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BL4CKST4R
WarRavens League of Infamy
267
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Posted - 2013.06.16 13:27:00 -
[1] - Quote
The Black Jackal wrote:I think most people are aware of the Caldari Logistics ability to tank. It's written plain as day in their description, and it's being abused under the current mechanic. Not because it's a bad mechanic, but the fact there is NO downside to running said Logi... you give up a Sidearm, to gain:
- More Shields - More PG - More CPU - More Equipment
I have a simple solution. Reduce the damage done by logistics Suits by 30-40%, across the board. Just a flat reduction in 'weapons' damage. (So Remote Explosives, Grenades etc are still as effective, but your guns are not.)
Give them a detriment equal to their advantage. At the moment there is only one downside to running a Logistics Suit as an Assault, and it's nothing comparative to what you gain.
This damage reduction would be applicable to ALL Logistics Suits, putting them into a support role, where they should be. Not as a Frontline Attacker.
You must be drunk, please go home.
If this were to happen I would drop my controller, delete Dust 514 and move on. You must have never played a logistics suit, if you did you would know that, aside from the CaLogi, we are extremely weak in the battlefield in terms of EHP and Mobility, and we can't defend ourselves well in 1v1 combat if we run out of ammo. No logistics suit can surpass its assault variant in terms of EHP and speed, except for the CaLogi, even with more PG and CPU, all it means is that we can use proto modules a little bit faster before we need CPU/PG skills but in the long run a assault suit is able to use all proto modules and a proto weapon, and have enough PG/CPU left for a nanohive. |
BL4CKST4R
WarRavens League of Infamy
268
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Posted - 2013.06.16 13:49:00 -
[2] - Quote
Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant.
EDIT: A drastic change to suits like the ones being suggested by the ignorant people who do not understand Logistics, should also come with a skill respec. Because no person will want to play as this class with such terrible nerfs. |
BL4CKST4R
WarRavens League of Infamy
268
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Posted - 2013.06.16 13:59:00 -
[3] - Quote
The Black Jackal wrote:BL4CKST4R wrote:Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant. I know people hate to quote it, but EVE Online is a sandbox game... if you want to shield tank as your speciality, you can heabvily modify a normal 'armor tanking ship, and ignore bonuses, or you can fly Caldari, or Minmatar (some of them anyway) Sandbox doesn't mean EVERY suit should be able to be played ANY way, or we should just have a single suit with 4 highs, 4 lows, Light Weapon and Sidearm. No bonuses, nothing. Just a plain, suit, capable of being fit anyway you'd like.
Your right no suit should be able to play every single way, and thats why Logistics suits are relatively weaker, slower than a Assault suit, with less offensive capabilities. |
BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 14:23:00 -
[4] - Quote
The Black Jackal wrote:BL4CKST4R wrote:The Black Jackal wrote:BL4CKST4R wrote:Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant. I know people hate to quote it, but EVE Online is a sandbox game... if you want to shield tank as your speciality, you can heabvily modify a normal 'armor tanking ship, and ignore bonuses, or you can fly Caldari, or Minmatar (some of them anyway) Sandbox doesn't mean EVERY suit should be able to be played ANY way, or we should just have a single suit with 4 highs, 4 lows, Light Weapon and Sidearm. No bonuses, nothing. Just a plain, suit, capable of being fit anyway you'd like. Your right no suit should be able to play every single way, and thats why Logistics suits are relatively weaker, slower than a Assault suit, with less offensive capabilities. Logistics suits are not 'relatively weaker' in most respects. You can fit more, you say that you can fit modules of higher tier earlier, and that assault catch up. A Logi with those same skills (but being logi) can fit far more. % bonuses enhance those with higher base stats, and Logis have higher base stats. Equipment, especially in PC matches with the ability to throw down up to 6 or more drop uplinks, makes the difference. The ability to also throw down nanohives, makes a difference. Putting the Assault Suits on the back burner. Since they can fit only 1 piece of Equipment. If Logis were nerfed by reducing their PG CPU to assault levels, it would have the same outcry, but it wouldn't hurt their ability to solo. I'd take that option. TYhis is posted as a possible solution.
