|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
795
|
Posted - 2013.05.13 05:37:00 -
[1] - Quote
Where have you been? It's not all logistics, it's the caldari logistics. But with that, it's not the suit's fault, all the other class suits' bonuses suck, so everyone uses CaLogi as Assault+1. Logi Bro has a really good topic on how to make the other suit classes more attractive: https://forums.dust514.com/default.aspx?g=posts&m=790383#post790383 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
|
Posted - 2013.05.13 05:58:00 -
[2] - Quote
Nguruthos IX wrote:You mean like they do in the logistics... Or how, as stated, every ds is required to have two turrets. Three for Ads. I was just asking how itd work. I have no idea I just heard it and it made some sense to me since as a pilot I already deal with that. And I know ots mot all logis. I was generalizing about the problem. Most people this build have two major issues. Some assault rifles and some assault logi fittings. Pretty sure both need fixed before "release" Yeah weapon balance is an ongoing problem. I blame the tryhards QQing for nerfs because they want their fititng to be the best and not one of the best. Log Gate is another issue, but CCP won't even have to swing the nerf bat or let alone do anything after the 14th. *Hint, hint* |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
800
|
Posted - 2013.05.13 06:53:00 -
[3] - Quote
Beta Dust Fish wrote:Nguruthos IX wrote:My that logis now can be? this actually makes sense if at least 2 of the 3 or 4 equipment slots are required to be filled. then the Logi can do what it wants and not run a Weapon and use ALL 3/4 Equipment slots in the proto Will you people stop generalizing?! It's not all the logis, it's the caldari logi. Are you really that afraid of my Minmatar's +5% hacking speed bonus?
"Whoooohooooo I'm gonna hack Uz?!"
...jesus... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
800
|
Posted - 2013.05.13 07:27:00 -
[4] - Quote
Delirium Inferno wrote:Why would anyone be against this? It makes perfect sense. If you do not like that idea all that tells me is you are not using the equipment slots right now, in which case you aren't really a logistics and you should be trying to get CCP to buff up the assault suit instead of worrying that they might do something to the logistics. I've been a Minmatar logistics since chrome and aside from merging the speedy low equipment slots with the slower high equipment slots variations, and enhancing their built in hacking bonus, they've relatively been the same. Amaar logistics is perfectly balanced without outshining the Amarr assault, Gallente suits in general need a built in +5HP/s in their suits to carry over to their logistics, but the Caldari logistics needs its racial bonus looked into because it doesn't have a support oriented skill like the other 3 races. People that don't play logistics or don't understand that their role is to be a versatile class capable of support, utility, and slaying if they need to don't understand logistics and generalize the entire class because only one suit is too powerful. On top of that, with the exception of the Amarr Assault and the Minmatar Scout the other suit classes, especially the assault have really bad or pointless racial bonuses that pale in comparison to the logistics. So instead of a blanket nerf bat to the knees of the only good class. Why not use that class as a control for how to brainstorm ways to better the other respective classes? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
803
|
Posted - 2013.05.13 07:49:00 -
[5] - Quote
Delirium Inferno wrote:Minmatar logistics can still be a good hacker with something in every equipment slot, as your utility example. I selected logistics as my starter build in chromosome and have been using one to this day, I understand the logistics class. Support and utility wouldn't be affected by making equipment slots mandatory. The only thing you listed that would be effected is slaying, and I have no clue why you got that as a role for logistics. I mean, if logistics should be able to specialize in slaying then why do we even have the assault class? Let's just delete assault all together then. Because you're ignoring an important aspect of logistics: Versatility. Logis are meant to fill different roles when they need to.
