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CaveCav
Eliters D.E.F.I.A.N.C.E
1
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Posted - 2013.06.24 16:53:00 -
[1] - Quote
Quick question, being Caldari Logi and so shield tanking should I try to max out the core shield skill (the one that does +5% to max shield) or should I just go for extenders? And being my armor very low should I work on the core armor skill since I don't wanna go more than ADV for my platings? I have a quite solid ADV build for weapons and equipment and I want to improve my survivability on the battlefield |
CaveCav
Eliters D.E.F.I.A.N.C.E
4
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Posted - 2013.07.19 07:22:00 -
[2] - Quote
Ehi Muud!
I did some math and I came up with some different results: with 3 Complex Regulators the reduction (accounting bonus from both the skills of Calogi and Regulators and stacking penalities) would be 82.35% that is awesome.
The delay would be 0.8825 s with a non depleted shield and 1.412 s with a depleted shield.
Coupling this with a Complex Energizer would give a +33.2 HP/s of shield recharge, losing only 6% of your base shilds, meaning a Calogi with core shield skill to 5 would go down to 212 HP from 225 HP of base shield.
Have I derped something with my math?
And also my suit is still OP, those that look like my Logibros brothers but use the dropsuit as assault will go from >700 eHP to "never-without-shields-monsters".
Stay strong my fellow Logibros! |
CaveCav
Eliters D.E.F.I.A.N.C.E
4
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Posted - 2013.07.26 15:47:00 -
[3] - Quote
Baosh Shiryl wrote:Curious: What do you Caldari logibros think about the CPU reduction that will be implemented? Especially the 40 CPU hit at proto level?
Since I use my Caldari as a proper logi and not as a frontline I'm feeling the pain for the CPU loss...I'm still at ADV level so one of my 2 low slots is going to be occupied by a CPU module, so I'm gonna have to put down either my adv plating or my shield regulator and my sniper fit is going to die in one shot from a militia sniper rifle...
Let's say I'm happy for the bonus change to my dropsuit but not happy at all for the cpu loss |
CaveCav
Eliters D.E.F.I.A.N.C.E
17
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Posted - 2013.08.30 16:27:00 -
[4] - Quote
First, why is this thread not stickied yet?
Second, Soulskulptor with the ferroscale you actually move faster but it's a bug that should be hopefully solved in 1.4.
Third, I'm actually around 6.3 million SP Callogi, I've proto extenders, adv regulators and weaponry (AR, SR and MD to level 4) all ADV equipment (needle, scanners, uplinks, repper) with level 4 in nanocircuitry. I'm tempted to get level 4 in repair tool op, or level 3 in grenadier, or starting biotics to move faster. Should I do one of these things? Should I start saving and go proto? Should I try and get proficiency with my AR? |
CaveCav
Eliters D.E.F.I.A.N.C.E
18
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Posted - 2013.09.03 18:21:00 -
[5] - Quote
I think I'm gonna become mad with power with my scanner. I'm actually thinking about running a tri-scanner fit... |
CaveCav
Eliters D.E.F.I.A.N.C.E
20
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Posted - 2013.09.05 07:32:00 -
[6] - Quote
I always regrett mi 3 equip layout...atm my fit is ADV Quantum Active Scanner, X3 Quantum Nanohives and BDR2 Repper, but I hate 1.4 because I can't see on the fly my teammates healthbars now |
CaveCav
Eliters RUST415
40
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Posted - 2013.11.12 09:06:00 -
[7] - Quote
I'm gonna say it, can this become the official position of the Logi community on the matter? Everybody agree?
On another topic what do you think the next go to gun for logis will be? I'm talking about the new Rail Rifle or Combat Rifle (and placing my bets on the CR) |
CaveCav
Eliters RUST415
106
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Posted - 2013.12.21 08:36:00 -
[8] - Quote
Fox Gaden wrote:John Demonsbane wrote:You know, with the return of the killdozer HMG heavy you may want to discuss the various rep tools and how to fit a suit for it. Personally (with many suggestions) I've built a max tanked suit with a repper, scanner, and ammo hives.