We can fit better equipment yes, but our equipment doesn't help us be better slayer it helps the team. A drop uplink isn't gonna help me at all if I am the only one using it to spawn in to the enemy zone, a repair tool is definitely not going to help me either, remote explosives are weak and situational, nanite injectors are to help other suits save money but who is there to revive me?, nanohives YAY the only module that directly help me, oh wait an assault can use nanohives to.
Logis DO NOT have higher base stats than a assault suit, Logistic suits have 60 less EHP, around 7-10 less shield regen, 25 less stamina, and 6% less speed. Although what we do have higher is scanning and CPU/PG and 1 extra slot, aside from the Caldari who has 2 extra slots, we can't do that much with that extra stuff, our CPU/PG doesn't go as far as you'd think because like I said in we can equip the same type of modules, and the extra slot doesn't do much in terms of making us better, specially for armor suits where the extra low slot can only be effectively used for armor repping. |
BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 14:30:00 -
[5] - Quote
Caldari Logistics 1 High 1 Low over assault Gallente Logistics 1 Low over assault Amarr Logistics Same slots as assault (Less EHP/Speed/But 3 equipment slots and sidearm) Minmatar Logistics 2 lows over assault 1 High under Assault
Caldari Logistics NO racial EHP: 843
Caldari Logistics racial EHP: 934
Gallente Logistics EHP: 698
Caldari Assault EHP: 846
Gallente Assault EHP: 773
Gallente Assault 6% speed buff EHP: 828
Gallente Logistics 6% speed buff EHP: 753
CaLogi NO racial -1 High slot EHP: 770
Amarr Assault EHP:811
Amarr Logistics EHP:736
Minmatar Assault EHP: 862
Minmatar Logistics EHP: 733 |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:57:00 -
[6] - Quote
The Black Jackal wrote:Jastad wrote:The Black Jackal wrote: To use an EVE term, you don't fit a Logistics Cruiser to do Damage, you fit it to repair and re-energize... if you want an Attack Cruiser, buy one. But this is not EVE, this is a High custom FPS ( wath e3 trailer, play your own war). What you need to do in dust to gain sp il KILL people. I think the Cal.logi need to be look at. BUT for the sake of god, leave other logi ALONE. no other logi is OP But the same principal applies to fitting... Choosing a Suit is part of the customization process.
Well a big change like the one you suggest should come with a skill respec, because nobody will want to use a Logistics suits if they are made any weaker than they already are.
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BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:06:00 -
[7] - Quote
The Black Jackal wrote:BL4CKST4R wrote:The Black Jackal wrote:Jastad wrote:The Black Jackal wrote: To use an EVE term, you don't fit a Logistics Cruiser to do Damage, you fit it to repair and re-energize... if you want an Attack Cruiser, buy one. But this is not EVE, this is a High custom FPS ( wath e3 trailer, play your own war). What you need to do in dust to gain sp il KILL people. I think the Cal.logi need to be look at. BUT for the sake of god, leave other logi ALONE. no other logi is OP But the same principal applies to fitting... Choosing a Suit is part of the customization process. Well a big change like the one you suggest should come with a skill respec, because nobody will want to use a Logistics suits if they are made any weaker than they already are. Another skill respect would just make something else the flavour of the month. You chose your role, and choices have consequences. If what you play is nerfed, you shouldn't be given the opportunity to renege on your choice.
My choices on my suit have consequences now, the negatives already outweigh the positives another nerf will just make it so I am just free WP. So a skill respec would be necessary because if a nerf this big to gameplay is made most logistics who did not go Caldari would just leave. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:44:00 -
[8] - Quote
The Black Jackal wrote:RKKR wrote:Last time I saw LAVs mostly rack up skills by using their bumpers. Talking about turret-damage is stupid at this point and LLAVS gets other bonuses too, does that mean we get them too?
