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Mobius Wyvern
BetaMax. CRONOS.
1909
|
Posted - 2013.06.14 04:30:00 -
[1] - Quote
Reduce PG and CPU, and then give it per-level bonuses to reduction of PG and CPU required to fit Nanite Injectors, Nanohives, and Repair Tools.
Basically, set them up so they can have an ok tank and carry a Light Weapon, but such that trying to fit them like Assault suits doesn't work.
Then we can work on trying to make Assault suits better at their role. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1645
|
Posted - 2013.06.14 05:27:00 -
[2] - Quote
Or you can just make the Caldari logi's racial bonus not stack with the shield extender bonus and leave the other suits alone. Minmatar and Gallente are spot on, but the Amarr needs a CPU/PG buff. Caldari is the OP one because the extender efficiency bonus stacks with their racial, giving them +%35 shield on every extender they equip. |
Mobius Wyvern
BetaMax. CRONOS.
1920
|
Posted - 2013.06.14 05:34:00 -
[3] - Quote
Cosgar wrote:Or you can just make the Caldari logi's racial bonus not stack with the shield extender bonus and leave the other suits alone. Minmatar and Gallente are spot on, but the Amarr needs a CPU/PG buff. Caldari is the OP one because the extender efficiency bonus stacks with their racial, giving them +%35 shield on every extender they equip. Well the Caldari Logi suit is a no-brainer. That thing is unbalanced as hell. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1645
|
Posted - 2013.06.14 05:45:00 -
[4] - Quote
Mobius Wyvern wrote:Well the Caldari Logi suit is a no-brainer. That thing is unbalanced as hell. Exactly my point. I've been arguing against an entire logi wide nerf for weeks and when I ask how the other suits are OP enough to warrant a nerf, nobody can come up with an answer. Just look at their base stats compared to the basic frame and assault variants. A suit's role is determined by their base stats and slot allocation. Unlike other defined suits like assaults, heavies, and scouts, logis sacrifice their base stats and a sidearm for more slots. If a logi fits themselves to operate like an assault, they're paying (ISK) to do so through modules and will only be so effective because they don't have a sidearm. (Amarr only gets one at proto level) Since the TAC AR nerf, a logi assault is still an assault with inferior stats, no sidearm and a more expensive suit SP and ISK wise. |
RECON BY FIRE
Internal Error. Negative-Feedback
194
|
Posted - 2013.06.14 15:17:00 -
[5] - Quote
More than just the Caldari Logi needs a nerf, however PG/CPU is the last thing that needs to be nerfed on Logis. That just doesn't even make sense at all, how would they run high end equipment like theyre supposed to without good PG/CPU? Instead, as Cosgar mentioned, things like the Caldari Logis bonus needs to be changed. As well as across all logis the built in suit rep bonus needs to be changed across the board to a reduction in PG/CPU of equipment (yes that means Gallente would receive an overall of either 40 or 50% decrease in PG/CPU of equipment), and the shield recharge delay needs to be brought in line with that of their Assault suit counterparts.
Both of those are things that help make all the Logis, and especially the Caldari Logi, better than their Assault suit counterparts. Why should I run an armor Assault suit when the Logi gets a built in rep bonus so I can run more plates and less reps making me more sustainable? Why should I run a shield Assault suit when the shield recharge delay on the Logis are so low and with a couple regulators makes it almost instant? Sure in the latter example Assault suits get more HP/s regen, but Logis can have similar with a Shield Recharger and as mentioned they start regenning quicker. |
Funkmaster Whale
0uter.Heaven League of Infamy
15
|
Posted - 2013.06.14 15:53:00 -
[6] - Quote
The Caldari Logi specifically needs to be looked at. Most people right now are running them as beefed up Assault suits because they have the most customizability of any suit in the game. 5 high and 4 low slots on top of the most CPU/PG as well as the best racial bonus make them able to do anything they want. I don't understand how CCP let something like that slip through the pipelines. You can literally do anything you want with that suit, even going as far as matching a heavy's EHP while still being faster and able to carry equipment.
