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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. |
richiesutie 2
Mannar Focused Warfare Gallente Federation
44
|
Posted - 2013.06.16 11:03:00 -
[2] - Quote
30-40% STFU |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 11:05:00 -
[3] - 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. |
richiesutie 2
Mannar Focused Warfare Gallente Federation
44
|
Posted - 2013.06.16 11:08:00 -
[4] - Quote
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. |
RKKR
The Southern Legion RISE of LEGION
95
|
Posted - 2013.06.16 11:08:00 -
[5] - Quote
I'm pretty sure players would do better in an assault dropsuit if they tried.
just another ooh-look-at-Caldari-logi-adjust-ALL-logis-threads...
I'm dissapointed. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
|
Posted - 2013.06.16 11:16:00 -
[6] - 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.
LOOK, THERE'S A MIN LOGI, QUICK OR HE'S GONNA HACK US TO DEATH!!!!!!!!
LOOK, THERE ANOTHER GAL LOGI,QUICK OR HE'S GONNA THROW ALL HIS EQUIP UPON US.
LOOK, THERE'S AN AMARR LOG...ah, no amar logi execpt Jastad and other few.....
Jokes aside, i beg you. STOP thinking hi-creative solution for easy solving problem, simply change cal logi bonus |
darkiller240
INGLORIOUS-INQUISITION
0
|
Posted - 2013.06.16 11:57:00 -
[7] - Quote
Nah just give them bonuses to equipment PG and CPU and then lower the PG and CPU
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TV Repair Guy
DUST University Ivy League
19
|
Posted - 2013.06.16 12:06:00 -
[8] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 12:34:00 -
[9] - 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. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
|
Posted - 2013.06.16 13:02:00 -
[10] - Quote
@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
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BL4CKST4R
WarRavens League of Infamy
267
|
Posted - 2013.06.16 13:27:00 -
[11] - Quote
The Black Jackal wrote:I think most people are aware of the Caldari Logistics ability to tank. It's written plain as day in their description, and it's being abused under the current mechanic. Not because it's a bad mechanic, but the fact there is NO downside to running said Logi... you give up a Sidearm, to gain:
- More Shields - More PG - More CPU - More Equipment
I have a simple solution. Reduce the damage done by logistics Suits by 30-40%, across the board. Just a flat reduction in 'weapons' damage. (So Remote Explosives, Grenades etc are still as effective, but your guns are not.)
Give them a detriment equal to their advantage. At the moment there is only one downside to running a Logistics Suit as an Assault, and it's nothing comparative to what you gain.
This damage reduction would be applicable to ALL Logistics Suits, putting them into a support role, where they should be. Not as a Frontline Attacker.
You must be drunk, please go home.
If this were to happen I would drop my controller, delete Dust 514 and move on. You must have never played a logistics suit, if you did you would know that, aside from the CaLogi, we are extremely weak in the battlefield in terms of EHP and Mobility, and we can't defend ourselves well in 1v1 combat if we run out of ammo. No logistics suit can surpass its assault variant in terms of EHP and speed, except for the CaLogi, even with more PG and CPU, all it means is that we can use proto modules a little bit faster before we need CPU/PG skills but in the long run a assault suit is able to use all proto modules and a proto weapon, and have enough PG/CPU left for a nanohive. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 13:38:00 -
[12] - 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 -
[13] - 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. |
Django Quik
R.I.f.t
680
|
Posted - 2013.06.16 13:46:00 -
[14] - Quote
There are 2 ways to stop logis being used as assaults:
1) replace the light weapon slot with a sidearm slot only or 2) remove at least half of the hi and low slots |
BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 13:49:00 -
[15] - Quote
Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant.
EDIT: A drastic change to suits like the ones being suggested by the ignorant people who do not understand Logistics, should also come with a skill respec. Because no person will want to play as this class with such terrible nerfs. |
sxwr
M.T.A.C Assault Operations Command
0
|
Posted - 2013.06.16 13:53:00 -
[16] - Quote
thats not something they should change your just mad because they can beat you senseles 9 times out of 10 they need to stop nerfing everything or everyone will be forced to play the same way and we turn in to call of duty. and no one wants that, or at least i dont i sure as hell don't |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 13:53:00 -
[17] - 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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BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 13:59:00 -
[18] - Quote
The Black Jackal wrote:BL4CKST4R wrote:Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant. I know people hate to quote it, but EVE Online is a sandbox game... if you want to shield tank as your speciality, you can heabvily modify a normal 'armor tanking ship, and ignore bonuses, or you can fly Caldari, or Minmatar (some of them anyway) Sandbox doesn't mean EVERY suit should be able to be played ANY way, or we should just have a single suit with 4 highs, 4 lows, Light Weapon and Sidearm. No bonuses, nothing. Just a plain, suit, capable of being fit anyway you'd like.
Your right no suit should be able to play every single way, and thats why Logistics suits are relatively weaker, slower than a Assault suit, with less offensive capabilities. |
The Black Jackal
The Southern Legion RISE of LEGION
508
|
Posted - 2013.06.16 14:05:00 -
[19] - 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. |
BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 14:23:00 -
[20] - Quote
The Black Jackal wrote:BL4CKST4R wrote:The Black Jackal wrote:BL4CKST4R wrote:Amarr logis get 25% on already low numbers, if they were to use all their 3 low slots on armor reppers they only get 28.44 armor repair which is only 5 more repping than any other suit with 3 armor repairs. Also forcing somebody into a playstyle is no way to build a "sandbox" FPS, we are already constrained enough in this game as it is. Also I do acknowledge that there should be some role differences but cutting our damage, thus indirectly our survivability is no way to go. Why not just buff the damage of the assault suit by 10%? Oh wait here is a little fact you don't know, aside from the Caldari every assault suit can remove a shield for a Complex damage modifier and still have more EHP/Speed/Damage than its logistics variant. I know people hate to quote it, but EVE Online is a sandbox game... if you want to shield tank as your speciality, you can heabvily modify a normal 'armor tanking ship, and ignore bonuses, or you can fly Caldari, or Minmatar (some of them anyway) Sandbox doesn't mean EVERY suit should be able to be played ANY way, or we should just have a single suit with 4 highs, 4 lows, Light Weapon and Sidearm. No bonuses, nothing. Just a plain, suit, capable of being fit anyway you'd like. Your right no suit should be able to play every single way, and thats why Logistics suits are relatively weaker, slower than a Assault suit, with less offensive capabilities. Logistics suits are not 'relatively weaker' in most respects. You can fit more, you say that you can fit modules of higher tier earlier, and that assault catch up. A Logi with those same skills (but being logi) can fit far more. % bonuses enhance those with higher base stats, and Logis have higher base stats. Equipment, especially in PC matches with the ability to throw down up to 6 or more drop uplinks, makes the difference. The ability to also throw down nanohives, makes a difference. Putting the Assault Suits on the back burner. Since they can fit only 1 piece of Equipment. If Logis were nerfed by reducing their PG CPU to assault levels, it would have the same outcry, but it wouldn't hurt their ability to solo. I'd take that option. TYhis is posted as a possible solution.
