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Nguruthos IX
Hellstorm Inc League of Infamy
389
|
Posted - 2013.05.13 05:26:00 -
[1] - Quote
My dropship forces me to use two turrets or else "INVALID FITTING". Sucks more CPU/PG than I might like. I assume that's there for balance
The assault dropship forces Three turrets or else I can't make a single fitting. Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be? |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
380
|
Posted - 2013.05.13 05:32:00 -
[2] - Quote
Logis are designed to be versatile, i.e. they should be able to do whatever they want with the suit. https://www.youtube.com/watch?v=IaO2P41Op78&list=SPFC7B99173F4DC31F
Would you like it if I forced a CRU on your ship? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
795
|
Posted - 2013.05.13 05:37:00 -
[3] - 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 |
Nguruthos IX
Hellstorm Inc League of Infamy
390
|
Posted - 2013.05.13 05:48:00 -
[4] - Quote
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" |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
384
|
Posted - 2013.05.13 05:57:00 -
[5] - Quote
About that... Why do I need a turret on my LAV CCP? It's just wasting CPU and PG! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
|
Posted - 2013.05.13 05:58:00 -
[6] - 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* |
Beta Dust Fish
Villore Sec Ops Gallente Federation
25
|
Posted - 2013.05.13 06:38:00 -
[7] - Quote
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 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
800
|
Posted - 2013.05.13 06:53:00 -
[8] - 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... |
Delirium Inferno
Edoras Corporation
236
|
Posted - 2013.05.13 07:05:00 -
[9] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
800
|
Posted - 2013.05.13 07:27:00 -
[10] - 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? |
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Delirium Inferno
Edoras Corporation
236
|
Posted - 2013.05.13 07:42:00 -
[11] - Quote
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. |
Rusty Shallows
Black Jackals
68
|
Posted - 2013.05.13 07:43:00 -
[12] - Quote
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.. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
803
|
Posted - 2013.05.13 07:49:00 -
[13] - 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 -
[14] - 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? |
Medic 1879
The Tritan Industries RISE of LEGION
292
|
Posted - 2013.05.13 07:55:00 -
[15] - Quote
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. |
Delirium Inferno
Edoras Corporation
236
|
Posted - 2013.05.13 07:59:00 -
[16] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 07:59:00 -
[17] - 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. |
Rusty Shallows
Black Jackals
68
|
Posted - 2013.05.13 08:01:00 -
[18] - Quote
Cosgar wrote: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? I run a Sentinel so lackluster suit bonuses is par-for-the-course. If you guys want to address those issues and try to get a meaningful change from CCP then all the more power to you. |
Delirium Inferno
Edoras Corporation
236
|
Posted - 2013.05.13 08:07:00 -
[19] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 08:07:00 -
[20] - 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? |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
805
|
Posted - 2013.05.13 08:14:00 -
[21] - 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 -
[22] - 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. |
Delirium Inferno
Edoras Corporation
239
|
Posted - 2013.05.13 08:18:00 -
[23] - Quote
Cosgar wrote: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? Logistics suit isn't the only suit not to have a basic suit. All specializations don't have a basic suit (and the same SP sink). Problem is CCP messed up and didn't give the other specializations different fitting options from the basic suits. As far as CPM has told us, they are going to be changing this so all specializations differ in fitting from the basics.
Also your secon dpoint here makes no sense. Why would CCP design a suit to go EWAR with all these high/low slots if they leave their equipment blank? That makes no sense. Logistics class is designed to be the equipment guy. I'd love for you to get someone from CCP to say otherwise. Forcing the logistics class to remain the equipment guy instead of the equipment guy + assault guy isn't going to somehow make the other suits overpowered. |
Delirium Inferno
Edoras Corporation
239
|
Posted - 2013.05.13 08:21:00 -
[24] - Quote
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. |
Medic 1879
The Tritan Industries RISE of LEGION
292
|
Posted - 2013.05.13 08:22:00 -
[25] - Quote
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.