Looking at that suit makes it seem to me that CCP doesn't even bother to do any internal testing before releasing. Every top corp in PC that I've faced steamrolls the battlefield with their Caldari Logis of Death. Some of them don't even bother to carry equipment, instead choosing to stack Complex Extenders, Damage mods, and Shield Regulators at no negative cost to them. All of the suits need another balance pass and CCP needs to release the stats before they release another monstrously imbalanced suit. It doesn't matter one bit what CCP intends the suit to do, it's what people will do with the suit that matters. As soon as people saw how incredible those stats were and that they weren't changing them, all the min/maxers flocked to it and started running God-mode Assaults with them.
Then on the other hand you have the Caldari Assault which has the most useless bonus (10% reload on hybrid at level 5). So putting ~2.5 million skill points into Caldari Assault gets you a worse suit stat-wise (4H/3L vs 5H/4L and way less CPU/PG) and a bonus which shaves off fractions of a second on reload (.3 seconds on ARs for example). Im so baffled by how they choose these bonuses. |
BL4CKST4R
WarRavens League of Infamy
252
|
Posted - 2013.06.14 16:07:00 -
[7] - Quote
Mobius Wyvern wrote:Reduce PG and CPU, and then give it per-level bonuses to reduction of PG and CPU required to fit Nanite Injectors, Nanohives, and Repair Tools.
Basically, set them up so they can have an ok tank and carry a Light Weapon, but such that trying to fit them like Assault suits doesn't work.
Then we can work on trying to make Assault suits better at their role.
My survivability is my priority if I die I cannot support, if my CPU/PG is lowered I will compensate by downgrading/removing equipment. |
Funkmaster Whale
0uter.Heaven League of Infamy
15
|
Posted - 2013.06.14 16:44:00 -
[8] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:Reduce PG and CPU, and then give it per-level bonuses to reduction of PG and CPU required to fit Nanite Injectors, Nanohives, and Repair Tools.
Basically, set them up so they can have an ok tank and carry a Light Weapon, but such that trying to fit them like Assault suits doesn't work.
Then we can work on trying to make Assault suits better at their role. My survivability is my priority if I die I cannot support, if my CPU/PG is lowered I will compensate by downgrading/removing equipment. Even by running complex modules I can barely survive as it is now, and yes I use all 4 of my equipment slots. Logistics are no were near OP (Except the Caldari Logistics), specially the Gallente logistics who is the weakest of all medium suits. A logistics should have lower speed and lower EHP than its assault variant, and they do except the Caldari, with the only perk of being able to equip more and better equipment; wouldn't it be more logical to just raise the CPU/PG of the assault? Also I compare builds all the time and in no scenario was any logistics able to equip better modules than a assault suit, in fact they can both equip the same amount of modules, unless the logistics maxes out low slots with armor plates but in that case he is just super easy to kill. The only difference when adding modules to an assault is that he reaches the CPU/PG cap faster if the suit doesn't invest into CPU/PG skills early, but all suits need to invest of these skills so this is a null point. Here is my build comparison post, feel free to make copies and mess with the module configurations. https://forums.dust514.com/default.aspx?g=posts&m=905267
I don't think any of the Logis are broken except Caldari. The topic is sort of worded bad because most people probably encounter a vast majority of Caldari Logis and then go and complain about Logis in general when it's just that one suit.
|
Scheneighnay McBob
Bojo's School of the Trades
1580
|
Posted - 2013.06.14 17:00:00 -
[9] - Quote
Maybe just a flat out reduction to the fitting costs of all equipment. Logis are more than just direct support you know. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1675
|
Posted - 2013.06.14 17:34:00 -
[10] - Quote
I'll be glad when EWAR modules come out so we can stop having the nerf logi argument... |
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Mobius Wyvern
BetaMax. CRONOS.
1943
|
Posted - 2013.06.15 05:48:00 -
[11] - Quote
More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. |
RECON BY FIRE
Internal Error. Negative-Feedback
194
|
Posted - 2013.06.16 03:56:00 -
[12] - Quote
Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit.
In reference to the bolded section, you are officially among the most ignorant people on these forums. I am convinced more than ever that you do not legitimately play this game whatsoever. |
Mobius Wyvern
BetaMax. CRONOS.
1948
|
Posted - 2013.06.16 04:07:00 -
[13] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. In reference to the bolded section, you are officially among the most ignorant people on these forums. I am convinced more than ever that you do not legitimately play this game whatsoever. Really?
If you think I'm saying that the Tac AR nerf was not needed, you misunderstood me.
