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The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 11:00:00 -
[1] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 11:05:00 -
[2] - Quote
richiesutie 2 wrote: 30-40% STFU
even 25% would be a benefit. The Logistics LAV has an inherent 25% reduction to it's damage output. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 12:34:00 -
[3] - Quote
TV Repair Guy wrote:Don't change anything, flux grenades are devastating enough to shield-tankers. If I hear flux going off I have to run scared because my armor is so squishy. The assault bonus just isn't that good, and most people are carrying AV grenades to cope with murder taxis. Instead of making logistics suits worthless like the crybabies want, improve the assault class bonus.
I like the logistics suit and I can be a frontline attacker if I feel like it, GTFO.
Logistics Suits are designed to 'Support' not Attack...
A Tanky Support member is a boon to a team.
Logistics are MEANT to be support roles. It comes with the territory.
This isn't a hi creative solution, this is a simple solution that would stop people abusing Logistics...
as stated above, giving up your sidearm for all the benefits..
While Caldari Logistics are currently the most noted, the other logistics do gain all of the above, with the exception of the Higher Shield HP.
Minmatar Hacking Bonus, indicates a Support function.
Gallente Equipment PG / CPU reduction indicates a Support function.
Amarr LKogistics bonus increases survivability.
Caldari Logistics Bonus indicates survivability.
I wouldn't question Survivability, if it was tempered by a greater reduction in it's combat ability. ala Logistics LAV. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 13:38:00 -
[4] - Quote
BL4CKST4R wrote: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.
I play a Cal logi...
and I'm still calling for Logis to be forced to be support.
I pickedup Cal Logi to fit a rep tool to rep my tank, uplinks, and nanohives... NOT to be the WTF PWN UR FACE they are at the moment.
Also, crunching the numbers of Amarr Logi Suits.. they gain better reps from their Armor Repair Modules, indicating an ideal for survival... whether it works at the present time, is irrelevant. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 13:45:00 -
[5] - Quote
Jastad wrote:@Jackal Amarr LKogistics bonus increases survivability.
It's beacuse oh his high surv that we have very very few A-logi. Dont make me laugh, if i want surv id better go gallente or minmatar. Amar logi is ALL about versatility. People must stop watching numbers alone and TRY before speech about. If YOU do this, you will find that Amarr suit is usefull only at his AK0 (simply because is at proto lvl that you gain Side slot) and trade it with LACK of PG Vs other Logi but also vs amarr Ass.
Cosgar made a good topic, and show people that EXCEPT of CAL LOGI, all the others Logi are inferior to their ass counterpart. So the only issue is the CAL Logi. feel free to search Cosgar topic.
PS: following OP line of thinking why Ass are able to replenish or use equip, thats Logi work.So let's remove all equip slot from ASS suit.... This line show how wrong your ideas are
Line of thinking is that Logistics focus should be on their equipment, not on their weapons. Assaults can't fit as much equipment as a logi, nor should they be able to. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 13:53:00 -
[6] - Quote
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.
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The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 14:05:00 -
[7] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
509
|
Posted - 2013.06.16 16:01:00 -
[8] - Quote
Thor Odinson42 wrote:Logistics should be bringing support. I think the disconnect here is that many of you think logistics means medic.
I bring proto uplinks (don't remember cost) and proto nanohives (2x @ 28,000 isk). My suit costs a LOT more than an assault.
This is truly a case of pandering to stupid people if they nerf logistics suits.
The same as pandering to the stupid people nerfing tanks that cost far more than your Logi Suit.
The point of this debate is that Logistics SHOULD be focused on support, with lessened combat effectiveness, but greater survival.
Reducing their HP would result in them being eliminated far too fast to be of any use in the short term. This coupled with the fact that they can effectively do the same damage as an Assault means they bring two positives to the field simultaneously.
You don't look to the Guys hold a Swarm to take out Infantry at long range, nor the guy with the Shotgun.
Lower their combat effectiveness somewhat, make them less apt to be combative, but just as (in some cases more) survivable, so they are more supportive. |
The Black Jackal
The Southern Legion RISE of LEGION
509
|
Posted - 2013.06.16 16:13:00 -
[9] - Quote
RKKR wrote:The Black Jackal wrote: The point of this debate is that Logistics SHOULD be focused on support, with lessened combat effectiveness, but greater survival.
