|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
754
|
Posted - 2013.12.20 19:39:00 -
[1] - Quote
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.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1417
|
Posted - 2013.12.28 23:00:00 -
[2] - 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.
I wish my Amarr suit was as fast as that gallente...
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1471
|
Posted - 2014.01.01 18:54:00 -
[3] - Quote
OP: You're missing one key aspect of the CR that makes it my new weapon of choice:
It costs nothing to fit on the suit, leaving spare CPU/PG to use on equipment!
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1498
|
Posted - 2014.01.04 20:23:00 -
[4] - Quote
Ninja Troll wrote:Thanks for making this helpful guide. Although I found it after deciding on what suit I wanted. I chose to go with Amarr and working my way to Advanced (tested the LP version).
The standard version is so versatile, despite having only 2 equip slots. I have a couple of variations with the this suit on my main character(not this one).
- Medic, Support (Repair+Ammo), Recon(Up+Scan), AV, Demolitions, etc - I've had some success with Assault variants with the Medic and Recon roles.
My initial SP was put into sniping, so I've been testing an Assault Sniper fit with the standard suit. I mainly use it if there's another logi in the squad, so I can kill those Rail Riflers and Heavies before they get in range.
I did the exact same thing, started as a sniper as well. When I snipe now (situations do still call for it) I find that the logi A/1 is a great suit for it, better than my logi C/1. Some might use the caldari because it has more high slots to put damage mods in, but more than 2-3 is really a waste and if you do that with the shield-based caldari suit you cant tank it as much to survive enemy sniper fire. (And of course the sidearm is key if you are sniping from anywhere besides a tower or deep in the redline.)
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1511
|
Posted - 2014.01.06 18:02:00 -
[5] - Quote
Ninja Troll wrote:John Demonsbane wrote:Ninja Troll wrote:Thanks for making this helpful guide. Although I found it after deciding on what suit I wanted. I chose to go with Amarr and working my way to Advanced (tested the LP version). The standard version is so versatile, despite having only 2 equip slots. I have a couple of variations with the this suit on my main character(not this one). - Medic, Support (Repair+Ammo), Recon(Up+Scan), AV, Demolitions, etc - I've had some success with Assault variants with the Medic and Recon roles. My initial SP was put into sniping, so I've been testing an Assault Sniper fit with the standard suit. I mainly use it if there's another logi in the squad, so I can kill those Rail Riflers and Heavies before they get in range. I did the exact same thing, started as a sniper as well. When I snipe now (situations do still call for it) I find that the logi A/1 is a great suit for it, better than my logi C/1. Some might use the caldari because it has more high slots to put damage mods in, but more than 2-3 is really a waste and if you do that with the shield-based caldari suit you cant tank it as much to survive enemy sniper fire. (And of course the sidearm is key if you are sniping from anywhere besides a tower or deep in the redline.) Yeah I like to carry a 36db active scanner with the assault sniper fit since the suit is kind of slow. Currently debating whether to go Level 3 this week on my Amarr logi or my Minmatar Scout. I've been doing better with the tactical SR versions recently, since more zoom = more headshots. I made a cheap minja MLT fit with the std tactical SR, specifically for FW matches.
Amarr logi. Level 3 is the sweet spot for the suit. Wait until scouts get buffed before going that way.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1525
|
Posted - 2014.01.08 02:41:00 -
[6] - Quote
I'd like to chime in here on fittings. I run Amarr logi and enjoy playing a little recklessly (I don't care about my KDR and have enough ISK to sustain a certain level of stupidity) so I tank max armor and split my highs between shields and damage mods. That's my general fit, I have 5 or 6 different ADV suits with various combinations of weapons and equipment for different situations and maps, but they all have basically the same high/low slot combo of tank and gank.
With one exception. On my chubby chaser fit I go max tank with a core rep tool, hive, and scanner.
I figure if the heavy dies, I'm next so don't carry a needle on it. It's probably more likely that he will run out of ammo rather than he dies and I survive long enough in CQC to revive him. Scanner is huge for this fit because since it's almost all CQC, especially in a place like the Gallente facility, you have to know your surroundings.