The problem with the Tac AR that is shared with the current Logistics suits is that they perform too many roles, not that they perform too well persay. I could still reliably kill a Tac AR user in CQC with a Breach Rifle if my aim was good and I timed my attack properly.
The TAR is a long-range, high damage weapon, and it filled that role perfectly. The only issue with it was that it filled other roles quite well in addition, making the weapons designed for those roles obsolete.
I would define an OP assets as something like the old Large Missile launchers. While all missiles were far too effective at killing infantry, the one thing that made them truly OP was their ability to one-shot any armor tank, no matter how well the operator fit it.
They were an asset that performed the role that was intended, but did damage far outside of what they should have.
That is what I would define as OP. The Tac AR, and the Logi suits right now, are merely an asset that performs too many roles.
Rather than a blanket nerf or a major stat adjustment, what the current Logi suits need is a series of small changes, like those made to the Tac AR, that will push them into their intended role and allow the other Medium Frames to shine.
That is the point I am trying to make. |
RECON BY FIRE
Internal Error. Negative-Feedback
194
|
Posted - 2013.06.16 04:18:00 -
[14] - Quote
Mobius Wyvern wrote:RECON BY FIRE wrote:Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. In reference to the bolded section, you are officially among the most ignorant people on these forums. I am convinced more than ever that you do not legitimately play this game whatsoever. Really? If you think I'm saying that the Tac AR nerf was not needed, you misunderstood me. The problem with the Tac AR that is shared with the current Logistics suits is that they perform too many roles, not that they perform too well persay. I could still reliably kill a Tac AR user in CQC with a Breach Rifle if my aim was good and I timed my attack properly. The TAR is a long-range, high damage weapon, and it filled that role perfectly. The only issue with it was that it filled other roles quite well in addition, making the weapons designed for those roles obsolete. I would define an OP assets as something like the old Large Missile launchers. While all missiles were far too effective at killing infantry, the one thing that made them truly OP was their ability to one-shot any armor tank, no matter how well the operator fit it. They were an asset that performed the role that was intended, but did damage far outside of what they should have. That is what I would define as OP. The Tac AR, and the Logi suits right now, are merely an asset that performs too many roles. Rather than a blanket nerf or a major stat adjustment, what the current Logi suits need is a series of small changes, like those made to the Tac AR, that will push them into their intended role and allow the other Medium Frames to shine. That is the point I am trying to make.
Your clarification merely proves my point. Being too good at too many roles makes something overpowered. Lets just spell it fully out since it seems you may be forgetting what OP stands for. To say otherwise is completely foolish. "The TAC AR wasn't OP, it was simply too good at too many roles. Therefore, it merely is overly good but certainly not overpowered. Its not that it asserted its dominance over other weapons in every way and being more powerful than they were in their own respective classes or nothing like that *sticks foot in mouth*."
Your claim to "reliably kill" TAC users pre-nerf with a Breach AR also once again shows that you DO NOT legitimately play this game. Anybody who was not a Caldari Logi or a Heavy were consistently 2 to 6 shotted by the TAC. Most of the time there was rarely any time to even react before TAC users downed their opponents. You seriously need to discontinue giving feedback on this game because your suggestions are severely misinformed. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1156
|
Posted - 2013.06.16 05:44:00 -
[15] - Quote
Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. Numbers and screenshots or it didn't happen
Seriously tho the old TAR was completely broken and any assessment to the contrary is simply an outright lack of testing/dismissal of evidence. Prior to the nerf the TAR was able to kill LAVs at range, was able to do more damage than a Laser at optimal, was able to kill shotgunners in CQC after the shotty fired off it's first blast... and the list goes on that way. The simple and obvious saturation of the weapon speaks volumes on it's own, when a single weapon is more common on the field than many weapon types it's a good bet that weapon is pushing beyond proper balance.
The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response.
Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value.
The Logi line =/= the Cal Logi. The Cal Logi suit =/= the Cal Logi suit + it's racial skill The OP'ness of the Cal Logi suit + racial skill =/= the OP'ness of the pre nerf TAR which did not cost more ISK or SP than other weapons of the same Meta nor did it require specialization within fittings to excel or have a list of inferior stats within its block.
Being able to do too many things too well at once/at the same cost is most certainly a balance issue and that's what the TAR did. That is a threshold that even the Cal Logi suit (with it's currently OP racial buff) cannot attain in equal measure, even less so is it something the entire dropsuit line is capable of.