We can fit better equipment yes, but our equipment doesn't help us be better slayer it helps the team. A drop uplink isn't gonna help me at all if I am the only one using it to spawn in to the enemy zone, a repair tool is definitely not going to help me either, remote explosives are weak and situational, nanite injectors are to help other suits save money but who is there to revive me?, nanohives YAY the only module that directly help me, oh wait an assault can use nanohives to.
Logis DO NOT have higher base stats than a assault suit, Logistic suits have 60 less EHP, around 7-10 less shield regen, 25 less stamina, and 6% less speed. Although what we do have higher is scanning and CPU/PG and 1 extra slot, aside from the Caldari who has 2 extra slots, we can't do that much with that extra stuff, our CPU/PG doesn't go as far as you'd think because like I said in we can equip the same type of modules, and the extra slot doesn't do much in terms of making us better, specially for armor suits where the extra low slot can only be effectively used for armor repping. |
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Bendtner92
Imperfects Negative-Feedback
609
|
Posted - 2013.06.16 14:24:00 -
[21] - Quote
Or you could give the Assaults useful bonuses, you know, like a 2% more damage per level instead of nerfing the Logis.
But the Logis can tank a little too much for what role they should be doing, so they need to have their slots cut down to at least Assault level.
Edit: Well, actually if they just give the Assaults that damage bonus and swap the shield recharge delays between Logis and Assaults (Logis currently have shorter delays than Assaults), it might not matter if Logis kept all their tanking ability. |
BL4CKST4R
WarRavens League of Infamy
268
|
Posted - 2013.06.16 14:30:00 -
[22] - Quote
Caldari Logistics 1 High 1 Low over assault Gallente Logistics 1 Low over assault Amarr Logistics Same slots as assault (Less EHP/Speed/But 3 equipment slots and sidearm) Minmatar Logistics 2 lows over assault 1 High under Assault
Caldari Logistics NO racial EHP: 843
Caldari Logistics racial EHP: 934
Gallente Logistics EHP: 698
Caldari Assault EHP: 846
Gallente Assault EHP: 773
Gallente Assault 6% speed buff EHP: 828
Gallente Logistics 6% speed buff EHP: 753
CaLogi NO racial -1 High slot EHP: 770
Amarr Assault EHP:811
Amarr Logistics EHP:736
Minmatar Assault EHP: 862
Minmatar Logistics EHP: 733 |
Jastad
Eliters D.E.F.I.A.N.C.E
14
|
Posted - 2013.06.16 15:12:00 -
[23] - Quote
Django Quik wrote:There are 2 ways to stop logis being used as assaults:
1) replace the light weapon slot with a sidearm slot only or 2) remove at least half of the hi and low slots
Are you people so MAD?
what treath can i pose to an Enemy with a side arm? how can i support you if i cant kill anyone shooting back at you ARcodboys. How can you be so blind...
When EVERY (Usefull ) weapon OUT-DPS the most powerfull repper, what help can a logi do?
Talking like this is like saying : " Let's remove all equip from ass suit and watch them all meleee to death if a logi is not in the match"
STOP thinking HI-CREATIVE solution for Easy solving problem. The Only Issue is the Cal.Logi e we all concorde on this. BUT only on cal.logi.
Jeez is the same think than suggest a -20% dmg to ALL the Ar for correct the TAC problem
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Stephen Rao
Intrepidus XI Omega Commission
37
|
Posted - 2013.06.16 15:15:00 -
[24] - Quote
The Black Jackal wrote: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. Actually, no they don't. They have higher CPU/PG (except for Amarr Logi) and more Equipmnent/module slots. They lose SPD, Shield and Armor stats. Even the dreaded Cal Logi has less eHP then the Cal Assault, it's just that the 25% efficacy to Shield Extenders combined with the Skill to use Shield Extenders gives the Cal Logi Shield 86+ HP per Complex Module.
All you have to do is to see they're fine is to look at their base stats compared to the same basic frame .
So, even the Cal Logi's stats aren't the problem, it really comes down to it's racial bonus being stupidly overpowered. The rest of the Logi's are fine (or need a buff *cough*Amarr*cough*).
If you still have concerns with Logi's (other than the Cal), could you please use numbers rather than statements like "higher base stats" that appear to have no grounding in reality. |
Thor Odinson42
Molon Labe. League of Infamy
368
|
Posted - 2013.06.16 15:39:00 -
[25] - Quote
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 Black Jackal
The Southern Legion RISE of LEGION
509
|
Posted - 2013.06.16 16:01:00 -
[26] - 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. |
RKKR
The Southern Legion RISE of LEGION
95
|
Posted - 2013.06.16 16:11:00 -
[27] - Quote
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?
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The Black Jackal
The Southern Legion RISE of LEGION
509
|
Posted - 2013.06.16 16:13:00 -
[28] - 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. |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
20
|
Posted - 2013.06.16 16:21:00 -
[29] - Quote
Honestly, if I see a proto cal logistics, I have to run away. My heavy's ehp is nowhere near that when my HMG can only lay down a good dent in their shielding. I can knock out any other kind of suit, proto or not, but those shields are ridiculous. Why cal logi gets +5 to shield modules per level, I don't know. Usually CCP is too scared to throw out anything more than a 3% bonus. |
RKKR
The Southern Legion RISE of LEGION
95
|
Posted - 2013.06.16 16:30:00 -
[30] - Quote
I read over the 'but just as'-part, but your initial post didn't mention anything on the survival-part so I thought it was weird it suddenly got included in the point of this debate.
I still don't think anything has to be changed to the logi-role itself. I can perfectly support my team with killing and healing,...and I'm pretty sure that I'm better at the killing-part if I skill into assault suits if I want to focus on that part alone. |
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dday3six
Intrepidus XI Omega Commission
5
|
Posted - 2013.06.16 16:43:00 -
[31] - Quote
The thing about tanking is that it's not so much about being able to deal massive damage, as it is about being able to absorb it. I think if their racial bonuses are either changed or decreased to 2 or 3% it would help.
However perhaps it might just be better to rework the Logisitics dropsuits as a whole to either have 1 or 2 small weapons slots, in exchange for either have more grenade slots or more equipment slots. So you're not so much limiting their firepower as you are changing the way it's able to be applied. |
Thor Odinson42
Molon Labe. League of Infamy
368
|
Posted - 2013.06.16 16:51:00 -
[32] - 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. I get your point, but I honestly don't see the problem.
I'm a bit biased because I'm in the suit everyone QQ's about. But ONE flux and I have to run. Perhaps people should fit more flux instead of all locus grenades.
Scrambler rifles make me get the hell out of dodge as well.
I'd rather see buffs to the other suits. This isn't a glaring issue like lasers at the end of Chromosome or TAC rifles up until recently. They should try buffs to balance instead of nerf hammers. This way you have a group or groups happy instead of one really pissed off group. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1161
|
Posted - 2013.06.16 16:56:00 -
[33] - 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.
Flaws in the OP
- Cal Logi suit balance is not equal to Cal Logi Racial Skill balance
- Cal Logi suit + racial skill balance is not equal to Logi suit balance across all races (indeed these suits are not equal)
- Nerfing Logi damage buffs Logi suits with the most High Power slots, when combined with the current racial skill this makes the Cal Logi more of a problem when balanced against all other Logi racial types.