Just a thought. On my heavy I have to be carful if I am working with a Gallente Logi-Bro. Since I run Kinetic Catalysers I have a bad habit of outrunning my logi. It is mostly just bad habits on my part due to only working with a Logi about 3 times in the first month I played Heavy. But a Minmitar Logi would probably have an easier time keeping up with me.
IMHO Kin Cats are not bad on a heavy, but if you have a dedicated Logi, in particular one that is using the Big Bad Boy (BBB aka Core Focused Repair Tool) you should consider stacking as much armor as you can and simply soak up damage as you get continuosly repped.
The other day I hopped in a random squad where a heavy and a logi where guarding A (the underground objective in the research lab) and I helped keep him alive. We stacked a couple of Triage hives, a Allotek for ammo and dual BBBs...I don't think his armor was dropping at all.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
153
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Posted - 2014.01.06 19:09:00 -
[9] - Quote
Fox Gaden wrote:Fox Gaden wrote:John Demonsbane wrote:You know, with the return of the killdozer HMG heavy you may want to discuss the various rep tools and how to fit a suit for it. Personally (with many suggestions) I've built a max tanked suit with a repper, scanner, and ammo hives.
Just a thought. On my heavy I have to be carful if I am working with a Gallente Logi-Bro. Since I run Kinetic Catalysers I have a bad habit of outrunning my logi. It is mostly just bad habits on my part due to only working with a Logi about 3 times in the first month I played Heavy. But a Minmitar Logi would probably have an easier time keeping up with me. Over the holidays I started squadding regularly with a high ranked Loti-Bro. After I outran his Proto Plate tanked Minmatar Logi suit a few times he sat me down and gave me a good stern talking to. He then made me change my fit, and was not impressed when I sheepishly admitted that despite all my other models being Proto and my HMG Proficiency being at 5, I could only equip Militia Plates. So I am levelling up the Armour Plate skill now, and have gotten more experience at working with Logi-Bro. I have to say that clearing a room with two Proto Remote Armour Repairs on me is quite the empowering experience. I have to disagree with my Logi-Bro on one thing though. He thinks that a Heavy should just do his thing and it is 100% the Logi-BroGÇÖs responsibility to deal with positioning. However, I think a Heavy that keeps track of where his Logi-Bro is, the position of Cover and the angles of Line of Site, makes a much more effective Heavy/Logi team than a Heavy that just focusses on what he is doing. I am also finding that clear communication between the Heavy and his Logi-Bro is very important as well.
I've got to say that it's frustrating when the people I'm repping cut the beam through corners or outrun me, since now we are talking about the core focused that is used with large amounts of armor I have to agree with that logibro. Since the heavy is leading and must worry about what is ahead it is my role to keep to optimal range to keep repping and to keep the heavy between me and incoming bullets. While the heavy is defining the main route it is my role to keep him and myself alive
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
162
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Posted - 2014.01.07 19:37:00 -
[10] - Quote
Saw this? I'm already doing my math
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
163
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Posted - 2014.01.07 20:19:00 -
[11] - Quote
Thrydwulf Khodan wrote:RedBleach LeSanglant wrote:I have found that the best High/Low slot combinations are as follows, maximize your suitGÇÖs strengths, it cost too much to try and correct the weaknesses: High Slots: Shield Extender + Shield Recharger, Shield Extender, Shield Energizer or Damage Modifier Low Slots: Armor Repper + Armor Plate or Shield Regulator (as appropriate), Cardiac Regulator, Profile Dampener, or CPU/PGU mods These feel like rookie questions ... so I'm probably over-thinking. Note: This is specifically asked from a Logi-bro perspective (not Logi-assault etc.)
- What Shield/Armor levels should a Logi-Bro be aiming for by Advanced?
- Is that recommended mark different when we're geared for supporting heavies v.s. a standard assault squad?
- Should we be going using Ferroscale or Reactive instead of Standard?
- What is the balance between shield regulation/recharge modules and armor repair modules and armor/shields?
Perhaps in the 'advanced' section a look at general differences between the Logibro specialty suit builds? I.E. Heavy Support v.s. Advanced Rally Support v.s. Mobile Frontline Subjectively, I 'feel' like I'm getting killed too fast to feel comfortable running Advanced suits. Due to that (and an aversion to loosing money right and left) I've been running Standard suits. I can currently hit over 700 combined armor and shields when maxed out, but I don't want to be a slow armor tank in my suit. As a frame of reference, I run typically as a stealthier build with Profile dampening and Profile Dampener modules. And most groups I end playing the 'Rally support' role.