Still pondering the changes. Not happy about losing the inherent armor rep, but since I love uplinks, I guess I can live with the Amarr bonus, though I do think its a little limiting to give each suit a bonus to only one type of equipment.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1557
|
Posted - 2014.01.10 12:32:00 -
[7] - Quote
Well, shields are not as good as armor currently (Used to be the other way around) because of the low TTK. Maxing out your HP seems to be the most effective build currently.
If I still ran my Caldari suits (rarely now) I think I would probably either drop damage mods altogether or just use 1. Damage mods actually are not superior to just maxing out your HP, especially for a support-oriented player, and especially anything lower than a complex damage mod.
Also, you need to max out shield extenders ASAP, complex extenders are much better than enhanced. Armor is the opposite, you get the same or more bang for your buck with basic plates.
Build wise, probably individualizing for your playstyle is the way to go. I have one general suit with a hive, repper, and uplink that I use most of the time. I do also have a suit that is all nanohives like you are suggesting, for like a domination match or something where you will need a lot at once (sometimes I spawn in with that, drop all the hives by the battle zones, and then sneak out to the supply depot and switch to the all-purpose suit.)
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1564
|
Posted - 2014.01.10 18:51:00 -
[8] - Quote
RedBleach LeSanglant wrote:lee corwood wrote:CaveCav wrote: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. This is almost exactly my play style. My Phase 1 is actually a bpo scout with a bpo toxin machine gun and DUs. Phase 2 is ADV Min Logi with a large number to chose from depending on the situation. 80% of the time its: scanner, repper, injector. But I also have builds with ammo/REs and increasing cost builds depending on the level of the equipment I'm carrying that is dependent on how good my team is currently. Flux grenades on all. If ever we end up losing all the spawn points, I man up the DU scout again. I never expect to live in the scout, so I'm fine losing him over and over again as cheap as he is. The other day I spawned into a game we were losing but was determined to get boots back on the ground. Even though we still lost, I had a smile on my face because of how well my team kept trying. We lost all the DUs I placed earlier so I ran to the other side of the complex and laid down 2 more in opposing sides. I got killed, then my team came and flanked him on both sides and made a good push. It's amazing how much such little placements can really start to turn tides. Wasn't a win on the score board but was a win to know supporting has its place in this game. Well done, well done. Your rally approach seems most befitting.
The key to uplink placement, especially in domination is definitely to create multiple angles of attack just like you describe. This is my approach, I use a "Fossil" BPO, generally. The 2 equip slots are key. It's a little slower but more durable and flexible than my dragonfly scout. Gotta love BPO's for those suicide missions.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1564
|
Posted - 2014.01.10 18:55:00 -
[9] - Quote
RedBleach LeSanglant wrote: Plates... i disagree a little. The penalty to speed is the major detractor but the protection offered is better than the alternatives. Basics are nice, but Enhanced seem to be the sweet spot. The complex sacrifices too much speed - unless you are guarding a heavy - for an extra 25 HPs. HOWEVER I strongly suggest that if you use any of them you should max out the armor skill, the extra amount of armor given as a bonus makes a difference. - it is a side skill for sure, one to upgrade when more of the criticals are done, but for armor tanking it is essential.
Thank you all for your additions.
Hmm.... you've almost convinced me to finally get level 5 on the core armor skill. I had been following Shay-z's advice and leaving it alone for a long time since it only applies to the base armor of the suit, not any plates. Gonna think about that one...
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1565
|
Posted - 2014.01.10 21:31:00 -
[10] - Quote
Oh, duh. Well, still, I'm using heavy suit/FG for my AV now so I was thinking maybe I should do it anyway.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1566
|
Posted - 2014.01.10 23:25:00 -
[11] - Quote
lee corwood wrote:I've read this post. It's a great read. I wish I had seen it much earlier in my logi days. There were still some nice fleshy bits I got from it, but 6 months ago, I was that tard putting droplinks facing the wall and right on top of the objective. If I had seen this post, I'd be in a much better spot today.
Lol, I was that tard about 8 months ago!
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1705
|
Posted - 2014.01.26 20:31:00 -
[12] - Quote
CaveCav wrote: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 InjectorsI 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 levelRepair ToolsRepair 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 levelDrop UplinksSince 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.
