Pages: 1 2 3 4 5 6 7 [8] 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1196
|
Posted - 2013.06.21 02:57:00 -
[211] - Quote
padraic darby wrote:Mikael Murray wrote:Take away 1 high slot.
Dun and low slot And provide fits from every racial pairing to demonstrate an actual need for any changes at all
~Cross
ps ~ challenge is still open, if you haven't seen the standards ask and I'll repost them. |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
231
|
Posted - 2013.06.21 02:59:00 -
[212] - 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.
I haven't read the entirety of this thread because frankly it's effing huge and i'm lazy, BUT wouldn't it be easier to just make SOME weapons\utilities dropsuit restricted? Like Logistics can't even equip things like ARs or something (I've not thought about this, i'm just throwing it out there)
I mean I can't use an HMG unless i'm a heavy, so why not make it so a logi can't use an AR? Give them a bonus to side arm damage, or let them duel wield, or give them a shotgun damage bonus, or something that makes sense rather than a damage nerf all round?
I don't know, just adding more to the noise~ |
The Black Jackal
The Southern Legion RISE of LEGION
549
|
Posted - 2013.06.22 13:53:00 -
[213] - 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.
|
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 17:57:00 -
[214] - Quote
The issue is minmitar has 5 high slots for damage modifiers. That should be reserved for assault class. |
medomai grey
WarRavens League of Infamy
37
|
Posted - 2013.06.22 18:25:00 -
[215] - Quote
Ray Poe wrote:The issue is minmitar has 5 high slots for damage modifiers. That should be reserved for assault class.
So only assaults are allowed to glass cannon fit? What about heavy and light frame suits? Are you going to restrict them too because other players didn't fit their suits the way you want them to?
Stop trying to dictate how people fit and develop their own roles. CCP intended for players to be able to create their own roles. The heavy sniper from this ad is one example of players developing their own role that deviates from the norm. Game is working as intended. |
Halcyon MI1
Blackwater Voodoo N.O.M.A.D.S
1
|
Posted - 2013.06.26 00:34:00 -
[216] - Quote
I'm too lazy to do that Cross xD too much excel for my reduced brain. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
129
|
Posted - 2013.06.26 00:48:00 -
[217] - Quote
Removing the Logis ability to use DAMAGE Mods could be a good start......
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. |
The Black Jackal
The Southern Legion RISE of LEGION
582
|
Posted - 2013.06.26 01:43:00 -
[218] - 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. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
129
|
Posted - 2013.06.26 01:56:00 -
[219] - Quote
The Black Jackal wrote: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.
Why?
Hacking is Support. Armor reps and Shield Tanking are Needed For Frontline Logis.
The problem is not Logis TANKING, is abusing Complex Damage Mods on AR
Caldari with 2-3 C.Damage mods and 2-3 Complex shield Ext? THAT'S the problem. Not that they can TANK more than Assaults. LOGIS should even have MORE Base HP than Assaults, since they need it to fulfill their Support roles. How do you want to get revived in the middle of nowhere if he has low HP? How can a Heavy ask A Logi to stand by his side healing him if the Logi cant Repair his OWN armor? |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
186
|
Posted - 2013.06.26 01:58:00 -
[220] - Quote
The Black Jackal wrote:richiesutie 2 wrote: 30-40% STFU even 50% would be a benefit. The Logistics LAV has an inherent 25% reduction to it's damage output.
fixed |
|
D3LTA Blitzkrieg II
0uter.Heaven League of Infamy
3
|
Posted - 2013.06.26 03:18:00 -
[221] - Quote
a wayyy wayy wayyy easier fix to this is making the logi slower in movement speed. cuz u kno all the gear slows em down. forces them to speed tank or b slow and serve as medics |
Stile451
Red Star. EoN.
