00 -
[90] - Quote
P14GU3 wrote:As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread
I just find it amazing that nobody else has brought up any other of the suit changes in the idea, considering the vague stats. 100% of the idea can be considered a suit nerf because there is no context to what any of the bonuses are, what are the fitting slots, fitting stats, just generalized goals for the suits and sizes and reduction of overall number of suits. |
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P14GU3
The Southern Legion RISE of LEGION
62
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Posted - 2013.05.11 04:38:00 -
[91] - Quote
Iron Wolf Saber wrote:P14GU3 wrote:As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread I just find it amazing that nobody else has brought up any other of the suit changes in the idea, considering the vague stats. 100% of the idea can be considered a suit nerf because there is no context to what any of the bonuses are, what are the fitting slots, fitting stats, just generalized goals for the suits and sizes and reduction of overall number of suits.
I'm confused.. are you agreeing with me?
Besides I said /thread bro! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
650
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Posted - 2013.05.11 04:50:00 -
[92] - Quote
Iron Wolf Saber wrote:P14GU3 wrote:As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread I just find it amazing that nobody else has brought up any other of the suit changes in the idea, considering the vague stats. 100% of the idea can be considered a suit nerf because there is no context to what any of the bonuses are, what are the fitting slots, fitting stats, just generalized goals for the suits and sizes and reduction of overall number of suits. When people see something the deem as OP, they cry nerf. It's an unfortunate part of human nature.
Since we're in a logistics topic, any word on the Mass Driver? A lot of people have been voicing their discontent, not just with the damage and splash radius but the arcing trajectory from Chrome being changed to a straighter shot, less damage and tighter splash. A lot of us have been discussing it across the forums and were wondering if the devs were up to giving back some of the blast radius and the old arc trajectory for balance. Damage is a lot better since the 10% increase though, but the AR probably didn't need it out of all the weapons lol. |
Iron Wolf Saber
Den of Swords
4044
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Posted - 2013.05.11 15:41:00 -
[93] - Quote
Cosgar wrote:Iron Wolf Saber wrote:P14GU3 wrote:As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread I just find it amazing that nobody else has brought up any other of the suit changes in the idea, considering the vague stats. 100% of the idea can be considered a suit nerf because there is no context to what any of the bonuses are, what are the fitting slots, fitting stats, just generalized goals for the suits and sizes and reduction of overall number of suits. When people see something the deem as OP, they cry nerf. It's an unfortunate part of human nature. Since we're in a logistics topic, any word on the Mass Driver? A lot of people have been voicing their discontent, not just with the damage and splash radius but the arcing trajectory from Chrome being changed to a straighter shot, less damage and tighter splash. A lot of us have been discussing it across the forums and were wondering if the devs were up to giving back some of the blast radius and the old arc trajectory for balance. Damage is a lot better since the 10% increase though, but the AR probably didn't need it out of all the weapons lol.
MDs themselves are broken (bug wise) and needs repairs soon as those repairs go though it would then we can see where it stands.
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MoonEagle A
ShootBreakStab
12
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Posted - 2013.05.11 15:55:00 -
[94] - Quote
I must be doing something wrong because I am sucking as a logi this build. I only play medic in games. My SP didn't give me what I had last build. It is hard to pick people up and repairing is quick but I am getting killed too fast to repair. My exile also doesn't do crap. I am trying to earn a logi suit for 3 slots to get my proto repair gun, nanohive and injector.
frustrated |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
40
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Posted - 2013.05.11 16:08:00 -
[95] - Quote
P14GU3 wrote:As I've said in every other logi thread (although I think this was one of the first,) the issue is not really logis being OP, its assualts and heavys being UP (although the dmg increase helped.)
Firstly, give the assualts and sentinals something useful. 2% dmg increase to light/heavy weapons (take the 10% bonus you gave us if necessary.)
If that'd not enough, switch the logistics role bonus to be reduced pg/cpu cost for equipment, then lower the overall pg/cpu of logistics suits, reducing the amount of complex mods in the high/low slots. Give caldari a shield recharge racial bonus, gallente now gets a armor rep bonus (just like the logi role bonus now,) and amarr/mini keep their racial bonuses.
/thread
^^ exactly !! I think Logi bro was the first one to discuss changes like these. But yeah look into the bonuses of the other suits and buff them more rather than nerfing the hell out of the logi. Below is a list of things i've seen people recommend and thought of myself.
