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Logi Bro
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Posted - 2013.05.12 02:56:00 -
[1] - Quote
Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
It's the racial bonuses. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff, but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault Assault Dropsuit Bonus- 3% hand-held weaponry damage increase per level Caldari Assault Bonus- 3% shield extender increase per level Gallente Assault Bonus- 3% armor plate HP bonus increase per level Minmatar Assault Bonus- Keep 5% sidearm clip increase per level Amarr Assault Bonus- 5% armor repair module rate increase per level
Logistics Logistics Dropsuit Bonus- Keep +1 armor repair per level Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair tool rate increase per level
Heavy Heavy Dropsuit Bonus- 3% hand-held weaponry damage received reduction per level Amarr Heavy Bonus- 2% dropsuit shield and armor increase per level
Scout Scout Dropsuit Bonus- Keep 5% scan profile reduction per level Gallente Scout Bonus- Keep 10% scan radius increase per level Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
You can see, excluding scouts, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment. |
Logi Bro
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Posted - 2013.05.12 03:07:00 -
[2] - Quote
XXfootnoteXX wrote:+1.
Personal preference makes me want the bonus to armor repair for assault to go to the Gallente though.
I briefly considered it, but I wouldn't know what to put in place for the Amarr assault suit. |
Logi Bro
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Posted - 2013.05.12 03:14:00 -
[3] - Quote
Kleanur Guy wrote:I'd probably drop the assault bonus to 1%, 15% or even 10% at max is rediculously powerful. Amarr and gallente should swap :) and the extender/plate increases to 2%. I think maybe even 1% to the amarr heavy bonus, 35% increase to armor/shields with maxed skills is A LOT.
I can see where you are coming from with the damage increase, but I figured a large damage bonus would cut out people using logistics suits in place of assaults due to versatility, but now that I think about it 2% makes more sense. The reason I put the Amarr bonus where it is is because I jacked it from the current Amarr logi, so I figured it would fit with the race.
As for the heavy, from the (very limited) knowledge I have of EvE lore, I figured high raw eHP fit well with the Amarr heavy suit, plus a 10% bonus only gives a total of 80 more eHP. |
Logi Bro
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Posted - 2013.05.12 03:16:00 -
[4] - Quote
NeoWraith Acedia wrote:Logi Bro wrote:XXfootnoteXX wrote:+1.
Personal preference makes me want the bonus to armor repair for assault to go to the Gallente though. I briefly considered it, but I wouldn't know what to put in place for the Amarr assault suit. What about energy weapons +1%? Scramblers, lasers and such. I want the rate repair rate back on the logi suit lol
Energy weapon damage or weapon cooldown for the assault? I took away from the Amarr logi because I wanted all logi bonuses to be non-combat related since many people have been flipping out over logissaults |
Logi Bro
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Posted - 2013.05.12 03:22:00 -
[5] - Quote
NeoWraith Acedia wrote:Logi Bro wrote: I took away from the Amarr logi because I wanted all logi bonuses to be non-combat related since many people have been flipping out over logissaults
But we're thee combat logis, in theory.. it's hard with the lower base health. E'hh really good list though.
I actually didn't consider the fact that Amarr logi's were meant for half-combat, do you truly think repair module bonus would fit better, if so, would Amarr assault suits fit better with energy weapon cooldown or energy weapon damage? |
Logi Bro
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Posted - 2013.05.12 03:26:00 -
[6] - Quote
ZDub 303 wrote:Side arm clip capacity is so lackluster for 3.1 million exp.. I'd be more interested in 2% light weapon reload speed per level instead.
I always imagined Minmatar having wildcard bonuses, would 5% light weapon clip capacity per level be OP? |
Logi Bro
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Posted - 2013.05.12 04:00:00 -
[7] - Quote
That's actually a 2% damage received reduction per level, compensates for the assault's damage bonus. |
Logi Bro
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Posted - 2013.05.12 16:07:00 -
[8] - Quote
bump |
Logi Bro
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Posted - 2013.05.12 16:46:00 -
[9] - Quote
Cat Merc wrote:I suggest giving Gallente Armor regeneration while giving Amarr the plate HP. Gallente are more quick regeneration types while Amarr are the high eHP type. Maybe give Gallente same bonus as logi? (5hp/s)
Changed things around again, many people asked for Gallente being active and Amarr being buffer. |
Logi Bro
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Posted - 2013.05.12 18:04:00 -
[10] - Quote
bumped again |
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Logi Bro
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Posted - 2013.05.12 19:16:00 -
[11] - Quote
Harkon Vysarii wrote:Sorry but I have to disagree with Amarr Assault. I want my Heat Buildup Skill!
Is the armor plate bonus completely and utterly useless to you, or do you just think that heat buildup would be more useful to an assault player's gameplay? |
Logi Bro
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Posted - 2013.05.12 19:30:00 -
[12] - Quote
Alantir Kavees wrote:Logi Bro wrote:Harkon Vysarii wrote:Sorry but I have to disagree with Amarr Assault. I want my Heat Buildup Skill! Is the armor plate bonus completely and utterly useless to you, or do you just think that heat buildup would be more useful to an assault player's gameplay? Amarr Assault suits are the slowest already, using a plate and losing more strafe speed doesn't seem a good idea, as no modules can increase that. I think the current less heat buildup skill will be key to be competitive using Scrambler Rifles (and even LR), if they overheat too fast. We will find out soon.
