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Thrydwulf Khodan
DUST University
35
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Posted - 2014.01.07 20:12:00 -
[211] - Quote
It appears as though all Logi suits get a baseline decrease in CPU/PG cost (mirroring the original Gallente suit bonus) and then an 'Bonus' for their Racial group.
Is that what you read into the suits?
Urf ... and the removal of the equivalent of the Complex repair-mod. |
lee corwood
Knights Of Ender Public Disorder.
334
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Posted - 2014.01.07 20:19:00 -
[212] - 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.
I'm not going to pretend I'm a pro player because I'm not, but I run logi 99.9% of the time and only run ADV suits now. Proto I save for extra special occasions as its just stupid expensive to lose. You're not the only one that feels like they die really fast. For one, ttk is too low in general in my personal opinion. For another, we're support, we're meant to be squishy to an extend. The way you're going about it is smart. If you can't stick with a well rounded team, stick to the shadows and get boots on the ground.
-I have max shield/armor skill levels. I think no matter what you're running (logi, heavy, etc) this is just something we all should strive for. ALWAYS skill ahead of your suit. If you want proto, you should be a level 5 skills for core, armor and shields before you buy the suit. That means for ADV suit, don't even think of running it without armor/shields and core at lvl 3. That being said, I run a combo of lvl 3/5 plates on most of my ADVs. Some of them lose a plate for my bpo armor repairer cause 2hp/s helps more than you would think.
-I don't think there should be a difference in what you run depending on heavy vs assault. Obviously an assault team might outrun you but it shouldn't be your job to keep up. It should be good team work to move as a unit, so don't compromise your suit for that purpose alone. As a proto min logi, I don't tend to have this issue as we're the fastest logis out there.
-this, that or the other. I think it all depends on how you play and who you play with. If you are going to be stuck in standard, however, go ferroscale. You'll need all the speed you can get. The little bit of extra armor isn't going to help you get to cover, honestly. Well, actually, if I'm being honest, a standard suit isn't going to get you much of anywhere. It's a two shot death trap to any rifle in the game.
-i find armor better than shields (but then again I started out as a heavy. I am skilling into shield regulators first. A high one of these lets me get back in the action or at least out of the corner faster and away from death. A shield extender is next for me but those two are arguably the best. I personally never went beyond my bpo for hp/s repairers. Given the max they can repair is what...7hp/s, i'm looking at these proto rifles and not seeing the value over a little more armor.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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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 -
[213] - 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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RedBleach LeSanglant
Hellstorm Inc League of Infamy
502
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Posted - 2014.01.07 20:54:00 -
[214] - Quote
Thrydwulf Khodan wrote:
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?
Race of Logi Suit? Have you followed the tutorial? Have you followed the first 5 million SP plan? It is outlined there, but to help you along you should have many different fittings depending on what your goal is. Generally move to the advanced level in dropsuit when you have advanced modules to place in it. Same for the proto. Proto modules first, then proto suit. And you are acting correctly to be often using standard gear and saving your advanced gear for occasions when your are running with a good squad or your corp mates. A good rule to follow is to ask them what they are running. If they are running only militia gear - don't put yourself on the line. If they are running ADV or Proto, you should follow suit. BUT NEVER play with what you aren't willing to lose.
There is not established level of HP needed. Some speed tank, Armor tank, Shield tank, Gank Tank, or Cloak Tank. Use what feels best for you. What you quoted is what I often use.
[quote Is that recommended mark different when we're geared for supporting heavies v.s. a standard assault squad?[/quote]
Yes. For example running with an adv squad I will often use a 2 stream repper so I can easily jump between the many people in the team and offer some protection while they trade fire with the enemy and move in and out of cover. Deploy hives for the team and run about between them for reps, ammo, pickups, scans, etc. you are looking after many people and trying to keep yourself alive.
When you run with a heavy your commitment is to them first and squad second. Full communication (mics) to call out to pull back or move or if you need to switch equipment and repps are going down. I suggest a proto core repper, and you tank with your best gear and reppers to heal yourself because you will be taking fire if you cant rep from cover. Your Chubby Chaser fit will be very different from your normal squad fits. I would suggest Proto repper, adv scanner, and stick or hive for equipment. Lows complex profile dampener, adv or comp plates, complex repper and another plate if you can. Highs extenders and a recharger or energizer. It depends on your race for tanking strenghts, but the rep tool is the most important fit.