I run Gal logi I have had many people tell me all logi's are OP but I too am still waiting on what makes the 3 besides the Cal op. I would still prefer Logi Bro's ideas but I would take this if it was a choice between this and complete and total nerf. |
Delirium Inferno
Edoras Corporation
239
|
Posted - 2013.05.13 08:26:00 -
[26] - Quote
Medic 1879 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. I run Gal logi I have had many people tell me all logi's are OP but I too am still waiting on what makes the 3 besides the Cal op. I would still prefer Logi Bro's ideas but I would take this if it was a choice between this and complete and total nerf. And that's what all logis should do, because it's inevitable that something is going to happen to logis sooner or later and so far this is the only suggestion that wouldn't take away the light weapon slot or remove high/low slots. As a logi, I support this.
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Medic 1879
The Tritan Industries RISE of LEGION
293
|
Posted - 2013.05.13 08:29:00 -
[27] - Quote
To be fair if you can find it theres a thread by Logi Bro full of good ideas I will link it if I come across it. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2013.05.13 08:46:00 -
[28] - 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? |
Delirium Inferno
Edoras Corporation
239
|
Posted - 2013.05.13 08:53:00 -
[29] - Quote
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. Any assault guy would see the logi as a better option for assault at this point.
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. |
The Robot Devil
BetaMax. CRONOS.
218
|
Posted - 2013.05.13 08:59:00 -
[30] - Quote
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. |
|
Delirium Inferno
Edoras Corporation
240
|
Posted - 2013.05.13 09:02:00 -
[31] - 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. I was literally just about to post this. +1, this is another good solution for fixing logis without getting rid of our light weapon or removing slots. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2013.05.13 09:08:00 -
[32] - 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 -
[33] - 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. |
Delirium Inferno
Edoras Corporation
240
|
Posted - 2013.05.13 09:17:00 -
[34] - Quote
While I agree the assault does need a buff to encourage more slaying, the logistics still needs something to happen to encourage more use of equipment and I would like for that to happen with something more subtle like what we've been discussing opposed to taking stuff away.
And Assault needs something fitting wise to distinguish it from basic suits (as do Scout and Sentinel). Most common things I've heard is either give it a second grenade slot or 2 equipment slots. |
Cross Atu
Conspiratus Immortalis League of Infamy
955
|
Posted - 2013.05.13 16:59:00 -
[35] - Quote
Nguruthos IX wrote:My dropship forces me to use two turrets or else "INVALID FITTING". Sucks more CPU/PG than I might like. I assume that's there for balance
The assault dropship forces Three turrets or else I can't make a single fitting. Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be?
Hey IX, I saw this quoted in another thread but didn't see the title there and here was my response
Quote:@Nguruthos IX, hey bro looking forward to squading up again your ship is beast Back on point, if the racial logi frames required a minimum of 1 non-nanohive equipment mod to be fit for for the fitting to be valid it would address what's going on by pulling more CPU/PG into Equip use which is outside of the 'slayer' role of the Assault. All the support Logi's (aka the Logi's not Assaulters in a Logi suit) that I know run full Equp slots anyway so this would promote the role focus proper to the suit without nerfing anyone. Cheers, Cross
Seems we're thinking along the same lines here and I didn't even know it, glad I came over to this thread to check it out.
Also everyone check out this thread: https://forums.dust514.com/default.aspx?g=posts&t=75780 it's very well done and brings up important information on this subject.
o7 Cross |
Dr Stabwounds
Planetary Response Organization
36
|
Posted - 2013.05.13 17:04:00 -
[36] - Quote
Nguruthos IX wrote:My dropship forces me to use two turrets or else "INVALID FITTING". Sucks more CPU/PG than I might like. I assume that's there for balance
The assault dropship forces Three turrets or else I can't make a single fitting. Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be?
While not ideal, this is fine by me.....If they are going to nerf them in some way I would choose this as I always have them full anyway. Losing the LW slot for 2 sidearms is a terrible idea as is dropping module slots. Real Logi's shouldn't have to suffer b/c people are abusing it. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
403
|
Posted - 2013.05.13 17:08:00 -
[37] - Quote
Again.. the logistic suit has nothing to do with equipment, it's about creative freedom, the freedom to put 4-5 hacking mods on a suit, the freedom to put 4 nano-hives on a suit, the freedom to be the fastest sprinting suit(that might be the gallente scout now though).