I wouldn't say that lesser HP and a slower movement speed equals greater survival. I don't really see an adjustment for survival in your initial post?
RK, if you're going to quote, please quote everything.
Quote:The same as pandering to the stupid people nerfing tanks that cost far more than your Logi Suit.
The point of this debate is that Logistics SHOULD be focused on support, with lessened combat effectiveness, but greater survival.
Reducing their HP would result in them being eliminated far too fast to be of any use in the short term. This coupled with the fact that they can effectively do the same damage as an Assault means they bring two positives to the field simultaneously.
You don't look to the Guys hold a Swarm to take out Infantry at long range, nor the guy with the Shotgun.
Lower their combat effectiveness somewhat, make them less apt to be combative, but just as (in some cases more) survivable, so they are more supportive.
It goes back to the simple statement of what you CANNOT do without on a supportive suit.
Tank - You want to be able to survive. Equipment - You need this to provide support. Damage - Is secondary to a supportive role, so SOME can be sacrificed. |
The Black Jackal
The Southern Legion RISE of LEGION
538
|
Posted - 2013.06.18 11:05:00 -
[10] - Quote
Eldest Dragon wrote:I have something to say, regarding people saying logis are suppose to do this, assaults are suppose to do this, ok maybe there originally meant for that.... but the point of the game and the most unique part for that matter is being able to take a suit and then change it and customize to meet your needs and wants as a player. As soon as caladari heavies come out I may want a cal heavy with an assault rifle, who cares if there not suppose to use ar's, I can use the suit as w/e and in any way I want. So people quit fussing about an assault logi ffs, if you think there too good, then skill into them. Bottom line if the suits are made to only be able to run them or be effective in 1 way, for example logi being logi, well then there goes our unique one of a kind customization. The ability to be unique and diffrent in your customization, is my favorite part of this game, and truly makes it diffrent from all others. Dont encourage ccp to ruin the game plz, if you dont like it, play blk ops.
As stated before.. the customization starts with choosing the suit for the role... You want to be an Assault, choose an Assault Suit...
Then you CUSTOMIZE within that role.
Else we would have a single Suit, 4 high slots, 4 low slots, 1 Grenade, 2 Equipments, and that would be it. No role bonuses, just a 'Standard' Frame that everyone fits.
Customization WITHIN a framework.
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. |
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The Black Jackal
The Southern Legion RISE of LEGION
539
|
Posted - 2013.06.18 11:53:00 -
[11] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
539
|
Posted - 2013.06.18 11:59:00 -
[12] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:19:00 -
[13] - Quote
RKKR wrote:The Black Jackal wrote:
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.
I chose APPLES but I got PEARS instead because they were out of APPLES. Not something I would have called a CHOICE. Why are we still talking about a NERF? A quick glance over this thread would say enough if you ask me.
We've moved beyond discussion of the nerf.
We've moved into the realm of respecs it seems. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:31:00 -
[14] - Quote
RKKR wrote:The Black Jackal wrote:RKKR wrote:The Black Jackal wrote:
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.
I chose APPLES but I got PEARS instead because they were out of APPLES. Not something I would have called a CHOICE. Why are we still talking about a NERF? A quick glance over this thread would say enough if you ask me. We've moved beyond discussion of the nerf. We've moved into the realm of respecs it seems. I thought we were talking about your idea to change logis to a useless dropsuit and that the current logis should just embrace that change.
I'm postulating ideas along the same lines used by CCP in the reduction of Logi 'Weapon' Damage on their LAVs.. it provoked discussion. The catalyst of any conversation is just that, a catalyst. Dsicussions change, mutate, and if you read everything... you'd be shocked that woven amidst the negative, the positive, and the neutral.. sometimes there's a thread of a good idea... the reward, is in the debate. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:40:00 -
[15] - Quote
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.
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The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:59:00 -
[16] - Quote
The Black Jackal wrote:Thor Odinson42 wrote:Logistics should be bringing support. I think the disconnect here is that many of you think logistics means medic.
I bring proto uplinks (don't remember cost) and proto nanohives (2x @ 28,000 isk). My suit costs a LOT more than an assault.
