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Posted - 2013.05.10 13:38:00 -
[1] - Quote
Ok, 1st off, hell hath no furry like an assault scrambler pistol with complex damage mods so if this **** hits the fan all I have to say is come at me bro. 2nd, I've put a very healthy share of my respec into my proto light weapon so to take that away would warrant another respec; GLgetting CCP to do that. 3rd, logi bees are mercs too; if we can't kill then we become liabilities.
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Posted - 2013.05.10 13:59:00 -
[2] - Quote
Delirium Inferno wrote:ugg reset wrote:Ok, 1st off, hell hath no furry like an assault scrambler pistol with complex damage mods so if this **** hits the fan all I have to say is come at me bro. 2nd, I've put a very healthy share of my respec into my proto light weapon so to take that away would warrant another respec; GLgetting CCP to do that. 3rd, logi bees are mercs too; if we can't kill then we become liabilities.
CCP already has plans to lower the skill multiplier on a few skills and give out an optional respec because of it.
That's nice. Link please |
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Posted - 2013.05.10 15:15:00 -
[3] - Quote
Hana-Maru wrote:J-Lewis wrote:I got flamed to kitten by "logissaults" for saying this but...
Sidearms only for logistics.
Unlike the other thread, I'm going to provide a little reasoning here:
It's pretty simple: Logistics need to be the most tanky medium frames to do their job; which is to keep their bros fighting at peak condition. They need to be able to take hits; and they can. Taking away slots is a bad idea because tank isn't what makes the logi overpowered. The problem stems from the light weapon, as it not only happens to distract the user from actually doing his job, it also makes the suit as effective as -- if not more than -- the assault at killing.
Sidearms were designed as backup weapons, and considering killing people isn't the role of logistics I'd consider needing a weapon in the first place a "plan B" scenario:
If the guy you're healing ran out into the wall of fire, forget him, he's not going to thank you for reviving him in the enemy kill zone.
If your skirmish squad has turned 1v1 and you're the only one left, a simple SMG and some creative use of cover is more than enough to do the job, even against a protosuit. Considering I've killed multiple proto logistics suits with an SMG, this shouldn't be difficult.
The Caldari Logi is only really a problem if you approach it head on; the trick is to use a flux to take down the shields, then finish it at close range before it can recover. In other words, you need to flank it; scouts will do this amazingly well (I run with dual SMGs and Flux; Caldari Logi are my favorite prey because they think they're invincible).
To conclude: Logistics isn't a glamorous role; like in just about any MMO (and make no mistake, DUST is an MMO), your role as healer isn't to get kills, it's to make sure your side keeps its DPS in the fight. DPS wins fights, but Logistics wins wars. It takes a certain type of player to be logistics; you have to be fine with having a **** KDR and being unappreciated, but that's fine, because you know that without you, they'd have lost the engagement. no to the side arm weapon. logis are not back up soldiers. they're meant to be combat roles. they're meant to work as part of a team and fulfill multiple roles of attack and specilist. CCP hasnt done enough to make assaults unique enough to make it desirable. ccp ****** up when they made logi and assault only available once one reaches proto medium frame. I like My proto med frame It was a great idea IMO. you get you generic trooper then you specialize from there. sure the assaut class got the shaft but have some faith. as many threads as there are im sure CCP has taken notice.
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274
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Posted - 2013.05.10 15:21:00 -
[4] - Quote
Hana-Maru wrote:J-Lewis wrote:I got flamed to kitten by "logissaults" for saying this but...
Sidearms only for logistics.
Unlike the other thread, I'm going to provide a little reasoning here:
It's pretty simple: Logistics need to be the most tanky medium frames to do their job; which is to keep their bros fighting at peak condition. They need to be able to take hits; and they can. Taking away slots is a bad idea because tank isn't what makes the logi overpowered. The problem stems from the light weapon, as it not only happens to distract the user from actually doing his job, it also makes the suit as effective as -- if not more than -- the assault at killing.
Sidearms were designed as backup weapons, and considering killing people isn't the role of logistics I'd consider needing a weapon in the first place a "plan B" scenario:
If the guy you're healing ran out into the wall of fire, forget him, he's not going to thank you for reviving him in the enemy kill zone.
If your skirmish squad has turned 1v1 and you're the only one left, a simple SMG and some creative use of cover is more than enough to do the job, even against a protosuit. Considering I've killed multiple proto logistics suits with an SMG, this shouldn't be difficult.
