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Delirium Inferno
Edoras Corporation
182
|
Posted - 2013.05.10 13:13:00 -
[31] - Quote
Again, people will freak out but I suggest the logi only gets a sidearm and less mod slots. The mod slots should be the assault's thing just like equipment is the logi's thing. Doesn't make sense that the logi get's the most mod slots, the most equipment slots, and a light weapon. It's basically the god suit. |
ugg reset
ZionTCD Unclaimed.
270
|
Posted - 2013.05.10 13:38:00 -
[32] - 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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Panther Alpha
WarRavens Orion Empire
166
|
Posted - 2013.05.10 13:52:00 -
[33] - Quote
Chunky Munkey wrote:Delta 749 wrote:Heres my suggestion that will make people freak out and whine and moan Leave the suits alone aside from one minor detail, remove the light weapon slot and replace it with a sidearm slot YES.
If this ever happens, i will be back to the assault dropsuit before you can say " Why did you.....". The full appeal of been a Logi will be lost to me. |
Delirium Inferno
Edoras Corporation
184
|
Posted - 2013.05.10 13:55:00 -
[34] - Quote
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. |
ugg reset
ZionTCD Unclaimed.
272
|
Posted - 2013.05.10 13:59:00 -
[35] - 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 |
Panther Alpha
WarRavens Orion Empire
166
|
Posted - 2013.05.10 14:03:00 -
[36] - Quote
Let me clarify this....
I'm a logi right now, because i feel i can hold my ground in battle and help my team at the same time... If this changes in "any way", i will go back to my assault dropsuit, and carry a repair tool, like i use to do in the old build. |
Knarf Black
Subdreddit Test Alliance Please Ignore
716
|
Posted - 2013.05.10 14:09:00 -
[37] - Quote
All those equipment slots should come at the expense of some highs and lows. There is no reason to give them so many freaking highs. |
RedRebelCork
Ahrendee Mercenaries
40
|
Posted - 2013.05.10 14:09:00 -
[38] - Quote
Panther Alpha wrote:Let me clarify this....
I'm a logi right now, because i feel i can hold my ground in battle and help my team at the same time... If this changes in "any way", i will go back to my assault dropsuit, and carry a repair tool, like i use to do in the old build.
Luckily for you, without a respec I'll be stuck with my logi |
Delirium Inferno
Edoras Corporation
184
|
Posted - 2013.05.10 14:13:00 -
[39] - Quote
ugg reset wrote: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 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. |
J-Lewis
Edimmu Warfighters Gallente Federation
56
|
Posted - 2013.05.10 14:51:00 -
[40] - Quote
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. |
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Hana-Maru
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
64
|
Posted - 2013.05.10 15:07:00 -
[41] - Quote
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. |
ugg reset
ZionTCD Unclaimed.
274
|
Posted - 2013.05.10 15:15:00 -
[42] - 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.
|
copy left
SyNergy Gaming EoN.
135
|
Posted - 2013.05.10 15:16:00 -
[43] - Quote
Delta 749 wrote:Heres my suggestion that will make people freak out and whine and moan Leave the suits alone aside from one minor detail, remove the light weapon slot and replace it with a sidearm slot
No thats bullshit. If I have to carry around a revolver and got damn flaylock pistol. Logi's better get a %50 in everything sidearm (all sidearm skills + 50% ) and then I might be happy.
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RKKR
The Southern Legion RISE of LEGION
8
|
Posted - 2013.05.10 15:18:00 -
[44] - Quote
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.
We are not flaming, we are not logiassaults but nice try to look smart
Scenario: Someone with a langer range camping your dead ally? What do I need to do?
What are you going to change about the amarr logi? Can he keep his LW and side-arm?
Yes I like a SMG on a scout too, not on my logi. Focus on support? Have fun when you're running with shieldbased allies...or can we get a shieldrep too? Nanohives gone in an eyeblink...you know what I'm just going to stand here and scan the hell out of the enemy!