Quote: Should we be going using Ferroscale or Reactive instead of Standard?
Nope, most people don't touch it as the trade offs and fitting costs don't appear to be worth it for most logi fits.
Quote: What is the balance between shield regulation/recharge modules and armor repair modules and armor/shields?
The Balance depends on your race - see the beginning of the race descriptions. Certain races and their inherent skills lean more toward armor or more toward shields. But that doesn't stop a caldari logi from slapping on a few plates for protection (they are shield biased). It depends on how you play.
Easiest first. Armor is constantly repaired, even during combat. but it is your last barrier between you and death. Higher with reps is generally better but at the cost of movement speed.
Shields, when damaged, take time before they begin to recharge at a specific rate - this is the shield recharge delay. for most logis it is around 6 seconds. For six seconds your shields will not move- though your armor will. Regulators shorten the delay for shields to recharge Rechargers and energizers increase the amount of shields you recharge each second once they begin to recharge.
Some people prefer all of it, others prefer none of it. It is a question of preference, there is no right or wrong answer. When I have been playing alone i recently I just play with extenders and profile dampeners to sneak up on them as I'm not on their radar they forget that there may be danger. No regulators, no plates. But with a group I will pull out some better gear and tank and stay with them.
Quote: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.
Because there are no right answers I only make suggestions and leave the learning and customizing to you so that you can figure out what you like best. I don't want to stifle a budding playstyle as mine has changed as I've learned tips from others. I know that we all like some definition for guidance so I will consider adding it.
Most of my builds rarely break 400 hp in standard gear. In Adv and proto They may be about 500. One issue we are dealing with is the short TTK so that even more HP does not equate directly to a longer life - i feel your frustration. Someday this may change. It may also be your playstyle. Perhaps moving from the "rally" to more of a support role like rez, rep, and resupply that forces you to hang back with the group may be an option worth considering. I hope others on the forum will chime in.
To help though, please list your race, current SP and 2 common fits you use.
The Logi Code. Guide to LogiBro Success
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
502
|
Posted - 2014.01.07 20:56:00 -
[215] - Quote
CaveCav wrote: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
Thanks for chiming in and lending a hand.
The Logi Code. Guide to LogiBro Success
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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 -
[216] - 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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Thrydwulf Khodan
DUST University
35
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Posted - 2014.01.07 21:27:00 -
[217] - Quote
RedBleach LeSanglant wrote:To help though, please list your race, current SP and 2 common fits you use.
6.04 mil SP Race: Primary Minmatar Logi Suit III Secondary: Gallente Logi II
Rally Build: Standard Min Logi Suit 2x Militia Profile Dampeners Militia Cardiac Regulator 2 x Militia Shield Extenders SMG Locus or Flux (sometimes A/V but not normally) R-9 Uplink / Militia Stick / BDR-2 Repper
Uplink will get swapped out for the following as needed: A-86 Scanner K-2 Hive
Based on how I was playing I used the 5 Mil plan as a framework I'm using BPO SMG (Syndicate) and BPO Dren gear for weapons so I don't have a 'weapon choice' made. Added Remote Explosives III Added Grenades III Added Active Scanning IV Drop Uplinks IV Nanocircuitry IV Repair Tool IV Electronics IV Engineering IV Armor Plating IV and Shield Ext IV Shield Recharge II (I wasn't using recharge modules) Shield Regulation II (I wasn't using regulation modules) Armor Repair II (I wasn't using repair modules except in scout fits)
I've been tending towards Stealth/Speed tanking and the SMG reminds me that I need to stick close to my team.
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
502
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Posted - 2014.01.07 22:13:00 -
[218] - Quote
Thrydwulf Khodan wrote:RedBleach LeSanglant wrote:To help though, please list your race, current SP and 2 common fits you use.