Logi =/= medic. And again, you're still generalizing and claiming there's something wrong with the entire logistics class when it's only the Caldari which has much more survivability than the others. What you're suggesting is limiting the class to carrying a specific piece of gear. If that's the case then let's expand on that: Assaults should only be allowed to carry an AR, scouts should only be allowed to carry a shotgun or sniper rifle, and heavies should be limited to heavy weapons. Hell, while we're at it, no other class should be allowed to carry equipment becaue it's only the logistic's job and they have to carry equipment. Isn't generalizing fun? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
803
|
Posted - 2013.05.13 07:50:00 -
[6] - Quote
Rusty Shallows wrote:Nguruthos IX wrote:Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be? I'm a little surprised they didn't go for the low hanging fruit solution too. Although I thought it would have been a yellow box BPO for the militia needle and militia rep tool in the first two equipment slots of all logis. They're "free" but also taking up some of that extra cpu/grid the suit was given in the first place for equipment.. Man, you guys really must want your other suits to keep their ****ty bonuses huh? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 07:59:00 -
[7] - Quote
Medic 1879 wrote:I think this is a good idea most logi's use full equipment anyway and when you ask people why logi's besides the Cal are OP all they can come up with is how much stuff we can fit if we dont bother fitting equipment. So to be honest I would much rather be forced to carry full equipment and act as support as I do that anyway rather than have some of these other nerfs being thrown about. If I wanted to have a few matches of killing only I could use my basic suit.
In short I support this because forcing logi's to be more supporty is better than getting nerfed to oblivion. What race logistics do you run? If this happens, my Minmatar hacker build is going to be toast because I can't carry equipment with the catalyzers and codebreakers. It hurts the class' versatility. And again, why are we talking about the whole suit class being the problem. Can someone tell me how the Amarr, Minmatar, and Gallente logi somehow OP? Especially the Gallente, I want to hear that one first. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 08:07:00 -
[8] - Quote
Delirium Inferno wrote:Stop and read before you start assuming what I am saying. You act like versatility is something that is exclusive to the logistics class like some defining feature. In truth, versatility is apart of every class. I'm not trying to limit the logistics options because I hate versatility, I'm trying to limit them because right now they can do a better job at assault than assault players. And that is all logistics, not just Caldari. And why is this? Because they get more high/low slots and more CPU/PG than assault and only have to sacrifice a sidearm which is barely used to begin with.
I am a supporter of versatility, but not so much that each class starts to bleed into one another. Logistics being forced to use all their equipment slots wouldn't make them a medic. Last I checked, the nanite injector and repair tool aren't the only pieces of equipment in the game. You have remote explosives, active scanners, uplinks, nanohives, and several more to come in the future such as cloaking. There are still plenty of versatile roles a logistics would be able to specialize into besides medic. But if you don't want to use equipment so you could save CPU/PG to be more of a slayer that hacks faster or something like that, then that to me sounds like a level of versatility that should be available for the assault class and not the logistics. You're also missing the big picture. Now keep in mind this is all speculation, but think about why the logistics was the only suit class that didn't get a basic suit and was such an SP sink. Also look at the Gallente scout and its racial bonuses. I think CCP is laying some ground work for EWAR active modules. Scouts are probably going to get ECM and logistics are going to get shoehorned into a tackling role. On top of that, I believe that these modules are going to be high and low slot modules and not equipment. That's why we have so many slots and that would explain the high CPU/PG and the SP sink. They want this stuff to be be more specific to logistics while limiting how many modules the other classes can use at one time because they'll probably have higher equipment costs. Would you really want every class with the ability to run around with scramblers, nosferatu, and webafiers all on one suit? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 08:14:00 -
[9] - Quote
Delirium Inferno wrote:Cosgar wrote:Medic 1879 wrote:I think this is a good idea most logi's use full equipment anyway and when you ask people why logi's besides the Cal are OP all they can come up with is how much stuff we can fit if we dont bother fitting equipment. So to be honest I would much rather be forced to carry full equipment and act as support as I do that anyway rather than have some of these other nerfs being thrown about. If I wanted to have a few matches of killing only I could use my basic suit.
