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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:22:00 -
[31] - Quote
Nova Knife wrote: Coupled with the fact that the amarr logi can hit something like 115 amor hp/s when being hit by a repair tool, and like 30-40/s without one?
5 from bonus, +15 minus stacking penalty equals 30 +??? |
Noc Tempre
Imperfects Negative-Feedback
1514
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Posted - 2013.05.12 20:26:00 -
[32] - Quote
Chinduko wrote:If CCP just lowers the max number of high and low slots of suits, that could settle this issue. 8 total slots on any suit is too many.
How about 12 including equipment, grenades, weapons, and high/low slots? |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:26:00 -
[33] - Quote
Prius Vecht wrote:oh I get it, anything to keep your slots.
You want to take their slots? Fine, give them back their base stats. It's so easy to talk about slots while ignoring that all of their base stats are lower. they simply have more freedom in designing their role than an assault suit, it doesn't make them better. |
Cruxio
Zumari Force Projection Caldari State
3
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Posted - 2013.05.12 20:29:00 -
[34] - Quote
Just take away the light weapon for the Caldari Logi, and I'd think Logis would be fixed on this alone. Logis need defense to walk out and waste time healing or reviving, the issue is the attack power. Also give assaults a bonus to damage either as a passive assault suit bonus or as a reduction to cpu/pg requirements or damage mods
Essentially I agree with you, I don't play assault or logi, so no QQ on my part. |
Reiki Jubo
Amarr Templars Amarr Empire
110
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Posted - 2013.05.12 20:31:00 -
[35] - Quote
glad to see the ENTIRE CPM see the issue for what it is. some cant take off their yellow tinted visors. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:32:00 -
[36] - Quote
Nova Knife wrote: TBH... None of the suits in uprising are 'Fine'. Just because everything is broken, doesn't mean they're balanced. Rather than buff every weapon, nerfing and tweaking the suits back down to the original baseline is the better option.
Tell CCP to start from scratch, I'm sure it would be more balanced than this. |
Happy Violentime
OMFGZOMBIESRUN
55
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Posted - 2013.05.12 20:32:00 -
[37] - Quote
Keyser Soze VerbalKint wrote:Preach brother preach. I mean reload speed its so valuable a bonus thats why everyone maxxes out this skill immediately
It would make sense on a logi with only 1 weapon slot...
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Deluxe Edition
TeamPlayers EoN.
166
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Posted - 2013.05.12 20:32:00 -
[38] - Quote
NeoWraith Acedia wrote:Prius Vecht wrote:oh I get it, anything to keep your slots.
You want to take their slots? Fine, give them back their base stats. It's so easy to talk about slots while ignoring that all of their base stats are lower. they simply have more freedom in designing their role than an assault suit, it doesn't make them better.
The caladari 750 total shields is OP sonsidering it allows them to stack 2 damage mods and still have more HP than my Galante Assault. |
Nova Knife
Seituoda Taskforce Command Caldari State
890
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Posted - 2013.05.12 20:33:00 -
[39] - Quote
NeoWraith Acedia wrote:Nova Knife wrote: Coupled with the fact that the amarr logi can hit something like 115 amor hp/s when being hit by a repair tool, and like 30-40/s without one?
5 from bonus, +15 minus stacking penalty equals 30 +???
5 hp from skill + two skills that provide 25% bonus each to armor repair modules (which do not have stacking penalties)
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:35:00 -
[40] - Quote
Deluxe Edition wrote:NeoWraith Acedia wrote:Prius Vecht wrote:oh I get it, anything to keep your slots.
You want to take their slots? Fine, give them back their base stats. It's so easy to talk about slots while ignoring that all of their base stats are lower. they simply have more freedom in designing their role than an assault suit, it doesn't make them better. The caladari 750 total shields is OP sonsidering it allows them to stack 2 damage mods and still have more HP than my Galante Assault. If they use those mods for shields... then were did they get the room for damage mods exactly? |
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Nova Knife
Seituoda Taskforce Command Caldari State
890
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Posted - 2013.05.12 20:35:00 -
[41] - Quote
NeoWraith Acedia wrote:Nova Knife wrote: TBH... None of the suits in uprising are 'Fine'. Just because everything is broken, doesn't mean they're balanced. Rather than buff every weapon, nerfing and tweaking the suits back down to the original baseline is the better option.