Changed Amarr Bonus to the recommended. |
Logi Bro
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Posted - 2013.05.12 19:36:00 -
[13] - Quote
Rorschach Mustang wrote:Logi Bro wrote:Alantir Kavees wrote:Logi Bro wrote:Harkon Vysarii wrote:Sorry but I have to disagree with Amarr Assault. I want my Heat Buildup Skill! Is the armor plate bonus completely and utterly useless to you, or do you just think that heat buildup would be more useful to an assault player's gameplay? Amarr Assault suits are the slowest already, using a plate and losing more strafe speed doesn't seem a good idea, as no modules can increase that. I think the current less heat buildup skill will be key to be competitive using Scrambler Rifles (and even LR), if they overheat too fast. We will find out soon. Changed Amarr Bonus to the recommended. Or include a bonus that either reduces or negates the armor penalty. Not sure if that'd make it too powerful or not. If they are the slowest already, reducing/negating speed penalty on them wouldn't be such a bad idea.
Eventually we will get armor plates that have no movement penalty, it will be a long time from now, but I'd hate to put in a bonus that would be completely obsolete in a few months time. |
Logi Bro
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Posted - 2013.05.12 19:49:00 -
[14] - Quote
Sontie wrote:BRAVO! But the Gallente scout should increase ALL scanning by 10%, including active scanner. It's to slow to be a flanker scout, so it has to play a mobile support role.
Seems reasonable, made changes. |
Logi Bro
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Posted - 2013.05.12 20:01:00 -
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Sontie wrote:Minmatar heavy bruiser variant +3% move speed increase per level. Minmatar should always be the fastest and I see the heavy as a master of cqc urban warfare. Caldari Heavy -5% charge times per level Lots of Caldari weapons require charge times. This would turn the Caldari heavy into a walking weapons platform/turret Gallente Heavy Sentinel +5% equipment efficiency (has 1 equipment slot, designed to use bubble shield) OR -5% damage to friendly unit healing it. Defense focused
Caldari scout -5 % shield recharge delay With low overall ehp (like 50 armor) this scout would rely on jumping in and out of cover to harass the enemy. Amarr Scout -10% armor plate speed penalty With good plates, this scout would be able to stand toe to toe with assaults, for a while at least.
New suits are a long way to come, and I feel if CCP makes the changes aforementioned in the OP, they will think twice about new racial bonuses for suits they add in the future.
If they completely learn no lesson at all and screw the bonuses in the future I will be sure to use these ideas. |
Logi Bro
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Posted - 2013.05.12 20:27:00 -
[16] - Quote
I'd really like to hear from heavy dropsuit users, and whether or not they think their bonuses are satisfactory. I've gotten a lot of feedback from assault, logistics, and some from scouts, but no dedicated fatboys yet. |
Logi Bro
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Posted - 2013.05.12 20:50:00 -
[17] - Quote
This is my sad face.
It happens when I point my thread out to several CPM members and they completely ignore it. |
Logi Bro
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Posted - 2013.05.12 21:37:00 -
[18] - Quote
dullrust wrote:Thank you logi bro! Damn its nice to see some logical discussion on this topic. I like all the changes you suggested. To be honest all I care about is the Gallante logi keeping the current bonus. If it weren't for that I could not do my duty as a logi. I hope all the cpm and ccp are paying close attention to your thread.
Thank you, I try my best to come up with my own ideas and also take other's opinions into account. |
Logi Bro
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Posted - 2013.05.12 23:28:00 -
[19] - Quote
Looks like I gotta bump this again. |
Logi Bro
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Posted - 2013.05.13 02:57:00 -
[20] - Quote
TheMarkOf22 wrote:half those bonuses would easily make those classes OP
I'm actually curious as to why you think this, any facts or are you just hating on me to reach your quota for the week? |
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Logi Bro
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Posted - 2013.05.13 02:59:00 -
[21] - Quote
Sontie wrote:I think the entire racial bonus system needs to be re thought.
Basic racial suits should recieve a bonus, so what I would like to see is: Minimatar bonus +2% move speed increase Minmatar Scout +5% Nova Knife damage Minmatar Assault +5% sidearm clipsize Minmatar Logistics +5% repair tool effciency
rough example
I think the whole idea behind the racial suits is mostly-as-good-as performance as the specialized version of it, but without any bonuses, so that you are encouraged to specialize farther. |
Logi Bro
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Posted - 2013.05.13 03:56:00 -
[22] - Quote
Delirium Inferno wrote:Discussing the Gallente Scout's bonus of scan profile, it should probably be greater than 10% per level or give it a greater base value. Right now it has a base value of 10 meters. To see how worthless that is, check this out. http://s23.postimg.org/vzroe12fv/minimap_ranges.jpg (note I did not make this nor take credit for it) But ok 10% per level, so prototype Gallente Scout gets 15 meter radius. That is still within that first circle, still pretty useless. But ok Gallente Scout has 4 low slots, so let's use all of those on Complex Range Amplifiers. That is an additional 230%. That puts it's range at 38 meters. Ok, so now you are starting to see some benefit out of this as you reach the first tick on your radar. But that's when you do everything you absolutely can to max out this one attribute, and it leaves you with only 118 CPU to fit a high slot, light weapon, sidearm, grenade, and equipment for a complex tier suit. So maybe it's just me but again, either it needs to be more than a 10% bonus per level or give it a higher base value so that 10% means more.