0.02 ISK Cross |
Mobius Wyvern
BetaMax. CRONOS.
1949
|
Posted - 2013.06.16 06:26:00 -
[16] - Quote
Cross Atu wrote:Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. Numbers and screenshots or it didn't happen Seriously tho the old TAR was completely broken and any assessment to the contrary is simply an outright lack of testing/dismissal of evidence. Prior to the nerf the TAR was able to kill LAVs at range, was able to do more damage than a Laser at optimal, was able to kill shotgunners in CQC after the shotty fired off it's first blast... and the list goes on that way. The simple and obvious saturation of the weapon speaks volumes on it's own, when a single weapon is more common on the field than many weapon types it's a good bet that weapon is pushing beyond proper balance. The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response. Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value. The Logi line =/= the Cal Logi. The Cal Logi suit =/= the Cal Logi suit + it's racial skill The OP'ness of the Cal Logi suit + racial skill =/= the OP'ness of the pre nerf TAR which did not cost more ISK or SP than other weapons of the same Meta nor did it require specialization within fittings to excel or have a list of inferior stats within its block. Being able to do too many things too well at once/at the same cost is most certainly a balance issue and that's what the TAR did. That is a threshold that even the Cal Logi suit (with it's currently OP racial buff) cannot attain in equal measure, even less so is it something the entire dropsuit line is capable of. 0.02 ISK Cross I agree. Like I said, the issue with the weapon was that it did too many things.
Similarly, the Caldari Logi bonus allows it to do too many things, but specifically be a better Assault suit than any of the ones that were designed to fill that role. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1157
|
Posted - 2013.06.16 07:34:00 -
[17] - Quote
Mobius Wyvern wrote:Cross Atu wrote:Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. Numbers and screenshots or it didn't happen Seriously tho the old TAR was completely broken and any assessment to the contrary is simply an outright lack of testing/dismissal of evidence. Prior to the nerf the TAR was able to kill LAVs at range, was able to do more damage than a Laser at optimal, was able to kill shotgunners in CQC after the shotty fired off it's first blast... and the list goes on that way. The simple and obvious saturation of the weapon speaks volumes on it's own, when a single weapon is more common on the field than many weapon types it's a good bet that weapon is pushing beyond proper balance. The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response. Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value. The Logi line =/= the Cal Logi. The Cal Logi suit =/= the Cal Logi suit + it's racial skill The OP'ness of the Cal Logi suit + racial skill =/= the OP'ness of the pre nerf TAR which did not cost more ISK or SP than other weapons of the same Meta nor did it require specialization within fittings to excel or have a list of inferior stats within its block. Being able to do too many things too well at once/at the same cost is most certainly a balance issue and that's what the TAR did. That is a threshold that even the Cal Logi suit (with it's currently OP racial buff) cannot attain in equal measure, even less so is it something the entire dropsuit line is capable of. 0.02 ISK Cross I agree. Like I said, the issue with the weapon was that it did too many things. Similarly, the Caldari Logi bonus allows it to do too many things, but specifically be a better Assault suit than any of the ones that were designed to fill that role.
Cool, glad we're on the same page. Fix the Caldari Logi racial skills, give the racial skills of the Assault line some love an the problem is solved no need to tinker with the base suit stats (internal issues of the Amarr Med frames notwithstanding).
It's good to have that cleared up.
Cheers, Cross |
Cinaed Corvus
Kameira Lodge Amarr Empire
11
|
Posted - 2013.06.16 09:01:00 -
[18] - Quote
Funkmaster Whale wrote:The Caldari Logi specifically needs to be looked at. Most people right now are running them as beefed up Assault suits because they have the most customizability of any suit in the game. 5 high and 4 low slots on top of the most CPU/PG as well as the best racial bonus make them able to do anything they want. I don't understand how CCP let something like that slip through the pipelines. You can literally do anything you want with that suit, even going as far as matching a heavy's EHP while still being faster and able to carry equipment.
Looking at that suit makes it seem to me that CCP doesn't even bother to do any internal testing before releasing. Every top corp in PC that I've faced steamrolls the battlefield with their Caldari Logis of Death. Some of them don't even bother to carry equipment, instead choosing to stack Complex Extenders, Damage mods, and Shield Regulators at no negative cost to them. All of the suits need another balance pass and CCP needs to release the stats before they release another monstrously imbalanced suit. It doesn't matter one bit what CCP intends the suit to do, it's what people will do with the suit that matters. As soon as people saw how incredible those stats were and that they weren't changing them, all the min/maxers flocked to it and started running God-mode Assaults with them.