This is truly a case of pandering to stupid people if they nerf logistics suits. The same as pandering to the stupid people nerfing tanks that cost far more than your Logi Suit. The point of this debate is that Logistics SHOULD be focused on support, with lessened combat effectiveness, but greater survival. Reducing their HP would result in them being eliminated far too fast to be of any use in the short term. This coupled with the fact that they can effectively do the same damage as an Assault means they bring two positives to the field simultaneously. You don't look to the Guys hold a Swarm to take out Infantry at long range, nor the guy with the Shotgun. Lower their combat effectiveness somewhat, make them less apt to be combative, but just as (in some cases more) survivable, so they are more supportive.
In answer to the question... "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%? "
I suggested a buff in some cases... but as I said before...
To RKKR The thread ignited debates... that's what DISCUSSION is about... If one idea is postulated, and remains undiscussed, it vanishes... but ideas ALWAYS should evolve... and you can only do that through discussion. No one person has absolute knowledge of how a nerf, buff, or removal, or implementation will affect gameplay... that's why we have 'Ideas and Suggestions".
This is simply another 'possible' solution that has led to other stating possible solutions, some based on mine, some not.
And as ststed above.. the fact that LLAVs and LAVs in general are being used to do what they are, doesn't nullify the INTENT of the principal. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 13:25:00 -
[17] - Quote
RKKR wrote:I see both LLAVs and logis killing people. I don't see LLAVs supporting infantry or vehicles, I do see logis repping them both. We should discuss LLAVs so they do more support too then.
If you want to discuss a possible solution then there should be a clear PROBLEM to begin with, maybe I missed it?
CLearly you haven't seen me in my LLAV repping Infantry, but I will agree that LLAVs need to undergo some change to be MORE conducive to support. But the principal, which you have yet to deny, is still the same...
The execution of it, is what I'm trying to provide a possible solution to. |
The Black Jackal
The Southern Legion RISE of LEGION
546
|
Posted - 2013.06.20 00:01:00 -
[18] - Quote
Eldest Dragon wrote:Main point guys... pick the role and suit you want based on the base attributes, slots, and bonuses...then do w/e you want to do with it. Thats the great part of customization. So if I wanna speed up on you with a heavy, or mow you down with a logi guess what thats how I customized and thats what this game allows.....do not mess this up ccp please... for all you do not like these facts leave dust already.
p.s. And to you black.....thats the point it dosnt start with picking a role... not in this game. You dont have to pick an assault suit to run assault... this is not eve.....if you dont like it play eve or go back to blk ops. Dust514 should stay as it is...hopefully people realize what really makes this game one of a kind....and do not encourage ccp to ruin it.
Never blacked Black Ops... got tired of the entire CoD line after 4...
And customization DOES start with a chosen role... else you don't have a direction to lead...
You want to mow people down, sure... What suits are best suitred for it? Heavies, Assaults... at (Cal Logis). You want to be support, what's the best suit for it... well Logi, coz you can do multiple support things with equipment slots, wheras the Assault and Scouts only have 1.
You want a speedy scout to run distraction, or hack far points behind enemy lines... do you run a heavy? no, you run a scout.
I'm NOT saying that altering some of the characteristics of said 'role specific' suits shouldn't be allowed, but the suit choice itself is determined by what you want to do in the game. As it is in any game of note. Even BF3, CoD have 'roles' that can be customized within limits based on the 'role' you choose. THat's the simple fact.
Examine your own though process, you want to take damage, wield a f(&king Heavy Weapon like a bad ass, should you then be able to put one of those bad boys on your scout suit you've skilled for? No... on your Assault / Logi? No. Suit defines INTENDED ROLE and is always the first choice in your customization routine. |
The Black Jackal
The Southern Legion RISE of LEGION
549
|
Posted - 2013.06.22 13:53:00 -
[19] - Quote
ShotsofJac wrote:To The Black Jackal, guy you are facing a loosing battle and whoever you have supporting you they to are loosing this topic. Eldest Dragon probably said it the best, when you have a fps no matter the format you make the best class that gets the job done, it doesnt matter what you can do or not do in eve.....plain and simple. i bet if they come out with the "commando" class you will b***h about it being unfair/op or whatever you would call it? basically all im hearing from you is that you realized you spec'd wrong after you noticed this isnt a normal fps, and all i have to say to that is.....sucks to be you, or you can adapt to the game play and overcome.
No, I AM a Caldari Logi... but I didn't spec it to be OP, I specced it to support my Primary HAV role. You know, Rep tools etc.
Also, this thread is being kept alive due to the people arguing the point. It started with my 'POSSIBLE' Solution, which was soundly beaten. But since then the entire thread has changed into a few different debates and ideas. as a good thread should. Even one started on a sour note.