1) What racial suit are you running? On my ADV Caldari I run with 407 Shields and 94 Armor, on my ADV Minmatar I usually run 167 Shields 391 Armor, generally speaking if you have 500+ HP you should be fine.
2) I have many different fits, for my heavy support I run with 50% Needle, Scanner and Core Focused Repair Tool. The Core is mandatory for effective Logibroing, I like the scanner because Heavies have no eyes, you can swap the Needle for a Nanohive if you want. My "go-to" fit that I run with Assault squads has K2 Hive/BDR8 Triage Repper/Quantum A45 Scanner, for my Heavy Support I also tend to run with more HP.
3) IMHO no, Ferro and Reactive in their actual state are not worth the fitting cost.
4) If I understood correctly your question: shield give you less HP but they quickly reaload by themeselves. Armor gives you much more HP (72 HP for Complex Shield Extender vs 85 HP for a Basic Armor Plate) but slows you down and has not innate regen, to repair armor you need to find either a Repair Hive or have an Armor Repairer equipped (actually your Logi skill gives you up to 5 HP/sec of armor repair) or have someone repair you; also armor repairs are generally slow.
Shield Extenders are High Slot modules as are Shield Rechargers while Regulators are Low Slots. Rechargers give you faster shield recharge rate by boosting the HP/sec you get from regeneration (i.e. you get 30 HP/sec instead of 20 HP/sec) while Regulators shorten the delay after which your shields start recharging (i.e. you'll have to wait 4 seconds instead of 6 before the recharge starts). Armor Plates and Repairers are both Low Slots but you can equip Damage Mods in your highs. All Logi suits suggest armor tanking (besides the Caldari wich you can shield tank). Finally Shield Extenders are only worth at Complex level and are not cheap at all when it comes to fitting cost.
Edit: I forgot to mention Shield Energizers, they give you much better recharge rates at the cost of a small % (I think it's 6% for the Complex) of your suit BASE shields
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
163
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Posted - 2014.01.07 21:21:00 -
[12] - Quote
RedBleach LeSanglant wrote: Thanks for chiming in and lending a hand.
For me it's a pleasure helping fellow Logis, but I can rarely type extensive posts, because more often than not I'm reading the forums from my phone and typing long post is difficult.
I usually give in-game advices, in particular since this thread and the people in here helped me so much I do my best when I can to help.
Now I'm almost at 13mil SP and I know that without you guys I would have quit much time ago.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
171
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Posted - 2014.01.10 17:24:00 -
[13] - Quote
My Domination build is a two-stager. Phase 1 is a speedy, low HP, all Uplink fit, made to get to the point ASAP, hack it, and set up uplinks for the team to spawn and estabilish a foothold; is a sort of throwaway suit so is really cheap, BPO AR and mosly militia modules.
Phase 2 is tankier and also has damage dealing abilities, i fit a A45 Scanner and 2 K17D (R) Hives.
I run Flux grenades on both fits because equipment spam is bad.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
208
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Posted - 2014.01.25 09:08:00 -
[14] - Quote
Now show me on the doll where CCP hurt you... *points finger* I would like to point out that the Logistic indicated the Equipment Slots
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
209
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Posted - 2014.01.26 14:43:00 -
[15] - Quote
I'm posting this here because I saw there are people who think about overall game balance and I would love some feedback from them. Disclaimer: english isn't my native language and there probably will be spelling errors so please bear with me.
Since equipment and bonuses are about to change I would like to start a discussion about how we (as the Logi community) would like to see change our tools and skills.
Nanite Injectors I always found the choises offered to be too few, you can have your STD, ADV, PRO or LP variant each restoring a different amount of armor. I would like to have more options and I would like that skilling into a particular piece of equipment would grant me better performances even on the low end ones, just like it's done with weapons; this would mean that Injectors would now have their own skill.
I would like to see three different variants of Needles, let's call them "Normal", "Armor" and "Shield" (I'm not one of the Lore Guys, to them the task to find names that fit).