Then on the other hand you have the Caldari Assault which has the most useless bonus (10% reload on hybrid at level 5). So putting ~2.5 million skill points into Caldari Assault gets you a worse suit stat-wise (4H/3L vs 5H/4L and way less CPU/PG) and a bonus which shaves off fractions of a second on reload (.3 seconds on ARs for example). Im so baffled by how they choose these bonuses.
Edit: And don't even try to mention a lack of sidearm as what makes it fair. I run Assault suits and hardly ever fit a sidearm on my suits. It's not necessary when you have hives, which the Logis can easily fit and still have room to mess around with whatever they want. For example they can put a CPU upgrade on the low and still have 5H/3L and run prototype EVEYTHING (equipment, modules, weapon, grenade, etc) without a hitch while still having >500 shield and however much armor they decide to stack on it. No other suit is nearly this powerful.
Stop crying. There is only one logi suit that is remotely balanced, and that is the Amarr Logi. with a 3H/3L/3E at 18 less PG while gaining the sidearms and 40 CPU over it's assault variant, slower speed, lower end shield recharge rate (17 per sec), but with a fairly OK active recharge delay and a good depletion delay timer allows it to play the role it is meant to which is to support the heavies, sentinels, and the upcoming commandos.
The Caldari and Gallente logis on the other hand have more slots, more PG, more equipment and their lack of sidearms doesn't seem to deter people from using it.
The Minnie is much the same as the Caldari and Gallente. More slots, higher PG, more equipment, and a fair recharge rate with the speed bonus it receives |
Mobius Wyvern
BetaMax. CRONOS.
1950
|
Posted - 2013.06.16 15:11:00 -
[19] - Quote
Cross Atu wrote:Mobius Wyvern wrote:Cross Atu wrote:Mobius Wyvern wrote:More what I'm saying is that the Logi suit is about as OP as the Tac AR was.
The Tac AR, contrary to what some people here have said, was NEVER overpowered.
It did exactly what it was supposed to, but it was also good at a few too many other things as well. Logistics suits aren't overpowered, but rather good at many different roles.
Basically, our current Logistics suits are "Jack-of-all-Trades" suits. You can fit them in a variety of ways and have them fill that role you made for them perfectly. While the other suits push more specialization, these suits are the Tech-III ships of Dust, allowing you to basically make them do whatever you wish.
They don't make you magically better than everyone else, but they let you be far more flexible in the number of uses you can get from a single suit. Numbers and screenshots or it didn't happen Seriously tho the old TAR was completely broken and any assessment to the contrary is simply an outright lack of testing/dismissal of evidence. Prior to the nerf the TAR was able to kill LAVs at range, was able to do more damage than a Laser at optimal, was able to kill shotgunners in CQC after the shotty fired off it's first blast... and the list goes on that way. The simple and obvious saturation of the weapon speaks volumes on it's own, when a single weapon is more common on the field than many weapon types it's a good bet that weapon is pushing beyond proper balance. The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response. Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value. The Logi line =/= the Cal Logi. The Cal Logi suit =/= the Cal Logi suit + it's racial skill The OP'ness of the Cal Logi suit + racial skill =/= the OP'ness of the pre nerf TAR which did not cost more ISK or SP than other weapons of the same Meta nor did it require specialization within fittings to excel or have a list of inferior stats within its block. Being able to do too many things too well at once/at the same cost is most certainly a balance issue and that's what the TAR did. That is a threshold that even the Cal Logi suit (with it's currently OP racial buff) cannot attain in equal measure, even less so is it something the entire dropsuit line is capable of. 0.02 ISK Cross I agree. Like I said, the issue with the weapon was that it did too many things. Similarly, the Caldari Logi bonus allows it to do too many things, but specifically be a better Assault suit than any of the ones that were designed to fill that role. Cool, glad we're on the same page. Fix the Caldari Logi racial skills, give the racial skills of the Assault line some love an the problem is solved no need to tinker with the base suit stats (internal issues of the Amarr Med frames notwithstanding). It's good to have that cleared up. Cheers, Cross Sounds good to me. +1 |
Thor Odinson42
Molon Labe. League of Infamy
368
|
Posted - 2013.06.16 16:55:00 -
[20] - Quote
Caldari logistics < Flux grenade |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1165
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Posted - 2013.06.16 17:17:00 -
[21] - Quote
Thor Odinson42 wrote:Caldari logistics < Flux grenade I wish CCP would give us an ETA on the projectile and targeting bug fixes currently afflicting the MD and Grenades. It is very difficult to do a proper set of tests on balance when relevant aspects are not able to work as intended due to multiple bugs.