Tell CCP to start from scratch, I'm sure it would be more balanced than this.
I honestly agree. A new baseline needs to be established. We are beyond the time for slow and steady tweaks. When pretty much nothing in your game is in a good place and no clear baseline exists... Drastic, system-wise changes to establish a new baseline are necessary. |
Kushmir Nadian
Valor Coalition RISE of LEGION
215
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Posted - 2013.05.12 20:37:00 -
[42] - Quote
No sane person is arguing Logis cant have high/low slots AND be the only equip as well.
These guys are trying to make a "go" but i'm pretty sure that ship has sailed.
The bigger issue to me is why they aren't the second-fastest class because as they lack protection and total HP.
There's also the issue that they have to basically go proto-assault before putting any SP into their class. The skill tree should branch into Assault or Logi at Dropsuit Command Level 2. |
Spycrab Potato
The Red Guards EoN.
29
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Posted - 2013.05.12 20:39:00 -
[43] - Quote
NeoWraith Acedia wrote:Iron Wolf Saber wrote:Because the caldari logistics is not the only problem, its all four of them being > assaults. Would you care to explain your logic? How is the Amarr Logi better than the Amarr Assault? It will always have less HP and be slower than the assault suit, that seems like a fair trade for the 2 equipment slots. Edit: If I had too, I would remove 1 equipment slot from the Gallanete and Minmatar suits, and 1 low slot from the Caldari suit(along with changing it's bonus of course) Edit 2: And you guys and CCP should really check out Logi Bro's thread, it makes a lot more sense than some of our current bonuses. Why would you REMOVE equipment slots from a LOGI. That is our main thing, equipment. Without that extra slot, we are basically an assault. |
Chunky Munkey
Amarr Templars Amarr Empire
441
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Posted - 2013.05.12 20:40:00 -
[44] - Quote
NeoWraith Acedia wrote:Chunky Munkey wrote:
Are you complaining that people want a support class to be a support class? .
This is a common misconception. In FF both Black mage and Red mage can learn some healing spells, are they the support characters in that game? No, that would be White Mage. Can they be used for support? Yes. In Legend Of Dragoon, Lavits and Albert can use a move that increases the teams defense, and Rose can learn a weak healing move. Are any of them support characters? No. Can they support the team? Yes. Having some properties of a support character does not make the character a support character. Logis are not a support role just because they can carry more equipment than assault players. You want to see a support class? - Take the basic medium suits - keep all stats, that includes speed and HP - give it the slot layout of our current logi suits, that includes equipment - Take their light weapon away and leave them with just a side arm, Amarr gets two side arms. Currently every suit in the game is designed with killing as their primary role, logis are far too versatile to be mere babysitters.
You're challenging a position I haven't expressed. And this game is not comparable to FF. At best we're all the mimic job.
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:41:00 -
[45] - Quote
Spycrab Potato wrote:[ Why would you REMOVE equipment slots from a LOGI. That is our main thing, equipment. Without that extra slot, we are basically an assault. Our main thing is versatility, not being pack mules for assaults. |
Logi Bro
Greatness Achieved Through Training EoN.
1479
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Posted - 2013.05.12 20:41:00 -
[46] - Quote
Deluxe Edition wrote:NeoWraith Acedia wrote:Prius Vecht wrote:oh I get it, anything to keep your slots.
You want to take their slots? Fine, give them back their base stats. It's so easy to talk about slots while ignoring that all of their base stats are lower. they simply have more freedom in designing their role than an assault suit, it doesn't make them better. The caladari 750 total shields is OP sonsidering it allows them to stack 2 damage mods and still have more HP than my Galante Assault.