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 rep tool 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 but likely OP tactics like a logi TKing his own heavy and then making him into his own personal killdozer reanimated zombie with a LP armor injector and core focused rep tool. I know that sounds awesome but also 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.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1732
|
Posted - 2014.01.27 12:12:00 -
[13] - Quote
CaveCav wrote: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
I guess it's fine to care (a little) but it shouldn't dictate what you do in battle. My KDR is a touch under 1; I mean, it would be nice if it were higher, it's not as though I don't care at all. But, I'm not going to play over cautiously or not dash across the area to try and save someone because I'm worried that I'm going to go negative... Plus I like to play kinda recklessly anyway, fun is definitely more important than KDR! (Fortunately my bank account is big enough to support a certain level of stupidity.)
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1732
|
Posted - 2014.01.27 12:30:00 -
[14] - Quote
CaveCav wrote: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.
I think the biggest issue I had was with the resistances in general. A short period of time makes sense so that people are les likely to get instakilled after a revive but I think that the duration should be constant, not go up with tiers, as 10s is a pretty long time. For the % I was suggesting that if you are going to add a variant with something like damage resistance or shield recharge it should come at the cost of 10-20% less armor replenished compared to the "regular" injector at the same tier.
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.
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. 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).
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1778
|
Posted - 2014.01.31 02:53:00 -
[15] - Quote
lee corwood wrote:John Demonsbane wrote:CaveCav wrote: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 I guess it's fine to care (a little) but it shouldn't dictate what you do in battle. My KDR is a touch under 1; I mean, it would be nice if it were higher, it's not as though I don't care at all. But, I'm not going to play over cautiously or not dash across the area to try and save someone because I'm worried that I'm going to go negative... Plus I like to play kinda recklessly anyway, fun is definitely more important than KDR! (Fortunately my bank account is big enough to support a certain level of stupidity. ) Same. My kdr is not impressive and I don't care. I die a fair bit and its to help the team, but I use best judgment. I understand there are certain games and situations where my number of deaths are actually starting to affect the clone count negatively and start altering my game play. Otherwise, if its absolutely hopeless, I bring out the cheap silly suits and just try stuff. This game should be about fun and not stats. I'm having the time of my life and rolling in isk. I wouldn't trade that experience for a better kdr.
Thank you! 1000% the right attitude. There is a point at which playing recklessly hurts the team, and that's where the smart person changes their play style. The true metric of a "good" player is not their overall KDR or WP/D but what they are when it really matters. (Or in my case, when they are not drunk and can see straight, lol... Aim for the one in the middle!)
FUN>>everything else
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1783
|
Posted - 2014.01.31 19:50:00 -
[16] - Quote
Personally I try to pull back on the rep line like it's a leash. Never seems to work for some reason...
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2051
|
Posted - 2014.02.20 00:30:00 -
[17] - Quote
I've heard (as with all this stuff, anecdotally) that medium frames will not have a change in slots OR CPU/PG, which is odd considering I too thought they wanted to eliminate killer bees. I guess for once CCP is doing it by buffing other suits and not nerfing the ones that work (hard at least); in that light one could almost say we are getting a pretty fair shake in 1.8 if all we lose is the inherent rep in exchange for a pretty sweet equipment bonus.
But, like the main man redbleach said, we gotta wait for the dev blogs before we know for sure.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2108
|
Posted - 2014.02.22 21:33:00 -
[18] - Quote
RedBleach LeSanglant wrote:Thrydwulf Khodan wrote:lee corwood wrote:I'm surprised at some of the changes but withhold my scathing rage as I have 'heard' but don't know for certain yet that damage of certain weapons would be nerfed across the board.... Decreasing weapon damage won't really help against the Proto-Gal Logi running 5 Complex Armor modules with full fitting bonuses and armor skill bonuses. He had 960+ armor. It was pretty insane. Made me want to go for my RE fit. But the changes potentially mean that skilling up in all of the Logi suits may become much more common. I would hope not, that will be too many skillpoints just going to suits in my opinion, and it sounds like it will be getting even more expensive. One CCP's more recent notes about skills was making them inexpensive to begin and increasing the cost as it continues. While it already does that they were referring to something different it sounded like, perhaps an exponential increase? We do know that they have been looking for some more ways to nerf vets with skill sinks and this was one of the possibilities. And Lee, what is this about loosing a plate?
