Pages: 1 2 3 4 5 [6] 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Muud Kipz
Elevated Technologies
3
|
Posted - 2013.07.09 18:19:00 -
[151] - Quote
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. |
semperfi1999
Internal Error. League of Infamy
623
|
Posted - 2013.07.09 18:24:00 -
[152] - Quote
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. |
Logi Bro
Greatness Achieved Through Training EoN.
1698
|
Posted - 2013.07.09 18:25:00 -
[153] - 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. |
Logi Bro
Greatness Achieved Through Training EoN.
1698
|
Posted - 2013.07.09 18:30:00 -
[154] - 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? |
Muud Kipz
Elevated Technologies
3
|
Posted - 2013.07.09 18:36:00 -
[155] - Quote
ZDub 303 wrote:Vermaak Doe wrote:ZDub 303 wrote:hackerzilla wrote:I understand people think that Logi Cladari is OP but 10% nanite ussuage per level sucks like seriously thats nerfing it to hell At least someone understands. Do you have proto nanohives logi bro? You must... at which point you would have to understand there is never a need for a nanohive bonus, its pretty much worthless. Some people want to support their team while still actually having the ability to be on the front line. Cal logi is perfect for what it does. It doesn't replace a real heavy in the least. It gets roflstomped by real assaults already. It has just enough utility to actually be viable in PC. If anything, the other logi classes are kind of a joke atm. Like I said.. if you wanna take away the logi survivabiltiy bonus, then offer a respec. Taking away 9 weeks of SP because you felt like absolutely destroying a specific playstyle is downright insulting. I ran min logi with my first respec and I hated it... the suit was a complete POS. Cal logi has just enough hp bonus to compensate for its poor movement and lower base hp. If these are the kind of bonuses they want to put in the game, then please let me respec into assault. Plenty of weapons have been altered without a respec, there shouldn't be a difference for an overpowered suit. the suit isnt overpowered at all, other logi classes just need comparable bonuses. otherwise its just nerfing the whole logi line into the ground.
Also, yes, the CaLogi suit IS overpowered. Math numbers wise, it is, even just in terms of base stats without specialization bonuses. Compare it to the Amarr proto logi- the CaLogi suit loses the sidearm slot and 30 total base HP (though I would argue that 180/90 base is better than 120/180) and gains... hmm... almost 5% faster move speed, 18 PG, 2 high slots and 1 low slot. That's ignoring the massive disparity in their bonuses, which doesn't need discussion here.
|
ZDub 303
TeamPlayers EoN.
776
|
Posted - 2013.07.09 19:46:00 -
[156] - Quote
Muud Kipz wrote:Also, yes, the CaLogi suit IS overpowered. Math numbers wise, it is, even just in terms of base stats without specialization bonuses. Compare it to the Amarr proto logi- the CaLogi suit loses the sidearm slot and 30 total base HP (though I would argue that 180/90 base is better than 120/180) and gains... hmm... almost 5% faster move speed, 18 PG, -2 seconds of shield recharge delay, 2 high slots and 1 low slot. That's ignoring the massive disparity in their bonuses, which doesn't need discussion here.
Amarr logi is underpowered because it lacks a combat relevant racial bonus and comparable CPU/PG to all of the other logistics classes.
Doesn't mean the Cal Logi is OP, it just means its the only logi that can actually hold its own in combat.
And these changes propose adding 10% more damage to assaults (which I think is great idea). How do you think the logi is going to hold up then without EHP racial modifications?
In any sort of competitive play... it wont. Not at all. It'll be that poor sucker that mistakenly spec'd into a class cause he thought he could support the team. forgetting that anything but drop uplinks and the occasional triage nanohive is irrelevant in PC.