All other suits have their role somewhat cut out for them, the logi gets to decide it's role, it's not just a medic, it never will be. Did no one actually watch the video? The logi can excel at many indivdual roles, but never at all of them at the same time.
The only role that should ever be forced on them is that they have to carry a gun so they can kill. |
Delirium Inferno
Edoras Corporation
244
|
Posted - 2013.05.13 17:13:00 -
[38] - Quote
NeoWraith Acedia wrote:Again.. the logistic suit has nothing to do with equipment, it's about creative freedom, the freedom to put 4-5 hacking mods on a suit, the freedom to put 4 nano-hives on a suit, the freedom to be the fastest sprinting suit(that might be the gallente scout now though). All other suits have their role somewhat cut out for them, the logi gets to decide it's role, it's not just a medic, it never will be. Did no one actually watch the video? The logi can excel at many indivdual roles, but never at all of them at the same time. The only role that should ever be forced on them is that they have to carry a gun so they can kill. Dr Stabwounds wrote:Real Logi's shouldn't have to suffer b/c people are abusing it. If your definition of logi is "pack mule" then sure, but that's not what logis actually are. It's funny how everyone has their own self-defined opinion on what the logistics suit is about. I'd love to here what CCP thinks its for, because it sure as heck seems like its meant for equipment. And it's also laughable how you say the logistics suit is about creative freedom, I thought all the suits was about creative freedom because Dust is about creative freedom? Well right now one suit has a lot more creative freedom than any other suit, so what do you do? If we balance it by giving every suit equal creative freedom than why do why even have different suits? We should just have 4 suits, one per race, which you can do whatever you want with. |
hooc order
Deep Space Republic Gentlemen's Agreement
55
|
Posted - 2013.05.13 17:19:00 -
[39] - Quote
Delirium Inferno wrote:While I agree the assault does need a buff to encourage more slaying, the logistics still needs something to happen to encourage more use of equipment and I would like for that to happen with something more subtle like what we've been discussing opposed to taking stuff away.
And Assault needs something fitting wise to distinguish it from basic suits (as do Scout and Sentinel). Most common things I've heard is either give it a second grenade slot or 2 equipment slots.
The assault can carry two weapons...logi cannot.
The fact that most assault players cannot make that advantage sing is testament to who plays assault and who plays logi.
You are trying to nerf FPS player skill....not nerf OP...and the only result of nerfs that try to do that is the elimination of classes...and the migration of good players out of Dust.
A better solution is for all of you in the "nerf everything that beats me" crowd is for you to go back to EvE and stay away from FPSs.
You are bad players...you have huge SP advantages and you are still getting beat....get over it and move on. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
405
|
Posted - 2013.05.13 17:19:00 -
[40] - Quote
Quote:I'd love to here what CCP thinks its for Watch the video.
The logi is designed to be the most versatile suit.
|
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
840
|
Posted - 2013.05.13 17:20:00 -
[41] - Quote
Logistics = Versatility through wider fitting options than all the other classes.
There, you don't have to ask the developers. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
405
|
Posted - 2013.05.13 17:21:00 -
[42] - Quote
Cosgar wrote:Logistics = Versatility through wider fitting options than all the other classes.
There, you don't have to ask the developers. https://www.youtube.com/watch?v=IaO2P41Op78&list=SPFC7B99173F4DC31F But they answered anyway, just cause it wasn't obvious enough. |
Cross Atu
Conspiratus Immortalis League of Infamy
955
|
Posted - 2013.05.13 17:26:00 -
[43] - Quote
Beat me too it. Neo if you keep this up I'm going to have to start buying my +1's in bulk just to keep up |
Delirium Inferno
Edoras Corporation
244
|
Posted - 2013.05.13 17:27:00 -
[44] - Quote
hooc order wrote:Delirium Inferno wrote:While I agree the assault does need a buff to encourage more slaying, the logistics still needs something to happen to encourage more use of equipment and I would like for that to happen with something more subtle like what we've been discussing opposed to taking stuff away.