6.04 mil SP Race: Primary Minmatar Logi Suit III Secondary: Gallente Logi II Rally Build: Standard Min Logi Suit 2x Militia Profile Dampeners Militia Cardiac Regulator 2 x Militia Shield Extenders SMG Locus or Flux (sometimes A/V but not normally) R-9 Uplink / Militia Stick / BDR-2 Repper Uplink will get swapped out for the following as needed: A-86 Scanner K-2 Hive Based on how I was playing I used the 5 Mil plan as a framework I'm using BPO SMG (Syndicate) and BPO Dren gear for weapons so I don't have a 'weapon choice' made. Added Remote Explosives III Added Grenades III Added Active Scanning IV Drop Uplinks IV Nanocircuitry IV Repair Tool IV Electronics IV Engineering IV Armor Plating IV and Shield Ext IV Shield Recharge II (I wasn't using recharge modules) Shield Regulation II (I wasn't using regulation modules) Armor Repair II (I wasn't using repair modules except in scout fits) I've been tending towards Stealth/Speed tanking and the SMG reminds me that I need to stick close to my team.
Thats a decent fit. And if you are running solo i can see it working well. I'm sure the range on the RR's compared to the SMG doesn't help the situation, I've noticed my KDR took a dip upon their introduction. Minmatar is the speediest and also has the lowest initial HP out of the group, but is a hell of a lot better than the Gal until it hits the ADV and PROTO level. But even then, those are the two best logi's out there.
I am not the best person to ask or the best logi, but i do have alot of experience and these are things that I have done. Switching up playstyles every once ina while will keep you from getting bored. You have a good fit there, but I would make a few changes and see what they do for you.
First, I would suggest dropping the SMG for a time. Pick up the RR or AR - low fitting costs and see if gaining some distance on your enemies helps. They both do fine CQC and with as much as you have had to plan and strategically move your way around the map to actually get close enough to kill an enemy with your SMG the jump in range will probably surprise you, and keeping out of the way you will also have more cover and will be less likely to be surrounded or take fire from another member of the opponents squad. Remember that often additional firepower is needed more than reps that cant mitigate the damage.
Second. If going solo make all your equipment except your scanner militia level, if you are going to be dying alot there is no need to loose that better equipment. Also, you may have learned by now some of the corps that are just good and ones that proto stomp, if you see their names on the opposing side just know that you are going to die and go cheap (unless your team has a chance).
Third. Made an ADV fit. ADV of all your modules and then adv scanner, and whatever else you like to use. Note the price. See how many times you can die in a match (averaging 150k ISK at the end) and still make a profit. Then make a rule. I will only use it X times before I just bring out my crap gear. And stick to it. But use that fit when playing in a mic squad, and pray they don't play halo style and just throw bodies at the problems but rather try to coordinate a plan of attack.
Fourth, Get that Repair tool to proto OR fight some Minmatar FW in order to get enough loyalty points to buy and use a two streamer. You will never go back. ALSO, get to proto so you can chase a heavyHMG and experience that. Even a STD Heavy can have over a thousand Armor with two plates on. The stream on the Focused Core (175HPS!) is only 10 meters so you have to stay close and still survive. Build a Chubby chaser fit.
Fifth. and this will take time, Move for a complex repper module or go proto for the benefit of the passive bonus (DISCLAIMER you may want to wait as the bonuses will change in the next few months). The 3hp that you are getting as the passive bonus is not enough to follow a heavy. You need a quicker repair or a way to quickly recover HP so that you and the heavy can keep moving but also sustain some heavy fire. You can go the shields and regulators route with the Min, but I still prefer armor (2adv plate and 1complex repper). OR have another logi in the group that will be repping you when needed if you are staying in the squad.
Lastly, squad with me and few of my friends if you want a different experience from your corp mates.
Channel is: Redbleach Republic
The Logi Code. LogiChannel: RedBleach Republic
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1525
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Posted - 2014.01.08 02:41:00 -
[219] - 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!
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
510
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Posted - 2014.01.08 05:48:00 -
[220] - Quote
John Demonsbane wrote: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.