I think he's talking about dropping a plate in favor of a repair module.
As for the rest, that's what so maddening about this whole thing. Devs keep dropping into topics and leaving one little nugget of information but little else! We really just don't know what's going to happen in the big picture.
I'm beginning to think that they really are doing it on purpose to mess with us...
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2154
|
Posted - 2014.02.28 04:22:00 -
[19] - Quote
Thrydwulf Khodan wrote:CaveCav wrote: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... The ability to 'scan the unscanable' will make Gallente Logi an interesting player on the field. But we will have to see how scanners will change with the new 'Snapshot' functionality which will supposedly 'stop' the 360 degree ballerina-logibro. The gallente suit is solid. 5 low slots at the cost of movement at proto level (though IMO it doesn't really hit primetime until then) and scanner bonuses. Amarr suit drop uplink is potentially huge with the spawn speed slowdown Substantial deployment time drop (50%) and additional spawns (up to 10 more per uplink) Minmatar is crazy good for repping 25% bonus to repping amount is quite powerful and gives the same repair distances as current tools. Caldari is ... okay I suppose. I don't use as many hives as some due to running around with a rep tool ... and Injectors don't change. I may spec into Scout suits for the hacking bonus and 2 equipment slots. Sortof a 'Logi-Lite' to do stealth drop uplinks and objective hacking with maybe a rep tool or injector on the side.
I think people are missing out on some of the potential of the Caldari logi. With the nerf to rep tools and the squishy Minnie suit being the only one who gets it back to its former glory, triage hives will start looking very attractive.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2155
|
Posted - 2014.02.28 05:24:00 -
[20] - Quote
lee corwood wrote:John Demonsbane wrote:Thrydwulf Khodan wrote: Caldari is ... okay I suppose. I don't use as many hives as some due to running around with a rep tool ... and Injectors don't change.
I think people are missing out on some of the potential of the Caldari logi. With the nerf to rep tools and the squishy Minnie suit being the only one who gets it back to its former glory, triage hives will start looking very attractive. This is part of why I feel EQ spam will get worse. Both to create auras of health but also because like Thrydwulf, I don't run with hives very often and lately I feel that has been the wrong approach. I was that twirling ballerina but honestly I've started to run without a scanner. I created an alt and really built up better situational awareness and gun game (tho I still suck ), I'm prepping for the 1.8 snapshot forcing more eyes on approach and with the heavy event, I can't give enough ammo away. That being said, I'm also seeing some high end guns that soak up my ammo faster than I can dish it out. Forgers and MDs are eating it up. 3 reloads and I'm out (ADV) maybe one more for proto if they themselves are not running proto. With the ammo distribution getting lower, I see hundreds of people bring these to the battle given logis can no longer do it alone. And lastly, abuse. If one race gets the benefit and a fix isn't made to EQ spam, what's to stop me, a Min Logi at the core from speccing into a Cal logi stacked with 3 different hives, a Amarr Logi with 3 different uplinks and using them just to lay down piles before going back to my preferred race. Since we obviously each have our own preferred playstyle, (and some leaving logi because it no longer fits with the proposed changes) it seems completely logical to stockpile on the one suit to get our use out and never have to worry about again.
I already have the cal logi to ADV because the Amarr logi was broken when it first came out. I'm definitely keeping it even if there's a respec less for the hives but so I have a shield tanked suit if the balance goes back the other way (it's getting there with the RR spam) and shield > armor again.
Minnie and gallants no, because well f*ck those guys.
RP aside, it's probably going to be de rigeur for dedicated logis to get to ADV in at least one other suit. Fortunately that's not a huge SP investment, maybe a months worth, 6 weeks at most. It's not going to change thing that much in a way since I'm sure we all have 5-10 fits for different situations anyway, now they just might be a different races suit.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2247
|
Posted - 2014.03.09 05:27:00 -
[21] - Quote
AFAIK, they won't be changing the medium frames much in 1.8. Admittedly that thread regards the Amarr assault specifically, but I do believe it applies to all of them. I'm not as certain about base stats but I'm pretty sure slot counts are not being touched.