And Assault needs something fitting wise to distinguish it from basic suits (as do Scout and Sentinel). Most common things I've heard is either give it a second grenade slot or 2 equipment slots. The assault can carry two weapons...logi cannot. The fact that most assault players cannot make that advantage sing is testament to who plays assault and who plays logi. You are trying to nerf FPS player skill....not nerf OP...and the only result of nerfs that try to do that is the elimination of classes...and the migration of good players out of Dust. A better solution is for all of you in the "nerf everything that beats me" crowd is for you to go back to EvE and stay away from FPSs. You are bad players...you have huge SP advantages and you are still getting beat....get over it and move on. I'm not trying to nerf everything that beats, I don't think you understand that what is being proposed here is a very subtle tweak.
Even with the lack of a sidearm, tell me why logistics can be better slayers than assault players? We want to fix this, but you say no because versatility. Well ok, but again last I checked Logistics and Assault are both 10x skills. So why can a logistics be an equipment guy and a slayer guy without needing to invest in a separate suit, while assault players can only be a slayer guy? Perhaps we should just raise the skill multiplier on logistics suits only or low all the other suits multiplier except logistics.
|
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
407
|
Posted - 2013.05.13 17:33:00 -
[45] - Quote
The heavy is a 10X skill, all it can do is camp.
Why are logistics more customizable than assault suits? Because they traded their base stats for those extra slots. An assaults role is predetermined by it's it's base stats, a logistics suit isn't. We can take those extra slots and do what what we want with them, meanwhile you guys are stuck with a permanent high/low slot in the form of health. Heavy suits are stuck with permanent Shield extenders and armor plates. You want more freedom in your fits? Give up some stats, but all those extra slots will cost you more ISK.
Why can't a heavy run at 8m/s? Because it's a heavy. |
Delirium Inferno
Edoras Corporation
245
|
Posted - 2013.05.13 17:39:00 -
[46] - Quote
NeoWraith Acedia wrote:The heavy is a 10X skill, all it can do is camp.
Why are logistics more customizable than assault suits? Because they traded their base stats for those extra slots. An assaults role is predetermined by it's it's base stats, a logistics suit isn't. We can take those extra slots and do what what we want with them, meanwhile you guys are stuck with a permanent high/low slot in the form of health. Heavy suits are stuck with permanent Shield extenders and armor plates. You want more freedom in your fits? Give up some stats.
Why can't a heavy run at 8m/s? Because it's a heavy. Terrible argument. A logi loses what? 60 hit points of base stats compared to the assault? Ok, well that can be fixed up with one mod slot. Oh and guess what? They get extra mod slots and CPU/PG, so it's not even taking away from other options. So slap a complex shield extender on one of those and you still have more CPU/PG, the same or more open slots, and all these equipment slots. If you really think that is balanced out by a sidearm then I can't really argue with you. |
hooc order
Deep Space Republic Gentlemen's Agreement
55
|
Posted - 2013.05.13 17:41:00 -
[47] - Quote
Delirium Inferno wrote:hooc order wrote:Delirium Inferno wrote:While I agree the assault does need a buff to encourage more slaying, the logistics still needs something to happen to encourage more use of equipment and I would like for that to happen with something more subtle like what we've been discussing opposed to taking stuff away.
And Assault needs something fitting wise to distinguish it from basic suits (as do Scout and Sentinel). Most common things I've heard is either give it a second grenade slot or 2 equipment slots. The assault can carry two weapons...logi cannot. The fact that most assault players cannot make that advantage sing is testament to who plays assault and who plays logi. You are trying to nerf FPS player skill....not nerf OP...and the only result of nerfs that try to do that is the elimination of classes...and the migration of good players out of Dust. A better solution is for all of you in the "nerf everything that beats me" crowd is for you to go back to EvE and stay away from FPSs. You are bad players...you have huge SP advantages and you are still getting beat....get over it and move on. I'm not trying to nerf everything that beats, I don't think you understand that what is being proposed here is a very subtle tweak. Even with the lack of a sidearm, tell me why logistics can be better slayers than assault players? We want to fix this, but you say no because versatility. Well ok, but again last I checked Logistics and Assault are both 10x skills. So why can a logistics be an equipment guy and a slayer guy without needing to invest in a separate suit, while assault players can only be a slayer guy? Perhaps we should just raise the skill multiplier on logistics suits only or low all the other suits multiplier except logistics.