With Logi Bros proposed changes, the logi will literally have no place in PC, and corps will be forced to take them because some of their core players will have mistakenly spec'd into that suit and have no way of climbing out.
meanwhile an assault suit with proto uplinks will do the same job that logi's are sort of meant for now. |
mikegunnz
Zumari Force Projection Caldari State
632
|
Posted - 2013.07.09 20:22:00 -
[157] - Quote
I think the point Zdub, is that if you want to be a "frontline" guy that can occasionally rep or revive someone, you can be an assault with a rep tool or injector. It'll force you to make a compromise. If you choose to be logi, in theory you're choosing to be the repper and reviver, and are making a sacrifice to your "frontline" combat ability.
The Cal Logi sort of doesn't make that compromise. It's basically just as good a combat piece as any assault. (arguably better because of it's slot count and higher CPU/PG)
You're saying that the other Logi suits are UP, but the others are saying (and I agree) that the Cal Logi suit is prob OP, when you think about what the intended role of Logi class is supposed to be. |
ZDub 303
TeamPlayers EoN.
787
|
Posted - 2013.07.09 20:29:00 -
[158] - Quote
mikegunnz wrote:I think the point Zdub, is that if you want to be a "frontline" guy that can occasionally rep or revive someone, you can be an assault with a rep tool or injector. It'll force you to make a compromise. If you choose to be logi, in theory you're choosing to be the repper and reviver, and are making a sacrifice to your "frontline" combat ability.
The Cal Logi sort of doesn't make that compromise. It's basically just as good a combat piece as any assault. (arguably better because of it's slot count and higher CPU/PG)
You're saying that the other Logi suits are UP, but the others are saying (and I agree) that the Cal Logi suit is prob OP, when you think about what the intended role of Logi class is supposed to be.
you obv don't play in PC.
In pubs... yeah you might be right.. but in PC cal logis get trashed by good assault players.
I can only imagine how bad it is for 'non-cal' logis.
I guess I'm just trying to keep logi players somewhat viable in PC as I'm not ready for 9 weeks of grinding to get proto assault.
Im curious though; what is the intended role of a logi?
To sit behind the front lines with a rep tool?
With these new changes logis will be severly inferior in combat. assault players will have higher base health, 10% more damage, and much higher movement speed. 1v1 with equal skills logis wont stand a chance... they'll just be free WPs. Should logis never engage in combat? is that their 'purpose'...? |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
151
|
Posted - 2013.07.09 20:49:00 -
[159] - Quote
+1 like the ideas Id do thing like this in a perfect world:
Logi: Less Powergrid and cpu and or effectivness bonus for logi equipment -Amarr: bonus to armor hp -Gallentee: bonus to armor repair for self -Caldari: bonus to shield hp -Minmatar: Bonus to shield recharging perhaps a bonus to hacking also considering it is liked by many but not defensive??
Assault: Bonus to damage of all weapons -Amarr: Split Bonus to Armor hp and energy weapon heat build up -Gallentee: Split Bonus to Armor repair and Less recoil on Plasma based weapons -Caldari: Split Bonus to Sheild hp and optimal range of magrail weapons(would allow them to operate well at long ranges) -Minmatar: Split bonuses to rate of fire and Falloff range of projectiles *Split bonuses would not be as effective as full.
Sentinel: Bonus to the Damage of all heavy weapons -Amarr: Bonus hp to armor -Gallentee: Bonus resist to armor (this would make repairs more effective on this guy than amarr) -Caldari: Bonus to sheild hp -Minmatar: Bonus to sheild resistances (i really just dont know to be honest)
Commando: Bonus to resistances of sheild and armor?(afraid i dont know enough about this class to make up good bonuses) -Amarr:Split Bonus to Energy based weapons feedback damage and optimal range -Gallentee:Split Bonus to Plasma based weapons recoil reduction and damage -Caldari:Split Bonus to Mag Rail Based weapons Optimal range and Accuracy? -Minmatar:Split Bonus to Projectile Based weapons Rate of fire and clip size? or for fun Clip size +1 per lvl and explosion radious (gernadier suit)
Scout: Split bonus Harder to detect and speed increase -Amarr: bonus dropuplink carry capacity (sorry ran out of ideas) -Gallentee: Bonus to scan resolutions and range and use of detecting equipment such as active scanner -Caldari: Bonus to equipment which would be used to disable hostile tacnet -Minmatar: Split bonus to stamina and Signature even harder to detect
|
Killar-12
Greatness Achieved Through Training EoN.