- Reasoning is not presented explaining how suits aside from the Cal Logi are a problem
- Fittings & numbers are not presented to support or explain how any Logi suit is a problem[/b]
- Not all Logi suits have higher PG & CPU than their races Assault suit
- Not all Logis have more Shields than their races Assault suit,in point of fact none of them do]/b]
The statement "but the fact there is NO downside to running said Logi... you give up a Sidearm..." is not factual. Logi suits have lower base stats almost across the board when compared with their racial Assault counterparts. This results in lower total/raw values gained per level in passive base skills related to suits. Further when building fits a Logi suit built to at minimum meet the stats of an equivalently geared and skilled Assault fit the Logi fit requires on average higher SP and ISK buy in to use and deploy said fit.
Quoted from another thread and used many times before
Cross Atu wrote:The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response. Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value. [sic] 0.02 ISK Cross
Take the challenge and post some actual fits, but let me state one obvious aspect right out of the gate, balancing the Logi suits around either the Cal or Amarr suits is bad balance. Neither of those types is balanced, the Cal Logi skill buff is overpowered, and the Amarr suit is gimped.
On a closing note it is the underwhelming nature of the Assault suit skill buffs providing inadequate 'gank' support, combined with the Cal Logi suit buff being OP'ed that is at the crux of the issue suit base values being altered is not a good method for balancing deficiencies within [b]skill balance.
0.02 ISK Cross
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1742
|
Posted - 2013.06.16 17:01:00 -
[34] - Quote
Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1161
|
Posted - 2013.06.16 17:05:00 -
[35] - Quote
Cosgar wrote:Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again. +1 to avoiding sweeping changes. +20 if I could. |
Dehlia Metii
not in a corporation
12
|
Posted - 2013.06.16 17:32:00 -
[36] - Quote
Cosgar wrote:Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again.
I'd rather make it lower than make it not-stacking, or something else entirely. None of this "only sidearms" business though. |
Tankin Tarkus
Quafe Runners
41
|
Posted - 2013.06.16 17:37:00 -
[37] - Quote
what about changing CalLogi bonus from buffing extenders to buffing regulaters? that would buff their survivability between gunfights instead of during gunfights |
dday3six
Intrepidus XI Omega Commission
5
|
Posted - 2013.06.16 18:35:00 -
[38] - Quote
Dehlia Metii wrote:Cosgar wrote:Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again. I'd rather make it lower than make it not-stacking, or something else entirely. None of this "only sidearms" business though.
When I suggested limiting Logistic Suits to 1 or 2 sidearms the trade off was getting either more grenades or more equipment slots. If a suit only had 1 sidearm, it would get a extra grenade slot. If they had two sidearm slots they'd get an extra equipment slot. So while they might not be able to run AR's or SCR's, they'll be able to run both a Flaylock and an SMG or both Locus and Focus grenades. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1753
|
Posted - 2013.06.16 18:42:00 -
[39] - Quote
dday3six wrote:Dehlia Metii wrote:Cosgar wrote:Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again. I'd rather make it lower than make it not-stacking, or something else entirely. None of this "only sidearms" business though. When I suggested limiting Logistic Suits to 1 or 2 sidearms the trade off was getting either more grenades or more equipment slots. If a suit only had 1 sidearm, it would get a extra grenade slot. If they had two sidearm slots they'd get an extra equipment slot. So while they might not be able to run AR's or SCR's, they'll be able to run both a Flaylock and an SMG or both Locus and Focus grenades. Have you tried running around with sidearms in a field of ARs? For something like that to happen sidearms would need a serious range buff. But the mojority of real logis wouldn't go for this because most of us use used the MD.
Edit: But if you want us to use nothing but sidearms, then assaults and scouts should give up their equipment slots. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
|
Posted - 2013.06.16 18:46:00 -
[40] - Quote
Like Cross Atu siad, the problem here is that how calling for an "NERF ALL THE LOGI" probably dind't use the other logi suit or is simply butthurt that a logi kill him
MIN,Gal logi are FINE. Amarr is a little under but thread it pure power for it's versatility and thats fine with me ( i hope little more pg, but is not so important) |
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Jastad
Eliters D.E.F.I.A.N.C.E
15
|
Posted - 2013.06.16 18:49:00 -
[41] - Quote
Cosgar wrote: Edit: But if you want us to use nothing but sidearms, then assaults and scouts should give up their equipment slots.
I suggest the same thing if that happen. Let's watch all the ARCODBOYS melee to death and hope that one logi with a hive is in the match |
Cass Barr
Red Star. EoN.
291
|
Posted - 2013.06.16 18:57:00 -
[42] - Quote
An actual solution to Logis used as Assaults: shoot them. |
ZDub 303
TeamPlayers EoN.
379
|
Posted - 2013.06.16 19:45:00 -
[43] - Quote
Play some PC matches as a logi against assaults.
You'll find how real quick how much more powerful assault suits are, and how important that sidearm slot really is. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
20
|
Posted - 2013.06.16 19:49:00 -
[44] - Quote
How about changing the Light Weapon Slot against a Side Arm Slot? This way they would play more like Medics. Also this would be MUCH BETTER instead of having a Dropsuit malus with "-30 to -40% Weapon Damage" I mean seriousoly. You can't seriously want that? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1755
|
Posted - 2013.06.16 20:01:00 -
[45] - Quote
Aikuchi Tomaru wrote:How about changing the Light Weapon Slot against a Side Arm Slot? This way they would play more like Medics. Also this would be MUCH BETTER instead of having a Dropsuit malus with "-30 to -40% Weapon Damage" I mean seriousoly. You can't seriously want that? Can we seriously stop with the "Just make them use sidearms herp derp!" argument? That's honestly the stupidest suggestion I've ever heard next to that one guy QQing about nova knives. And again, why are all logis the problem again and not one suit with an OP racial bonus? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1165
|
Posted - 2013.06.16 20:25:00 -
[46] - Quote
I'll re-post the standards of the challenge again if need be but seriously for those contending that Logi suits need a nerf, especially a drastic one like removing the light weapon slot or other hard cap on possible weapon use/dps please build a fit (or you know more than one if it's not only one specific fit that's broken) that supports the contention there needs to be a nerf.
Further build this fit without use of any weapon from the AR line (if this cannot be accomplished than the imbalance may not be within the logi line at all ).
There are other elements to the challenge which I'll re-post upon request, but so far I've still not gotten any takers that I'm aware of (if someone knows otherwise please link it for me).... and honestly having been posting this challenge for weeks now in threads on this subject with no real response, it's pretty telling.
0.02 ISK Cross |
Cass Barr
Red Star. EoN.
295
|
Posted - 2013.06.16 20:26:00 -
[47] - Quote
Quit asking CCP to give you free kills. |
Tankin Tarkus
Quafe Runners
41
|
Posted - 2013.06.16 23:26:00 -
[48] - Quote
Tankin Tarkus wrote:what about changing CalLogi bonus from buffing extenders to buffing regulaters? that would buff their survivability between gunfights instead of during gunfights no one has a comment on this idea? |
Master Jaraiya
Ultramarine Corp
230
|
Posted - 2013.06.16 23:38:00 -
[49] - Quote
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.