I keep seeing "It's only the Caldari logi" followed by solutions that affect all logis
|
ugg reset
ZionTCD Unclaimed.
274
|
Posted - 2013.05.10 15:21:00 -
[45] - 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. |
J-Lewis
Edimmu Warfighters Gallente Federation
56
|
Posted - 2013.05.10 15:44:00 -
[46] - Quote
RKKR wrote:
We are not flaming, we are not logiassaults but nice try to look smart
Scenario: Someone with a langer range camping your dead ally? What do I need to do?
What are you going to change about the amarr logi? Can he keep his LW and side-arm?
Yes I like a SMG on a scout too, not on my logi. Focus on support? Have fun when you're running with shieldbased allies...or can we get a shieldrep too? Nanohives gone in an eyeblink...you know what I'm just going to stand here and scan the hell out of the enemy!
I keep seeing "It's only the Caldari logi" followed by solutions that affect all logis
Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea.
To answer your scenario, depending on the specific case: Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital.
Amarr logistics could either keep its light weapon, or it could get more slots.
I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
|
RKKR
The Southern Legion RISE of LEGION
9
|
Posted - 2013.05.10 16:08:00 -
[47] - Quote
J-Lewis wrote: Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea.
To answer your scenario, depending on the specific case:
Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital.
Amarr logistics could either keep its light weapon, or it could get more slots.
I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
Yeah just leave the smacktalk next time, it's no good to get your viewpoint across to the other side.
What's your view of a SMG logi vs SMG scout? The scout seems more favorable because of the speed/stamina bonus. I don't mind the militia and lvl1 nanohives nerf, but lvl3? Not so much. Your shieldregen is a interessting idea.
|
J-Lewis
Edimmu Warfighters Gallente Federation
58
|
Posted - 2013.05.10 17:46:00 -
[48] - Quote
RKKR wrote:J-Lewis wrote: Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea.
To answer your scenario, depending on the specific case:
Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital.
Amarr logistics could either keep its light weapon, or it could get more slots.
I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
Yeah just leave the smacktalk next time, it's no good to get your viewpoint across to the other side. What's your view of a SMG logi vs SMG scout? The scout seems more favorable because of the speed/stamina bonus. Do you want to give logis a bonus to sidearms? I don't mind the militia and lvl1 nanohives nerf, but lvl3? Not so much. Your shieldregen is a interessting idea.
On the topic of SMG logi vs SMG scout, the difference is in how you wind up with the enemy in front of the SMG. It is a weapon that works wonders for short range covering fire (1000 rpm, great spray, decent range for a sidearm), and up close it is as effective as any light weapon. While the scout relies on mobility, the logistics has tank on its side; you don't want to be chasing down targets (good way to get killed); just cutting down those that come after you. In a one on one, the SMG logistics will probably beat the SMG scout, unless the SMG scout does a stellar job at catching the logi by surprise with a flux.
Giving logistics either a bonus to sidearms, or two sidearm slots would work IMO. However I'd rather the bonus be a static role bonus (eg. 25% role bonus to sidearm ammo capacity). |
ugg reset
ZionTCD Unclaimed.
275
|
Posted - 2013.05.10 17:58:00 -
[49] - 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. |
Phoenix Arakyd
Internal Error. Negative-Feedback
64
|
Posted - 2013.05.10 18:08:00 -
[50] - Quote
Delta 749 wrote:Heres my suggestion that will make people freak out and whine and moan Leave the suits alone aside from one minor detail, remove the light weapon slot and replace it with a sidearm slot
No, tone down the bonus and the slots. Caldari logi needs 2 lows, not 4. Change the bonus to 2% per level instead of 5%. |
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Jakob Evhin
Dead Six Initiative Lokun Listamenn
25
|
Posted - 2013.05.10 21:51:00 -
[51] - Quote
ugg reset wrote:Hana-Maru wrote:[quote=J-Lewis]
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*
I agree with both of these, I don't mind that you can get a generic suit and then specialize, I just think that not having even a training-logi suit, 2 slots, at any point in those generic lines, or militia suits, is an issue.