Because bad players do not think to go outside of the main class of the game....good players see a hole that needs to be filled in their squad and team and fills it.
Jesus it is like you idiots don't even look around when on the command deck...out of 16 players there are maybe one or two logis...nearly everyone else are assault and scouts.
The simple fact is good players tend to play the unfilled classes...a bad player will never think to go there.
The ammount of stupid in this thread is astonishing...hell look at the idiot above saying that side arms are only finishing weapons..
Really? You can carry a TAC assault and an SMG!!!! If you cannot make that combo into a DEATH machine then you should quit now and never come back to this game. |
Delirium Inferno
Edoras Corporation
245
|
Posted - 2013.05.13 17:45:00 -
[48] - Quote
Hey now, no need to get childish and call names. We're all just trying to help Dust become better. That said, most people in the war barge are not assault. You do realize that assault suits are not the same as basic suits? And that assaults suits are distinguished by white highlighting just like logistics are with yellow? Most people in the warbarge are in basic medium suits, and most likely those are the starter fits since they haven't figured how to favorite something yet. |
Iron Wolf Saber
Den of Swords
4091
|
Posted - 2013.05.13 17:46:00 -
[49] - Quote
Nguruthos IX wrote:My dropship forces me to use two turrets or else "INVALID FITTING". Sucks more CPU/PG than I might like. I assume that's there for balance
The assault dropship forces Three turrets or else I can't make a single fitting. Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be?
+1 this is certainly out of the box thinking here.
|
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
407
|
Posted - 2013.05.13 17:47:00 -
[50] - Quote
Stamina, Movement speed(which can not be fixed), Sprint Speed, Shield Regenration rate, all things that they lose out on. And yes, I do believe it is balanced out by the sidearm, so I guess this is over. You've been to my thread and seen my logic on why they're even, If you don't think that's the case then state your reasons.
The Amarr logi gets to keep his side arm and that somehow justifies him losing two slots compared to the other logis. He also gets less health, which can't be made up because he has the same slot layout as the assault suit, so please, tell me how this is a god mode suit?
Scrambler + flaylock, something most logis can't do, but that's not good enough for assault users ehh? |
|
hooc order
Deep Space Republic Gentlemen's Agreement
55
|
Posted - 2013.05.13 17:57:00 -
[51] - Quote
Delirium Inferno wrote:NeoWraith Acedia wrote:The heavy is a 10X skill, all it can do is camp.
Why are logistics more customizable than assault suits? Because they traded their base stats for those extra slots. An assaults role is predetermined by it's it's base stats, a logistics suit isn't. We can take those extra slots and do what what we want with them, meanwhile you guys are stuck with a permanent high/low slot in the form of health. Heavy suits are stuck with permanent Shield extenders and armor plates. You want more freedom in your fits? Give up some stats.
Why can't a heavy run at 8m/s? Because it's a heavy. Terrible argument. A logi loses what? 60 hit points of base stats compared to the assault? Ok, well that can be fixed up with one mod slot. Oh and guess what? They get extra mod slots and CPU/PG, so it's not even taking away from other options. So slap a complex shield extender on one of those and you still have more CPU/PG, the same or more open slots, and all these equipment slots. If you really think that is balanced out by a sidearm then I can't really argue with you.
THEY CAN CARRY ONLY ONE WEAPON!!!
You Sir are an idiot.
By the way...WEAPONS TAKE UP CPU/UPG!!!
You sir are a super idiot. |
J Falcs
Bojo's School of the Trades
33
|
Posted - 2013.05.13 17:59:00 -
[52] - Quote
#92Posted: 2013.05.13 17:38 | Report | Edited by: J Falcs 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). |
hooc order
Deep Space Republic Gentlemen's Agreement
55
|
Posted - 2013.05.13 18:00:00 -
[53] - Quote
Delirium Inferno wrote: and most likely those are the starter fits since they haven't figured how to favorite something yet.