74
|
Posted - 2013.07.09 21:30:00 -
[160] - Quote
Laurent Cazaderon wrote:
Only a few things i'd changed in your suggestion to be honest :
Logistics Logistics Dropsuit Bonus- 5% equipment PG/CPU reduction per level Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level Gallente Logistics Bonus- +1 armor repair rate 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
Very important that the specialization bonus ties into the support role and not into survivability. Effect is the same, one slot saved as you wont need a CPU or PG extender.
Heavy Sentinel Specialization Bonus- Damage reduction is pretty tricky atm according to Devs. I'd go with a +5% bonus to hp of base shield and armor per level. Amarr Sentinel Bonus- Should be tied to the efficiency of an Amarr Heavy weapon. Could be 1% damage buff to heavy weapons in the meantime.
Commando specialization bonus : I'd go with a 3% increase to sprint, stamina and stamina recovery per level. Amarr Commando Bonus- 5% decrease in light weapon CPU and PG use per level
Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level (may be a bit too much, even 1% is enough to send a signal ) Caldari Assault Bonus- 5% shield recharge rate increase per level Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
rest would be ok for me.
Scout Scout Dropsuit Bonus- Keep 5% scan profile reduction per level Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
will leave scout judge that part.
So mostly, those bonuses fits what i'd suggest myself.
Personally the nova knife boost on the Minnie Scout seems more a novelty than I'd give it the 5% hacking boost to make it like a sneaky scout and the Minnie logi a boost to shield regen instead. |
|
Muud Kipz
Elevated Technologies
14
|
Posted - 2013.07.10 13:12:00 -
[161] - Quote
ZDub 303 wrote:mikegunnz wrote:I think the point Zdub, is that if you want to be a "frontline" guy that can occasionally rep or revive someone, you can be an assault with a rep tool or injector. It'll force you to make a compromise. If you choose to be logi, in theory you're choosing to be the repper and reviver, and are making a sacrifice to your "frontline" combat ability.
The Cal Logi sort of doesn't make that compromise. It's basically just as good a combat piece as any assault. (arguably better because of it's slot count and higher CPU/PG)
You're saying that the other Logi suits are UP, but the others are saying (and I agree) that the Cal Logi suit is prob OP, when you think about what the intended role of Logi class is supposed to be. you obv don't play in PC. In pubs... yeah you might be right.. but in PC cal logis get trashed by good assault players. I can only imagine how bad it is for 'non-cal' logis. I guess I'm just trying to keep logi players somewhat viable in PC as I'm not ready for 9 weeks of grinding to get proto assault. Im curious though; what is the intended role of a logi? To sit behind the front lines with a rep tool? With these new changes logis will be severly inferior in combat. assault players will have higher base health, 10% more damage, and much higher movement speed. 1v1 with equal skills logis wont stand a chance... they'll just be free WPs. Should logis never engage in combat? is that their 'purpose'...?
It was my understanding that logi suits are meant, game balance wise, to lose in an otherwise perfectly even 1v1 against an equivalent assault. Since they're logi suits, they shouldn't be in that 1v1 situation in the first place.
The logi should be combat capable but focused on equipment and support, squad play, etc etc etc. Lower base HP, move speed, and 10% less damage than assaults doesn't prevent a competent LogiBro from killing, especially in a proper squad. All that will get damaged by this change is FOTM Cal Logis lone wolf proto facerolling to victory with more tank than an equivalent assault/some heavy suits and the same damage as assaults.
Also, if all equipment except proto uplinks are useless in PC, perhaps that needs looking at as well.
|
ZDub 303
TeamPlayers EoN.