LOGIS: overall bonus make equipment take 5% or 10% less CPU/PG per level. (Then also nerf CPU and PG by like 10%-20% overall to really encourage logistically play and not assault+1 play) AMARR: 10% bonus to armor repair module and equipment effectiveness per level (again donno what amarrs thing is so please come up with better. Has to be balanced with gall and this doesn't seem it) MINMATAR: 5% bonus to hacking speed and DISTANCE. CALDARI: 10% bonus to shield regen per level. GALLENTE: 1 HP/s passive armor repair. (Amarr really needs some love so adding 1 more low slot would definitely be good. Maybe removing 1 low on caldari but very optional)
ASSAULT: overall bonus 2% bonus to weapon damage. AMARR: 10% bonus to weapon ammo capacity per level ( again amarr i can't figure them out. Though i think they bonus right now is silly) MINMATAR: 5% bonus stamina regain and maximum amount. CALDARI: 3% bonus to reload speed. GALLENTE: 5% reduction to armor plate drawbacks. (actually making the gallente assault more viable as it's not gonna be soooo damm slow. Armor doesn't regenerate as fast as shield so might be a brick you meet at first engagement but with no bonusses to reppers they'll be slow at getting back to max HP. Also encourages to run with logi. I think this would make assault way better but please i'm not perfect so please change something if you think i'm an idiot.
HEAVIES Overall bonus 4% bonus per level to resistance against small arms fire. AMARR: I actually have no idea to be honest. I can't figure out what the main role / main tanking / main weapon of the amarr heavy is.
SCOUTS ....... i really haven't looked at scouts at all They really also need some love .... and they need their second equipment slot back.
I've already posted this quite a few places so sorry for that and again not all the ideas are mine so no credits to me. I just hope that people agree more with the idea of buffing the bonuses for scouts, assaults and heavies more than they do with nerfing the entire logi frame down to assault level (<----would make me very sad ) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
719
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Posted - 2013.05.12 05:17:00 -
[96] - Quote
MoonEagle A wrote:I must be doing something wrong because I am sucking as a logi this build. I only play medic in games. My SP didn't give me what I had last build. It is hard to pick people up and repairing is quick but I am getting killed too fast to repair. My exile also doesn't do crap. I am trying to earn a logi suit for 3 slots to get my proto repair gun, nanohive and injector. frustrated It's only CaLogis that are OP lol. I use Winmatar and don't have half the survivability these guys have. (until the 14th)
But everyone things all the logis are a problem and I've been getting more hate mail for being a logi than I do for using the MD. |
THE GREY CARDINAL
PSU GHOST SYNDICATE
73
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Posted - 2013.05.12 05:50:00 -
[97] - Quote
Suggestions in the OP are disastrous. A whole class shouldn't be nerfed or changed just because an entire other class fails to offer something better. |
Skyhound Solbrave
Rough Riders..
41
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Posted - 2013.05.12 06:06:00 -
[98] - Quote
This is actually one of the dumbest threads on the forums to date.
Logis do not need to be nerfed one bit, but everyone thinks we are supposed to be their butlers on the battlefield. It's honestly pretty Damn insulting.
What about my Amarr logi suit? If Logis are "support only" and blessed to be given any weapon at all, then what happens to the suit that was designed to be a more assault oriented logi suit? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1000
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Posted - 2013.05.18 07:24:00 -
[99] - Quote
Skyhound Solbrave wrote:This is actually one of the dumbest threads on the forums to date.
Logis do not need to be nerfed one bit, but everyone thinks we are supposed to be their butlers on the battlefield. It's honestly pretty Damn insulting.
What about my Amarr logi suit? If Logis are "support only" and blessed to be given any weapon at all, then what happens to the suit that was designed to be a more assault oriented logi suit? I still remember when we all got word of the Amarr logi and raged over the fact that it had a sidearm. Instead of being OP like we all thought it would, that was the one that wound up being a balanced logi/assault hybrid without overpowering the Amarr assault's racial bonuses. Funny how things work out.
You're right though, logis aren't just meant to be pack mules or battle butlers. I operate with about 3~4 different suit fittings depending on the situation. There's the standard pack mule, when I do need to focus on full support, a "field setter" built for running behind enemy lines to lay uplinks, a speedy "hack-n-jack" build to run distraction by lone wolfing with a codebreaker to hack as many instillations and null points before the enemy has time to react, an "area denial" fitting for laying out proximity mines to take care of the current increase of murder taxis we've been seeing lately and my tried and true "demoman" fitting for defending CQC areas with remote explosives and my MD. Hell, since I've been messing around with the active scanner, I might try out an EWAR variant once I get the rest of my skills where I need them to be.
Speaking of the whole nerf logi witch hunt, anyone notice the lack of offense oriented CaLogis on the field? And on top of that, where's the rise of armor tanked GaLogis that you foresaw in your magic crystal ball IWS? I don't want to be an ass and tell you I told you so, but...
I told you so!
But in all seriousness, you bring a lot of ideas to the community, some good and some bad. When you're right, we'll all jump on the bandwagon, but when you're wrong, we're all going to amass in droves to tell you. I hope we can all forget this stupid Logi Gate nonsense so something can be done about that damn TAR rifle. Then, after that, we can all actually get back to what this game's all about: shooting each other in the face for 7-30 minutes at a time and grinding for SP so we can get skills that make us all better at it. |
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