Whoa, whoa, 750? Let me math that out.
If you were speaking of logistics, let me start with that. Maxed skills gives boosts of +10% shield extenders, +25% shield extenders, and +25% base shields Base shields are 180, and high slots are 5.
So, 180*1.25+(5*66*1.25*1.1) 225+453=678 at best, and I doubt there are very many people that have EVERYTHING maxed.
If you meant Caldari assault, here's more math. Maxed skills gives +10% shield extenders, and +25% base shields. Base shields start at 210, high slots 5.
210*1.25+(5*66*1.1) 262+363=625 max shields.
And you definitely wouldn't have room for damage mods. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
|
Posted - 2013.05.12 20:42:00 -
[47] - Quote
Nova Knife wrote:NeoWraith Acedia wrote:Nova Knife wrote: TBH... None of the suits in uprising are 'Fine'. Just because everything is broken, doesn't mean they're balanced. Rather than buff every weapon, nerfing and tweaking the suits back down to the original baseline is the better option.
Tell CCP to start from scratch, I'm sure it would be more balanced than this. I honestly agree. A new baseline needs to be established. We are beyond the time for slow and steady tweaks. When pretty much nothing in your game is in a good place and no clear baseline exists... Drastic, system-wise changes to establish a new baseline are necessary. Thank you, tell them to give some love to scouts while they're at it. |
Spycrab Potato
The Red Guards EoN.
29
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Posted - 2013.05.12 20:45:00 -
[48] - Quote
NeoWraith Acedia wrote:Spycrab Potato wrote:[ Why would you REMOVE equipment slots from a LOGI. That is our main thing, equipment. Without that extra slot, we are basically an assault. Our main thing is versatility, not being pack mules for assaults. Versatility is included in having equipment. If you want to get all holier-than-thou and stuck up on every other type. You aren't going to survive. Everyone needs everyone in Dust. If you can't handle that then please leave the Logi community, and don't get butter on the door. |
Logi Bro
Greatness Achieved Through Training EoN.
1479
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Posted - 2013.05.12 20:46:00 -
[49] - Quote
Nova Knife wrote:NeoWraith Acedia wrote:Nova Knife wrote: Coupled with the fact that the amarr logi can hit something like 115 amor hp/s when being hit by a repair tool, and like 30-40/s without one?
5 from bonus, +15 minus stacking penalty equals 30 +??? 5 hp from skill + two skills that provide 25% bonus each to armor repair modules (which do not have stacking penalties)
28 HP/S maximum.
Logi bonus +5, non affected by mod increasing skills, and two skills that each give +25% to repair mods, best mods +5, and three low slots
So, 5+(3*5*1.50)=27.5, not sure if they round up or down, so I say 28 maximum. |
XeroTheBigBoss
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
289
|
Posted - 2013.05.12 20:49:00 -
[50] - Quote
This is just a idea but since Logi's have so many slots maybe lower their base extremely low? This would have them use their slots to still be able to help them survive. The logistics is supposed to be support because let's be real who tha hell else can do it? Assaults can't carry more than 1 equipment Scouts CPU is far too low Heavies don't even have Equipment who else does that leave? |
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Toni Scott White
Chatelain Rapid Response Gallente Federation
0
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Posted - 2013.05.12 20:49:00 -
[51] - Quote
I am a Noob. What are Logis?
Dem yellow boys? |
Deluxe Edition
TeamPlayers EoN.
166
|
Posted - 2013.05.12 20:49:00 -
[52] - Quote
NeoWraith Acedia wrote:Deluxe Edition wrote:NeoWraith Acedia wrote:Prius Vecht wrote:oh I get it, anything to keep your slots.