834
|
Posted - 2013.07.10 13:24:00 -
[162] - Quote
I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that. |
Muud Kipz
Elevated Technologies
14
|
Posted - 2013.07.10 13:38:00 -
[163] - Quote
ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that.
Pffft come on, a 10% damage gap is not insurmountable, even in the average 1v1 firefight. Surely, at some point, you've killed an opponent with more than 10% of your health remaining. Skill would be the determining factor, and that's a good thing.
But for the sake of argument, let's say you're right and that 10% effectiveness gap WILL crush the logi class. That argument works just as well in reverse, except right now and not theoretically: a proto Cal assault running up against a proto Cal logi leaves the assault with no damage advantage and a significant tank disadvantage due to the Cal logi's shield bonuses and additional slots. A little bit of strafe speed on the assault's side does not sufficiently compensate for this.
It sounds to me like someone just wants to keep their FOTM. |
ZDub 303
TeamPlayers EoN.
836
|
Posted - 2013.07.10 14:01:00 -
[164] - Quote
Muud Kipz wrote:ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that. Pffft come on, a 10% damage gap is not insurmountable, even in the average 1v1 firefight. Surely, at some point, you've killed an opponent with more than 10% of your health remaining . Skill would be the determining factor, and that's a good thing. But for the sake of argument, let's say you're right and that 10% effectiveness gap WILL crush the logi class. That argument works just as well in reverse, except right now and not theoretically: a proto Cal assault running up against a proto Cal logi leaves the assault with no damage advantage and a significant tank disadvantage due to the Cal logi's shield bonuses and additional slots. A little bit of strafe speed on the assault's side does not sufficiently compensate for this. It sounds to me like someone just wants to keep their FOTM.
Like I said... you obviously don't play in PC. I'm going to assume this is a main posting as you're not in an NPC corp.
So.. Yeah sure I can roflstomp militia noobs all day. Pit my proto cal logi with a duvolle against a militia assault with a militia AR and its no contest.
but against a skilled assault player I can only win maybe a third of my battles? Most battles come down to running out of LW ammo, I have to reload and he swaps to sidearm and im dead. I don't think you understand what losing ~15% of my health and going against someone with 10% more damage will do.
Already in PC its not a good idea to have more than two actual logis, as their relative combat inefficacy brings down the team. With the changes proposed in the OP, logis just become a severe liability. They become a token fit you swap into every other death to put up more uplinks and nanohives before you swap back to assault.
The only way I can see logi's still being useful in PC is if you bring the EHP buff to all logi classes. I think you underestimate what 10% damage will do... that's the difference between adv and proto weapons. I dunno.. it just seems to me, that since this is a shooter.. logis might want to get up and shoot people too... but if 2 equipment slots is going to cost me a sidearm, 10% move speed, and 10% damage... its not worth it to me.
But maybe I was always an assault player and shouldn't have spec'd logi in the first place. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
17
|
Posted - 2013.07.11 09:43:00 -
[165] - Quote
What about making logis run equipment, or making the equipment on said suit a higher than or equal to meta level than weapon. True logis won't care cause they run good equipment anyways and this prevents slayer logis from just speccing basic equipment then running a duvolle. Thus either tank or damage is hurt, you could still run proto equipment with duvolle but suffer weak tank. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
66
|
Posted - 2013.07.11 14:22:00 -
[166] - Quote
ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that.
Sounds more like your a slayer at heart, which is fine but the suits should have some slight role division. If logis are 1 to 1 with assaults stat wise, losing only in the stat they don't boost (hp, speed, or damage) while having more equipment slots makes Assaults question their role. I think this is also reflected by the fact that this is probably one of the few games where the "support" role was was populated by close to half of the player population, because it was an assault with slightly lower stats and more equipment slots. Essentially no logi is leaving logi, just assaults.
Back in Beta where we scouts were able to effectively speed tank, we got populated by a lot of assaults and had the nerf hammer smack us hard. A suggesting of buffing assaults through racials is a much more beneficial method for give assaults their role vs nerfing logis into our current status. |
ZDub 303
TeamPlayers EoN.