95
|
Posted - 2013.06.26 16:18:00 -
[222] - Quote
That wouldn't affect the Caldari logi shield tank all that much(the only reason this thread exists). |
XV1
Ninth Legion Freelance
22
|
Posted - 2013.06.26 17:51:00 -
[223] - Quote
richiesutie 2 wrote:The Black Jackal wrote: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. They should just remove the pg/cpu requirements for equipment then Nerf pg so that Armour/shield mods are hard to stack.
Or give all Logistics way less PG/CPU and give them big reductions to equipment slot fitting needs, this makes them take penalties for using militia over standard and makes them choose proto equipment or proto modules. |
Paran Tadec
Imperfects Negative-Feedback
1134
|
Posted - 2013.06.26 17:57:00 -
[224] - Quote
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"
|
The Black Jackal
The Southern Legion RISE of LEGION
587
|
Posted - 2013.06.27 01:49:00 -
[225] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1218
|
Posted - 2013.06.27 02:38:00 -
[226] - Quote
Halcyon MI1 wrote:I'm too lazy to do that Cross xD too much excel for my reduced brain. Fair enough, but the offer of a squad still stands Feel free to hit me up if you're lfs.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1218
|
Posted - 2013.06.27 03:03:00 -
[227] - Quote
The Black Jackal wrote:[sic]
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.
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 |
The Black Jackal
The Southern Legion RISE of LEGION
587
|
Posted - 2013.06.27 05:14:00 -
[228] - 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) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
|
Posted - 2013.06.27 07:08:00 -
[229] - Quote
The Black Jackal wrote: 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)
Please read the linked thread from my prior post, I and others there go into great detail regarding why rewards and tactical value cannot be treated as zero sum or disassociated within the context of a game such as Dust. It is also worth noting that CCP supports the stance that tactical value and rewards should parallel each other, thus maintaining the core 'risk vs reward' aspect of Dust.
Also note I said Cross Atu wrote:It seems highly unlikely that you play support as a primaryIt seems highly unlikely that you play support as a primary not "run in a logi suit", the two are not equivalent.
A key part of playing support is not dying. Note here I'm saying don't end up dead, not "rack up kills and win every gunfight", support don't need to be hardcore slayers but support most certainly does require high eHP to be effective. I've had more than one logi over the builds scoff at my focus on eHP before even leveling my equipment slots and then be surprised when I'd consistently earn more WP with KDRs around 2/12. Support doesn't need to be a slayer, but it does need tank. Keeping all of the tank skills for Logi suits is vital to their role, tho I do admit the Cal suit racial needs toned down (note run Min and Amarr). The Assault racial skills look like they need some love as well, they're on average too broad and not very compelling, but watering down Logis isn't the way to fix that. On that note I'm going to follow this post with some numbers related to the Gal fittings skill, they're pretty telling.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
|
Posted - 2013.06.27 07:08:00 -
[230] - Quote
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 49 Total Savings at 25%: CPU 52.5 PG 12.25 Net 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 29 Total Savings at 25%: CPU 41.75 PG 7.25 Net 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 63 Total Savings at 25%: CPU 70.25 PG 15.75 Net 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 43 Total Savings at 25%: CPU 59.5 PG 10.75 Net 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 42 Total Savings at 25%: CPU 53.25 PG 10.5 Net 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. |
|
The Black Jackal
The Southern Legion RISE of LEGION
588
|
Posted - 2013.06.27 09:01:00 -
[231] - 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. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
34
|
Posted - 2013.06.27 14:00:00 -
[232] - Quote
The Black Jackal wrote: CRAPPY IDEA
For god's sake.
Let's try again, let's see if you understand.
You're all talking like ALL logi were OP. Survavibility and damage are not an option. Again, how can i help you when all useful weap outclass the most powerfull rep per? how can i ress you if i go down easier and ALSO be slow. That's mean you arrive later at gunfight and simply die, because ASSboys died before you.
First, let's talk about the Logi I use, The Amarr.