NORMAL these would be like the actual Injectors, 30% armor restored for STD, 50% for ADV, 80% for PRO and 100% for LP; the only difference would be a 5s boost to armor regen: +2 hp/sec for STD, +3 hp/sec for ADV, +5 hp/sec for PRO and +7 hp/sec for LP.
ARMOR these would have 30% armor restored for STD, 40% for ADV, 60% for PRO and 80% for LP and they would give a 5s buff on Armor Resistance: 30% resistance on STD, 40% on ADV, 50% on PRO and 60% for LP. On the fitting cost, while the cost on CPU would be slightly higer than the "Normal" variant the PG cost would be heavy.
SHIELD these upon revive would also restore some shields and kick-start Shield Regeneration while boosting the Shield Recharge Rate for 5s, since the added benefits these should be hard to fit, so heavy cost on CPU and moderately high cost on PG. For the STD variant 30% Armor Restored, 50 HP of Shields restored, 25% bonus to Shield Recharge Rate. For the ADV variant 50% Armor Restored, 100 HP of Shields restored, 50% bonus to Shield Recharge Rate. For the PRO variant 60% Armor Restored, 150 HP of Shields restored, 75% bonus to Shield Recharge Rate. For the LP variant 80% Armor Restored, 200 HP of Shields restored, 100% bonus to Shield Recharge Rate.
Nanite Injector Skill: +1s of effect per level
Repair Tools Repair Tools offer many choises, the only thing I would like to be introduced is a "Shield" variant (I'm no expert but I know that in EVE there are Armor-Logis and Shield-Logis so you know: "One universe, one war", CCP I know you're reading gimme ma Shield Repper! ).
Regarding the skill bonus I can't mess with range and repair rate because there should be the Minmatar Logi (<3) bonus to take care of that; I was thinking "The Logi repairs the others but who repairs the logi?" so I had the idea of a self-repair bonus on the Repair Tool. This could be impemented in three possible ways: passive, active, semi-active.
PASSIVE: really simple, hold the Repair Tool and get the bonus. (I see this being abused of, players with a more "aggressive" playstyle, Assaults and Slayer-Logis, could have their personal Logi in their Equipment slot)
ACTIVE: again really simple, press R1 to repair teammates, press L1 to repair yourself. (Again I see this getting abused of, even if this could be balanced by some sort of cooldown bar)
Semi-ACTIVE: you would gain the self-repair bonus only while actively repairing an ally (this is what I like the most, if you're doing your job and helping your squad you get the bonus, if you are a lone wolf no bonus for you)
Repair Tool Skill: anywhere between +2 and +5 hp/sec to self-repair per level
Drop Uplinks Since the proposed changes to these I would like to see two new variants.
HARDENED: Hardened Drop Uplinks have more HP than the normal Uplinks (something like 5 times more) and a slightly slower spawn time. They cost less CPU but more PG than the normal Uplinks.
COVERT OPS: Covert Ops Uplinks have a lower scan profile (they should be almost impossible to scan) and a faster spawn time then the normal variant, however they have a lower spawn count, are squad-locked and there can only be one active per-player.
Since Drop Uplinks will become a vital piece of equipment I thought about 2 possible skills: 1) -5% to Drop Uplink Scan Profile per level this would make them harder to detect for the enemy team 2) +5% to Drop Uplink Scan Radius and Scan Precision per level this would give a player an idea about the surroundings of his spawn point of choice, nobody likes to: die, wait 15 seconds, spawn, die, wait another 15 seconds
Active Scanners I like the changes they are making, I'm guilty of 360-scan-spamming and it was ridiculous.
Active Scanner Skills: 1) 5% cooldown time reduction on active scanners per level (with this the Creodron Proximity would be "spammable") 2) 20% to active scanner scan angle per level (so that most scanners will have a 120-¦ scan angle)
...I'm still thinking about Nanohives and Remote Explosives
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
209
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Posted - 2014.01.26 16:34:00 -
[16] - Quote
Soulskulptor wrote: The thing about the injectors and repair tools is that they use nanites (basically microscopic machines: nanomachines) to funtcion. Unlike armor, the nanites wouldn't be able to interact with shields since it is more or less energy. Now what you're thinking of isn't a Repair tool but rather a "Charge" tool.