What about all the LLAVS are OP threads? Do they count? Why base a "balance" on something else that is" not balanced"? Regardless of what they're being used for... "and if you think being run over by a car wouldn't kill you, i'm sorry.. but go step into the street and test it while wearing a suit of armor... you still wont come back", what I'm basing it on is the design PRINCIPAL... higher defencive capability, lower Offensive capability. Where as Assaults should be reversed... Higher Offensive Cap, lower Defensive cap.
And reducing damage accomplishes this how? Aside from the CaLogi we have really low HP, why aren't you suggesting a buff to our EHP by about 40%? |
BL4CKST4R
WarRavens League of Infamy
285
|
Posted - 2013.06.18 14:38:00 -
[9] - Quote
Cosgar wrote:padraic darby wrote: and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed.
CaLogis have the worse base stats out of all the logis and don't get a sidearm like the Amarr at proto level. They pay a price for those slots. Start with the racial bonus and see where that takes you.
Gallente logis start with the same base stats and you know what we get? The weakest-slowest suit in the game we have the HP of a scout with the mobility of a heavy |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 22:26:00 -
[10] - Quote
Cass Barr wrote:There is no good reason. It's a lot of scrubs, that probably have low SP, who keep getting killed in pubs by Logis and they're convinced that it's the suit's fault. It has nothing to do with player skill. Medics shouldn't be able fight back!
Lol in a lot of FPS the medics run around with the biggest guns, LMGs and they get a side arm! In BF3 medics are the assault suits, but at least in that game everyone has a purpose Assaults = nanite and repair tool, Heavies = ammo, Engineer = remote explosives, and recons = scanners. Maybe there is a lesson to be learned here. |
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BL4CKST4R
WarRavens League of Infamy
327
|
Posted - 2013.06.30 03:09:00 -
[11] - Quote
The Black Jackal wrote:Caldari Logistics after bonus change eHP: After Change - 843 Before Change - 934
Gallente Logistics after bonus change eHP: After Change - 698 Before Change - 698
Amarr Logistics eHP: After Change - 736 Before Change - 736
Minmatar Logistics eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
Note only the Caldari Logi is changed on eHP value.
Onto the next.
The Caldari bonus replaced with nanohive increase. Encouraging support, but also useable solo. Bad? Somehow I doubt anyone wont run a Caldari Logi because they get 'better' nanhovies.
The Amarr Current Bonus of 25% extra repping from 'local' armor reps. Complex Armor Repairers repair 5hps..., combined with the Skill-based increase to effectiveness and the Amar Logi Bonus at most, you're gaining an extra 2.5 HPs for a total of 7.5 HPs from each Complex Repper. With the current 5 HPs Bonus, and maxxing your Armor Lows with Reppers, you get 27.5 HPs. The Caldari Logi gets a 'BASE' 20hps on it's Shield. With no modules, or skills affecting it. So the Amarr Bonus is much less valuable, and thus, removed to bring in a support-style one that encourages pairing up with the other Amarrian Suit, a rep bonus to it's tool, up to 25%. A Core Repair Tool can rep 2 targets at 35 HPs, so a 25% bonus to that means 2 Targets can be repaired for 43.75 HPs, a net gain of 17.5 HPs. I hear Heavies and other Armor Tank Dropsuits crying out in cheers.
The differentiation of shield and Armor Bonuses for particular Logistics suits is pretty linear. Minmatar are famed for being a 'jack of all trades' in New Eden, being able to Armor Tank on some ships, and shield tank on others. In this game, I believe the fact they are currently one of the fastest Logis, means they would favour shields to retain as much of that speed as possible. the 5% to Shield Regen was prosposed as a roughly equivalent. on the above 20HPs an extra 5% gives 1 HPS. It could possible be extended to 10-25% to equivalent the current 'Assault' Bonus.
I have never put off hand the risk Vs. Reqards. I have simply sidestepped the issue to get to the core mechanics. Once Logis are able to support MORE effectively and are encouraged to do so via in-game mechanics, then offering incentive that via rewards is part two. And nothing is stopping them from doing both at the same time. There is little risk in throwing down a nano-hive, but a hefty risk in repping a Heavy or 2 engaged in a gunfight.