I personally think all the scouts should have a higher base, and the Gallente should have the highest base of the scouts, but I think having to max all scan-radius related skills to have a decent radius seems like a bad idea. A higher base is definitely the answer there.
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Logi Bro
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Posted - 2013.05.13 04:16:00 -
[23] - Quote
Simone ClovenShield wrote:I dont get why you suggest 3 bad-ass changes for Logistics, then you get to Minmatar and its all ohhh lets just leave that worthless +5% hacking speed that has nothing to do with Logistics? Please explain why anyone leveling into Logistics would want that enough to forgo the other 3 options and go Minmatar?
I am personally a Minmatar logistics myself, and find my hacking bonus to be both a great squad help and and an invaluable solo tool. Come up to an objective with your squad? Hack it quicker than two people together could while the rest of your squad covers you. Come up to an objective by yourself? Hack it faster to reduce your chances of an enemy sneaking up behind you and putting a few bullets in your head.
There are two skills that reduce hacking time, with both of them maxed you will literally cut your hacking time in half. |
Logi Bro
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Posted - 2013.05.13 04:24:00 -
[24] - Quote
Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game.
The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common. |
Logi Bro
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Posted - 2013.05.13 21:21:00 -
[25] - Quote
Lots of great responses here, sorry for taking so long to respond, but allow me to take these one at a time now. |
Logi Bro
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Posted - 2013.05.13 21:41:00 -
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Aqil Aegivan wrote:I've seen the idea of buffing other suits as opposed to completely nerfing logi posted as a response in a few threads, I'm glad it's getting it's own topic because I think it's the way to go.
On the topic of the specific bonuses in the OP, If you look at the current assault bonuses they are divided between tank and gank. We get the 5% per level shield repair and a weapon based skill. The bonuses proposed vary in that the blanket damage boost provides more gank but some of the suits get tank and some get gank. Furthermore, several of the skills double up on bonuses from other skills such as armor repair efficacy.
Why do we have class bonuses at all? My assault class bonus doesn't stack or apply to other suits, it is more like a racial bonus that happens to be the same across races, the same thing applies to the logistics bonus. While armor repair is a sensible bonus to give to the logistics class and I approve it doesn't seem sensible to give a linear bonus to suits whose armor values vary so much.
I really think we should split the blanket assault skill into separate race assault skills with each suit getting specific bonuses to tank and gank. The logi class skill should keep its armor rep but make it +1% of base armor repaired per level rather than just +1 so that the non-shield logis get as much benefit from it.
If the Caldari logi is losing its extender bonus I'm not sure the assault needs it to achieve balance, the base stats support keeping the shield repair bonus as this saves you from having to fit a crippling shield booster to service the enormous amount of shield you will have. The reload skill also makes sense for a long range/sniping race and it translates well to other situations. Most of the balance here is about bringing the Caldari logi into line with this suit and removing its extender bonus achieves a lot of that already. If people still consider a reload speed buff UP I'd recommend recoil reduction for hybrid weapons as that seems a good ranged buff that is a bit stronger.
I also think that a speed penalty modifier for the Gallente suits make more sense than an efficacy bonus. Armor rep is fitted in proportion to armor HP, active rep doesn't really put enough of a dent in enemy dps for it to be your primary tank. You still need a lot of passive armor HP and this pushes the Gallente assault towards the heavy suit in terms of performance. We should be giving it -10% armor plate speed penalty per level. I know this pushes it more towards passive buffer but active tanking doesn't translate well to Dust. While we are getting ferroscale plates eventually I think that keeping full armor plates and their higher HP bonus competitive for armor tanking races is necessary, partly because ferroscale will be implemented. For gank a hybrid weapon damage buff fits nicely here but at a lower rate of gain to keep it in line with other races' bonuses.
As far as the Minmatar assault suit is concerned the clip size bonus is an odd one. It makes sense to some degree but percentage based clip size bonuses scale weirdly, especially for a race who vary between small clip weapons like the mass driver and flaylock pistol and large clip weapons like the SMG. Splash damage radius bonus doesn't make sense (not all Minmatar weapons have splash), ROF increase doesn't make sense (too OP for machine guns). I'll leave this one up to you guys. With few low slots and built in armor rep this speed suit would probably get the most out of a bonus to shield regulator fitting to further incentivize playing as a fast hit and run style suit.
I already like the Amarr weaponry bonus and would agree that it should be left the same. An armor resistance boost would fit well here as it has the advantage of increasing eHP with less need for rep, as befits the more independent medium frame suit.
As far as the specific logi, scout, and heavy bonuses go I don't play as those roles enough to make any substantial suggestions.
So, just to get this straight, you think we should completely remove class bonuses and give two racial bonuses per suit? Personally, I wasn't looking to re-write the entire passive bonus system, as I don't see any huge errors with the current system, even if it is a little iffy lore-wise. To the +1% armor repair for logi's, I actually don't see how this would help the low-armor logi's more than the high armor, seeing as it would actually give a larger bonus to Min, Amarr, and Gal then they currently have, and give even less to the Cal than current. To the bonus to shield recharge rate rather than shield extenders for Cal assault, I actually prefer this idea over my original one. I will make changes accordingly and see how people react. To the -10% armor plate penalty for Gal assault, I have actually been asked for this by several people now, and I think I will give the repair module bonus back to its original owner, the Amarr logi and go with this idea for Gal.