Thanks, every input is valuable to teach and to change minds - of CCP that is. :)
The Logi Code. LogiChannel: RedBleach Republic
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Apothecary Za'ki
Biomass Positive
0
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Posted - 2014.01.10 09:22:00 -
[221] - Quote
i started playing logi (Winmatar) a few days ago just hit the 1mill mark just now and i have to say im enjoying it. there are sometimes when i feel like i suck but thats ok cause i know im helping the team more then the snipers atleast :P i find when we have like 1/4 or atleast 1/5th of the team it can become quice a slug fest vs squads or proto stompers but we manage to hold out for a while and sometimes even win... And then the HAVs and dropships with missles come... Game over man! Game over!
i have a preferance for the scrambler due to its dps and the charged shot.. i normally run with shield extenders plates and my logi slots are drop, Rez and Ammo+ (the armor repper one) and it got me thinking why isnt there a deployable armor and/or shield repper nanite pack we can drop on the ground...
another thought was running with ammo+ x2 on caldari logi for a more offensive team based squad perhaps?
ps. i kind of went for the standard weapon before increasing other skills to 2+ it seemed to help a nice amount currently going nano 3 for the injector and hives then probably repair tool 2 then 3 then armor plates 2 and 3.
pps. i feel shield extenders are rather gimp when compaired to plates, and the fact they take up the space of damage moduals too sucks :E |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1557
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Posted - 2014.01.10 12:32:00 -
[222] - 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!
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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 -
[223] - 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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lee corwood
Knights Of Ender Public Disorder.
357
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Posted - 2014.01.10 18:23:00 -
[224] - Quote
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.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
517
|
Posted - 2014.01.10 18:42:00 -
[225] - Quote
John Demonsbane wrote: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.)
Well said, making your logi fit your playstyle is the best move a player can make. Even as fun as learning a new style is, being able to play how you have in other shooters is comfortable. But because Dust has its current issues High HP, dampeners, and moving from cover to cover, and flanking - if you are not already doing so - is usually good advice as opposed to just throwing body after body into a bullet storm.
Extenders do feel a bit like decoration, but even just those few hit points help, and rechargers or energizers are sometimes worth it on some builds - works well for my chubby chaser fits. 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.
The Logi Code. LogiChannel: RedBleach Republic
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
517
|
Posted - 2014.01.10 18:44:00 -
[226] - Quote
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 Logi Code. LogiChannel: RedBleach Republic
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1564
|
Posted - 2014.01.10 18:51:00 -
[227] - 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!
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
520
|
Posted - 2014.01.10 18:54:00 -
[228] - Quote
So, after much consideration about dropsuits and bonuses it looks like CCP already has a plan in place and will be unveiling it at one time or another. While they have given the bonuses, per Sisi, they have not given any of the suit changes. For example will PG/CPU be cut for all suits, slot changes, HP changes, etc. Thus, as it stands all that we can currently do is critique what info has been given. I will be posting my opinions about the bonuses on the forums and offering my own ideas as the week moves on. I would ask you to do the same as CCP needs the many voices and viewpoints on these subjects to make informed decisions about what to do, what to change, and how to adjust it.
Granted, they may not use any of our ideas, but CCP has listened to the community when we discussed the AMARR LOGI and took some of our input there, but not all, and made it a functional and balanced suit. We have to wait until the rest of the plan is unveiled. It may not be until the day that they release it, or it may be sooner. Either way, we will have alot of work to do once we have that information.
The Logi Code. LogiChannel: RedBleach Republic
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1564
|
Posted - 2014.01.10 18:55:00 -
[229] - 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!
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
520
|
Posted - 2014.01.10 18:59:00 -
[230] - Quote
John Demonsbane wrote: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...
Wait!, No, not the CORE ARMOR Upgrade skill, but the one that gives you the access tot he Plate armor: ARMOR PLATING. It ads an extra 10% once maxed out.... really only 10 percent? yest, but it is amazing how often just that little amount comes into play - i've been taken there many times.
Again, it is low on the list of things to max out, but it is useful, especially at the adv level.
The Logi Code. LogiChannel: RedBleach Republic
|
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1565
|
Posted - 2014.01.10 21:31:00 -
[231] - 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!
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lee corwood
Knights Of Ender Public Disorder.
358
|
Posted - 2014.01.10 22:16:00 -
[232] - Quote
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.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1566
|
Posted - 2014.01.10 23:25:00 -
[233] - 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!