Well being machines the nanites should have some source of energy to be able to operate. Since, I guess, they integrate themeselves with the damaged armor to repair it to some degree wouldn't it make sense if after the operation they could discharge their residual energy in the shield generator of the suit?
Soulskulptor wrote:Now for the personal repair you are correct in that people would abuse it. I played MAG and most everyone carried the Med Tool simply to heal themselves while ignoring the comrades who are calling out for first aid.
That's why I lean towards the semi-active idea, if you repair allies (and only while you are repairing) you get the bonus, so you can't climb on a roof and start picking off people and if you get shot stand back a couple of seconds and self-repair. And with the repair tool is hard since rate and range are influenced by the Minnlogi, I also thought about a sort of AoE heal (if I remember correctly Planetside 2 does something similar) but we have Triage Hives for that.
Soulskulptor wrote:Separate skills for equipment might be difficult since a few of the equipment is placed instead of carried.
Yeah, placed items are what I find difficult to come up with ideas that could work, (in particular with Nanohives all the ideas I get are broken by the "I'm-gonna-stack-5-Nanohives-at-my-feet" tactic) I have to say I like the idea I got for the Uplinks though, I think it is possible to make a lot with the profile sistem: with these skills uplinks could be used as Proximity Sensors or could become a pain for the enemy team if hidden correctly.
This is what I was talking about, I need feedback both from a lore perspective and a game balance perspective.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
215
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Posted - 2014.01.27 09:09:00 -
[17] - Quote
John Demonsbane wrote:
Gotta be honest, I think a lot of the suggestions you are making sound a bit OP, especially the self-reps and needles. Self reps are not hard to figure out why, you've already mentioned it. A low rate of self rep (as a % of the reps you give) is probably fine.
Injectors you've added entirely too much functionality to without drawbacks to compensate. Instead of variants these are just supercharged versions of what we already have.
- Vehicles have recently taught us a hard lesson in how damage resistance can be OP. A proto or LP needle giving 10s of 50% resistance to damage on an Amarr or gallente sentinel which will already have it's own inherent damage resistance could lead to some interesting tactics like a logi TKing his own heavy and then making him into his own personal reanimated zombie killdozer with a LP armor injector and core focused rep tool. I know, that sounds seriously awesome but it's also most likely OP.
- a more balanced injector would be a shield variant which supercharges shield recharge at a cost of a significant amount of armor, maybe 10-20%, along the lines of what you suggest, but without any instant shield replenishment.
As for uplinks, I really like where you are going with the covert ops one. Less excited about the hardened one, I don't know that I care enough that uplinks will have less SP in 1.8 to bother with those.
Also, while I like the idea of the scan profile getting lower, I think that's better as a variant than a skill bonus, again, you're adding additional benefits to an existing piece of equipment without a drawback.
For my money I'd like to see the skill bonuses either be applied to basic properties so that, say, on a Minnie logi suit if you have uplinks to 5 then your uplinks become nearly as good as they are now without having to use an Amarr suit, same with rep tools on an Amarr suit and not Minnie, etc, etc.
That might be viewed unfavorably by CCP, though, perhaps it could be an anti-spam measure, something I proposed a while ago, where the number of equipments you could have out at once was determined by the skill level.
You make some really good points.
Do you think that Armor Injectors should have a lower bonus while restoring less armor? Something like: 30% armor on STD, 40% on ADV, 50% for PRO and 60% for LP with 10% resist on STD, 20% on ADV and 30% on PRO and LP or is this still too much? Or should they be entirely removed? As for Shield Injectors I added the instant-boost because of the depleted timer, we could get rid of it if, for the buff duration, the shield delay was always 0. For armor percentages were you suggesting 10-20% less of what I suggested or 10-20% armor restored upon revive?
I knew the self-reps would have been difficult to balance but I think that a fixed value (let's say 10-15 hp/sec) is more fair than a % based one, I would get more self-reps while behind a heavy with the Core Focused making us even harder to kill.