Not its bumper damage |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
57
|
Posted - 2013.06.17 00:36:00 -
[50] - Quote
Here's a nifty idea: Let's just take away all weapons from logis, including grenades and mele. That'll learn 'em! |
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ZDub 303
TeamPlayers EoN.
381
|
Posted - 2013.06.17 01:02:00 -
[51] - Quote
Also,
Caldari Logi bonus is not OP... its just that every other logi racial is crap.
Logistics passive reps is OP if anything is. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1772
|
Posted - 2013.06.17 01:44:00 -
[52] - Quote
ZDub 303 wrote:Also,
Caldari Logi bonus is not OP... its just that every other logi racial is crap.
Logistics passive reps is OP if anything is. Bro, do you even Logi?
That passive HP bonus is for survivability. Logis can repair everyone else, but who repairs them? |
Master Jaraiya
Ultramarine Corp
231
|
Posted - 2013.06.17 01:48:00 -
[53] - Quote
I'm no logi, but what if you simply took 1H and 1L and gave an additional Equip. Slot to all logis. |
Tankin Tarkus
Quafe Runners
43
|
Posted - 2013.06.17 02:17:00 -
[54] - Quote
that would lower their survivability its only the caldari logi that outdoes its assault counterpart in hp |
Master Jaraiya
Ultramarine Corp
234
|
Posted - 2013.06.17 03:34:00 -
[55] - Quote
Tankin Tarkus wrote:that would lower their survivability its only the caldari logi that outdoes its assault counterpart in hp
So why not change the Logi bonus to something better suiting a logistics player such as a percentage to efficacy of equipment or something to encourage use as its designated support role. |
Italian dude 93
Bloodwolves Battalion
4
|
Posted - 2013.06.17 03:42:00 -
[56] - Quote
Give Logistics two side arm slots and give assaults two light weapon slots. |
Master Jaraiya
Ultramarine Corp
234
|
Posted - 2013.06.17 03:45:00 -
[57] - Quote
Italian dude 93 wrote:Give Logistics two side arm slots and give assaults two light weapon slots.
terrible idea, besides, there is the Commando Suit coming in July. If you want to run 2 Light weapons I suggest you save SP for it. |
Tactic Angel
GodsWolves
22
|
Posted - 2013.06.17 04:47:00 -
[58] - 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
Pretty good summation.
I run an Amarr Log fit as my primary fitting. Why? Because I have always loved the Amarr and I play just about every FPS as a 'logistics' or 'medic' type. Its just how I want to play. I don't have a problem with the Amarr logistics really. It is a crappy suit, oh well, but the case against the Caldari Logistics suit is pretty obvious.
|
Jathniel
G I A N T EoN.
474
|
Posted - 2013.06.17 06:08:00 -
[59] - Quote
This problem isn't THAT huge, imho.
I'm a Cal Assault, and I **** every Cal Logi I run across.
Yeah, they have more tank, and a shorter recharge delay, but you guys have to understand...... THAT IS ALL THEY HAVE.
In a fire fight, everyone else has the advantage. - The Cal Logi is slow, so it's at a disadvantage vs. anyone in a straight strafe fight. - ANYTHING Flux or Scrambler is it's Bane, im not even kidding. Their armor is squishier than a scout's, so it's not like the damage drop-off for scrambler vs. armor would matter against them. - No sidearm, this is key to limiting the Logi's assault capacity. If that logi can't finish you with that one clip, he's a sitting duck... they don't get the reload speed bonus. - Run up and smack them. They die. I promise.
Bottom line is, you're fooling yourself if you think the Cal Logi is an assault suit.
I've played with and against the best players in this game in PC... ...and Cal Logi's are not the one's deciding the outcome in those battles.
The Cal Logi is NOT a slayer suit. It's stats are only good enough to keep it viable in a firefight.
The Cal Logi looks great on paper, but it doesn't translate well into combat. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 08:33:00 -
[60] - Quote
The Black Jackal wrote: - More Shields - More PG - More CPU - More Equipment
(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) |
|
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 08:41:00 -
[61] - Quote
Cross Atu wrote:Cosgar wrote:Why not make the CaLogi racial bonus unstackable with the shield extender bonus and start from there? Sweeping changes are the reason we have Uprising. Let's not make the same mistake again. +1 to avoiding sweeping changes. +20 if I could.
+1 same |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1778
|
Posted - 2013.06.17 12:10:00 -
[62] - Quote
Tankin Tarkus wrote:Tankin Tarkus wrote:what about changing CalLogi bonus from buffing extenders to buffing regulaters? that would buff their survivability between gunfights instead of during gunfights no one has a comment on this idea? Because everyone is obsessed with buffer tanking and playing run-and-gun CcD 514 to the point that even if anyone knew what they did, they'd be useless when all people do is lay on their trigger and bunny hop while they're reloading. |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
14
|
Posted - 2013.06.17 14:25:00 -
[63] - Quote
How about giving all other suit more Equipment Slots, instead?
They are all faster, except for Heavies, and more durable then us, except for Scouts, and all can kill better then use with a sidearm.
Also, Logis are the only class that can (properly) defend itself when running A/V weapons. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
121
|
Posted - 2013.06.17 15:12:00 -
[64] - Quote
The Black Jackal wrote:
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 are welcome to skill into a logistics suit, and if you don't think there are disadvantages to running them you are sadly mistaken. Less shields (on all but the Caldari Logi), less armor, and one less weapon already place these suits on the losing end of many a battle between an Assault suit vs Logi suit battle of the same racial variant. Where I can empty a clip into someone and they are already still standing I need to reload before continuing my assault, you switch to a sidearm and finish the job.
Do you really want logistics players to stop helping you? What you ask would put them in Assault suits to be able to survive longer. I would do it if there were a damage reduction on the Logi suit even though I need my equipment slots to provide nanohives for all you ASSaults who seem to think a logi shouldn't be able to kill you when in all reality, with your extra high slots you can put weapon damage upgrades to achieve that effect where I need to put shield extenders to get enough health to be able to supply you with ammo or run to inject a fallen teammate or rep the heavy while under fire. Just because I play logi doesn't make me a GOD. It means that I build my suit to last under fire and my gun is chosen to protect me and my fallen teammate by killing the enemy before reviving him. If you want, me and the other logis can farm WP all day by dropping you and raising you to be shot again, it won't hurt my KDR but maybe it will hurt yours.
Some of your confusion about skill level is apparent, when you see me and my brethren (LOGIBROS) running across the field to hack objectives and placing equipment in the C-1 or G-1 or M-1 or even the A-1 suit often we have the ability to use proto gear and simply do not due to cost. The cost of that Proto gear is why all weapons need to do damage the same regardless of the suit its on. Should your uplinks/nanohives/nanite injectors/reptools affect your fellow mercs less or allow less ammo or reps or spawns just because the merc deploying it is in an ASSault suit? I think not. I would wager they deserve it to function the same way mine do because they spend the same amount of SP on it I do just as I spend the same amount of SP on my AR as you do.