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Logi Bro
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Posted - 2013.05.13 21:42:00 -
[27] - Quote
Aeon Amadi wrote:Logi Bro wrote:Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game. The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common. Dude, trust me, the Duvolle Tactical Assault Rifle does not need anymore damage and I use it religiously.
I believe CCP will nerf the Tac in due time, and I have no doubt CCP will get around to changing weapon balance long before they consider implementing the ideas thrown out to them in this thread. |
Logi Bro
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Posted - 2013.05.13 21:43:00 -
[28] - Quote
Cat Merc wrote:I think the assault damage bonus should be changed to 15%. So logis who want to have the same damage output, need to use two slots.
Due to the flak I have received so far regarding the much smaller 10% bonus, I think this idea is out the window. |
Logi Bro
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Posted - 2013.05.13 21:45:00 -
[29] - Quote
Rupture Reaperson wrote:Logi Bro wrote:Aeon Amadi wrote:Take off the +2% weapon damage bonus off of the Assault suits - we just got the 10% bonus in the patch so this would upset the balance of the game. The damage is all-encompassing to the classes, so more or less everything will be the same. My main purpose to give a damage bonus to assaults is to remove the "logissaults" that have become so common. NO If anyting reduce their reload speed or spread, adding damage into an already regular class its just stupid. Hell even increasing ammo clips by 5% per level on assault sounds more balanced. or you want 90+ dmg TARs? I call bias in here.
I don't actually use the Tac myself, nor do I use assault suits(Logi Bro) so I hardly think I am biased, like I said before to Aeon, CCP will likely nerf the Tac long before they make any changes recommended to them in this thread. |
Logi Bro
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Posted - 2013.05.13 21:49:00 -
[30] - Quote
Cross Atu wrote:+1 to thread Amarr Logistics Bonus- 5% repair tool rate increase per level-1 to thisSuch a bonus has several flaws. It flattens the rep tools values by benefiting the Core tool more on balance and distorting the comparative effects/values of the other reppers. Until CCP full converts repair tool WP earnings to a granular HP based system this bonus will lower the potential WPs earned by reducing the cycles/time required to make those repairs. It gimps the Amarr suit which is already slower and possessing fewer slots thus struggling with survivability even in it's present state. In addition it promotes the false assumption that durability is somehow outside the role of the Logi. I've been playing Logi since closed (as I'm sure you'll remember we've conversed in several threads along the way ), and providing support for my squad has never been an issue for me, for that matter WP earnings haven't been much of an issue either the two things which have consistently been issues throughout all the builds are A) Mobility B) Survivability Mobility makes sense, Logi have a lot of gear and less direct need to flank, strafe etc than do the Scout or Assault roles. So while I do cap those skills ASAP most builds I don't begrudge this limitation, it comes with the territory. Survivability however is another matter, eHP is vastly important to a Logi. As a rule (a few specific Uprising Cal Logi suit builds aside) Logi lack both the dps and speed of either the assault or the scout, furthermore much of our work calls for us to be taking shots on behalf of wounded or downed comrades while getting them to cover and back into fighting form. Add to that the new "shoot me" yellow of logi ships and suits and things have just gotten even more dicey (which is still true even ignoring the brokenly OP TAR). A Logi can't do anything for the squad if that Logi is dead, the repair bonus helps keep a Logi alive but doesn't give the ability to soak sustained damage that a Heavy possesses. The current bonus to the self repper mod is both the most role/tactically valuable for the Amarr Logi, I searched very extensively prior to spec'ing that the bonus was to self repping not the repair tool. As it stands the Amarr racial skill is an asset on the field which helps mitigate my greatest challenge changed to a repair tool buff it becomes something I wouldn't spec into until after hitting full proto on all my fits and every other Logi suit. I vehemently oppose the idea of that as a change. 0.02 ISK Cross
After a previous comment I responded to, I decided to take away the Gal assault bonus and replace it with another, so I will probably give back the racial Amarr logi bonus that we have now in Uprising. I hope the same old same old is ok instead of a new shiny thought-up idea?
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Logi Bro
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Posted - 2013.05.13 21:54:00 -
[31] - Quote
Cross Atu wrote:bump / additional consideration The Cal Logi suit bonus type shouldn't be changed (having some survivability is most certainly in line with being a hot zone medic) the Cal Logi suit bonus amount on the other hand is another matter. I am still unconvinced that it's actually out of line with the Assault suits but it certainly looks to over-preform the rest of the Logi line. As to the Assault class bonus, upon reflection doing something to vicariously increase the dps output rather than directly increasing the raw damage seems like a better fit. Having the net effect of giving the Assault suits more 'gank' is good and I still fully support that but we've already seen CCP remove the Chrome sharpshooter skill because such a base level bonus was braking balance by pushing weapons outside of their intended battlefield roles, a raw damage bonus could very well do the same. Adding extra reload is likely the best option but the amount would have to be sufficient to provide a worthwhile increase to the balance of outgoing dps. This keeps the Assault line from breaking balance on weapons while increasing their ability to make any (non-heavy) weapon preform better than the other classes can manage with the same gun. Further considerations as they come (and again +1 to this thread, good show ) Cross
Although I think this is a good point, I don't think a damage bonus would break the game in any way similar to how SS skill did. Everyone would still be able to engage everyone within the same sphere, some would just be better at it than others. Plus, the heavy DR would be a good counter-measure to those that could put out higher DPS.