855
|
Posted - 2013.07.11 14:46:00 -
[167] - Quote
Oswald Rehnquist wrote:ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that. Sounds more like your a slayer at heart, which is fine but the suits should have some slight role division. If logis are 1 to 1 with assaults stat wise, losing only in the stat they don't boost (hp, speed, or damage) while having more equipment slots makes Assaults question their role. I think this is also reflected by the fact that this is probably one of the few games where the "support" role was was populated by close to half of the player population, because it was an assault with slightly lower stats and more equipment slots. Essentially no logi is leaving logi, just assaults. Back in Beta where we scouts were able to effectively speed tank, we got populated by a lot of assaults and had the nerf hammer smack us hard. A suggesting of buffing assaults through racials is a much more beneficial method for give assaults their role vs nerfing logis into our current status.
I enjoy actually playing support to a squad... but come on... its a shooter game. I think most of us want to shoot our gun.. no?
I understand there are some true die hard logis out there who would prefer if their primary weapon was a repair tool so they could run another piece of equipment... but I can't imagine that is the play style they were going for. In PS2 I could see that play style working really well, but in a 16v16 shooter... someone who plays like that is generally just gimping their team by taking a gun off the field.
I just don't want to have to run every time I see a proto assault cause I know its going to end in death... that just sounds sad
Seems like PC is going to end up being completely assault/heavy though eventually anyways... there's no place for true logis in PC when the action is too intense to even bother trying to revive people and nobody sits still enough for reps. Assaults spawning in with 50% uplinks and 50% nanohives can do the job so much better. I guess thats the reason im pushing for the cal logi to remain as it is and to bring up other logis to its level, instead of nerfing cal logi down so its forced to play 'true logi'.
I know it doesn't seem like it in pubs, when people like me are running around pubstomping... but I played b-series logi in chromosome and did the same thing (getting better scores than I do now). Its not that I'm crutching on cal logi to continue pubstomping... that is not at all the reason why I am posting to keep it the way it is. I am just trying to keep logis viable in PC, in which cal logi is actually fairly well balanced with its shield bonus. I'm not generally looking for fights, but if someone is coming after me... I stand a chance at least. |
ZDub 303
TeamPlayers EoN.
855
|
Posted - 2013.07.11 15:00:00 -
[168] - Quote
also another thing I've been considering... a 10% damage increase on assaults would completely nullify the use of any other suit for sniping. Something to consider... scout sniping would be thing of the past. |
Killar-12
Greatness Achieved Through Training EoN.
104
|
Posted - 2013.07.11 17:24:00 -
[169] - Quote
ZDub 303 wrote:also another thing I've been considering... a 10% damage increase on assaults would completely nullify the use of any other suit for sniping. Something to consider... scout sniping would be thing of the past. Hmm... Okay give scouts another Equipment slot and a little extra PG/CPU |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
176
|
Posted - 2013.07.11 17:32:00 -
[170] - Quote
I have been thinking about it for awhile and I think they could give Scout Suits way more CPU/PG so they could run Proto everything.
It would be a true risk reward because the suits die quickly but if you could have proto weapons with complex everything you could be highly effective but when you lose that suit you may actually "feel" it.
Scout Sniping is already a thing of the past for many because slots are already limited and suit power low. |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
441
|
Posted - 2013.07.11 17:50:00 -
[171] - Quote
I am convinced the Amarr Assault (reduction in heat build up) and Amarr Commando (efficiency of armor/shield mods) bonuses need to be swapped. I own both suits. |
Logi Bro
Greatness Achieved Through Training EoN.
1816
|
Posted - 2013.07.13 05:59:00 -
[172] - 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. |
XxWarlordxX97
Internal Error. League of Infamy
4018
|
Posted - 2013.07.13 06:04:00 -
[173] - Quote
I just want my new heavies suits |
Logi Bro
Greatness Achieved Through Training EoN.