....
Is it really childish to call someone an idiot who is an idiot?
Do you seriously think someone will spec into logi set up suits and not figure out how to favorite it?
really? |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
409
|
Posted - 2013.05.13 18:07:00 -
[54] - Quote
Iron Wolf Saber wrote:Nguruthos IX wrote:My dropship forces me to use two turrets or else "INVALID FITTING". Sucks more CPU/PG than I might like. I assume that's there for balance
The assault dropship forces Three turrets or else I can't make a single fitting. Why can't this apply to Logi's dropsuits and might it prevent the Super-Assault troops that logis now can be? +1 this is certainly out of the box thinking here. Heavies should be forced to carry heavy weapons, scout suits should be forced to carry scouty stuff, and assault suits should be forced to carry side arms so they can learn to appreciate them. |
hooc order
Deep Space Republic Gentlemen's Agreement
55
|
Posted - 2013.05.13 18:08:00 -
[55] - Quote
How to improve assault:
Stop running directly at me without cover and giving me perfect head shots to take. Of course i am going to beat you.
Nine tenths of you are bad players. No amount of nerfs to logi will fix that problem. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
411
|
Posted - 2013.05.13 18:10:00 -
[56] - Quote
hooc order wrote:How to improve infantry:
Stop running directly at me without cover and giving me perfect head shots to take. Of course i am going to beat you.
Nine tenths of you are bad players. No amount of nerfs to logi will fix that problem. 9/10 players aren't good at strafing, so they hope the extra HP will be good enough to save them, makes me wonder why they didn't go for fat suits
They could get a +0.2 movement speed and still not be good enough to justify the speed difference.. |
SmileB4Death
Seraphim Auxiliaries CRONOS.
79
|
Posted - 2013.05.13 18:17:00 -
[57] - Quote
Cosgar wrote: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... Haha! +1 |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
411
|
Posted - 2013.05.13 18:18:00 -
[58] - Quote
Tell you guys what, I'm willing to compromise, you can force us to carry 1 equipment slot. That slot may or may not be a nano-hive, but if you guys don't need to fill your sidearm slot, then we shouldn't have to fill all our equipment slots. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
850
|
Posted - 2013.05.13 18:22:00 -
[59] - Quote
It's funny how people can easily overlook giving up the use of a sidearm slot... |
Dr Stabwounds
Planetary Response Organization
37
|
Posted - 2013.05.13 18:30:00 -
[60] - Quote
NeoWraith Acedia wrote:Again.. the logistic suit has nothing to do with equipment, it's about creative freedom, the freedom to put 4-5 hacking mods on a suit, the freedom to put 4 nano-hives on a suit, the freedom to be the fastest sprinting suit(that might be the gallente scout now though). All other suits have their role somewhat cut out for them, the logi gets to decide it's role, it's not just a medic, it never will be. Did no one actually watch the video? The logi can excel at many indivdual roles, but never at all of them at the same time. The only role that should ever be forced on them is that they have to carry a gun so they can kill. Dr Stabwounds wrote:Real Logi's shouldn't have to suffer b/c people are abusing it. If your definition of logi is "pack mule" then sure, but that's not what logis actually are.
Pretty sure they are supposed to be the support class, which is done with equipment. Yes they said they are supposed to be the most versatile in terms of options, but that doesn't mean they aren't supposed to be the support. I think them saying they are the most versatile doesn't mean that support wasn't the intended role on the battlefield. |
|
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
411
|
Posted - 2013.05.13 18:32:00 -
[61] - Quote
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? |
hooc order
Deep Space Republic Gentlemen's Agreement
58
|
Posted - 2013.05.13 18:34:00 -
[62] - Quote
Should point out logis have to use SP to get all the logi skills.
So while assault are using SP to buff their two weapons or super buffing one weapon we are screwing around filling levels in nanohives and injectors.
How hard is to to understand that you simply suck at this game.