CCP has stated they don't want to alter base stats until they've fixed the bugs (specific response in the MD 911 thread) which while frustrating is understandable. They should by the same token not touch the Cal Suit stats until after the bug fixes are in and Flux Grenades are working as intended, considering the nature of the Cal Logi buff.
I don't run the Cal Logi but based on fights against it and reading the stats internal to the Logi Line it seems OP compared to the other Logi suits and durable on the battlefield. To be fair however I don't actually struggle that much with killing the Cal Logi suit (I do run Flux on and off even tho they're buggy right now). With bugs fixed I expect the MD to need a bit of a buff, the contact nades to need a nerf, armor tanking to need some love and the Cal Logi suit buff to require a mild reduction. But as stated previously it's hard to get solid testing done on these interlaced issues due to the present bugs.
0.02 ISK Cross
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Thor Odinson42
Molon Labe. League of Infamy
370
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Posted - 2013.06.16 19:24:00 -
[22] - Quote
Cross Atu wrote:Thor Odinson42 wrote:Caldari logistics < Flux grenade I wish CCP would give us an ETA on the projectile and targeting bug fixes currently afflicting the MD and Grenades. It is very difficult to do a proper set of tests on balance when relevant aspects are not able to work as intended due to multiple bugs. CCP has stated they don't want to alter base stats until they've fixed the bugs (specific response in the MD 911 thread) which while frustrating is understandable. They should by the same token not touch the Cal Suit stats until after the bug fixes are in and Flux Grenades are working as intended, considering the nature of the Cal Logi buff. I don't run the Cal Logi but based on fights against it and reading the stats internal to the Logi Line it seems OP compared to the other Logi suits and durable on the battlefield. To be fair however I don't actually struggle that much with killing the Cal Logi suit (I do run Flux on and off even tho they're buggy right now). With bugs fixed I expect the MD to need a bit of a buff, the contact nades to need a nerf, armor tanking to need some love and the Cal Logi suit buff to require a mild reduction. But as stated previously it's hard to get solid testing done on these interlaced issues due to the present bugs. 0.02 ISK Cross Great post, as a MD/Flux user I can verify that the Flux has serious issues with hit detection. It would be a mistake to nerf/buff anything not blatantly OP until issues are fixed.
But I don't agree about a MD buff. If they fix hit detection there will be people screaming OP in a hurry. |
Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.16 21:37:00 -
[23] - Quote
The value of having a side arm should be increased, it would make running assault fits on a logi suit less attractive. More variety in the side arm category would be a start. I would also like to see every weapon having a distinct weakness that needs to be compensated for with the right side arm in order to have optimal combat effectiveness. |
Mobius Wyvern
BetaMax. CRONOS.
1955
|
Posted - 2013.06.17 03:51:00 -
[24] - Quote
Cross Atu wrote:Thor Odinson42 wrote:Caldari logistics < Flux grenade I wish CCP would give us an ETA on the projectile and targeting bug fixes currently afflicting the MD and Grenades. It is very difficult to do a proper set of tests on balance when relevant aspects are not able to work as intended due to multiple bugs. CCP has stated they don't want to alter base stats until they've fixed the bugs (specific response in the MD 911 thread) which while frustrating is understandable. They should by the same token not touch the Cal Suit stats until after the bug fixes are in and Flux Grenades are working as intended, considering the nature of the Cal Logi buff. I don't run the Cal Logi but based on fights against it and reading the stats internal to the Logi Line it seems OP compared to the other Logi suits and durable on the battlefield. To be fair however I don't actually struggle that much with killing the Cal Logi suit (I do run Flux on and off even tho they're buggy right now). With bugs fixed I expect the MD to need a bit of a buff, the contact nades to need a nerf, armor tanking to need some love and the Cal Logi suit buff to require a mild reduction. But as stated previously it's hard to get solid testing done on these interlaced issues due to the present bugs. 0.02 ISK Cross As far as we've seen in the last trailer, it looks like the fixes Wolfman was talking about for MD splash are in effect. As far as we know, there wasn't anything shown that wasn't slated for Uprising 1.2. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
120
|
Posted - 2013.06.17 14:29:00 -
[25] - Quote
I believe the flux grenades are working as designed. Damage dealt by flux grenades works like this: Any player equipment in the AOE of a flux is destroyed, any player not behind cover from the origin of the flux blast loses their shields, any player behind cover when flux blast occurs is protected from it's effects.