That said, SP restraint is aways good advice.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2439
|
Posted - 2014.03.20 00:20:00 -
[22] - Quote
Patch notes are out. I'm interested to see your updates as it appears that I am going to be skilling into at least one more logi suit now (likely Caldari, maybe Gallente later).
I have use for your wisdom once again, oracle of the logi!
(Gotta go update my uplink guide too!)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2462
|
Posted - 2014.03.21 20:06:00 -
[23] - Quote
CaveCav wrote: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.
Good point, hadn't thought about it that way. The simplest way certainly would be to have the attributes of the deployed item remain a static value based on the suit it was deployed from.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2512
|
Posted - 2014.03.27 13:47:00 -
[24] - Quote
My LR will be making a big comeback too. Magsec + LR on my Amarr logi sounds really nice....
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2622
|
Posted - 2014.04.07 18:30:00 -
[25] - Quote
CaveCav wrote: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
I agree, it does seem like it would be tougher on the server load this way but considering I know next to nothing about coding, I'll just leave it alone.
In related news, I guess I've finally run out of excuses to update my uplink guide for 1.8...
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3612
|
Posted - 2014.07.03 15:56:00 -
[26] - Quote
Bump
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3615
|
Posted - 2014.07.04 02:42:00 -
[27] - Quote
Zindorak wrote:I run standard Ammar Logi and im wondering LR or ScR. i ussaully find a heavy to buddy up and rep and when he dies i revive him.
Amarr logi would be the only one to even consider the LR. I use it on mine for certain situations but not on my chubby chaser suit, for that I would definitely recommend the ScR. It has both the range to make up for the heavy's weakness and the ability to take someone out 1v1 at close range so you can safely do the revive.
As much as I love it, IMO the LR is too big a liability in CQC so unless you are really really good with your sidearm it's best to have it on a situational fitting, not your primary heavy support suit. It's hard to envision finding yourself frequently staying in the type of spot the LR excels in when you are paired up with a HMG sentinel.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3644
|
Posted - 2014.07.09 01:05:00 -
[28] - Quote
501st Headstrong wrote:It thouroughly depends. The Times have changed. I've been logiing since 1.4, and I still do not have my cores maxed out with 25 million SP. My Minmatar Logi does not need it. I have Engineering 4, Electronics 3. No more. Build as you need. As for weapons, it varies, I have every gun at Advanced at least. Viziams are great for a match with many scouts as I can usually blast them and kill them before they kill me. I tank out my Logi so 1 v 1, I can usually beat all but the most tanked out scouts, or Mouse and Keyboarders.
Assault Rifless are good for games with numerous Shield enemies, and even then I recommend the Duvolle Tactical. If you aren't slaying, then you need a gun for picking off the wounded trying to run while your squad fights the hard fight.
Combat Rifle is my go to in PC and CQC because my primary enemies are heavies. If mine goes down, usually the opponent is down to armor or very low shields. My proficiency 4 CR finishes them, and I rez my friend.
Rail Rifles are for Extremely long range warfare, and I only recommend those for when your in a squad or have the high ground. I can't strafe and kill someone if they are within 10 meters of me, I just can't. Some may, but I say keep your enemy at bay with them. It's a good lone wolf gun however because you aren't with the main group, so killing flankers and shooting from afar makes sense.
Mass Driver- No. It terminates the very people you're trying to save. If you don't carry a nanite( every true LogiBro does), then fine.
Shotgun (CQC only) I did run a build with this however for if you constantly being flanked because I shotty the flanker. Plus not having the lure to shoot people makes you focus on Repping the team more, and makes you itch to use it so your reflexes are twitch when that scout comes around the corner.