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The Black Jackal
The Southern Legion RISE of LEGION
582
|
Posted - 2013.06.26 01:43:00 -
[20] - Quote
KING CHECKMATE wrote:Removing the Logis ability to use DAMAGE Mods would do the trick/
This would give an automatic advantage to assaults over logis (in the case of assault function):
-Assaults have weapons that can do more damage and run faster -Logis can carry more equipment and tank slightly better.
You take away Damage mods from logis ,and assault players will go assault, Logis will stay Logi
That's just as bad as my original idea.
I've come up with a possible solution...
Remove bonuses not tied to logistics, and put in logistics bonuses...
So Shield HP, gone... Armor Rep increase... gone... Hacking speed.... well let the Minnie logis decide if that's useful
Gallente is the only Logi-focused Bonus atm... with reduction to Fitting req for Equipment.
Here's a few bonuses to throw around
- Improved Rep tool use (Increases repping done by tool) - Greater nanohive Capacity (More nanite 'cluster's per Nanhive) - Improved Nanite Injector Radius (Should be in most anyway... but logis can 'revive' from further away so you don't need to stand exactly on top of the person)
THese are just possible ideas... encourage logistics roles, but don't 'exclude' anything from being fitted. Enhance the role-specific stuff. |
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The Black Jackal
The Southern Legion RISE of LEGION
587
|
Posted - 2013.06.27 01:49:00 -
[21] - Quote
Paran Tadec wrote:The Black Jackal wrote:TV Repair Guy wrote:Don't change anything, flux grenades are devastating enough to shield-tankers. If I hear flux going off I have to run scared because my armor is so squishy. The assault bonus just isn't that good, and most people are carrying AV grenades to cope with murder taxis. Instead of making logistics suits worthless like the crybabies want, improve the assault class bonus.
I like the logistics suit and I can be a frontline attacker if I feel like it, GTFO. Logistics Suits are designed to 'Support' not Attack... A Tanky Support member is a boon to a team. Logistics are MEANT to be support roles. It comes with the territory. This isn't a hi creative solution, this is a simple solution that would stop people abusing Logistics... as stated above, giving up your sidearm for all the benefits.. While Caldari Logistics are currently the most noted, the other logistics do gain all of the above, with the exception of the Higher Shield HP. Minmatar Hacking Bonus, indicates a Support function. Gallente Equipment PG / CPU reduction indicates a Support function. Amarr LKogistics bonus increases survivability. Caldari Logistics Bonus indicates survivability. I wouldn't question Survivability, if it was tempered by a greater reduction in it's combat ability. ala Logistics LAV. So why are you trying to throw the baby out with the bathwater. Only cal logi needs a fix. You people get dumber every day with your "solutions"
Seriously, I'm shocked this thread is continuing... Even I've abandoned my original idea, but people keep posting.
I've switched my view from 'restricting' to 'encouraging' (by making bonuses affect what a logi 'should do' but not stopping them being assault-style variants.. they just DO logi stuff better. |
The Black Jackal
The Southern Legion RISE of LEGION
587
|
Posted - 2013.06.27 05:14:00 -
[22] - Quote
Quote:It seems highly unlikely that you play support as a primary consider your presentation of what "is not tied to logistics" above. Buffer HP becomes more important for basic survival the slower the suit in question and Logi are slower than everything out there this side of the Heavy frame. I would be very interested in a specific definition form you regarding what you consider "logistics" to mean since you've eliminated dealing damage, taking damage or possibly hacking from the pool are logi only supposed to carry equipment and provide no functional value aside from that? Also of note, I've run numbers on this due to a discussion in another thread an the Gallente racial buff that you mention, the fitting req savings for Equipment? It is less valuable than the current base logi role buff of 5 HP/s self rep on armor. From a fittings perspective is provides an enhancement of available PG/CPU above the cost of a complex repper which is less than the value of 1 level in Electronics or Engineering. And