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Logi Bro
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Posted - 2013.05.13 22:00:00 -
[32] - Quote
J Falcs wrote:If I had to choose how my logi would function, it would be as follows:
1. Equipment Bonus I think each logi suit should have a plus to an individual type of equipment (similar to how EVE e-war ships specialize in something specific).
Of course, there is some equipment that is more universally used than others (nanohives and nanite injectors come to mind), but this is where I hope CCP lowers SP requirements a tad so that the idea of speccing into a second logi suit is not unheard of or insane. So, as of right now, we have 4 equipments (I will not consider prox and RE for this although if I had to assign one to it, considering Minnie's revolutionary history, I would give it to them). So, Gallente plus to active scanner range or effectiveness, Caldari plus to nanohive nanites (not +10%, but +5%), Amarr plus to repair tool, Minmatar plus to nanite range (allowing a minnie logi to rez someone from a bit further out)
2. Flat Bonus I think the bonus to all logi suits should be -5% fitting requirements to all equipment. Conversely, slightly raise the fitting requirements on the equipment. This would also allow some assault or scout suits to carry more than one equipment (if CCP decides they want assaults with two equip slots), but to do so would hamper fitting in some way.]
3. Logi Buffer Tank This will probably drive people nuts, but I'll suggest it anyway. No logi suit should have any type of damage increase or direct combat effectiveness boosted, i.e., range, damage, cooldown, etc. Also (here we go), no logi suit should have any type of additional tanking ability, i.e., no active tanking bonus, no passive bonus, etc. Instead, logi should have a buff of base EHP. Caldari should have the most shields, Amarr should have the most overall and somewhat equal on shields and armor, Gallente should have the most armor, and Minmatar should have the least EHP but incresaed speed/strafe goes with the "speed tanking" principle.
I want the focus of the suit to be the equipment. Allow modules to be what they are, a way of customizing each logi suit, but at the same time, making NOT using equipment a waste of logi suit effectiveness.
4. Repair Bonus Removal No suit should have an innate armor repair bonus (hence my suggestion to remove them). Armor repairers (local or third-party) should be the only means of armor repair. A well-coordinated squad will not waste a low slot on 1 or 2 HP slow gain. Rather, they will have a repping logi with them to take care of topping off for further engagements.
5. Personal Thoughts and Expectations These are my personal thoughts on my logi suit choice. I chose Minmatar because I like the idea of fast hacking and a little extra speed. But, I regret my decision. First, my speed is not so great that it allows me to move around all that efficiently, and second, more often than not, I'm too busy rezzing healing then to be the hacker once we overtake a point. I find myself using the suit more for logi then point blitzing.
With my suggested changes, I would still be somewhat combat capable, but not as much as the assault or heavy which should have a direct combat bonus in my opinion.
Since I am no expert on assault, scout, or heavy, I'll let others choose this. But I do know what I want and expect from a logi, and I have not received that in Uprising. I want to be better with equipment than those around me. I will say, I always envisioned logi to have the second most EHP off the base suit stats (behind heavy of course) and the assault suits to be the active tankers (although why a gallente and amarr assault suits have a bonus to shield recharge is beyond me).
1. Unfortunately, due to different roles of different logi's, a specific equipment bonus to each is rather difficult. The Amarr logi is, after all, half combat and should be given a bonus suitable to that fact, and the Minmatar's hacking bonus and natural high speed make it perfect for quick spawn-point immobilization when a squad gets on-scene to an area, even though that action involved no equipment, it was still a clear logistics role.
2. The repair bonus is, despite the fact I don't wholeheartedly agree with it, actually a pretty good bonus as it stands. Since the logi cannot repair himself, he needs a personal dropsuit rep to keep him healthy.
3. Like I said before, the repair bonus is necessary, but also the Amarr logi is half combat and should break the pattern of support-based bonuses, so much will remain the same.
4. Refer to 2 |
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Posted - 2013.05.13 22:03:00 -
[33] - Quote
Ludvig Enraga wrote:I don't like the stats for minmatar scout - that melee/ nova bonus is useless. Sure some ppl are enjoying using nova knife because it's more useful than before but it's still an hugely underpowered weapon, don't even want to talk about melee. +10% bonus to radius for gallente scout offers a much more palpable advantage. To make it fair, give minmatar scout +5% per level boost to side arm weapons period - don't limit it to the nova knife.
Otherwise, an excellent post.
I think that a 5% bonus to all sidearm damage is rather extreme, especially when you consider the high damage of the Scambler Pistol. I actually think the Minmatar Scout is working as intended since it is by far the fastest of all the suits and is subsequently the best at getting up close and personal and getting out before anyone even noticed, excluding the guy that got knifed in the face. |
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Posted - 2013.05.13 23:46:00 -
[34] - Quote
bumped for edits |
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Posted - 2013.05.14 02:25:00 -
[35] - Quote
Nstomper wrote:Forget racial bonuses we need more racial weapons , gear , vehicles
I think we need both. |
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Posted - 2013.05.14 03:30:00 -
[36] - Quote
I think I'm finally satisfied with these bonuses. Anyone have any objections now, or have we finally reached the sweet point? |
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Posted - 2013.05.14 03:43:00 -
[37] - Quote
Another Heavy SOB wrote:Logi Bro wrote:I think I'm finally satisfied with these bonuses. Anyone have any objections now, or have we finally reached the sweet point? Not that my opinion matters, but I like it. Makes much more sense then what we have now, it's well thought out and sounds well balanced. I'd vote for it. Maybe point this thread out to the CPM's to get CCP's take on the proposed changes?