My main suit, the one I usually use for bush
Logi M-1 (I have the skill maxed out however) Scrambler Rfile (Good for support and slaying)-Proficiency 2 Flux Grenades BDR-8 Triage (Great repping for less isk so you make more money)- Repair Tool Operation 3 Kin-05 Nanite Injector( Allows people to run at least, costs little)- Nanocircutry 3 K-2 Nanohive( You'll need the extra Nanites, and being able to deploy 2 at a time is very useful)- See above 2 Enhanced Shield Extenders 2 Militia Armor Plates
Cost- 19, 410 Isk. I make an average of 150k a match if I die three times. If you are getting stomped, switch to Frontlines. The wallet is more important than the KDR.
And Please, don't skill all in Electronics and Engineering, that is WAY too much SP that you may not need to even use. I can have 4 proto suits fit very well with what I have. Get all Logi Equipment 5 first, then the suits so you don't constantly go Negative with isk. Proto Weapon not needed on the suit, it drives up the cost. A basic Scrambler or CR or anything, hell even Militia is more than enough. I'm in Ambush Only channel if you ever want to squad up and talk. 07
Hope this helps Personally I'd say go to 4 on electronics and engineering fairly quickly, then wait a while on level 5. I went to 5 in engineering early because the Amarr logi is so woefully PG deficient I literally had to use a PG extender on almost every suit, which as an armor tanker was pretty rough. I'd really advise newer players to think twice about getting even a third proto suit, much less a fourth, before you max your cores.
Anyway, to the question about weapons, I still use the CR most often even though I am both an Amarr loyalist and have AR and ScR BPO's because:
1) the fitting costs of the ScR (I actually used to use the ASCR as my primary weapon for a long time) are ridiculous, and by CCP logic the race with the most PG intensive weapons somehow has the least PG among logi suits. CR fitting costs, by comparison, are insanely low and too good to pass up.
2) I feel like the range of the AR is too short to complement an HMG heavy if I'm paired up with one, and even if I do need to tear someone up at short range, as an Amarr logi I have a highly specced SMG for that. If I still used a cal logi like I did back when the Amarr logi was broken, I might run an AR but the SMG does the job almost as well, so it would really be overlapping/redundant to a large extent.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3847
|
Posted - 2014.08.08 05:46:00 -
[29] - Quote
Dj grammer wrote:501st Headstrong wrote:Not definitive, but the new changes to Logis in Hotfix Charlie will require a rewrite of the thread. Especially the Amarr Logi part, where I believe they lost a sidearm They did but I think they had gained an additional low slot or two and another equipment slot. TBQH (to be quite honest), that pissed me off and I'm not even an Amarr Logi. The sidearm made them unique from the other three. But thanks to people crying hard about how a logi should not have a sidearm, how similar it is to the assault variant, and it was better than the assault variant(I think people failed to do their homework on that one) ruined that. If anything this cause for the forbidden word(s) that CCP banished long ago (lol), this calls for a refund and just leave it at that. The would need to redo the text for the Amarr Logi as well since it loss the sidearm. Caldari loses a low slot in exchange for another equipment slot. Now it is to where Gallente and Minmatar loss their unique aspect as the only two logistics suits to have four equipment slots. Keep in mind I am looking at slot layouts before applying the racial bonuses. Just to summarize this, they standardized/tiercide the equipment and weapon slots for logis when in all reality it was not needed thanks to constant people crying on the thread (i.e. the suit that killed them over and over again is too powerful since they cannot kill them. Maybe it is because they fail to realize they may face someone who played this game for sometime now. Or people want to debuff the other suits but fail to realized they want this in order to keep their suit from being touched.). Where are you getting this? I don't see anywhere that they are taking the Amarr logi sidearm away. They are talking away the imperial commandos super awesome 3rd weapon slot away, but I'm pretty sure the Amarr logi is keeping the sidearm.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3848
|
Posted - 2014.08.09 03:18:00 -
[30] - Quote
Arkena Wyrnspire wrote:Kaze Eyrou wrote: I can vouch for them that they were about to take the Amarr Logi sidearm away but when I saw it, it was already struckthrough. From community feedback they decided instead of changing the slot layouts of all the suits, they would instead focus on 2 of them and do the rest in Delta.
Can confirm I saw some talk about removing the sidearm but I think Rattati was discouraged from that path and any changes will be in Delta, anyway. Wait and see.