it does this at a considerable investment of SP. Put more bluntly the one racial logi bonus which you have said is acceptable is by far the least valuable of all the skills present. It in fact provides less overall utility than the basic fittings skills. Speaking as a full support Logi since closed beta here are the effects of your example ideas - Improved Rep tool use (Increases repping done by tool) Until CCP alters the WP mechanics for repair tools this is a nerf to Logi earnings. This will provide more HP/s in reps it's true, and that does have tactical value however the tactical merit combined with the depression in earnings will push logi even further into running only basic or militia gear as the 'risk vs reward' will not make it worth while to do otherwise.More info on that here- Greater nanohive Capacity (More nanite 'cluster's per Nanhive) This could actually be incredibly useful, I'd personally really consider running a suit with this buff. The major drawbacks being that so would every assault player who hates running out of ammo or loves armor repairing hives. Nanohives aren't the most used equipment by such a wide margin because support logi are stacking multiplies of them on our suits The other drawback is that this once again causes reduced incentive to skill into, buy or use upper meta gear. CCP has a cool down on WP earnings from hives thus limiting how much 'reward' they can provide while the 'risk' remains constant, thus a skill like this simply provides incentive for the logi to save on costs (SP, ISK, and CPU/PG) by simply using a lessor grade of hive.- Improved Nanite Injector Radius (Should be in most anyway... but logis can 'revive' from further away so you don't need to stand exactly on top of the person) I firmly believe the revive radius needs a bit of a size increase, and I believe it should be game wide. Setting that aside however I love this one, it would provide some real utility to a logi by helping them to support their team while not being insta-gibbed by hostile forces. Balance might be tricky but then again balance always is. If you put up a thread suggesting this please let me know as I'd be happy to give it a +1 In closing I'd like to renew my request for you to post any and all fittings that you believe support the concept that logi need a change. So far everything I've encountered suggests to me that the only two problems in the Logi line are the Amarr suit having underpowered PG and the Caldari suit racial skill being slightly overpowered. You are suggesting that changes need to be made game wide which requires game wide examples to support it (non-anecdotal/subjective ones). Cheers, Cross
As per above, I abandoned my concept of 'limiting or restricting' logis in ANY way. I have switched my stance to giving them bonuses to equipment effects... or requirements...
So in essence... those bonuses replace the OP ones of the Caldari Logi, the marr gets some other bonus, minmatar may (though I don't know the effect of hacking skill unless you're always hacking the points).
The Gallente Prototpye Logi can carry up to 9-10 Drop Uplinks that are deployable... If you've seen PC matches, this is a HUGE supportive role. And one used VERY frequently by most top PC corps. This is due to the reduction of CPU and PG on equipment. Which affects Protype Gear to the point where they can fit this many.
There's a spoof image one of my guys posted up. (It's in the general section atm) about facing Hellstorm... the Uplinks you see in that image, are 3 logi's worth...
Though you say it's the 'least useful' it's still a VERY useful bonus.
As to the others...
If something is 'tactically better' that's the reason it should be implemented... not due to lack of rewards (which is what you based some of your premise on). Being able to rep more is a boon to your team, while rewarding such behaviour is a separate issue.
The greater Nanohive Capavity would only apply to Nanhovives thrown down by logis, so Assaults woudln;t benefit directly from it. They're already giving injectors a bigger radius, but the logis need a much larger one that could be considered a 'ranged revive'.
In essence, I'm supporting your positions that the 'suits' are generally fine (aside from Amarr), but the bonuses need work. And need to follow the line that logis support others. It wont STOP people fitting Assault-focused Logis, but it ENCOURAGES supporting actions over combat.