Logis have less weapons, less HP and have to send more SP on stupid crap and we are still beating you.
In a game where SP is king you are being beat by people with a hard coded SP disadvantage.
Stop tying to nerf your way out of your terrible game play.
I should point out i have 3.6 million SP have almost nothing spent in armor or shields i have spent more in nanohives and injectors and i use them to help out the squad and i am still kicking your 6 to 10 million SP ass in a fire fights. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
411
|
Posted - 2013.05.13 18:38:00 -
[63] - Quote
Dr Stabwounds wrote: Pretty sure they are supposed to be the support class, which is done with equipment. Yes they said they are supposed to be the most versatile in terms of options, but that doesn't mean they aren't supposed to be the support. I think them saying they are the most versatile doesn't mean that support wasn't the intended role on the battlefield.
The Black Mage in FF can learn haste and temper, one increases a teammates speed, the other increases their attack, both are clearly support moves. But do you think the black mage's main role is support?
There is no class in Dust ATM who's primary goal isn't killing, can you design a suit that isn't meant for killing? Yes, if you want to be full support then more power to you, but please don't force me to stick support moves on my black/red mage just because you want your logi to be a white mage. |
hooc order
Deep Space Republic Gentlemen's Agreement
58
|
Posted - 2013.05.13 18:40:00 -
[64] - 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?
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.
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
413
|
Posted - 2013.05.13 18:45:00 -
[65] - Quote
hooc order wrote:[
ARs are not OP. They are terrible in CQC compared to SMGs
Not true, in CQC an AR beats a shield tanked opponent while the SMG beats an armor tanked one.
Well duh, a shot gun a is a main weapon though, where's the long range side weapon?
Oh please...
And do remember, ARs are now mid range - CQC weapons, there will be different weapons intended for longer ranges. ARS suck at CQC? That's their main role now! Or have you not noticed all the clustterfucks going on? |
hooc order
Deep Space Republic Gentlemen's Agreement
58
|
Posted - 2013.05.13 18:52:00 -
[66] - Quote
NeoWraith Acedia wrote:hooc order wrote:[
ARs are not OP. They are terrible in CQC compared to SMGs
Not true, in CQC an AR beats a shield tanked opponent while the SMG beats an armor tanked one.
Learn to aim for the head. It is much easier to aim for the head with an SMG in CQC....just find the head level then wave it back and forth....if you do that with an AR your gun will bounce around from kick and you will run out of ammo and die. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
166
|
Posted - 2013.05.13 19:42:00 -
[67] - Quote
I agree with this idea, it made me think of something else as well. |
Cross Atu
Conspiratus Immortalis League of Infamy
963
|
Posted - 2013.05.13 20:29:00 -
[68] - Quote
Ironic consideration, ARs are meant to be a sort of middle ground "jack of all trades" weapon, Logi's are meant to be a "pay to play" (in ISK) highly customizable suit.... complaints arise when the two are combined.
New plan, require Assault suits to fit a side arm if their main weapon is an AR. Require Logi to fill an Equp slot with a non-hive item and make ARs not be able to fit on the Logi suit. Problem solved
Note: The above idea is actually bad balance for several reasons and is presented more to highlight the unintended consequence and complexity present in the current situation. Having no sidearm is actually a significant limitation to most play styles for those who aren't using an AR. How many of these slayer logi are not running an AR? How many of that minority is doing so well as a slayer that they top the leaderboards/a case clear case can be made for them being outside of proper balance scaling?
Cheers, Cross |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
857
|
Posted - 2013.05.13 21:51:00 -
[69] - 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? |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
419
|
Posted - 2013.05.13 21:58:00 -
[70] - Quote
Cosgar 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? I've been saying this since chrome, but got eaten alive by AR nerds. Where were you then? Using an AR on a fat suit
Till I realized the type-II's mobility made it have a higher surviveability |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
857
|
Posted - 2013.05.13 22:01:00 -
[71] - 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 -
[72] - Quote
Here, I did the work for you: https://docs.google.com/spreadsheet/ccc?key=0Anv4MqUic4uXdEVlLXZIR2EtaFFVYktxbGk3dTdWbGc#gid=0 |
Azri Sarum
DUST University Ivy League
6
|
Posted - 2013.05.13 23:14:00 -
[73] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
861
|
Posted - 2013.05.13 23:50:00 -
[74] - 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) |
Azri Sarum
DUST University Ivy League
6
|
Posted - 2013.05.14 00:28:00 -
[75] - Quote
Cosgar wrote: As an EVE Online player, I'm saying this: Not all things from EVE need to translate to Dust 514.