In short I support this because forcing logi's to be more supporty is better than getting nerfed to oblivion. What race logistics do you run? If this happens, my Minmatar hacker build is going to be toast because I can't carry equipment with the catalyzers and codebreakers. It hurts the class' versatility. And again, why are we talking about the whole suit class being the problem. Can someone tell me how the Amarr, Minmatar, and Gallente logi somehow OP? Especially the Gallente, I want to hear that one first. This goes back to my point. You want to run an medium suit that doesn't carry full equipment but can hack fast and run. This sounds like a level of versatility for the Assault suit, not the Logistics suit. You should be petitioning CCP to buff the Assault Suit instead of trying to stop others from making the logistics suit more like a logistics suit. Oh, and I explained why it's not just the Caldari. People already have been coming up with ideas: (please direct all +1s to Logi Bro)
Logi Bro wrote: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- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 3% shield extender increase per level Gallente Assault Bonus- 5% armor repair module rate increase 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
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- 2% 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- 10% dropsuit and active scanner 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.
EDITS: Assault Dropsuit Bonus changed from 3% to 2% per level, Heavy Dropsuit Bonus changed from 3% to 2% to match. Amarr Logistics given back 5% armor repair module rate bonus, was previously +5% repair tool rate per level, Amarr Assault given back energy weapon heat build-up reduction per level, was previously +5% armor repair module rate per level. Minmatar Assault Bonus changed from +5% sidearm clip size to +5% any hand-held weapon clip size per level. Even more changes: Gallente Assault given +5% armor repair module rate, Amarr Assault given +3% armor plate health bonus per level, Amarr Logi given back original +5% repair tool rate per level. Amarr Assault Bonus changed again, now to 5% reduction to energy weapon heat build up per level. Gallente Scout Bonus affects dropsuit AND active scanner radius now. And that's not just logis in that thread, those are assaults, scouts, and heavies. You should join us and brainstorm some ideas too. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 08:16:00 -
[10] - Quote
And why should my speedy hacking role go to an assault? Assaults are supposed to be the slayers. I thought we were arguing about logis being better slayers than assaults right now. |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2013.05.13 08:46:00 -
[11] - Quote
Delirium Inferno wrote:Cosgar wrote:And why should my speedy hacking role go to an assault? Assaults are supposed to be the slayers. I thought we were arguing about logis being better slayers than assaults right now. Assaults are supposed to be slayers? Oh, I thought you were the one arguing for versatility. Saying assaults are supposed to be slayers is like saying logis are supposed to be medics. All I was saying is assaults should be able to be a better slayer than logis if that's what they wanted to do. Right now if an assault and a logi both decided they want to be slayers, the logi would be the better slayer. But the assault should still have versatility to do other roles as well besides slaying. You generalized first by saying all logis are the problem when the Cal Logi is the one going ham out there. But, this is one of those cases where something else needs a buff? Ask around and see how many assaults really like their suit or racial bonuses? Amarr and Minmatar are good, but what about Caldari and Gallente? What about heavies? How many you think would like to trade that crappy bonus for something like -1% damage taken per level? Nerfing isn't always the answer. Besides, what's a logi supposed to do if he's in a squad where there's 5 logis and 1 assault?
"Oh no! I'm stuck with my equipment, I can't use my offensive oriented fitting because Delirium wanted my entire class to be stuck with carrying militia injectors, nanohives, and repair tool BPOs. I wish I could help with the slaying, but he cared so much about the Caldari reload bonus that he wanted logis to take a nerf bat to the knee... oh well, I guess I can try to throw my injectors at the enemy."
So sarcasm aside, why not find ways to make the other classes better than the logistics outside of cutting them down so that everything is better by comparison? Didn't seem to go so well when CCP nerfed the HMG, did it? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2013.05.13 09:08:00 -
[12] - Quote
Delirium Inferno wrote:All logi suits get more CPU/PG and high/low slots than their assault counterpart. Yes, all logis are the problem. They just happen to also get those equipment slots which don't need to be used up.[b] Any assault guy would see the logi as a better option for assault at this point.[/b[
What we're trying to do here is suggest methods of fixing this problem without tearing the logi suit apart. At the end of the day something is going to happen though.