Oh and on that note I DO play Caldari Logistics. With Assault Rifle... Though I only run a Standard Suit... most of my skills are in HAVs (Gimped Shield Tanks with Gimped Missiles) |
The Black Jackal
The Southern Legion RISE of LEGION
588
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Posted - 2013.06.27 09:01:00 -
[23] - Quote
Cross Atu wrote:Complex repper costs ~ 5,595 ISK 932,760 SP, 1 Low Power Slot, CPU 45, PG 10 1 level of Dropsuit Electronics grants 19.5 CPU 1 level of Dropsuit Engineering grants; Caldari 3.9 PG Amarr 3.3 PG Minmitar 3.9 PG Galentte 3.9 PG CPU & PG savings for most fittings intenstive loadout 3 Slot layout Amarr and Caldari Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
Total Cost: CPU 210 PG 49Total Savings at 25%: CPU 52.5 PG 12.25Net gain: CPU 7.5 PG 2.25 Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
Total Cost: CPU 167 PG 29Total Savings at 25%: CPU 41.75 PG 7.25Net gain: CPU -3.25 PG -2.75 4 Slot layout Minmatar & Gallente Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 281 PG 63Total Savings at 25%: CPU 70.25 PG 15.75Net Gain: CPU 25.25 PG 5.75 Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 238 PG 43Total Savings at 25%: CPU 59.5 PG 10.75Net gain: CPU 14.5 PG 0.75 Multi Uplink fit
- Imperial Flux Drop Uplink CPU 71 PG 14
- Imperial Quantum Drop Uplink CPU 71 PG 14
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 213 PG 42Total Savings at 25%: CPU 53.25 PG 10.5Net gain: CPU 8.25 PG 0.5 The above compares the value of the 5 HP/s skill to a 25% reduction in fittings cost of equipment mods. "Net gain" is the amount of fittings saved when the base savings are reduced by the value of equipping a single complex repper (a likely choice for many support logi if their current skill were removed). Most examples provide only a trivial increase in fittings while some rare instances even fall into the negatives, with an on average savings at or near the fittings provided by one level of Engineering/Electronics the effect gained from investment in such a skill has a very low SP to effect ratio. More importantly it highlights how such fittings skills provide less total value to logi suits with fewer equipment slots, but even so would maintain their survivability more than simply stripping defensive skills in favor of equipment only skills. Since we've moved on to racial skill comparisons I'd be interested in seeing data which supports the notion that Logi will be able to support as effectively with weaker HP and/or information showing why lowering Logi eHP is called for (outside of the Cal logi bonus which I agree needs to be toned down a little). 0.02 ISK Cross
Just pointing out that the Cal Logi bonus you agree is over the top.. is the ONLY one that would be effectively reducing eHP by it's removal...
No other ones did I say reduce the eHP of 'this suit'. I'm not suggesting a nerf in any real way...
I'm suggesting to SHIFT the bonuses to a more logistically focused role... Instead of getting extra reps from armor reppers, you do more repping with your tools, or instead of getting better extenders on shields, you get more clusters per nanohive. Instead of a hacking speed bonus, you can revive someone from 10m away.
I think you better stop assuming that I'm aiming to 'nerf' logis any more... I'm saying that their BONUSES need to be more logistical.. and not COMBAT oriented. It doesn't stop a Cal logi running an AR Super SHield Tanked fit... but it reduces the Shield Buffer that, atm, is over the top.
It doesn't affect ANY other suit's eHP... and it would only marginally affect the Amarr Suit, since so many people have pointed out the small bonus to reppers isn't worth the reduction in PG / CPU.
Never have I not said the Amarr Suit needs no buff.. in fact I alluded to it at one point also. Keeping badgering me and saying that my concept is to lower ALL logis eHP is beligerantt and naïve. I want to make their BONUSES more ENCOURAGING to play logistics.
I also tend to disagree with the whole 'Logistics Suit Bonus' idea that gives a generic 5 hps Armor rep to all Logis... should be shifted to suit each suit better. |
The Black Jackal
The Southern Legion RISE of LEGION
590
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Posted - 2013.06.28 06:18:00 -
[24] - Quote
Dizonofjuanathon 5702 wrote: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:
Reduce the damage done by logistics Suits by 30-40%,. Yea no , how about we nerf your forum capabilities for a while, give you a little cooldown ....crazy
Seriously, you guys need to learn how to read a whole thread before replying.. I have ADMITTED that the initial Idea was flawed.. and shifted the focus... To 'changing the role bonuses'.
And by far I've seen a lot of worse ideas than this on the forums. |
The Black Jackal
The Southern Legion RISE of LEGION
590
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Posted - 2013.06.28 11:51:00 -
[25] - Quote
Stile451 wrote:I absolutely love the 5 hp/s. Does it make the suit overpowered? I don't think so. In short fights it doesn't make any real difference - maybe an extra 2 shots from an AR to take me down. In long fights it definitely has it's advantages. This bonus saved me from dying in a firefight twice tonight and only when I was using a prototype suit with 750 eHP(my other suits didn't have enough HP to last long enough to do enough damage with the mass driver - especially vs prototype weapons). This may become overpowered with the new armor modules coming but we will have to wait and see.
I would also note that my hacking bonus on my Minmatar logistics suit is awesome when you get to use it. Being behind most other suits means you don't get to use it as often as you would like. Again, the new armor modules will likely make a difference but only for Minmatar as they are the fastest logi suits(which is why I chose it - same speed as most assaults but it's lost due to having to armor tank).