If you are getting killed by a logi in any logi suit consider the fact that many of us in logi suits have been around since the start of Open Beta and some of us since the start of Closed Beta. Consistently finding Logis that can kill you means that we are often highly skilled players/high SP toons and are not pushovers. Don't be that guy who complains that they're OP because they kill me every time, be the guy who learns from mistakes and makes it a challenge to kill you.
As a Logibro, my KDR is more often not positive, I am not a killing machine yet my WP puts me on the top of the leaderboard 8/10 times. Why? Because I bring to the field the balance that you as an assault player do not, the healing of your armor and the resupply of your bullets, the spawn behind enemy lines and the hacking of an objective that you cannot because there are too many people shooting you. Is my gun weaker? No. Do I kill players? Yes but my focus is on the team goal not my KDR and not on rushing the enemy for kills. I bring my squad with me when I move, when I need to reload they are finishing off the enemy I started killing.
I am a frontline player, but so is the rest of my squad. Everytime. I play to win and yes my gun will hurt you, just as yours hurts me but I can't count the number of times a Militia X weapon has taken me out. I am slower than you, why do I make it to the objective first? Why are you not running out into the groups of enemies to help your teammates? Can I count on you for armor or ammo? Will you pick me up IF I get killed? With your higher shield and armor totals I expect far more out of you than hiding behind a rock while I lead a charge on an objective to be repeatedly killed so that you can protect your precious KDR. You want your weapons to do more damage? Great, theres a skill for that. |
ZDub 303
TeamPlayers EoN.
384
|
Posted - 2013.06.17 15:21:00 -
[65] - Quote
Cosgar wrote:ZDub 303 wrote:Also,
Caldari Logi bonus is not OP... its just that every other logi racial is crap.
Logistics passive reps is OP if anything is. Bro, do you even Logi? That passive HP bonus is for survivability. Logis can repair everyone else, but who repairs them?
Yes, I run Caldari Logi. I could easily fit a passive armor rep module on my suit, like any logi with 4+ lows (except amarr but they dont count since they have a completely different layout). |
DJINN Jecture
Purgatorium of the Damned League of Infamy
17
|
Posted - 2013.06.17 15:29:00 -
[66] - Quote
KEROSIINI-TERO wrote:The Black Jackal wrote: - More Shields - More PG - More CPU - More Equipment
(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) My proto mini logi only has 4-4-4. The Cal Logi has 5-3-4, the Gal Logi has 3-4-5. Flux vs Cal Logi nullifies whatever racial bonus and 5 high slots they have. Which other suit can claim that one piece of equipment does that to thier bonuses? Their armor amount at level 5 armor upgrades makes them a 2 bullet kill with the right gun and they may not need to rep armor but unless they use Shield regulators (maxed out) they take a good 7-10 seconds before they get any more health. Thats 7-10 seconds of kitten kitten kitten. The Caldari Logi is perfectly balanced from what I can tell. If they are causing problems for you then you obviously need flux grenades. |
Galthur
CrimeWave Syndicate
57
|
Posted - 2013.06.17 15:31:00 -
[67] - Quote
Django Quik wrote:There are 2 ways to stop logis being used as assaults:
1) replace the light weapon slot with a sidearm slot only or 2) remove at least half of the hi and low slots I hope you know ONLY proto variants have problems so why can't we give assaults 1 more slot and problem solved, stop trying to overnerf |
Draco Cerberus
Purgatorium of the Damned League of Infamy
121
|
Posted - 2013.06.17 15:40:00 -
[68] - Quote
Galthur wrote:Django Quik wrote:There are 2 ways to stop logis being used as assaults:
1) replace the light weapon slot with a sidearm slot only or 2) remove at least half of the hi and low slots I hope you know ONLY proto variants have problems so why can't we give assaults 1 more slot and problem solved, stop trying to overnerf The proto variants don't have problems...they are a high SP required suit. If it were supposed to be equal with a base level logi there would be no need to skill into the proto. Also I think we shoould remove an equipment slot from the Assault class, they don't need it, they also don't need armor or shields so we can take those too. They are supposed to assault, not hide when the logis come running at them. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1793
|
Posted - 2013.06.17 15:42:00 -
[69] - Quote
ZDub 303 wrote:Cosgar wrote:ZDub 303 wrote:Also,
Caldari Logi bonus is not OP... its just that every other logi racial is crap.
Logistics passive reps is OP if anything is. Bro, do you even Logi? That passive HP bonus is for survivability. Logis can repair everyone else, but who repairs them? Yes, I run Caldari Logi. I could easily fit a passive armor rep module on my suit, like any logi with 4+ lows (except amarr but they dont count since they have a completely different layout). You're comparing a suit geared toward shield tanking with armor tanking suits and saying it's OP... |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 15:42:00 -
[70] - Quote
Master Jaraiya wrote:I'm no logi, but what if you simply took 1H and 1L and gave an additional Equip. Slot to all logis.
Then Amarr Proto Logi would be, what, 2 high and 2 low slots? Not sweet.
Everyone please consider not all logi suits are the same. It's true that Caldari logi is too good, but not all logis as a whole. Min and Gal seem fine. |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 15:56:00 -
[71] - Quote
DJINN Jecture wrote:KEROSIINI-TERO wrote:The Black Jackal wrote: - More Shields - More PG - More CPU - More Equipment
(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) My proto mini logi only has 4-4-4. The Cal Logi has 5-3-4, the Gal Logi has 3-4-5. Flux vs Cal Logi nullifies whatever racial bonus and 5 high slots they have. Which other suit can claim that one piece of equipment does that to thier bonuses? Their armor amount at level 5 armor upgrades makes them a 2 bullet kill with the right gun and they may not need to rep armor but unless they use Shield regulators (maxed out) they take a good 7-10 seconds before they get any more health. Thats 7-10 seconds of kitten kitten kitten. The Caldari Logi is perfectly balanced from what I can tell. If they are causing problems for you then you obviously need flux grenades.
OFC I was talking about CAL logi which has the slot advantage in addition to racial bonus advantage on the field of survival.
Fluxes are too situational, they are far LESS scary than locus grenades even for shield tankers as you won't be instakilled but rather have nice chance to step into cover. The armor difference is not that big, excluding armor tank fits themselves.
Shield depletion recharge timer is NOT 7-10 for proto Cal Logi. With single regulator (always easily fitted) the time naked is somewhere 3-4 secs. Maybe less. And that's shield OUT timer. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
18
|
Posted - 2013.06.17 16:02:00 -
[72] - Quote
KEROSIINI-TERO wrote:DJINN Jecture wrote:KEROSIINI-TERO wrote:The Black Jackal wrote: - More Shields - More PG - More CPU - More Equipment
(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) My proto mini logi only has 4-4-4. The Cal Logi has 5-3-4, the Gal Logi has 3-4-5. Flux vs Cal Logi nullifies whatever racial bonus and 5 high slots they have. Which other suit can claim that one piece of equipment does that to thier bonuses? Their armor amount at level 5 armor upgrades makes them a 2 bullet kill with the right gun and they may not need to rep armor but unless they use Shield regulators (maxed out) they take a good 7-10 seconds before they get any more health. Thats 7-10 seconds of kitten kitten kitten. The Caldari Logi is perfectly balanced from what I can tell. If they are causing problems for you then you obviously need flux grenades. OFC I was talking about CAL logi which has the slot advantage in addition to racial bonus advantage on the field of survival. Fluxes are too situational, they are far LESS scary than locus grenades even for shield tankers as you won't be instakilled but rather have nice chance to step into cover. The armor difference is not that big, excluding armor tank fits themselves. Shield depletion recharge timer is NOT 7-10 for proto Cal Logi. With single regulator (always easily fitted) the time naked is somewhere 3-4 secs. Maybe less. And that's shield OUT timer.