Amarr suit gets bonus, but it's total Bonus (with 2 for complex rep slot) mean you rep 20/ sec. Guess what, ANY SUIT with 3sloth can do that. It's racial bonus simply make viable use a STD plate+2 complex rep. Why i choose amarr suit, knowing that is so under power when it come to other logistic suit?
ONE WORD Versatility. I trade it's LOW PG,LOW SLOT for a Side arm slot ( Usually ASSBoys didn't think HOW much is important have a side) I can become An ANTI HAV- a FIELD EXPLOSIVE Logi, A Uplink LOGI, a HIVE Logi, A REPPER LOGI.
Due to my low PG i cant equip ALL proto equip that i want to carry, i must switch between suit. ah, just for saying,No damage mods, No proto Weapon for me, and forced to use flylock due to it's low pg ( i want my SMG back)
And for make the cake mor delicious, forced to use AK0 to use my specc potential. That mean that every death is 138.000 ISK
I can make other example for MINNIE and GALLI.
The only thing to do is to SIMPLY SWITCH CAL LOGI BONUS WITH ASS BONUS, with this change we will have:
1) ASS suit get's a booster, but due to it's low ( not so low, but thats another story) 4 sloth cant go TOO HIGH ( dont forget upper base stat) 2) a CAL.LOGI that recharge faster with his ONLY WEAPON.
|
Dizonofjuanathon 5702
Intrepidus XI Omega Commission
1
|
Posted - 2013.06.27 14:04:00 -
[233] - 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:
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 |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
34
|
Posted - 2013.06.27 14:04:00 -
[234] - Quote
The Black Jackal wrote: 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.
CCP tell this right and clear:
Right now, we cant make different generic bonus.
|
h3110 kitty
Hostile Acquisition Inc
0
|
Posted - 2013.06.27 19:47:00 -
[235] - Quote
this is crazy lol obviously like half the people that are arguing know here know nothing about being a logi lol...... AMARR LOGI'S FOR THE WIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
XV1
Ninth Legion Freelance
27
|
Posted - 2013.06.27 20:00:00 -
[236] - Quote
The Black Jackal wrote: 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.
I think that they should instead get a bonus to repair tool repair amount. The self heal is nice as it eliminates the need to fit an armor repair but overall I think making them better repair tool users would make more sense. Maybe 5% bonus to repair amount per level instead. This would allow nanohives, nanite injectors, and repair tools to get a boost. I guess it could affect their fitted armor repairers too but meh. Most important is making the Logi a support role, not an alternative assault or a better assault rather. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
36
|
Posted - 2013.06.28 00:37:00 -
[237] - Quote
XV1 wrote:The Black Jackal wrote: 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.
I think that they should instead get a bonus to repair tool repair amount. The self heal is nice as it eliminates the need to fit an armor repair but overall I think making them better repair tool users would make more sense. Maybe 5% bonus to repair amount per level instead. This would allow nanohives, nanite injectors, and repair tools to get a boost. I guess it could affect their fitted armor repairers too but meh. Most important is making the Logi a support role, not an alternative assault or a better assault rather.
Men you know where logi is playing in this current game?
This is not where Logi stay in a vault, moving a EURO PALLET. We are in the middle of the battlefield while eating THE SAME **** that ASSBoys are facing BUT WITH MORE SLOW SPEED AND ALSO LOW BASE STAT And you want to change one thing that help me to stay alive and support you. we arent focus on assault and, guess what, we MUST focus on many thing, other than the Enemy: Drop uplink, repp, ress, Hive etc etc etc. |
The Black Jackal
The Southern Legion RISE of LEGION
590
|
Posted - 2013.06.28 06:18:00 -
[238] - 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. |
Stile451
Red Star. EoN.
96
|
Posted - 2013.06.28 07:24:00 -
[239] - Quote
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). |
The Black Jackal
The Southern Legion RISE of LEGION
590
|
Posted - 2013.06.28 11:51:00 -
[240] - 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. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] 9 :: one page |
First page | Previous page | Next page | Last page |