You want to take their slots? Fine, give them back their base stats. It's so easy to talk about slots while ignoring that all of their base stats are lower. they simply have more freedom in designing their role than an assault suit, it doesn't make them better. The caladari 750 total shields is OP sonsidering it allows them to stack 2 damage mods and still have more HP than my Galante Assault. If they use those mods for shields... then where did they get the room for damage mods exactly? So 337.5 + 445.5 = 783 EHP, that's using all the slots for shields, where did they get room for damage mods again. 783(L) - 702.9(A) = 80.1 HP difference. The logi has 80 more HP that the assault suit... thanks to it's bonus. otherwise: Caldari Assault: 412.5 + 290.4 =702.9 EHP Caldari Logistics:337.5 + 363 = 700.5 EHP Both using all their shields.
I'm saying if they run 3 complex shield extenders and 2 damage mods they still have more effective HP than armor charecters. (If they want to runn a decent repper. |
Reiki Jubo
Amarr Templars Amarr Empire
110
|
Posted - 2013.05.12 20:49:00 -
[53] - Quote
Spycrab Potato wrote:NeoWraith Acedia wrote:Iron Wolf Saber wrote:Because the caldari logistics is not the only problem, its all four of them being > assaults. Would you care to explain your logic? How is the Amarr Logi better than the Amarr Assault? It will always have less HP and be slower than the assault suit, that seems like a fair trade for the 2 equipment slots. Edit: If I had too, I would remove 1 equipment slot from the Gallanete and Minmatar suits, and 1 low slot from the Caldari suit(along with changing it's bonus of course) Edit 2: And you guys and CCP should really check out Logi Bro's thread, it makes a lot more sense than some of our current bonuses. Why would you REMOVE equipment slots from a LOGI. That is our main thing, equipment. Without that extra slot, we are basically an assault.
easy answer: because he doesnt need them. he plays the class as assault so equip slots make no difference. |
medomai grey
Fenrir's Wolves
0
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Posted - 2013.05.12 20:50:00 -
[54] - Quote
Assault guys QQ'd the heavy class into extinction. Now they're targeting Logistics because they are the only class at the moment that can really put up a fight against them.
Assaults are meant to be offensive as they're passive skills imply. Something that people don't seem to notice?
Logistics are meant to tank a bit in order to be the last one standing in a small engagement so they can pick their team up when its safe. Taking away they're light-weapon slot would hinder this. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
|
Posted - 2013.05.12 20:51:00 -
[55] - Quote
Spycrab Potato wrote:NeoWraith Acedia wrote:Spycrab Potato wrote:[ Why would you REMOVE equipment slots from a LOGI. That is our main thing, equipment. Without that extra slot, we are basically an assault. Our main thing is versatility, not being pack mules for assaults. Versatility is included in having equipment. If you want to get all holier-than-thou and stuck up on every other type. You aren't going to survive. Everyone needs everyone in Dust. If you can't handle that then please leave the Logi community, and don't get butter on the door.
Scouts don't need logis at all Assaults don't need heavies either if they have an armor repper and a gauged nanohive Heavies... yeah, they need logis, but they're the only ones who really need us.
No one needs logis do to do well, will we do better if we all work together? Duh, this is a squad based game after all. You want to be a good "logi" by most of these guys standards? All you need is a needle and repair tool, so you can save their protosuits. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
326
|
Posted - 2013.05.12 20:51:00 -
[56] - Quote
Nova Knife wrote:The problem with the logistics class is all of them have bonuses to survivability, and assaults have bonuses to fitting.
That doesn't seem backwards to you?
Coupled with the fact that the amarr logi can hit something like 115 amor hp/s when being hit by a repair tool, and like 30-40/s without one?
Caldari isn't the only logi that needs work.
If you switched the passive bonuses between assault and logistics (And tweaked assault pg/cpu because they kind of got shafting in uprising anyways) things would mostly work themselves out. But anyone who says the logistics class as a whole is 'fine' is deluded.
TBH... None of the suits in uprising are 'Fine'. Just because everything is broken, doesn't mean they're balanced.
Uprising raised the baseline for suit HP balance to an unreasonable degree, and weapons did not really change to match.