1817
|
Posted - 2013.07.13 06:12:00 -
[174] - 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. |
XxWarlordxX97
Internal Error. League of Infamy
4018
|
Posted - 2013.07.13 06:14:00 -
[175] - Quote
Logi Bro wrote: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. I hope so |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
67
|
Posted - 2013.07.13 07:18:00 -
[176] - Quote
ZDub 303 wrote:Oswald Rehnquist wrote:ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that. Sounds more like your a slayer at heart, which is fine but the suits should have some slight role division. If logis are 1 to 1 with assaults stat wise, losing only in the stat they don't boost (hp, speed, or damage) while having more equipment slots makes Assaults question their role. I think this is also reflected by the fact that this is probably one of the few games where the "support" role was was populated by close to half of the player population, because it was an assault with slightly lower stats and more equipment slots. Essentially no logi is leaving logi, just assaults. Back in Beta where we scouts were able to effectively speed tank, we got populated by a lot of assaults and had the nerf hammer smack us hard. A suggesting of buffing assaults through racials is a much more beneficial method for give assaults their role vs nerfing logis into our current status. I enjoy actually playing support to a squad... but come on... its a shooter game. I think most of us want to shoot our gun.. no? I understand there are some true die hard logis out there who would prefer if their primary weapon was a repair tool so they could run another piece of equipment... but I can't imagine that is the play style they were going for. In PS2 I could see that play style working really well, but in a 16v16 shooter... someone who plays like that is generally just gimping their team by taking a gun off the field. I just don't want to have to run every time I see a proto assault cause I know its going to end in death... that just sounds sad Seems like PC is going to end up being completely assault/heavy though eventually anyways... there's no place for true logis in PC when the action is too intense to even bother trying to revive people and nobody sits still enough for reps. Assaults spawning in with 50% uplinks and 50% nanohives can do the job so much better. I guess thats the reason im pushing for the cal logi to remain as it is and to bring up other logis to its level, instead of nerfing cal logi down so its forced to play 'true logi'. I know it doesn't seem like it in pubs, when people like me are running around pubstomping... but I played b-series logi in chromosome and did the same thing (getting better scores than I do now). Its not that I'm crutching on cal logi to continue pubstomping... that is not at all the reason why I am posting to keep it the way it is. I am just trying to keep logis viable in PC, in which cal logi is actually fairly well balanced with its shield bonus. I'm not generally looking for fights, but if someone is coming after me... I stand a chance at least.
Fair enough, and I understand this as well, I'm very adamant against those who were pushing to remove the light weapon from logis. I also think if assaults got that 10% boost, then they should lose their equipment slot.
You are also right that I am ignorant on PC matches since I've only played very few of them.
I actually don't want to nerf the calogi, he is the quintessential "heavy" logi and a bonus to one single equipment item really is a bad racial. Plus the 10% boost for assaults is meant to balance the difference, taking the heavy logi away plus the 10% would be too much in my opinion.
In regards to scout snipers, scouts can't snipe that well anyways due to not being able to take any punishment. The only reason you see scout snipers is because the scout is unable to flank a given situation so that ends up being the next best alternative. I"m hoping that cloaking gives you a trade off between high damage snipers vs utility snipers. |
Logi Bro
Greatness Achieved Through Training EoN.
1820
|
Posted - 2013.07.14 03:36:00 -
[177] - 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. |
EternalRMG
Eir Gaming
358
|
Posted - 2013.07.14 03:40:00 -
[178] - Quote
shield recharge delay reduction?
|
Logi Bro
Greatness Achieved Through Training EoN.
1822
|
Posted - 2013.07.14 03:42:00 -
[179] - 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. |
EternalRMG
Eir Gaming
358
|
Posted - 2013.07.14 03:44:00 -
[180] - Quote
Injector effectiveness?
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 :: one page |
First page | Previous page | Next page | Last page |