It was definitely proposed, but the ensuing uproar by myself and others (notably ZDub) effectively quashed it.
I still plan on ragequitting for good if they ever actually do it.
Anyway, this is an excellent place for those of us dedicated to the way of the logibro for a long time to discuss what changes would be good for the suits, away from the white noise of the dilettantes and fools who got in the way in the various Charlie threads.
I'll start with what I think are the 2 crucial areas: Bonuses and the ever present spectre of the killer bee.
1) Bonuses: Other than, you know, fixing the Amarr bonus so it applies properly, most of us can agree that the equipment bonuses should be expanded. The two competing proposals are probably Pokey's and mine.
Pokey Dravon: Each logi suit gets a "secondary" bonus, so for example the Amarr logi gets it's current bonus plus a second bonus to reppers thats not as good as the minmatar but still decent. Its too late and I'm too tired to track down his thread right now but I'm sure most of us read it.
Mine: Every logi suit gets a bonus to every type of equipment, like so:
John Demonsbane wrote:There are so many threads floating around with so many replies I felt like I wanted to put this proposal on itGÇÖs own so I could get feedback (and discussion!) on it.
Problem: Medium frames suck because Scouts can do their job just as well in addition to being scouts.
Solution: Moar bonuses. IGÇÖll stick to logistics bonuses because thatGÇÖs what I know best. (For assaults the Amarr bonus is obviously the gold standard so that should be the model for the other races.)
Currently the logistics equipment bonuses are as follows:
All: 5% fitting reduction to equipment
Racial bonuses: - Caldari: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar: +10% to repair tool range and 5% to repair amount per level. - Amarr: 10% reduction to drop uplink spawn time and +2 to max spawn count per level.
No need to do anything with the fitting bonus for now. For equipment, I propose the following:
Primary racial bonuses: No change.
Secondary racial bonuses (new GÇô all per level): - 3% to nanites and 1.5% to supply rate - 3% to scanner duration. 1.5% to precision - 3% to rep tool range, 1.5% to repair amount - 3% to uplink spawn time, andGǪ 0.4 max spawn count? (that oneGÇÖs tricky!)
Naturally this would not stack with the primary bonus, so the min logi would not be getting itGÇÖs 10% plus another 3%. It would just get the 10%, and look like this:
Primary bonus: +10% to repair tool range and 5% to repair amount per level
Secondary bonuses: - 3% to nanites and 1.5% to supply rate - 3% to scanner duration. 1.5% to precision - 3% to uplink spawn time, and 0.4 max spawn count
Naturally I think my idea is better. It's logical that a military contractor would build suits that take advantage of all the pertinent equipment and each race would optimize it for their preferred item. It also prevents the inevitable fight that would come up because everyone, particularly the Gallente and Amarr, would want the repper bonus as it's secondary.
2) Killer bees: Does anyone seriously think this will be a problem with the revamped assaults? I do actually have a little fear about the Cal Logi if they give it a sidearm with all those freaking slots and rebuff the CPU. That suit could be beastly again. Otherwise I don't see a big problem. If it does, the simple solution is to nerf the fitting power of the suit slightly and double the equipment fitting bonus. Just like with the similar nerf to sentinel fitting power plus a heavy weapon fitting bonus they are brilliantly putting in Charlie. An excellent example of encouraging but not forcing the "intended" way to fit a suit!
(The godfather of tactical logistics)
|
|
John Demonsbane
Unorganized Ninja Infantry Tactics
3925
|
Posted - 2014.08.28 14:11:00 -
[31] - Quote
Kaze Eyrou wrote:Dj grammer wrote:RedBleach LeSanglant wrote:I'm with you John: I'm somewhat confused by the most recent postings about removing the side arm from the Amarr. The last indepth discussion I had with Rattatti on the forums moved towards the tier equalization and 2 logis with sidearms AMR and CAL. But, as Arkena Wyrnspire said, wait and see.