Rather than buff every weapon, nerfing and tweaking the suits back down to the original baseline is the better option.
How is GAllente logis racial bonus not a fitting bonus.
The amarr bonus is due to the fact you are getting redundant skills. You are getting +5hp/s base after you reach proto suits
The 30HP/s doesnt come in until you max armor reps as well
so now you have +25% and +25% on armor rep modules. But again
3 lows, 180base armor(+25% from skill=225) 68PG(increase from skills yes but even then)
45CPU/11PG on complex armor rep x3=135/33 cpu/pg use.
15+50%=22.5+5(27.5 max; lets add 2.5 assuming base is also added)=30hp/s in armor rep base. Big deal i can survive a single bullet a second rep. And at 225 max armor i leave myself highly vulnerable with such a low tank.
120(+25% from shield skils)=150+(198+10%[SE efficacy bonus])=367.8+225=592.8(max EHP)
54/11 x 3=162/33(3x SE on high)+(135/33)=297/66 on a suit at proto gives 66PG/390 CPU
Oh but what about skills that increase the CPU/PG. Well we can already see the major issue here is PG im already capped and i have yet to place a primary, a sidearm, a grenade and/or 3 pieces of equipment
So lets see
Dropsuit core upgrades(+5% PG/CPU at level 5) 66 x 1.05=69.3. The only other PG limiting skill is weapon fitting optimization which is a 25% reduction of PG on the weapon that is skilled. (know of many weapons that reduce to 3PG after that reduction) even if you do i think we can see the suit is taxed just from high/low slots alone. Even if the PG was the same level as the other suits at 78 it still would be struggling to fit in.
This is where the tradeoff is coming from. Lets not also forget that its the slowest of all the logi suits as well.
So can we agree that the Amarr logi suit really isnt a problem now that we've taken the time to actually work ALL the numbers and not just one isolated possibility of the suits end potential.
Like i said look at the WHOLE picture and don't be so myopic people. |
Charizard Zakalwe
Goonfeet
42
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Posted - 2013.05.12 20:52:00 -
[57] - Quote
Your math is wrong. The extenders should benefit from the Shield Upgrades skill bonus. Atleast my own stats and maths reflect that. Logis aren't broken.
Other people suck at killing logis. While I'm not at the **** crazy level of proto suits and proto extenders and everything else, the advanced level stuff is formidable, provided you basically only ever fight one on one with someone in inferior gear or a fair amount less skill. Two or more people focus on me and I fold like a bad suit. It's astoundingly slow with virtually no stamina, so I need jeeps to go pretty much anywhere, and I'm limited to a singular rifle so after my GEK-38 runs out of bullets I'm bunny hopping and hoping someone else can kill them for me. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
|
Posted - 2013.05.12 20:53:00 -
[58] - Quote
Reiki Jubo wrote: easy answer: because he doesnt need them. he plays the class as assault so equip slots make no difference.
I run a needle and repair tool on my advanced amarr logi when in a squad.
I only ditch those in favor of nano-hives when I play by myself.
QQ more bro. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
350
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Posted - 2013.05.12 20:59:00 -
[59] - Quote
Deluxe Edition wrote: I'm saying if they run 3 complex shield extenders and 2 damage mods they still have more effective HP than armor charecters. (If they want to runn a decent repper.
501 EHP(armor and shields), you honestly expect me to believe that the the Gallente assault suit with 412.5 base EHP and 3 high slots can't surpass that? They don't even need low slots for that. |
Chinduko
KILL-EM-QUICK RISE of LEGION
49
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Posted - 2013.05.12 21:00:00 -
[60] - Quote
Noc Tempre wrote:Chinduko wrote:If CCP just lowers the max number of high and low slots of suits, that could settle this issue. 8 total slots on any suit is too many. How about 12 including equipment, grenades, weapons, and high/low slots?
It's a tough issue. I just don't know. I miss the old suits. They were much more balanced than we have now, even if they weren't perfect. |
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