I think I should delete the Active and Passive explanation for the self reps, I was trying to point out why those would be unbalanced but I think people don't understand.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
215
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Posted - 2014.01.27 09:15:00 -
[18] - Quote
Soulskulptor wrote:Cavecav wrote:Yeah, placed items are what I find difficult to come up with ideas that could work, (in particular with Nanohives all the ideas I get are broken by the "I'm-gonna-stack-5-Nanohives-at-my-feet" tactic) I have to say I like the idea I got for the Uplinks though, I think it is possible to make a lot with the profile sistem: with these skills uplinks could be used as Proximity Sensors or could become a pain for the enemy team if hidden correctly. Not sure what you mean by "Proximity Sensors". Do Uplinks show when an enemy is near it? Though I think they should rename the Current Proxy mines to AV mines and add REAL Proxy mines. Place them and smile when it explodes due to an enemy stepping near it.
One of the Uplink skill I proposed gives them scan radius and precision making them able to scan around them and ping enemies on the TacNet so that while you are deciding where to spawn you can see if there are enemies camping the uplink in close proximity.
I think that Anti-Infantry Mines could be bad, now if you rig a null cannon with RE you must pay attention to detonate them if it starts blinking, AI Mines could be a source of random +50
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
215
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Posted - 2014.01.27 10:58:00 -
[19] - Quote
Alex Kaidou wrote:Wait , caring about your kdr doing make you a fake logi , it makes you c conscious player , i dont get how you guys think logis should be a free kill waiting to happen and i will disagree 100% i care about my kdr and i freak out something times when i go negative but most of the time i have like 9 kills and most of my war points come from uplinks , nanohives , my repair tool and so fourth so nobody listen to this guy , its what you do with your logi suit that says if your a true logi or not
Well a true Logibro doesn't care about his KDR, your squad and the people around you are your priority, your job is to keep them always stocked with ammo, provide repairs, scans and uplinks so that they can focus on killing while you do all the hard work, because pointing a gun and shooting is easy compared to trying to keep 5-6 people alive while trying not to get shot
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
217
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Posted - 2014.01.27 14:01:00 -
[20] - Quote
John Demonsbane wrote:
Speaking of which, the shield one should probably be just a level 4 adv variant, and not a full fledged alternative at all tiers. a shield instant boost would be fine if there was no damage resistance or vice versa, it's both together that's potentially OP.
I like the idea of it being only a variant, by the way there is no added resistance on the Shield Needle, it boosts the shield recharge rate by a %, so if your Recharge Rate is 20 hp/sec and you receive a 50% boost, for 10 seconds you recharge at 30 hp/sec.
John Demonsbane wrote:Oh, and I like the idea of self reps but I agree that you went into too many different scenarios and it was hard to follow.
Yeah I think I'm gonna cut that bit leaving only the feedback idea
John Demonsbane wrote:The best way to limit the potential forms use IMO is to make it a feedback type of thing where you get back a small % of the actual healing you give, meaning that simply having the tool locked onto someone won't give you any reps, you have to be actively repairing them (not just have them on a leash).
That's what I meant by semi-active! I couldn't think of "feedback" that's the perfect description and also being based on amounts of armor that you repair there is no difference between a STD and a Core Focused repair tool if not the speed of the repairs!
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
258
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Posted - 2014.02.25 19:25:00 -
[21] - Quote
I don't know about you guys but I can't see myself using the Gallente logistics in 1.8...I'll be keeping my Minmatar for sure and I'll be picking up either the Amarr or the Caldari logistics as a second suit, but the Gallente...
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
260
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Posted - 2014.02.28 18:42:00 -
[22] - Quote
I think that it will almost be mandatory for me to skill into Amarr and Caldari suits at least to ADV level. I hope they reduce the SP needed to get a suit to level 5.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
260
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Posted - 2014.03.02 11:11:00 -
[23] - Quote
I really hope that they fix the equipment spam problem, but having to die in order to restock my nanohives feels excessive, I would be fine with some sort of cooldown auto-restock though
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
270
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Posted - 2014.03.21 18:54:00 -
[24] - Quote
Well, I'm not a game developper but I think that constantly checking for what dropsuit you are wearing and accordingly changing the bonuses on every Uplink and Nanohive that you have already deploied on the field, and doing this for every player, would be quite a work for the server and cause performance issues.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
273
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Posted - 2014.03.26 08:20:00 -
[25] - Quote
Soulskulptor wrote:Does anyone else think the AR is obsolete now? With the RR and the CR being more powerful with a longer range many people switched to them. 1.8 gave what I believe to be a much needed nerf to the damage of the RR and CR, the AR was also nerfed, just played today and it seemed to be so inadaquete despite having an adv damage mod, Which is sad since I blew my remaining SP into AR reload and ammo after speccing into min-logi and maxing weapon mod and scanners
Actually no, I wouldn't define it obsolete. While the CR is my go to gun I often find myself switching guns based on how is the match flowing, if my squad decides to move in a CQC environement I'll switch to AR, if we could find ourselves in a more long range scenario I'll pick up a RR or a ScR, if we are defending a chokepoint I'll take a MD. The AR is still good in the right situations.