@RKKR: Your idea about infinite equipment with cool down periods is unique to me, i've never heard it, and we should throw it out there during the delta patch discussions. I like the initial idea... I'll take some time and think on it, what problems do you see with it? Equipment spam if the cooldown time is not sufficient enough. AND usher in a possible era of Slayer Logis 2.0. People will attempt to use them to kill people and when they need ammo, just lay down a compact nanohive, over and over and over again.... Or an Allotek.... Or a combo Ishukone with a Wyrkomi...... And compound it with uplinks? Equipment spam to the max. Uplink and hive spam would be at it's worst. More laggy matches with more frame dropping and rubberbanding. Just no.
Somehow I doubt RKKR intended it to be unlimited, he never struck me as a spam monkey. And, honestly, with the current logi suits, even if you gave me the ability to drop 4-5 alloteks over a few minute span (one would assume the cooldown would at minimum be like standard consule hack time), it's not gonna rep me through a burst HMG. Or Minmando with a MD. Or a scout with REs. Or anyone else with a flux grenade and an ACR.
Even in an Amarr suit, I don't have enough of an armor pool to tank it out. Plus, once we gotta move somewhere else, I'm gonna lag way behind and get picked off.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4228
|
Posted - 2014.10.21 20:17:00 -
[32] - Quote
Needs more bump.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4281
|
Posted - 2014.10.28 15:46:00 -
[33] - Quote
Kaze Eyrou wrote:Great write up Fox.
Also, John, be sure to update about Active Scanners and the buff we receive with it in 1.9. Logistics with Active Scanners provide intel to the entire team instead of to just the squad. Squad Active Scans are still retained when using an Assault, Commando, or Scout suit however. (I'm sure you can word it better than I can.)
Agreed. Well put, Fox.
Kaze: I'm actually not sure if RedBleach plays much anymore because we are no longer in the same alliance, but it's his thread and I can't make any changes to it. I actually never skilled past 3 in scanners either because they went immediately from being OP at ADV to being nearly useless at proto so I'm not the right person to ask.
We'll see how things go with Dust development (not to mention my ever-increasing professional responsibilities IRL) but if RedBleach is no longer around, I can probably be convinced to write up the changes to injectors (may as well add rep tools) separately, those are fairly simple to do the background/mechanics and just add a few techniques to flesh it out.
(The godfather of tactical logistics)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4529
|
Posted - 2014.11.13 22:10:00 -
[34] - Quote
RedBleach LeSanglant wrote:Thank you all for the updates and specifically a big thank you to Kaze Eyrou for reviewing all of that with me. I believe I have added it all to the guide. I am thinking of re-organinzing it a bit and I may need to contact CCP for some added area in order to cut and past and rework it a bit.... I don't know if that is possible.
Or it would be time to start a new LogiCode thread... which I am reticent to do. There is just so much good stuff here, and so much heart.
Or maybe I should pass the torch... have I been away to long? Can I come back and be as committed to Dust as I was before? Or have I lost that naivete, the sweet innocence and belief in this world? This is what keeps me up at night :) after playing of course.
And I to am now on the FW path. Looking at the suits I crave the Amarr. All of them. That will take some time. I hope the offer will be up for a while.
Excellent, the Empire can always use more experienced soldiers. So I will be seeing you in PIE GC now?
(I unsubscribed from the Djinn channel 2 weeks ago, it's been dead for a while, but LOI PC gets some people here and there.)
(The godfather of tactical logistics)
|
John Demonsbane
Amarr Templars Amarr Empire
5139
|
Posted - 2015.03.24 02:44:00 -
[35] - Quote
Soulskulptor wrote:Was looking over the guide and noticed it didn't mention how the facing of those spawning on an uplink is determined by the direction one is facing when deploying that uplink. The time it takes for someone to turn around from facing a corner when spawning is more than enough time for them to get gunned down.
Also recommend against using uplinks in ambush. Just sets your team up as targets in a shooting gallery.
Just happened to be on for my bimonthly "has anything changed? No? Ok carry on then" forum check.
The information you seek is elsewhere. (By which I mean my signature).
As an aside, admittedly this seems to be the minority opinion among Logis on the forums, but Ive found that uplinks can be used quite effectively in ambush so long as you resist the temptation to drop them within the first 30-60 seconds or anywhere within 100m of the original spawn point.
(The godfather of tactical logisticsGäó)
|
|
|
|