As for the logistics suit, a good fitting costs more than the assault or heavy suits and gets killed quicker if focus fired upon, that is the balancing factor. The assaults have higher base stats on all racial variants and so, if used in an assault role, the logi suit does not reign supreme, but rather is ok for the support role because they support the assaults and heavies. The only reason for the higher PG and CPU is to be able to fit the equipment.
The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable, even when limited to the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
We all make choices in this game, learning to live with them is the game. Meta everything and you will not have problems but go to the market to check first what the stats are and what the skill bonuses do for the equipment and suit being compared. Often skilling into something will provide an unforseen boost to a players stats when they achieve the skill level required to use a piece of equipment. In the case of the Caldari Logi suit, 5% bonus to shields per level is perfectly acceptable, they still drop to 0% shields when hit with a flux nade.
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Mobius Wyvern
BetaMax. CRONOS.
1968
|
Posted - 2013.06.17 15:43:00 -
[26] - Quote
Draco Cerberus wrote:I believe the flux grenades are working as designed. Damage dealt by flux grenades works like this: Any player equipment in the AOE of a flux is destroyed, any player not behind cover from the origin of the flux blast loses their shields, any player behind cover when flux blast occurs is protected from it's effects.
As for the logistics suit, a good fitting costs more than the assault or heavy suits and gets killed quicker if focus fired upon, that is the balancing factor. The assaults have higher base stats on all racial variants and so, if used in an assault role, the logi suit does not reign supreme, but rather is ok for the support role because they support the assaults and heavies. The only reason for the higher PG and CPU is to be able to fit the equipment.
The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable, even when limited to the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
We all make choices in this game, learning to live with them is the game. Meta everything and you will not have problems but go to the market to check first what the stats are and what the skill bonuses do for the equipment and suit being compared. Often skilling into something will provide an unforseen boost to a players stats when they achieve the skill level required to use a piece of equipment. In the case of the Caldari Logi suit, 5% bonus to shields per level is perfectly acceptable, they still drop to 0% shields when hit with a flux nade.
You shouldn't really be able to protect yourself from an EMP behind any random object. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
122
|
Posted - 2013.06.17 16:18:00 -
[27] - Quote
Mobius Wyvern wrote:Draco Cerberus wrote:I believe the flux grenades are working as designed. Damage dealt by flux grenades works like this: Any player equipment in the AOE of a flux is destroyed, any player not behind cover from the origin of the flux blast loses their shields, any player behind cover when flux blast occurs is protected from it's effects.
As for the logistics suit, a good fitting costs more than the assault or heavy suits and gets killed quicker if focus fired upon, that is the balancing factor. The assaults have higher base stats on all racial variants and so, if used in an assault role, the logi suit does not reign supreme, but rather is ok for the support role because they support the assaults and heavies. The only reason for the higher PG and CPU is to be able to fit the equipment.
The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable, even when limited to the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
We all make choices in this game, learning to live with them is the game. Meta everything and you will not have problems but go to the market to check first what the stats are and what the skill bonuses do for the equipment and suit being compared. Often skilling into something will provide an unforseen boost to a players stats when they achieve the skill level required to use a piece of equipment. In the case of the Caldari Logi suit, 5% bonus to shields per level is perfectly acceptable, they still drop to 0% shields when hit with a flux nade.
You shouldn't really be able to protect yourself from an EMP behind any random object.
Why not? IRL a wall will reduce the amount of signal that a cell phone transmits to a Cell-tower. Also if you go for an X-ray at the hospital or dentist they will drape a lead apron over you to protect you from radiation associated with the X-ray. Many forms of radiation are blocked by non-conductive objects IRL so why would you even argue the point?