The Caldari Logi is only really a problem if you approach it head on; the trick is to use a flux to take down the shields, then finish it at close range before it can recover. In other words, you need to flank it; scouts will do this amazingly well (I run with dual SMGs and Flux; Caldari Logi are my favorite prey because they think they're invincible).
To conclude: Logistics isn't a glamorous role; like in just about any MMO (and make no mistake, DUST is an MMO), your role as healer isn't to get kills, it's to make sure your side keeps its DPS in the fight. DPS wins fights, but Logistics wins wars. It takes a certain type of player to be logistics; you have to be fine with having a **** KDR and being unappreciated, but that's fine, because you know that without you, they'd have lost the engagement. no to the side arm weapon. logis are not back up soldiers. they're meant to be combat roles. they're meant to work as part of a team and fulfill multiple roles of attack and specilist. CCP hasnt done enough to make assaults unique enough to make it desirable. ccp ****** up when they made logi and assault only available once one reaches proto medium frame. I like My proto med frame It was a great idea IMO. you get you generic trooper then you specialize from there. sure the assaut class got the shaft but have some faith. as many threads as there are im sure CCP has taken notice.
Edit*
Delirium Inferno wrote:It's coming from multiple people on CPM scattered around this forum so you can look for it if you want. But basically while CCP doesn't want to have frequent respecs, they are not opposed to it when it is needed. The only thing they ever said they will 99.99% not do is reset the skill points to 500,000.
I lurked the forms for a bit and THIS is the closet I found. more speculation, if you find a better link plz post it. |
ugg reset
ZionTCD Unclaimed.
275
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Posted - 2013.05.10 17:58:00 -
[5] - Quote
ugg reset wrote:Hana-Maru wrote:J-Lewis wrote:I got flamed to kitten by "logissaults" for saying this but...
Sidearms only for logistics.
Unlike the other thread, I'm going to provide a little reasoning here:
It's pretty simple: Logistics need to be the most tanky medium frames to do their job; which is to keep their bros fighting at peak condition. They need to be able to take hits; and they can. Taking away slots is a bad idea because tank isn't what makes the logi overpowered. The problem stems from the light weapon, as it not only happens to distract the user from actually doing his job, it also makes the suit as effective as -- if not more than -- the assault at killing.
Sidearms were designed as backup weapons, and considering killing people isn't the role of logistics I'd consider needing a weapon in the first place a "plan B" scenario:
If the guy you're healing ran out into the wall of fire, forget him, he's not going to thank you for reviving him in the enemy kill zone.
If your skirmish squad has turned 1v1 and you're the only one left, a simple SMG and some creative use of cover is more than enough to do the job, even against a protosuit. Considering I've killed multiple proto logistics suits with an SMG, this shouldn't be difficult.
The Caldari Logi is only really a problem if you approach it head on; the trick is to use a flux to take down the shields, then finish it at close range before it can recover. In other words, you need to flank it; scouts will do this amazingly well (I run with dual SMGs and Flux; Caldari Logi are my favorite prey because they think they're invincible).
To conclude: Logistics isn't a glamorous role; like in just about any MMO (and make no mistake, DUST is an MMO), your role as healer isn't to get kills, it's to make sure your side keeps its DPS in the fight. DPS wins fights, but Logistics wins wars. It takes a certain type of player to be logistics; you have to be fine with having a **** KDR and being unappreciated, but that's fine, because you know that without you, they'd have lost the engagement. no to the side arm weapon. logis are not back up soldiers. they're meant to be combat roles. they're meant to work as part of a team and fulfill multiple roles of attack and specilist. CCP hasnt done enough to make assaults unique enough to make it desirable. ccp ****** up when they made logi and assault only available once one reaches proto medium frame. I like My proto med frame It was a great idea IMO. you get you generic trooper then you specialize from there. sure the assaut class got the shaft but have some faith. as many threads as there are im sure CCP has taken notice. Edit* Delirium Inferno wrote:It's coming from multiple people on CPM scattered around this forum so you can look for it if you want. But basically while CCP doesn't want to have frequent respecs, they are not opposed to it when it is needed. The only thing they ever said they will 99.99% not do is reset the skill points to 500,000. I lurked the forms for a bit and THIS is the closet I found. more speculation, if you find a better link plz post it.
OK found it. confirmed by CCP. Damit just let us play the Dam game. |
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