Right and you still have a problem shooting and killing them? You must not have that new scrambler rifle that cuts through shields..... or a flux grenade or a logibro to resupply you with flux grenades or an RE which would insta kill that logi... |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 16:32:00 -
[73] - Quote
Okay, I'm gonna summarize things here:
Background facts: - Not all logi suits are the same, they have very different power levels at the moment. - Before buffing/nerfing, one has to identify if they should be applied to a single branch of suits or entire line. - Assault rifles are quite good and very general use which is intended. - As long as assault rifles work as intended the lack of sidearm isn't that grave. For other weps, it is. - TAC AR clip size nerf had deeper impact on TAC AR logis - No-one wants any sweeping changes with nerfhammer, that would wipe out everything learned from current balance state.
Analysis on the Caldari Logi suit: Caldari Logi suit is the one heavily being used as pure assault instead of real assaults. This is the one people are unhappy about, even though some of them notice only the logi part not the racial type.
It truly works marvellous in the assault role. Reasons one: the racial bonus is strong and can be considered combat-oriented (although higher HP helps in supporting role of course). Reason two: Slot layout of 5 high and 4 low totaling NINE us great. That is emphasized by the fact that logi suits have tons of PG/CPU (as intended for fitting equipment) which can be first used to take max advantage out of those nine slots, leaving lower tier equipment for Eq slots. Reason three: Not as great advantage but still contributing: Very good shield recharge values, especially the delay.
Analysis on anti-shield oriented weapons: Since uprising anti-shield weapons have finally have emerged, great. Their effect is however just 'noticable' and cannot be considered as counter for anything well-balanced utilizing heavy shielding. If shields would be one of the few strong attributes then the anti-shield weps might have counter value.
[SUGGESTIONS:] Note: Tunedowns only for Caldari Logis, others should stay as they are (well Amarr buffed but that's another topic)
First: Remove the extra High slot from CA Logis along with small amount of PG+CPU. This would set CA logi in line with other logis as well as reducing the advantage gained from Extenders and Damage Mods.
Second:IF first tunedown isn't enough, change CA Logi racial bonus to something more support oriented.
As a small tune-down option: Tweak shield recharge/delay values so it compares better to CA Assault.
PS: The writer IS running maximized TAC AR - CA LOGI while fighting against the same in a weak infantry skill alt |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
468
|
Posted - 2013.06.17 16:43:00 -
[74] - Quote
DJINN Jecture wrote:KEROSIINI-TERO wrote:DJINN Jecture wrote:KEROSIINI-TERO wrote:(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) My proto mini logi only has 4-4-4. The Cal Logi has 5-3-4, the Gal Logi has 3-4-5. Flux vs Cal Logi nullifies whatever racial bonus and 5 high slots they have. Which other suit can claim that one piece of equipment does that to thier bonuses? Their armor amount at level 5 armor upgrades makes them a 2 bullet kill with the right gun and they may not need to rep armor but unless they use Shield regulators (maxed out) they take a good 7-10 seconds before they get any more health. Thats 7-10 seconds of kitten kitten kitten. The Caldari Logi is perfectly balanced from what I can tell. If they are causing problems for you then you obviously need flux grenades. OFC I was talking about CAL logi which has the slot advantage in addition to racial bonus advantage on the field of survival. Fluxes are too situational, they are far LESS scary than locus grenades even for shield tankers as you won't be instakilled but rather have nice chance to step into cover. The armor difference is not that big, excluding armor tank fits themselves. Shield depletion recharge timer is NOT 7-10 for proto Cal Logi. With single regulator (always easily fitted) the time naked is somewhere 3-4 secs. Maybe less. And that's shield OUT timer. Right and you still have a problem shooting and killing them? You must not have that new scrambler rifle that cuts through shields..... or a flux grenade or a logibro to resupply you with flux grenades or an RE which would insta kill that logi...
And you still think everyone pointing out things too strong are QQing as they are killed by them?
I hoped you would've realised that's not the case, but let's underline it here: I run personally TAC AR Caldari Logi in an assault role. And it feels like GODMODE. A little less after TAC AR nerf, but st+¡ll the combo pwns above my actual skill level. (ofc still the best of the best down me more than I do them - you know who you are)
And I'm asking for that to be balanced out from that level. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
123
|
Posted - 2013.06.17 16:58:00 -
[75] - Quote
Out of all the arguments for a nerf the one topic that consistantly is brought up are their shields. The flux grenade is the counter. It is fully anti shield and I can carry 3 of them at a time. If you want to dedicate an assault suit to killing caldari logis then you need 3 things. 1 flux grenades 2 scrambler rifle (proto if possible) 3 M-3 nanohive for grenade resupply. This can be done with any assault class suit even the militia assault and be successful. There is always a counter to the Cal Logi and as such it is balanced, just because it works for more than one thing well does not mean it needs a nerf. |
Buster Friently
Rosen Association
721
|
Posted - 2013.06.17 17:06:00 -
[76] - 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.
**** Off
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Thor Odinson42
Molon Labe. League of Infamy
382
|
Posted - 2013.06.17 17:13:00 -
[77] - Quote
DJINN Jecture wrote:KEROSIINI-TERO wrote:The Black Jackal wrote: - More Shields - More PG - More CPU - More Equipment
(You forgot the - More slots (Nine hi/lo) which is a tremendous advantage) My proto mini logi only has 4-4-4. The Cal Logi has 5-3-4, the Gal Logi has 3-4-5. Flux vs Cal Logi nullifies whatever racial bonus and 5 high slots they have. Which other suit can claim that one piece of equipment does that to thier bonuses? Their armor amount at level 5 armor upgrades makes them a 2 bullet kill with the right gun and they may not need to rep armor but unless they use Shield regulators (maxed out) they take a good 7-10 seconds before they get any more health. Thats 7-10 seconds of kitten kitten kitten. The Caldari Logi is perfectly balanced from what I can tell. If they are causing problems for you then you obviously need flux grenades.
This, one flux and I'm squishier than a scout. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
4
|
Posted - 2013.06.17 17:13:00 -
[78] - Quote
Cross Atu wrote:Flaws in the OP
- Cal Logi suit balance is not equal to Cal Logi Racial Skill balance
- Cal Logi suit + racial skill balance is not equal to Logi suit balance across all races (indeed these suits are not equal)
- Nerfing Logi damage buffs Logi suits with the most High Power slots, when combined with the current racial skill this makes the Cal Logi more of a problem when balanced against all other Logi racial types.