The rewards should scale with the risk, I do not disagree with you there, but the evidence you portray is a concrete link.. built on sand. If the mechanics fail, no one will do it, no matter what rewards you offer, and if the rewards fail, the mechanics will still work. Building the mechanic to work first, builds the solid base to build rewards on top.
I have to disagree with these numbers, the initial ones at least
Amarr Logistics eHP: After Change - 843 Before Change - 934
Minmatar eHP: After Change - 698 Before Change - 698
Caldari eHP: After Change - 736 Before Change - 736
Gallente eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
I believe these should be the proper values, the Amarr trade off a hefty amount of speed and module slots for high base HP and a side arm, they should have the highest EHP not the Caldari. The Minmatar trade off HP for speed, and an extra equipment slot so they should have the lowest HP. The Gallente trade off a high slot, for an extra equipment but they do not have the versatility or speed of a Minmatar so their HP should be higher, and the Caldari well they are the Caldari and CCP will always favor them not much to say but although I switched them to have their HP almost the same as the Gallente it should be a bit higher; but not higher than the Amarr who make a big sacrifice, in speed and versatility and yet they currently have the 3rd lowest EHP.
On the second part of your thread, a repair tool bonus for the Amarr is not as good as you think, a repair tool is rather useless in active battle and it is best used to heal-as-you-go, or when reviving your teammates. When it comes to active battle the only person that you should depend on is yourself, specially when armor tanking. |
BL4CKST4R
WarRavens League of Infamy
329
|
Posted - 2013.06.30 21:00:00 -
[12] - Quote
The Black Jackal wrote:BL4CKST4R wrote: I have to disagree with these numbers, the initial ones at least
Amarr Logistics eHP: After Change - 843 Before Change - 934
Minmatar eHP: After Change - 698 Before Change - 698
Caldari eHP: After Change - 736 Before Change - 736
Gallente eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
I believe these should be the proper values, the Amarr trade off a hefty amount of speed and module slots for high base HP and a side arm, they should have the highest EHP not the Caldari. The Minmatar trade off HP for speed, and an extra equipment slot so they should have the lowest HP. The Gallente trade off a high slot, for an extra equipment but they do not have the versatility or speed of a Minmatar so their HP should be higher, and the Caldari well they are the Caldari and CCP will always favor them not much to say, but although I switched them to have their HP almost the same as the Gallente it should be a bit higher; but not higher than the Amarr who make a big sacrifice, in speed and versatility and yet they currently have the 3rd lowest EHP.
On the second part of your thread, a repair tool bonus for the Amarr is not as good as you think, a repair tool is rather useless in active battle and it is best used to heal-as-you-go, or when reviving your teammates. When it comes to active battle the only person that you should depend on is yourself, specially when armor tanking.
Blackstar, the values I took were quoted from you... earlier in this same thread. I'm seriously not saying the Amarr Logistics Suit doesn't need a higher base eHP... again... a separate issue. What I am trying to accomplish here is making mechanics work better for encouraging logistics to play logistics. Cross, while I respect your opinion, and have said I AGREE WITH YOU... so I'm not sure why you're still arguing... the fact is there is NOTHING stopping them from doing both at the same time. I'm addressing the SINGLE mechanic of enhancing Logistical capabilities here. Not rewards for them. I agree (and have said this multiple times) that buffing the rewards for Logistics to match Risk Vs. Reward is something I agree with.What I don't get is that should you get a greater effect from something like a rep tool, nanohive etc... you actually can reduce your risk by some small amount (miniscule in some cases) but doing something better, more efficiently, and faster, means you can 'get in and out' faster. Now I realise this is very situational, but how much does the Amarr Rep bonus Actually net you? Pittance. The 25% extra local reps amounts to less than a single GEK round, even with 3 stacked Rep Having that Amarr Heavy With you, kept alive for just a few more seconds... could mean the difference between the point being held, or the point being taken. I will not say you don't have a valid point, as I said, and will say again, reward and risk should be parallel, like you say... but just because the reward doesn't match up with the risk at this time, doesn't mean you should maintain the status quo and NOT fix the mechanics.
Those were the current values not suggestions lol, I apologize if you took those as suggestions.
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