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Saranova Farreach
Expert Intervention Caldari State
0
|
Posted - 2014.01.11 07:36:00 -
[234] - Quote
i recently UN-tarded myself after realiseing you spawn the way the drop uplink has been placed down :P |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
526
|
Posted - 2014.01.25 01:22:00 -
[235] - Quote
Every logi should be posting on the new equipment stats. Here is what I have written:
Thanks: CCP, Thank you for posting these stats early in an effort to communicate with the community. Though there are many varied opinions and replies CCP's professionalism in asking for feedback in these coming updates allows for, what I feel, will be a positive change overall. Thank you for hearing your consumer base that is desiring to respond to ideas before they are initiated and opening the door for possible insights that may not have been fully explored in house.
Item Feedback: From an experienced Logibro. Deployable Equipment: These adjustments will be trouble if new system for destroying items when the merc changes suits - negates cluster limitation, DUs, and all deployable equipment. One nerf, not two please.
Suit Bonus Influence: Reason for changes MUST NOT be for possible future suit bonus as that would mean the the bonuses are SET IN STONE which is another matter altogether. Changes should have reason and purpose independent of this.
Drop Uplinks (DU): SUPPORTED. Currently spammed. The top level items allowing for near immediate return to battle. They renders many other spawning options irrelevant due to shortened spawn time and unique locations. They also have more HP than many of the dropsuits that are in battle.
The new adjustments the new DUs, without any changes to current spawn timers at CRU's or objectives, mean sacrificing speed for positioning until the Uplinks reach the Prototype level with the spawn time either near half of what it would have been or just over a normal 10sec spawn time. I believe this to be a good change as it may shift battles to waves of skirmishes rather than a constant and unrelenting battle - as fun as it may be searching for all the uplinks and only being able to take a breath once a whole area is clear and everything hacked - could be a positive change. The drop in item health is welcomed.
The resistance to players wanting this change is understandable.
Nanohives: NOT SUPPORTED. Currently they may or may not last longer than the mercs that place them in battle, depending on the ammo resupplied (or triage). Whether that is because the squad using them had moved on, whether it is because they all died, or whatever the reason there are usually lone random nanohives lying about at any given time on the battlefield. That being said they are often destroyed through the exhaustion of their clusters as well depending on how each unique conflict proceeds.
I find that without further information on the reason for the change that dropping each hive's cluster amount by 1/3rd (33%) is unwarranted. CCP's data may explain if more are wasted rather than used up as the reason, or somehow this shift will lead to the projected gameplay experience with waves of battle and increased TTK.
Suggestion If the adjustment was made for less clusters BUT added one more deployable hive and kept the max active limit enforced then the change would be less grotesque. Allowing for limited resupply, keeping in line with the waves of battle idea, the reward for surviving would be to be being able to deploy another hive - death would eliminate that possibility and equipment would be lost/wasted. With the current limited information we have available - I do not support this change.
Repair Tools: MIXED SUPPORT. Currently they repair survivors and may be used to keep a merc alive under certain amounts of enemy fire. The proposed changes alter 1 repair tool's repair rate and changes all repair tools' ranges.
Core Focused Rate: IFF (IF and only IF) TTK is increased and weapon fire damage decreased -ect. - then the repair rate change is acceptable as this new playstyle may be nearly identical and a repair rate that high may be seen as acceptable. (not addressing suit bonuses here). That being said - in the current gameplay the adjustment doesn't fit as it is not quiet enough to keep a suit alive in most conflict situations. However, if this new playstyle of logi/heavy is unwanted in the projected vision of the game then the adjustment would signal the end of such useful duos and lead to needing two reppers on a soldier (removing another from battle) to accomplish the same thing - the original reason this wasn't done in the past as that kind of coordination is nearly impossible with movement and streams.
Range: UNSUPPORTED. Distance is difficult to measure in this game. Sprinting F's up the hud distance and there is no readout for even guessing the distance of those lines on the radar (middle line is like 70 meters or something), but even then guessing the distance to lock onto someone was difficult enough and the current range (especially flux) allowed for working with the TERRIBLE LOCK ON MECHANIC in order to acquire a lock and begin repping the soldier. The current distance was also a buffer that allowed the logi to finish repping while the mercs sprinted away and also allowed the Logi to adjust their position during battle if keeping the merc(s) repped, to try and stay alive, while the mercs with big guns fight the red dots.