That and racial bonuses that may make sense from a lore standpoint, don't make all that much sense from a gameplay one. The only logi racial bonus that I think makes you a better logi is the Gallente one, why no bonuses like repair tool rate? Or the ability to carry an extra nanohive, etc? Just seems like they gave us assault bonuses. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
294
|
Posted - 2013.05.10 21:56:00 -
[52] - Quote
Leave their weapons alone, just tone it down to 2-3% shield extender bonus for the Caladari suit... sheesh. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
294
|
Posted - 2013.05.10 21:57:00 -
[53] - Quote
Phoenix Arakyd wrote:Delta 749 wrote:Heres my suggestion that will make people freak out and whine and moan Leave the suits alone aside from one minor detail, remove the light weapon slot and replace it with a sidearm slot No, tone down the bonus and the slots. Caldari logi needs 2 lows, not 4. Change the bonus to 2% per level instead of 5%. Too low, at least 3-4.
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
294
|
Posted - 2013.05.10 22:25:00 -
[54] - Quote
Delirium Inferno wrote:Again, people will freak out but I suggest the logi only gets a sidearm and less mod slots. The mod slots should be the assault's thing just like equipment is the logi's thing. Doesn't make sense that the logi get's the most mod slots, the most equipment slots, and a light weapon. It's basically the god suit.
No, choose one or the other, and the sidearm only one sucks, so definitely no for that one. Cutting a slot would be good enough.
Knarf Black wrote:All those equipment slots should come at the expense of some highs and lows. There is no reason to give them so many freaking highs. All those equipment slots come at the expense of base health, movement speed, and a bunch of other things. Their high/low slots are a result of losing their side weapon.
Seriously, where were you guys last build? Logi's were exactly the same back then and no one complained.
Edit: And you're all underestimating the impact that movement speed makes, that alone is the reason they should have the potential for more HP than an assault suit. |
Quill Killian
Better Hide R Die
140
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Posted - 2013.05.10 22:45:00 -
[55] - Quote
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.
I am a dedicated logistics trooper GÇö no "logissault" trooper here GÇö so earlier suggestions about removing the light weapon from the logistics role really unnerved me because, frankly, having only a sidearm to defend oneself with in a really *expensive* fitting was discomfiting.
But if CCP can do what you suggest GÇö-áespecially when it comes to taking hits, if not being able to *deal* them out GÇö then I wouldn't necessarily oppose the change. I would, however, take part in a second respec, since I've sunk millions of skil points into the mass driver, and that would no longer be available to me.
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Chunky Munkey
Amarr Templars Amarr Empire
438
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Posted - 2013.05.11 16:38:00 -
[56] - Quote
KingBabar wrote:Chunky Munkey wrote:Delta 749 wrote:Heres my suggestion that will make people freak out and whine and moan Leave the suits alone aside from one minor detail, remove the light weapon slot and replace it with a sidearm slot YES. Yes, lets make the Logi class useless as soldiers, who wouldn't spend all their gametime being a chubby chaser or throw down hives and whatnot? Fun fun fun!!! Sidearm only is an excellent idea for a possible future officer class that has modules that benefit the entire squad and not just himself. Only the most "badass" people will dare go officer suits....
Sidearms are hardly useless. I support this change for the caldari logi because it's a specialisation. If someone has the most shields of any infantry, they should at least be assault, if not, they need a penalty to keep it balanced. Don't tell me you specced into your banana suit to help out your teammates. You did it for the extreme hp. When a logi specialisation exceeds the benefit of any assault suit, something has to give. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
314
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Posted - 2013.05.11 16:48:00 -
[57] - Quote
Caldari logi needs it's bonus nerfed, or changed, nothing else. Perhaps give assault users a damage boost as their bonus to make them better at "slaying".
https://forums.dust514.com/default.aspx?g=posts&t=75780&p=1 Logis are not OP, just Caldari. |
RydogV
Shadow Company HQ
151
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Posted - 2013.05.11 19:40:00 -
[58] - Quote
J-Lewis wrote:RKKR wrote:
We are not flaming, we are not logiassaults but nice try to look smart
Scenario: Someone with a langer range camping your dead ally? What do I need to do?