Nova Knife mentioned he was watching this thread, I can only hope that a Dev has bothered to take a glance. |
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Posted - 2013.05.14 21:25:00 -
[38] - Quote
Jack McReady wrote:I would also change slot layouts entirely. logis they are not meant to be flexible, they are meant to be durable and carry around equipment to provide logistic. flexibility was originally meant to be the assaults domain.
I would give logis low amount of slots and assaults hi amount of slots (basically the other way around it currently is), change the PG/CPU accordingly and increase their base HP. that way they do what they are supposed to be, carry around equipment and be tough as nails. they would be still able to fit a few modules but would not be able to stack them excessively. the assault on the other hand would be able customize the fit to their needs (either alot of tank mods or damage mods or a mix of both).
My basic idea behind this thread is the possibility that we might be able to achieve better balance without the need to make drastic changes like the one you mentioned. I can only keep my fingers crossed that CCP has considered these ideas. |
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Posted - 2013.05.17 17:31:00 -
[39] - Quote
bump |
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Posted - 2013.05.17 19:57:00 -
[40] - Quote
Fox Gaden wrote:If the Amarr Heavy Bonus is 2% dropsuit shield and armour increase per level, what will the other racial Heavy Bonuses be?
Minmatar: Speed? Gallente: Damage? Caldari: Range?
I'd probably give them something along the lines of: Gallente Heavy Dropsuit- 3% armor plate health bonus increase per level Caldari Heavy Dropsuit- 3% shield extender increase per level Minmatar Heavy Dropsuit- 5% increase to heavy weapon RoF per level |
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Posted - 2013.07.07 23:47:00 -
[41] - Quote
bumped for Uprising 1.2 |
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Posted - 2013.07.09 04:06:00 -
[42] - Quote
General Discussing is being really slow right now, so.....bump. |
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Posted - 2013.07.09 04:18:00 -
[43] - Quote
ZDub 303 wrote:I didn't read all seven pages... but please don't kill logis by removing the EHP bonus... esp if assault gets 10% damage.
All logis should have an EHP bonus.
Logi Bonus: 5% CPU/PG reduction per level Caldari: 5% Shield extenders Gallente: 5% armor plating amarr: 3%/3% shield/armor minmatar: 2%/2% shield/armor
Something like the above here would make much more sense.. logis are slow and inherently weaker... give them the option to go all out hp, since we will be sacrificing 10% damage + combat oriented bonuses anyways.
....What...?
Well, allow me to start by saying I am not removing EHP bonuses from logi's because logi's don't have any EHP bonuses to begin with, with the exception of the Caldari logi, which has long been decided to be OP.
Secondly, logi's are not sacrificing 10% damage, assault suits would be gaining 10% damage, and logi's would remain the same.
Third, I have had this discussion with another person before, and I have based these bonuses on the primary role of the suits, and while survival is important on the logistics dropsuit, it is not the primary role, support is, so the logistics suits are all gaining support bonuses, with the exception of the Amarr, which is a wildcard, so it gets a wildcard bonus. |
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Posted - 2013.07.09 05:30:00 -
[44] - Quote
ZDub 303 wrote:all im gonna say is... if they give cal logis that worthless nanohive bonus, then they better offer a respec.
Cal Logi is not OP... use it in PC and you'll find it barely holds it own.
If anything the other logi classes are UP.
Or if you insist we recieve worthless equipment bonuses, then we need at least equal base hp to assault suits.
Otherwise logis are just free WPs to assaults.
All I will reply is this: If people don't want the Caldari Logi anymore because a single percentage changed, then the only reason they chose that class was because of that specific percentage. Caldari Logi isn't OP, you're right, but it DOES have too much utility. (Look at me, been playing too much SMITE and now I am talking in MOBA terms) By utility I mean usage, the amount of different things it can do, and it is not supposed to be able to replace assaults effectively, support team-mates effectively, and replace heavies effectively all at once, it is just too much utility.
You obviously play the Cal logi and have never played any other race's logistics class, because if you did you would realize a tank bonus is unnecessary to survive, all other logi's have the exact bonuses that I recommended in my OP, because they were fine as they were, being support bonuses. The Cal logi wont suddenly become fodder without its shield extender bonus, every other logi has survived perfectly fine without it, so the Cal can too.
To your edits: The assault suit gets a bonus to killing. If you want to be best at killing, be an assault, since the logistics suit does not exist for the sole purpose of killing. Since the assault exists for the sole purpose of killing, it should excel at it more than other classes. It's a role bonus, so to speak.
And....I meant it as it was written, the Sentinel suits should get a 2% bonus to their base shields and base armor, not to modules that increase them. |
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Posted - 2013.07.09 17:40:00 -
[45] - Quote
Alright, I will take the suggested ideas and remake the list. |
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Posted - 2013.07.09 18:12:00 -
[46] - Quote
semperfi1999 wrote:Not sure why you guys are trying to adjust the bonuses all around and still keep the minmatar assault with the worst bonus in the game.
TBH to stay true to the minmatar assault specialty it should have a 5% bonus to stamina/stamina recovery per lvl. That would be a bonus that the suit could actually use. A bonus to mag size for sidearms is perhaps one of the most worthless bonuses in the game.