Suggestions: Lock on times need adjusted (regardless of any other change - distance just made it more manageable). A range increase at each new tier. It starts that way with the next level meeting the flux distance: std 10, flux 15. Then adv 15, (No FLUX?) 18-20. Then proto 18-20, flux 23-25. Distance (useless against RRs) is how a repair logi stays alive and keeps his mercs alive. This should not change and 10m MUST be the minimum distance as it feels almost like melee combat. No lock should be closer.
Active Scanners: SUPPORTED.
The Logi Code. LogiChannel: RedBleach Republic
|
CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
208
|
Posted - 2014.01.25 09:08:00 -
[236] - 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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Soulskulptor
GunFall Mobilization Covert Intervention
32
|
Posted - 2014.01.25 12:14:00 -
[237] - Quote
RedBleach LeSanglant wrote:Every logi should be posting on the new equipment stats. Here is what I have written:
Thanks: CCP, Thank you for posting these stats early in an effort to communicate with the community. Though there are many varied opinions and replies CCP's professionalism in asking for feedback in these coming updates allows for, what I feel, will be a positive change overall. Thank you for hearing your consumer base that is desiring to respond to ideas before they are initiated and opening the door for possible insights that may not have been fully explored in house.
Item Feedback: From an experienced Logibro. Deployable Equipment: These adjustments will be trouble if new system for destroying items when the merc changes suits - negates cluster limitation, DUs, and all deployable equipment. One nerf, not two please.
Suit Bonus Influence: Reason for changes MUST NOT be for possible future suit bonus as that would mean the the bonuses are SET IN STONE which is another matter altogether. Changes should have reason and purpose independent of this.
Drop Uplinks (DU): SUPPORTED. Currently spammed. The top level items allowing for near immediate return to battle. They renders many other spawning options irrelevant due to shortened spawn time and unique locations. They also have more HP than many of the dropsuits that are in battle.
The new adjustments the new DUs, without any changes to current spawn timers at CRU's or objectives, mean sacrificing speed for positioning until the Uplinks reach the Prototype level with the spawn time either near half of what it would have been or just over a normal 10sec spawn time. I believe this to be a good change as it may shift battles to waves of skirmishes rather than a constant and unrelenting battle - as fun as it may be searching for all the uplinks and only being able to take a breath once a whole area is clear and everything hacked - could be a positive change. The drop in item health is welcomed.
The resistance to players wanting this change is understandable.
Nanohives: NOT SUPPORTED. Currently they may or may not last longer than the mercs that place them in battle, depending on the ammo resupplied (or triage). Whether that is because the squad using them had moved on, whether it is because they all died, or whatever the reason there are usually lone random nanohives lying about at any given time on the battlefield. That being said they are often destroyed through the exhaustion of their clusters as well depending on how each unique conflict proceeds.
I find that without further information on the reason for the change that dropping each hive's cluster amount by 1/3rd (33%) is unwarranted. CCP's data may explain if more are wasted rather than used up as the reason, or somehow this shift will lead to the projected gameplay experience with waves of battle and increased TTK.
Suggestion If the adjustment was made for less clusters BUT added one more deployable hive and kept the max active limit enforced then the change would be less grotesque. Allowing for limited resupply, keeping in line with the waves of battle idea, the reward for surviving would be to be being able to deploy another hive - death would eliminate that possibility and equipment would be lost/wasted. With the current limited information we have available - I do not support this change.
Repair Tools: MIXED SUPPORT. Currently they repair survivors and may be used to keep a merc alive under certain amounts of enemy fire. The proposed changes alter 1 repair tool's repair rate and changes all repair tools' ranges.
Core Focused Rate: IFF (IF and only IF) TTK is increased and weapon fire damage decreased -ect. - then the repair rate change is acceptable as this new playstyle may be nearly identical and a repair rate that high may be seen as acceptable. (not addressing suit bonuses here). That being said - in the current gameplay the adjustment doesn't fit as it is not quiet enough to keep a suit alive in most conflict situations. However, if this new playstyle of logi/heavy is unwanted in the projected vision of the game then the adjustment would signal the end of such useful duos and lead to needing two reppers on a soldier (removing another from battle) to accomplish the same thing - the original reason this wasn't done in the past as that kind of coordination is nearly impossible with movement and streams.