On a side note, could anyone that had the occasion to play with the new scanners please explain to me how exactly this new "snapshot" mechanic works?
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
273
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Posted - 2014.03.26 19:48:00 -
[26] - Quote
Are the scanners still worth using?
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
273
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Posted - 2014.03.27 11:00:00 -
[27] - Quote
Thrydwulf Khodan wrote:I am seeing a wider variety of weapons on the field. And assault mass drivers are in that list. (Ouch!)
Time to bring the boy out for a spin.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
280
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Posted - 2014.04.01 08:06:00 -
[28] - Quote
Bump. Devs sticky this, now.
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
288
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Posted - 2014.04.07 18:00:00 -
[29] - Quote
I haven't skilled into rechargers yet, I can say that on my ADV Minlogi (that's the suit I use 98.8% of the time) I like 2 Complex Shield Extenders and 1 Enhanced Damage Mod. I have one fit that is purely shield tanked with a Cardiac Regulator. Maybe I'll skill Kin Cats to level 3 to try something faster
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
289
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Posted - 2014.04.07 18:27:00 -
[30] - Quote
lee corwood wrote:While there is no official answer, I just wanted to post here to say that after multiple players have tested items, it seems that your EQ bonus is only maintained while you are wearing the specific suit required. This has been tested by many players, myself included so a fair warning to all those that would invest in the future. That is an insane amount of SP to spend to be tied in such a manner so before people start thinking of skilling into multiple logi suits, be warned.
So it's either: A) Suits bonus to equipment is bugged or B) All that beautyful theorycrafting about server performances I made was wrong
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
289
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Posted - 2014.04.07 18:52:00 -
[31] - Quote
lee corwood wrote: No you're all right. Keeping a thread process open like that would be incredibly intensive to the already high performance of all the other components to the game itself. Even if the thread is as small as opening every 60 seconds to check on number stats, doing so for 32 players...
And it does have to be time based. So far all research has shown a 'lag' for how long until the bonus resets when switching off suits either from death or supply depot change.
I know nothing about programming and stuff but I said something right...YAY!
If I understood what you said correctly (and I'm not too sure about that) multiple people spamming different equipment pieces from different suits would be able to lag a match worst than 1.7 causing massive lag spikes when this thread thing run?
Dedicated Logibro, Gunner, Counter-Sniper
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CaveCav
Eliters Brotherhood
332
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Posted - 2015.03.25 16:49:00 -
[32] - Quote
I usually run this fit:
Logistics M-1
2x ADV Shield Extenders 2x Complex Reactive Plates
BK42 Assault CR
Flux
ADV Needle ADV Scanner ADV Triage Rep Tool
It's pretty ISK-efficent at about 40k and gets the work done.
At the moment I'm torn between skilling into another Logi suit (Amarr looks pretty sexy to me) or going for a Heavy suit instead (leaning towards the Caldari). I already have a Min Assault and Commando and Scout is not really my thing. Any advices?
Logibro and Counter-Sniper
Punch me and ammo comes out!
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CaveCav
Eliters Brotherhood RUST415
340
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Posted - 2015.07.10 07:02:00 -
[33] - Quote
So many slots...the voice in my head is telling me to fill them all...CCP! what have you done to me!?
Logibro and Counter-Sniper
Punch me and ammo comes out!
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CaveCav
Eliters Brotherhood RUST415
340
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Posted - 2015.07.10 18:39:00 -
[34] - Quote
I've been doing a lot of tinkering around. I need to use and ADV suit if I want all the slots filled tough. I was starting to forget that suits could have more than 2H and 2L
Logibro and Counter-Sniper
Punch me and ammo comes out!
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