Nice to hear some feedback on the Minmatar bonus. Having never played Minmatar Logi, I never got a feel for how useful the hacking bonus is in general. |
The Black Jackal
The Southern Legion RISE of LEGION
590
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Posted - 2013.06.28 23:41:00 -
[26] - Quote
Quote:Having corrected my error I need to reiterate however that stripping buffer and rep/regen from Logi suits will make them less support capable and oriented not more. With less non-aggressive survival methods available more logi will spend time fighting rather than directly engaged in support actions. If you can't body shield your fallen squad mate while you revive and repair him you'll spent time shooting the enemy and your squad mate is more likely to bleed out before you get to him. If your squad mate is dead/respawns his ammo is refreshed and he won't be needing those hives so often. With fewer WPs coming in from Equip slots and both earnings & survival based on killing the motivation to skill into or fit and field support gear is diminished because both it's tactical application and it's potential rewards have been diminished.
Only the Caldari Suit offers a buffer, and the Amarr Suit offers reps, The Gallente and Minmatar both have supportive actions. My suggestion is to provide bonuses to enhance their logistic abilities. Yes, the nanohives one may encourage people to play the Assault Logi, and since I dropped the damage nerf portion of this thread long ago, it would be viable, but at the moment the logi as assault plague is far greater than those wanting a few extra ticks of their nanohives. It's people wanting Nanohives, Uplinks, and mega-buffer on Caldari Suits.
To avoid further confusion in this department, as some have screamed at me over the whole '5hps thing' is this.
Note: All are put at Prototype Skill Level
Gallente Logistics Dropsuit Logistics Suit Bonus - 5 armor hps Gallente Racial - 25% reduction in CPU and PG requirements for Equipment
Amarr Logistics Dropsuit Logistics Suit Bonus - 5 armor hps Amarr Racial - 25% more effectiveness from Repair Tools
Caldari Logistics Dropsuit Logistics Suit bonus - 5% Shield Regen Caldari Racial - 10% Extra Nanite Clusters for Nanohives
Minmatar Suit Bonus Logistics Suit Bonus - 5% Shield Regen Minmatar Racial - 25% Hacking Speed Increase
So the generic 5hps is gone from Shield Tanking Suits... and the so called OP suit bonus from the Caldari Suit is replaced with a supportive skill. The Amarr Suit (hopefully with a buff to it's BASE Stats prior to this) gets the ability to repair more, and faster.
AS to the particular skills affecting the different suits. I'm not sure how, or why, CCP is insistent they cant have the suits effect different skill point results. But I still believe that giving generic bonuses to all Suits based on their type (also applies to Armor-tanked Assault Suits that get Shield Recharge Bonus) is bad design. You want synergy in bonuses, not counter-active bonuses.
Updated the original post with this new idea, (still retains the old abandoned idea so as to show the evolution / redirection and not confuse others as to the replies.) |
The Black Jackal
The Southern Legion RISE of LEGION
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Posted - 2013.06.30 02:56:00 -
[27] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
599
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Posted - 2013.06.30 14:23:00 -
[28] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
600
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Posted - 2013.07.01 00:01:00 -
[29] - Quote
I'm not aiming to separate the aspects.
I'm working on one side of the coin, instigating change, then worrying about rewards. You approach the two as a single entity, and I agree with you, but that shouldn't prevent
While you say it isn't a direct link to being an effective logi to change the buffs in such a way, it is a direct link to Logistics Potential. It does come down to the player, and how the player plays... if they aren't into using rep tools, maybe an Amarr Logistics Suit isn't for them. Just like, at the moment, an Amarrian Assault generally runs Lasers. Now while you can run anything on them you want, running lasers and scrambler rifles is the 'most efficient' use of it's bonuses.
In other words, it has 'greater potential' using lasers. Doesn't mean you have to use it.
That's what I'm aiming to get from this. As stated by the figures above, the tank variable is quite small in overall comparison (except in the case of the Caldari logistics.) While giving more Logistics potential could be extremely beneficial.
With these changes I would also suggest a buff to the baseline eHP of the Logistics suits across the board. But that would be a secondary influence. Not based on the role of the Logistics suit.
I think the benefit of better nanohives on the 'Logistics Slayers' would be less than believed. Nanohives are stationary, and do not lend themselves to the usual slayer mentality of constantly moving and being where the action is. |
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