- Reasoning is not presented explaining how suits aside from the Cal Logi are a problem
- Fittings & numbers are not presented to support or explain how any Logi suit is a problem[/b]
- Not all Logi suits have higher PG & CPU than their races Assault suit
- Not all Logis have more Shields than their races Assault suit,in point of fact none of them do]/b]
The statement "but the fact there is NO downside to running said Logi... you give up a Sidearm..." is not factual. Logi suits have lower base stats almost across the board when compared with their racial Assault counterparts. This results in lower total/raw values gained per level in passive base skills related to suits. Further when building fits a Logi suit built to at minimum meet the stats of an equivalently geared and skilled Assault fit the Logi fit requires on average higher SP and ISK buy in to use and deploy said fit. Quoted from another thread and used many times before Cross Atu wrote:The Cal Logi suit is not overpowered but the Cal Logi racial skill pretty clearly is. I've been laying this option out in many threads for most of the build and have yet to see an example in response. Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Thus far all results I've seen have come down to the following.
- Assault suits get more value out of passive skills due to higher on board stats
- Assault suits fits cost less ISK/SP on average for comparable fits
- Logi suits have 2-3 extra Equipment slots
- Logi suits can hyper specialize into a single area at the expense of falling short in all/nearly all other areas
Risk vs Reward - If a fit costs more ISK, more SP and still retains other limits then it's not broken Racial Skills - The racial buff on the Cal Logi needs toned down, and the racial skills for the Assault suits need some love to give them better 'gank' value. [sic] 0.02 ISK Cross Take the challenge and post some actual fits, but let me state one obvious aspect right out of the gate, balancing the Logi suits around either the Cal or Amarr suits is bad balance. Neither of those types is balanced, the Cal Logi skill buff is overpowered, and the Amarr suit is gimped. On a closing note it is the underwhelming nature of the Assault suit skill buffs providing inadequate 'gank' support, combined with the Cal Logi suit buff being OP'ed that is at the crux of the issue suit base values being altered is not a good method for balancing deficiencies within skill balance. 0.02 ISK Cross EDIT: An additional note, the idea that a Logi focused on support is somehow effective/equally viable with other roles on the field if you remove it's combat capacity is fundamentally flawed. The inability to contribute to a fight (note: not saying perform the role of an Assault or Heavy, simply not have to be carried to maintain baseline survival) makes any class a liability not an asset. I've run full [b]support Logi since CODEX, I was one of those few guys who kept running the Repair Tool while there were no WP on it. I'm one of the few who keeps running the Injector right now even though it's riddled with bugs currently and it's been made clear to me in no uncertain terms, as a support Logi, if I can't pull my weight in a fight my team is better off with another 'slayer' role. I say this as someone who has run with many Corps and squad types in all game modes so it's not drawn from a limited context.
Good post Cross, well put. It was bad enough with the Uprising update forcing me to run a medium basic frame as I couldn't afford my Advanced Logi, if Logis were to get nerfed I'd be calling for another respec or deleting the game. Bad feedback/suggestions are f'ing this game up. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
123
|
Posted - 2013.06.17 17:14:00 -
[79] - Quote
Yes At least about this they are... No offense Cross because you raise some really good points, I believe anyone who can put together his challenge suits should and quick before CCP nerfs/buffs something out of proportion and causes unnecesary QQ. |
Stile451
Red Star. EoN.
92
|
Posted - 2013.06.17 18:15:00 -
[80] - Quote
A sidearm is a wonderful slot to have. If you've ever played without one with a weapon that has a small amount of rounds then you will know this. I have died countless times because my mass driver is reloading for what seems like 5 seconds(probably closer to 3 - I can't find the spreadsheet that was put out so if anyone has a link I would appreciate it) while the enemy simply switches to a sidearm and kills me. Giving up a sidearm slot is not giving up nothing it is a huge detriment to the logistics class.
If the logistics were to have their light weapon slot taken away then the support weapons would need to change class as well - any weapon that can't be used exclusively to win a match(basically leaving only scrambler rifles and assault rifles as the only light weapons).
But hey if we're discussing overreaching nerfs then how about these:
-Assaults should only get half of the ammo capacity and lose the equipment slot - because assault suits kill me with bullets - what the hell make assault and screambler rifles shoot nerf darts as well.
-Scouts should lose the equipment slot as well and make siren noises when they move - because scouts kill me by sneaking up on me or use remote explosives.
-Heavies have already been nerfed so nothing needs to be done, although making tuba noises when they walk would be funny.
-Dropships should only be able to equip a sidearm in their weapon slots and send to the pilot to a random seat every 30 seconds switching with player who has crashed the most dropships if no seat is available - because dropships hover out of range and shoot at me, then when they realize they can't kill me try to crush me
-LAVs should only be able to move backwards and have a fixed front facing view with tunnel vision - the reason should be obvious
-HAVs should have fixed turrets(no elevation or turning) and not be able to activate more than one module at a time and will have to wait until all modules are ready for use before they can use them - because when a tank can see me it can kill me fairly easily and using modules gives them an unfair advantage over me with the basic swarm launcher and packed av grenades.
Vin Mora wrote:How about giving all other suit more Equipment Slots, instead?
They are all faster, except for Heavies, and more durable then us, except for Scouts, and all can kill better then use with a sidearm.
Also, Logis are the only class that can (properly) defend itself when running A/V weapons. The other classes don't need an extra equipment slot and would only lead to people complaining about the obscene amounts of remote explosives and proximity mines left laying about,
Logis are the only class not able to defend themselves against infantry if they're running as anti-vehicle(which I assume you mean swarm launcher because anyone can carry av grnades). |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1809
|
Posted - 2013.06.17 18:25:00 -
[81] - Quote
Thor Odinson42 wrote:This, one flux and I'm squishier than a scout. The problem with that is flux grenades still suffer from the same terrain glitches as all splash damage weapons. |
Master Jaraiya
Ultramarine Corp
242
|
Posted - 2013.06.17 18:40:00 -
[82] - Quote
Stile451 wrote: -Heavies have already been nerfed so nothing needs to be done, although making tuba noises when they walk would be funny.
This is OP everyone would die laughing. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
125
|
Posted - 2013.06.17 18:52:00 -
[83] - Quote
Cosgar wrote:Thor Odinson42 wrote:This, one flux and I'm squishier than a scout. The problem with that is flux grenades still suffer from the same terrain glitches as all splash damage weapons. Maybe you just need to learn how to throw like a girl. They don't suffer from terrain glitches, we all suffer from terrain glitches. Nerf terrain is what this thread should be about. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
25
|
Posted - 2013.06.17 18:54:00 -
[84] - 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.
No that is just cruel....quite often I will have to fight off a pack of people just to revive a squad member. I need to bite just as hard as the rest.
Oh yea and BTW I only get 1 weapon.... I don't have the luxury of switching to a side arm when my bullets run out. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
125
|
Posted - 2013.06.17 18:55:00 -
[85] - Quote
Jammer Jalapeno 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. No that is just cruel....quite often I will have to fight off a pack of people just to revive a squad member. I need to bite just as hard as the rest. Exactly my point.