With this I totally agree. There does need to be some similarities, or at least logical consistency. With EVE and DUST residing in the same universe the thought processes that generated the EVE ships/roles/modules etc would be the same ones creating the DUST suits. As the games become more closely linked we will start to see the disparity more and more if we are not careful.
Cosgar wrote: 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.
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.
So reading and watching what you linked I still dont see the logistics suit as supposed to be filling more than the medic/support role. I highlighted a section of that wiki quote. It describes the logistics suit as one that provides medic and mechanical support roles. The video, while it did highlight on the flexibility of the minmatar logistics, it focuses on saying it had enough equipments slots to sustain its squad in battle. Again support.
I'm not convinced its supposed to fill more than those roles, and its the flexibility that is allowing the suit to go beyond those roles (coupled with poor bonuses for the other suits, but thats another thread in and of itself).
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Cross Atu
Conspiratus Immortalis League of Infamy
970
|
Posted - 2013.05.14 00:47:00 -
[76] - Quote
Delirium Inferno wrote: Terrible argument. A logi loses what?
Caldari Assault More Shields More Armor More Shield Recharge More Movement Speed More Sprint Speed Longer Sprint Duration More Stamina Higher Stamina Recovery Rate Higher Scan Precision Posses a Sidearm
Amarr Assault More PG More Shields More Shield Recharge More Movement Speed More Sprint Speed Longer Sprint Duration More Stamina Higher Stamina Recovery Rate Higher Scan Precision
Minmatar Assault More Shields Armor Repair Rate (suit native buff, does not require mods) More Movement Speed More Sprint Speed Longer Sprint Duration More Stamina Higher Stamina Recovery Rate Higher Scan Precision Posses a Sidearm 1 more High Power slot
Gallente Assault More Shields More Armor More Shield Recharge More Movement Speed More Sprint Speed Longer Sprint Duration More Stamina Higher Stamina Recovery Rate Higher Scan Precision Posses a Sidearm
Can a Logi overcome some of these limitations? Sure at a cost of additional ISK, with the Meta prices normalized base suit stats are now of more value than they were because they reduce overall fit costs. Further a Logi frame cannot overcome all of these shortfalls at once so any functionally valid comparison must compare all stats not cheery pick a few. If a specific stat is broken/not useful that stat needs fixed, nerfs don't need handed down based on it. Identifying the whole context, and then the weak points is key to balance comparisons.
0.02 ISK Cross |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
425
|
Posted - 2013.05.14 01:06:00 -
[77] - Quote
Azri Sarum wrote: I'm not convinced its supposed to fill more than those roles
Quote:most of which revolves around maintaining the condition and efficiency of squad mates and their equipment
Most, doesn't mean it's its only role. Any good logi should at least be good enough at defending him/herself so that they don't hold their squad back. If you're logi is just another corpse on the floor, then they can't exactly support the squad.
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Azri Sarum
DUST University Ivy League
6
|
Posted - 2013.05.14 02:11:00 -
[78] - Quote
Yea sorry, I didn't make that very clear. Logi should definitely be able to defend themselves. Its a fine line though between being able to defend yourself and being better at it than assault suits.
Would a 1-2% bonus be enough to bring the assault suits up to snuff? Thats equivalent to 0.5 - 1 complex damage mods at max skill. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
426
|
Posted - 2013.05.14 02:13:00 -
[79] - Quote
Azri Sarum wrote: Would a 1-2% bonus be enough to bring the assault suits up to snuff? Thats equivalent to 0.5 - 1 complex damage mods at max skill.
It's better, it wouldn't be effected by stacking penalties. |
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