If you want an offensive oriented fitting, you should have to specialize into assault. Last I checked, Assault and Logi are both 10x skills. So why should logi be able to have an equipment build and a offensive slayer build while assault suits can only get the offensive slayer build? Your argument fails miserably. See? That's the problem, the assaults need something that's going to make them want to play their slayer role. They should be getting damage bonuses for their racial weapons, speed bonuses, shield recharge delay bonuses. Actually, speaking of shield recharge delay bonuses, the Caldari logi and the Assault should have traded their shield bonuses. We probably wouldn't have been here discussing this. But final point because I'm tired of arguing this. I've been arguing this all day to the point that I wish the ****ing meta game was more than this goddamned nerf witch hunt.
Everything in this game has been getting nerfed for the past 2 years, you see how screwed up Dust 514 is? Would you rather keep begging CCP to swing that nerf bat? You said you were a logi right? Let me let you in on a secret if you didn't miss the HMG thread. CCP doesn't pull punches. When they swing that nerf bat, they aim for the knees and they keep swinging until you walk with a permanent limp. Ask the heavies in Codex and Chrome. You really want that to happen to the logistics? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2013.05.13 09:09:00 -
[13] - Quote
The Robot Devil wrote:Lower the PG/CPU of all logi to below that of assault and then add bonuses to the logi that reduce the the PG/CPU of equipment only. This way would keep the logi viable as a logi but not much more. Now that's a more reasonable idea, but the other suit classes still need buffs. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
840
|
Posted - 2013.05.13 17:20:00 -
[14] - Quote
Logistics = Versatility through wider fitting options than all the other classes.
There, you don't have to ask the developers. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
850
|
Posted - 2013.05.13 18:22:00 -
[15] - Quote
It's funny how people can easily overlook giving up the use of a sidearm slot... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
857
|
Posted - 2013.05.13 21:51:00 -
[16] - Quote
NeoWraith Acedia wrote:Cosgar wrote:It's funny how people can easily overlook giving up the use of a sidearm slot... It's actually quite simple, ARs are OP. Why do you need a side weapon to overcome your main weapon's weakness, if your main weapon has no weakness? oh sure, you could switch to the SMG and kill heavies a little faster after you take out their shields, but is it really necessary? I've been saying this since chrome, but got eaten alive by AR nerds. Where were you then? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
857
|
Posted - 2013.05.13 22:01:00 -
[17] - Quote
hooc order wrote:NeoWraith Acedia wrote:Cosgar wrote:It's funny how people can easily overlook giving up the use of a sidearm slot... It's actually quite simple, ARs are OP. Why do you need a side weapon to overcome your main weapon's weakness, if your main weapon has no weakness? oh sure, you could switch to the SMG and kill heavies a little faster after you take out their shields, but is it really necessary? ARs are not OP. They are terrible in CQC compared to SMGs, shotguns and HMGs CCP nerfed the hell out of heavies because of whiners like you complaining about OP. By the way how the hell can anyone honestly evaluate any weapon as being OP when players are running around with 10 million SP going against people with 3 million SP. SP IS KING in dust. Any weapon carried by someone with 10 million SP (unless he is a drooling moron who can't spend SP correctly) is OP and any weapon carried by someone with 3 million SP is a toy. I want to see numbers, not you talking out of your ass.
I'll save you the trouble. Except for spike damage weapons like the shotgun, the AR DPSes every light weapon in the game. I dare anyone to prove me wrong. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
858
|
Posted - 2013.05.13 23:08:00 -
[18] - Quote
Here, I did the work for you: https://docs.google.com/spreadsheet/ccc?key=0Anv4MqUic4uXdEVlLXZIR2EtaFFVYktxbGk3dTdWbGc#gid=0 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
861
|
Posted - 2013.05.13 23:50:00 -
[19] - Quote
Azri Sarum wrote:Getting back on topic here, it seems to me that the problem with the logistics suits is that they have no well defined role and their flexibility causes them to be good at filling to many roles. In this thread alone people have talked about speed builds, hack builds, equipment builds, slayer builds, tank builds, etc.
It makes your head hurt just trying to think of all the possibilities, let alone how to balance them all.