Range: UNSUPPORTED. Distance is difficult to measure in this game. Sprinting F's up the hud distance and there is no readout for even guessing the distance of those lines on the radar (middle line is like 70 meters or something), but even then guessing the distance to lock onto someone was difficult enough and the current range (especially flux) allowed for working with the TERRIBLE LOCK ON MECHANIC in order to acquire a lock and begin repping the soldier. The current distance was also a buffer that allowed the logi to finish repping while the mercs sprinted away and also allowed the Logi to adjust their position during battle if keeping the merc(s) repped, to try and stay alive, while the mercs with big guns fight the red dots.
Suggestions: Lock on times need adjusted (regardless of any other change - distance just made it more manageable). A range increase at each new tier. It starts that way with the next level meeting the flux distance: std 10, flux 15. Then adv 15, (No FLUX?) 18-20. Then proto 18-20, flux 23-25. Distance (useless against RRs) is how a repair logi stays alive and keeps his mercs alive. This should not change and 10m MUST be the minimum distance as it feels almost like melee combat. No lock should be closer.
Active Scanners: SUPPORTED.
Where is this information coming from? Is there like a newsfeed or something I have to subscribe to?
We stopped looking for monsters under our beds when we realized they were inside us.
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
528
|
Posted - 2014.01.26 09:06:00 -
[238] - Quote
Feedback requests from CCP:
New Equipment Stats. Nerf to all equipment. - Cooldown times on scanners increased. Scanner functionality has been improved to do GÇ£snapshotGÇ¥ scans in order to stop 360 degree spins. - Range on repair tools reduced. and the core focused repair rate is reduced to original 125 hp/s - Drop uplink spawn times increased. - Nanohive nanite supply reduced.
Dropsuit Stats and Skills. New Sentinel (heavy), Commando, and Scout bonuses. Lots of debates going on about slot and hp amounts and scout bonuses - scouts do get better generally but the amarr bonus is crap and still coming up with ideas on what to do.
Weapon Stats and Ranges New pistols look OP - some debate about it, but we won't know how much of a game killer they are until they are deployed in battle - much like the RR and CR were a big surprise and are now THE dominant weapons on the field right now.
On a side note Possible suit bonuses that include the medium frames of assault and logi
Currently the logi and assault bonuses are a mistake. The logi has a good class bonus but the racials leave much to be desired when they could be instead incorporated into a skill tree. And the assault bonuses decrease TTK with the ROF increase and now apparently have the old logi bonuses... Currently they are the subject of much debate.
The Logi Code. LogiChannel: RedBleach Republic
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CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
209
|
Posted - 2014.01.26 14:43:00 -
[239] - 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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Soulskulptor
GunFall Mobilization Covert Intervention
32
|
Posted - 2014.01.26 15:05:00 -
[240] - Quote
RedBleach LeSanglant wrote:Feedback requests from CCP: New Equipment Stats. Nerf to all equipment. - Cooldown times on scanners increased. Scanner functionality has been improved to do GÇ£snapshotGÇ¥ scans in order to stop 360 degree spins. - Range on repair tools reduced. and the core focused repair rate is reduced to original 125 hp/s - Drop uplink spawn times increased. - Nanohive nanite supply reduced. Dropsuit Stats and Skills. New Sentinel (heavy), Commando, and Scout bonuses. Lots of debates going on about slot and hp amounts and scout bonuses - scouts do get better generally but the amarr bonus is crap and still coming up with ideas on what to do. Weapon Stats and RangesNew pistols look OP - some debate about it, but we won't know how much of a game killer they are until they are deployed in battle - much like the RR and CR were a big surprise and are now THE dominant weapons on the field right now. On a side note Possible suit bonuses that include the medium frames of assault and logi Currently the logi and assault bonuses are a mistake. The logi has a good class bonus but the racials leave much to be desired when they could be instead incorporated into a skill tree. And the assault bonuses decrease TTK with the ROF increase and now apparently have the old logi bonuses... Currently they are the subject of much debate.
Guess i should check Feedback forum more.
We stopped looking for monsters under our beds when we realized they were inside us.
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