What are you going to change about the amarr logi? Can he keep his LW and side-arm?
Yes I like a SMG on a scout too, not on my logi. Focus on support? Have fun when you're running with shieldbased allies...or can we get a shieldrep too? Nanohives gone in an eyeblink...you know what I'm just going to stand here and scan the hell out of the enemy!
I keep seeing "It's only the Caldari logi" followed by solutions that affect all logis
Sorry about the smacktalk, don't take it personally. Opinions are split on this particular idea. To answer your scenario, depending on the specific case: Ally died well out in the open - retreat behind nearest cover and drop an uplink for your dead ally to spawn on.
Ally died in the open and you have no uplink - consider playing meat shield, if that's not an option, retreat and regroup.
Ally died near cover - get to the nearby cover and revive him, then repair him and keep fighting, or retreat.
In both cases you can take a lot of damage. You shouldn't try to revive an ally that's in the line of fire, he'll just die again and feed the enemy WP for their next orbital. Amarr logistics could either keep its light weapon, or it could get more slots. I think giving Repair Tools the ability to make shield recharge kick in when armor is full would solve that issue. Nanohives were slightly over nerfed IMO (maybe it's just a problem with lower tier hives). The lack of WP for scanning sucks, getting some WP for someone dieing after you scanned them would be nice.
This is not sound logic. Not from where I sit, behind cover with nothing but an SMG to defend myself. This may sound all good to the Caldari QQ Movement, all sad and frustrated because they have yet to figure out the complex issue of taking down a Shield Tanker (I will give you a hint, it isn't super difficult).
No this sidearm only business is totally out of hand. Everyone is talking about the Proto Caldari or the Proto anything else. But who is talking about the player who just downloaded this game last Tuesday? You know, the guy/gal who has to grind for the next 3 months to get enough skill points to even get into an actual Logi Suit, not to mention all the skills to use the various equipment. And when he/she does finally reach type 5 medium frame and starts down the Logi Path what do you give them....
...a Type-1 Logistics suit with only a sidearm to defend themselves. This Logi certainly isn't running a strong defense with only a couple of high and low slots to prop up a mediocre HP base. They don't have anything to engage a medium range enemy running a Militia Starter Fit w/ an Assault Rifle not to mention all the Advanced and Proto folks looking to pub stomp for kicks on a Friday night.
Everyone just wants the easy nerf. They don't think long and hard about the consequences. I run Minmatar Logi and came into this build with a solid 9m Skill Points. I have a Proto Logistics suit that nets me a whopping 478 HP (or 7 rounds from a Proto Tac Rifle). That is only 40 HP more than the Militia Caldari Medium Frame suit with one Militia Shield Extender that I run in some Public Matches. And the Proto Logi is running with 3 Enhanced Extenders and 1 Enhanced Armor Plate. Of course it still takes a Militia CPU Module to do that and run all my advanced equipment. Cost of the suit is 135k. And you want me to defend that investment with a SMG?!
Oh I know what you are thinking...just go with Complex Modules. Yeah well I plan to. I have it all mapped out and when I manage to earn another 9 million Skill Points, I will have skilled into everything I need to run complex defense modules...not even complex equipment....just shields and armor. Of course that is not just the skills needed for the modules themselves, but other skills that make my suit efficient enough to have the CPU/PG required. And after all that you know what my total HP is going to be? Just over 600 HP. Yep, months and millions of SP later I get to about 130 extra HP to my suit. A suit that will probably cost me well over 200k with just enhanced equipment modules.
A sidearm. Why not just give me a friggin' slingshot?! |
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