In EVE, logistics are focuses around repairing others, with a few minor variations in providing some different bonuses. They are no jack of all trades, not super flexible. As such they do their job well and can be balanced around it.
To balance DUST logistics we could try and match that scope. Limit logistics to only injectors, repair tools, and nano hives. Give logistic suits bonuses to those items specifically, keeping their role focuses. So think bonuses to repair amount, hive capacity, injector armor restored (racially mixed and matched)
Keep the sidearm gone and drop the slots down to match assault suits. Boost the base ehp up to assault levels so their total health remains around the same. Drop fitting down to slightly higher than assault but put a suit bonus that reduces equipment fitting requirements. This will cause a tighter fitting focused on the modules, while preventing the surplus of fitting you can get by not fitting equipment.
This focuses the logistic suit into a clearly defined role, prevents abuse by not fitting equipment, and tones down the flexibility by trading slots for base stats.
This also serves to open up space for new suits in the future. Create dedicated hacking suits, or scanning suits, ewar suits, etc.
Don't try and force one suit into all those roles. To be able to do them you get what we have now, something unfocused and too flexible. As an EVE Online player, I'm saying this: Not all things from EVE need to translate to Dust 514. In Dust, the logistics suit gets misconstrued into the medic and support role by people who never played the class or just don't understand it. But if you want to bring lore into the argument, here's my counterpoint:
Quote:The Logistics dropsuit is outfitted with the latest in integrated diagnostic technology, most of which revolves around maintaining the condition and efficiency of squad mates and their equipment. As such, a soldier equipped with this class of dropsuit becomes a force multiplier, greatly improving the overall effectiveness of the unit. When deployed, a soldier equipped with a Logistics suit fills a vital tactical role in small unit operations and full-scale warfare, providing both, medical and mechanical support.
The story of how the logistics combat suit came to exist is as anecdotal as it is representative of the general Minmatar attitude towards military maintenance. A high-ranking tribal leader was visiting a Republic station for a strategic planning session on how best to use cybernetic clones in ground warfare. When a committee member suggested a full-scale development project to create a support armor variant, the tribal leader balked at what he considered a needless expense, since such a thing already existed. Pointing out one of the stationGÇÖs windows, he directed the committeeGÇÖs attention to a maintenance worker floating nearby in the hangar, welding armor plates onto a Rifter. A few minutes later, the worker stood in the committee chamber, demonstrating his suitGÇÖs functionality for most of the RepublicGÇÖs senior leadership. After a few modifications to allow it to interface directly with an NIS implant, the logistics suit was complete.
If that's not enough, here's CCP Remnant, a dedicated Logibro on the subject, here.
The logistics role doesn't just mean medic. It's a support suit designed for ideal flexibility through a larger fitting choices through a larger slot allocation. It's not just a medic, not just support, not just utility, or a slayer. It's flexible within its role by being able to fulfill any other role through it's flexibility with fittings. It's meant to do this to a lesser extent in comparison to the other suits, and did it in Chrome. But in uprising, people are using that fitting to define a tankier combat role and appears to be abusing it because of the other suits' inferior defined role. If the assaults aren't better defined as slayers, heavies defined as defenders, and scouts defined as recon/EWAR/espionage while the logistics has a better defined role, then the cutoff is the other suit classes. Instead of nerfing the logistics to make the other suits more attractive by comparison, the logistics should have its flexibility used as a control where the standards are raised to surpass the role a logistcs can fulfill and surpass it. Assaults should get direct combat related bonuses to their racial weapons to make it a more defined slayer, heavies should get resistance bonuses to better define it as a defender and scouts should be getting (better) speed/scanning/dampening bonuses to better define their respective roles. By bringing the logistics down to the other suits levels, it's only going to goad people into the next "fit of the month" and we'll be back here, having this discussion again. Let me reiterate my point one last time: Leave the logistics alone and buff the other classes to give them advantages over the logistics' flexibility when fitted to fulfill their role.
Unless everyone cares about their novelty racial bonuses. (except the Minmatar scout, that one is actually well designed) |
|
|
|