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Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.17 17:24:00 -
[28] - Quote
Draco Cerberus wrote: The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable
Actually, all logi suits have more module slots than their racial assault suit, except for the Amarr. Gallente and Minmatar have one extra slot, Caldari has two.
Draco Cerberus wrote: the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
How is that different from the Caldari assault or basic suit? All shield tanked suits are vulnerable to flux nades, it has nothing to do with the fact that Caldari logi suits seem imbalanced compared to Caldari assault or basic suits. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
121
|
Posted - 2013.06.17 18:32:00 -
[29] - Quote
I love my Gallente proto logi. It lets me do logi stuff well. Higher base stats, especially speed (especially with the armor tank) would be nice, but I think they are sufficient. I can throw shield extenders on those 3 high slots, and the 5 low slots allow a decent armor tank/rep. The drawback is that the 4 equipment slots take up a lot of CPU/PG that even with the racial bonus keeps me from wielding a weapon beyond standard. I think I'm using the suit as intended and it works well.
If there were more restrictions on the logi suit and more bonuses towards its support role I wouldn't have a problem with it, but the Gallente suit is fine.
The Caldari suit needs retweeking, but I fear if they do too much all the assaults who jumped into logi for the bonus will demand respecs. I personally have no sympathy for someone using a logi suit as a killing machine, so if change does come I'll be fine. Just don't mess with my Gallente Logi. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
125
|
Posted - 2013.06.17 18:36:00 -
[30] - Quote
Eskel Bondfree wrote:Draco Cerberus wrote: The Logi suits have less tank slots on all racial variants than their assault suits so in all reality I find the balance the logi cry laughable
Actually, all logi suits have more module slots than their racial assault suit, except for the Amarr. Gallente and Minmatar have one extra slot, Caldari has two. Draco Cerberus wrote: the Caldari logi, which I have just recently respeced out of. It wasn't the premier suit and it certainly didn't provide me with a gigantic amount of hp, but it did give me a healty fear of flux nades and a respect for those of you who think that a 90Hp armor buffer for your flux naded suit will keep you alive long enough for your shield to regenerate so that I need more that 2 rounds from my ninja nerfed TAC Duvolle to kill you.
How is that different from the Caldari assault or basic suit? All shield tanked suits are vulnerable to flux nades, it has nothing to do with the fact that Caldari logi suits seem imbalanced compared to Caldari assault or basic suits.
You are right, I forgot that the Caldari Assault CK.0 has 4 high, 3 Low, 1 Sidearm, 1 Light weapon, 1 grenade and one equipment slot. It is also faster and starts out with 210HP shield from base HP (no skills trained) and 120 HP armor (no skills trained). The Caldari Logistics CK.0 on the other hand has at the base level (no skills trained at all) 180 shield, 90 armor and a 5 hp lower shield recharge rate (20 hp/s) than the Assault CK.0 (25 hp/s). I still don't see any imbalance. With proper fitting I have seen the Assault CK.0 decimate troops on the field far quicker than the Logistics CK.0 just with their speed alone. Both are Meta level 7 suits. Do not start to compare a meta 1 or 3 suit with a meta level 7 because there is no comparison. You are also right about all shield tanked suits being vulnerable to Flux grenades, but you forget that we are talking specifically about a Logistics CK.0 suit so this is the counter for it and other shield tanked suits.
The movement speed of the logistics suit is the most notable disadvantage to it as an assault player. Logistics CK.0 has a move of 4,7 and a sprint of 6.6, sprint duration of 11.5 s and a stamina of 115 with stamina recharge rate at 12.0/s.
The Assault CK.0 has a move of 5m/s, sprint of 7m/s, sprint duration of 15.0s, stamina 150 and stamina recharge rate is 15.0/s.
While a Logistics CK.0 has more tank slots (5 highs) it is vulnerable to fire longer (movement speeds and recharge rates. This means that when the shields are gone it is more vulnerable and also is not as quick to find cover.
On a side note, maybe there would be less logis playing the assault role if some of you assaults would just step up and play assault instead of hiding. Some days I wonder why it seems like my squad is the only one pushing up on an objective. I look at the map and see a big blue group sitting on top of a building somewhere trying to protect an objective rather than take the next one. All the while my yellow healing butt is the one running around the packs of enemies that you assaults seem to have a hard time finding and shooting. |
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