I actually did change the Minmatar bonus, it is currently 5% sidearm clip size, so I changed it to 5% increase to any handheld weapon clip size. |
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Posted - 2013.07.09 18:25:00 -
[47] - Quote
Muud Kipz wrote:Logi Bro wrote: Logistics Logistics Dropsuit Bonus- 5% equipment PG/CPU reduction per level Caldari Logistics Bonus- *********************************************************************************************************** Gallente Logistics Bonus- +1 armor reapir per level Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair module and reactive plate repair rate increase per level
Making +1 rep the Gallente bonus really makes the Amarr bonus useless. Well, not useless, but blatantly UP. For the Amarr bonus to be equal to the Gallente one, you'd need 4x complex reppers. Anything less and it's just a straight up worse bonus, and there's only 3 low slots. Amarr logis already gets f--ked with the sidearm slot (ostensibly the Amarr logi's differentiating factor) and 3rd equipment slot not being available until proto level, don't add this too.
I didn't notice that, I reverted it to as it was before. |
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Posted - 2013.07.09 18:30:00 -
[48] - Quote
semperfi1999 wrote:Logi Bro wrote:semperfi1999 wrote:Not sure why you guys are trying to adjust the bonuses all around and still keep the minmatar assault with the worst bonus in the game.
TBH to stay true to the minmatar assault specialty it should have a 5% bonus to stamina/stamina recovery per lvl. That would be a bonus that the suit could actually use. A bonus to mag size for sidearms is perhaps one of the most worthless bonuses in the game. I actually did change the Minmatar bonus, it is currently 5% sidearm clip size, so I changed it to 5% increase to any handheld weapon clip size. Oh LOL I didnt see that. Probably because its so similar...... That would make that bonus really good........perhaps better than any of the other bonuses so it might be too strong of a bonus actually then. Not that I would complain mind you but for balancing purposes an extra 25% clip to all handheld weaponry means assault scrambler rifles with 90 rounds in a single Mag. Personally I think the stamina bonus would be better and more inline with the minmatar racial philosophy.
The thing is that the Amarr Commando already receives a stamina/stamina regen, maybe if I dial it down to 3% per level it would be less overpowering? |
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Posted - 2013.07.13 05:59:00 -
[49] - Quote
Since PS2 bomber has removed any content-filled threads by filling up the front page with 3 month old threads, I'll take a moment to bump. |
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Posted - 2013.07.13 06:12:00 -
[50] - Quote
XxWarlordxX97 wrote:I just want my new heavies suits
And I certainly hope CCP wises up and makes the bonuses for those suits actually useful. |
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Posted - 2013.07.14 03:36:00 -
[51] - Quote
Once again it would seem the General Discussion is devoid of any up-to-date threads, so I'll bump again, still looking for a Calogi bonus recommendation if anyone wants to throw an idea in. |
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Posted - 2013.07.14 03:42:00 -
[52] - Quote
EternalRMG wrote:shield recharge delay reduction?
To keep it in line with the other bonuses, it would be best if it were some kind of support bonus. I started with +10% nanohive nanites per level, but apparently that was UP, so I just have it blank now. |
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Posted - 2013.07.14 03:48:00 -
[53] - Quote
EternalRMG wrote:Injector effectiveness?
I don't really want to constrain the Calogi to any one profession, there would probably be a lot of complaint from the Calogi users about being forced to use one specific role, which is also why they didn't like my nanohive buff. Basically it needs to be a very broad bonus, like 5% to all equipment effectiveness, or something along those lines.
I just can't think of anything that wouldn't be OP. |
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Posted - 2013.07.14 03:54:00 -
[54] - Quote
EternalRMG wrote:recharge delay reduction is the only viable for caldari it like the Amarr one, but with shields
I'll place it in, and then see if I get any negative feedback from it. |
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Posted - 2013.08.12 01:26:00 -
[55] - Quote
I figure I will bump this one more time, I added what I believe the missing suits' bonuses should be. |
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Posted - 2013.08.12 01:34:00 -
[56] - Quote
ZDub 303 wrote:Logi Bro wrote:I figure I will bump this one more time, I added what I believe the missing suits' bonuses should be. Any predictions on what you think the new logi bonuses will be?
Couldn't tell you since I am not a CCP employee (no I am not CCP Logibro) but something tells me they all have something completely different in mind than what I am recommending. 1.4 is infantry focused so I have been told, so if it will be soon without the TM, then it will be then. |
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Posted - 2013.08.12 02:22:00 -
[57] - Quote
No new suggestions? I came up with the Commando bonuses off the top of my head, so I expected them to be pretty bad. |
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Posted - 2013.08.12 02:36:00 -
[58] - Quote
ZDub 303 wrote:Logi Bro wrote:ZDub 303 wrote:Logi Bro wrote:I figure I will bump this one more time, I added what I believe the missing suits' bonuses should be. Any predictions on what you think the new logi bonuses will be? Couldn't tell you since I am not a CCP employee (no I am not CCP Logibro) but something tells me they all have something completely different in mind than what I am recommending. 1.4 is infantry focused so I have been told, so if it will be soon without the TM, then it will be then. They've already said it'll be equipment based bonuses... So something like: Caldari: Nanohives bonus Gallente: Rep Tool? Amarr: Drop Uplinks Minmatar: Scanner maybe?
I honestly think that they would be making a mistake to change the Minmatar, Gallente, and Amarr bonuses. The Minnie and Gal bonuses are already logistics bonuses, and the Amarr logi is supposed to be half assault, so its bonus makes sense. The only bonus that makes no sense is the Caldari one at the moment, HOWEVER if they did make the mistake of changing them I would say it would be:
Caldari: Nanohives Gallente: Nanite Injector Amarr: Drop Uplinks Minmatar: Repair Tool |
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Posted - 2013.08.12 02:39:00 -
[59] - Quote
ratamaq doc wrote:Man I'm going to be heart broken if/when they take my hack bonus. That thing is amazing.
I agree, and same goes for Gallente and Amarr even though I don't play as them, they are the only bonuses in place currently that I agree with.
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Posted - 2013.08.12 02:46:00 -
[60] - Quote
pegasis prime wrote:The only bonus I wonder about is why the minja scout gets a bonus for caldari weponary. Nova knives are caldari afterall. Toud think thed give the minis tgeir own knives .
That's.....a really good point. I know they said they will add racial knives in the future, so I wonder if they will change the bonus to apply to all knives or just the Minnie knives? |
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Posted - 2013.08.12 02:48:00 -
[61] - Quote
Cosgar wrote:I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy.
When I first heard about the Crusader suit, that is what I imagined it to be, a suit designed to strengthen and triage team-mates, while the logistics suit could run EWAR and offensive equipment, like scanners, REs, PEs, and uplinks.
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Posted - 2013.08.12 04:55:00 -
[62] - Quote
... |
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Posted - 2013.08.12 06:11:00 -
[63] - Quote
Oswald Rehnquist wrote: -1
Are scouts just there to look pretty as floor mats?
Scouts do infarct exist in the game and should function as the team dividers through ewar. Currently we suffer by having to act like wannabe assaults but without the tools.
Consider the following,
Medium suits make better snipers by having the hp to survive a counter snipe and by having much higher spike damage by having more cpu/pg and slots for damage mods.
Medium suits can also with slots refocus themselves to on par with scout sprinting speeds and function in cqc with less risk than scouts, scouts can do it cheaper but with a higher death count.
Being able to passively detect someone within 10 to 20 meters does nothing for our wps and very little for our survivability. Common AR killing range is 60 meters, though I guess nova knife users should be wary now right?
Scout racials need two of the following characteristics, high spike damage or ewar effectiveness. And if you noticed I said ewar effectiveness not cpu/pg reductions because scouts will never be able to close the gap with the other suits.
Cal Scout: % to effectiveness of noise inducing equipment and ECCM (ewar resistance) This scout would function by creating false information or by cutting off real information of which wps would be earned from it.
Ama Scout: % capacitor equipment effectiveness
These would be items that would drain shields and give it to the A.Scout, or would disrupt enemy weapons systems,
Min Scout: % bonus to Tackling equipment The Min being one of thy fastest suits being able to reduce the speed of other suits by either slowing them to crawl and aiming speeds. This would allow the suit to wreck the effected afterwards.
Gal Scout: % strength stealth and detection modules
Self explanatory but essentially it benefit from all its low slots being able to customize and get more out of each modules
My specific knowledge of EWAR is few and far between, but bare with me here: I believe it has been stated that in the future passive scanning will be much more useful due to the fact that shared team vision will be removed, so the only way to share TACNET information to your team will be through your scan radius and scan precision, and the only way to prevent the enemy from getting TACNET information on you will be though scan profile. Seeing this as the likely future, I believe the current scout bonuses I have proposed will be very useful for tactical information. Speaking of capacitors, I find the likeliness of this ever being added to Dust very small, seeing as it would require a major rework of our current system for it to properly work. Although if it were stated to ever actually be possible, I would be willing to change my ideas. I also believe scouts should have a much larger scan radius as a base stat, as this would help them fill their rolls nicely, and I do expect CCP to do this at some point. |
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Posted - 2013.08.12 06:23:00 -
[64] - Quote
Oswald Rehnquist wrote:Logi Bro wrote: My specific knowledge of EWAR is few and far between, but bare with me here: I believe it has been stated that in the future passive scanning will be much more useful due to the fact that shared team vision will be removed, so the only way to share TACNET information to your team will be through your scan radius and scan precision, and the only way to prevent the enemy from getting TACNET information on you will be though scan profile. Seeing this as the likely future, I believe the current scout bonuses I have proposed will be very useful for tactical information. Speaking of capacitors, I find the likeliness of this ever being added to Dust very small, seeing as it would require a major rework of our current system for it to properly work. Although if it were stated to ever actually be possible, I would be willing to change my ideas. I also believe scouts should have a much larger scan radius as a base stat, as this would help them fill their rolls nicely, and I do expect CCP to do this at some point.
Vision will not be shared by passive scans or line of sight from what I read on it, it will not light them up on tacnet, only the active scanners and even then only to your squad mates.
If this is the case, CCP needs to fix it so passive scanning is still a factor, because otherwise scouting will be useless until they decide to introduce real EWAR like webifiers, which could be who knows how long. |
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Posted - 2013.08.31 02:33:00 -
[65] - Quote
One last time, I made a few changes, I figure if I get no Dev response from this bump, I'll just go ahead and give up.
As always, if you have anything that you would change, feel free to let me know. |
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