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Flint Beastgood III
GunFall Mobilization Covert Intervention
6
|
Posted - 2013.06.17 19:14:00 -
[86] - Quote
Jammer Jalapeno wrote: ....quite often I will have to fight off a pack of people just to revive a squad member. I need to bite just as hard as the rest.
Oh yea and BTW I only get 1 weapon.... I don't have the luxury of switching to a side arm when my bullets run out.
Yep. You're no good as support if you're dead on the floor - a problem I constantly face in my Logi G/1 fittings, which are extremely expensive to fit if I want to be able to survive as well as support.
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
126
|
Posted - 2013.06.17 19:29:00 -
[87] - 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. You mean the yellow murder taxi right? The one that has more HP than anything else on the field and doesn't need to reload its bumper? It doesn't have a reduced combat potential it has an increased survivability rate which is detrimental to troops without AV as they are most often receiving the bumper in the back/front/right/left side of their suit along with the intense hatred of all vehicles LAV. The Caldari's survivability is laughable when compared with my Proto Galente Logi. It has a god mode most definitely as do Heavy suits and anyone else who cares to experiment with what can work well, having some extra HP. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.18 05:07:00 -
[88] - Quote
Draco Cerberus wrote:Yes At least about this they are... No offense Cross because you raise some really good points, I believe anyone who can put together his challenge suits should and quick before CCP nerfs/buffs something out of proportion and causes unnecesary QQ. When I find something is killing me a lot I put together a counter suit that is equally devastating to my opponent, I don't hop on here and say _______ is OP nerf it, it kills me. If you are in a position where you are killing a lot of people then you may have gotten your fit right and it is just the matchmaking system that is messed up. No offense taken at all I'd love to see some fits being posted. I'm not terrible at fittings especially given time I can usually come up with some good ones but I'm far from considering myself the final word on the subject (I honestly don't think anyone is ) so more actual fittings input would be great.
At present I'm still convinced that not logi suit needs a nerf (the Amarr should get a PG buff and maybe a low slot to keep up with the other logi suits). The Cal Logi likely needs a light tone down of 1-2% on it's racial to keep it in line with the rest of the logi suits, but even that I wouldn't do until the bugs are fixed because Flux and Contact nades are both going to become more effective when those bugs go and that's likely to be a real kick in the pants for the Cal Logi (even running basic flux under the current bugged conditions I find the Cal Logi to be pretty readily countered once I'm inside of nade tossing range).
More nerfs before the major bugs are fixed and features like the Academy and Matchmaking are improved is likely a very poor balance decision. Any major/sweeping nefs are almost certain to be improper (pure luck notwithstanding).
Cheers, Cross |
Stile451
Red Star. EoN.
92
|
Posted - 2013.06.18 06:53:00 -
[89] - Quote
Flint Beastgood III wrote:Jammer Jalapeno wrote: ....quite often I will have to fight off a pack of people just to revive a squad member. I need to bite just as hard as the rest.
Oh yea and BTW I only get 1 weapon.... I don't have the luxury of switching to a side arm when my bullets run out.
Yep. You're no good as support if you're dead on the floor - a problem I constantly face in my Logi G/1 fittings, which are extremely expensive to fit if I want to be able to survive as well as support. I don't even want to skill up into the Proto Logi, as I don't see the point of it's use in pub matches ( because the risk/reward doesn't balance out) and unfortunately I do not meet the minimum SP requirements of my Corp for PC battles. The 2 extra HP/s is worth it imo. You don't need to use the proto suit to reap the rewards of the skill. Also, one day you will want it and it's one of the harder skills to grind for - get it sooner rather than later to get it out of the way. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
255
|
Posted - 2013.06.18 07:07:00 -
[90] - 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.
And that's gonna help the who game how? Instead of having one OP suit you would have two? Is that a step toward balancing the game? Ppl who run heavy and lol scout are already a slim enthusiast minority. |
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Cass Barr
Red Star. EoN.
311
|
Posted - 2013.06.18 07:18:00 -
[91] - Quote
Ludvig Enraga 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. And that's gonna help the who game how? Instead of having one OP suit you would have two? Is that a step toward balancing the game? Ppl who run heavy and lol scout are already a slim enthusiast minority.
Giving assault suits bonuses that are actually useful automatically makes them OP?
Right.... |
Eldest Dragon
D3LTA ACADEMY
34
|
Posted - 2013.06.18 09:04:00 -
[92] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
538
|
Posted - 2013.06.18 11:05:00 -
[93] - 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. |
Jastad
Eliters D.E.F.I.A.N.C.E
26
|
Posted - 2013.06.18 11:37:00 -
[94] - Quote
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 |
The Black Jackal
The Southern Legion RISE of LEGION
539
|
Posted - 2013.06.18 11:53:00 -
[95] - 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. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:57:00 -
[96] - Quote
The Black Jackal wrote:Jastad wrote:The Black Jackal wrote: To use an EVE term, you don't fit a Logistics Cruiser to do Damage, you fit it to repair and re-energize... if you want an Attack Cruiser, buy one. But this is not EVE, this is a High custom FPS ( wath e3 trailer, play your own war). What you need to do in dust to gain sp il KILL people. I think the Cal.logi need to be look at. BUT for the sake of god, leave other logi ALONE. no other logi is OP But the same principal applies to fitting... Choosing a Suit is part of the customization process.
Well a big change like the one you suggest should come with a skill respec, because nobody will want to use a Logistics suits if they are made any weaker than they already are.
|
The Black Jackal
The Southern Legion RISE of LEGION
539
|
Posted - 2013.06.18 11:59:00 -
[97] - 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. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:06:00 -
[98] - Quote
The Black Jackal wrote:BL4CKST4R wrote:The Black Jackal wrote:Jastad wrote:The Black Jackal wrote: To use an EVE term, you don't fit a Logistics Cruiser to do Damage, you fit it to repair and re-energize... if you want an Attack Cruiser, buy one. But this is not EVE, this is a High custom FPS ( wath e3 trailer, play your own war). What you need to do in dust to gain sp il KILL people. I think the Cal.logi need to be look at. BUT for the sake of god, leave other logi ALONE. no other logi is OP But the same principal applies to fitting... Choosing a Suit is part of the customization process. Well a big change like the one you suggest should come with a skill respec, because nobody will want to use a Logistics suits if they are made any weaker than they already are. Another skill respect would just make something else the flavour of the month. You chose your role, and choices have consequences. If what you play is nerfed, you shouldn't be given the opportunity to renege on your choice.
My choices on my suit have consequences now, the negatives already outweigh the positives another nerf will just make it so I am just free WP. So a skill respec would be necessary because if a nerf this big to gameplay is made most logistics who did not go Caldari would just leave. |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 12:11:00 -
[99] - Quote
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.
|
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:19:00 -
[100] - 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. |
|
Mortedeamor
Internal Error. Negative-Feedback
75
|
Posted - 2013.06.18 12:20:00 -
[101] - Quote
make it a requirement for logi's to have they're equip slots filled in order for fitting to be valid.. |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 12:28:00 -
[102] - Quote
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. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:31:00 -
[103] - 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. |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 12:36:00 -
[104] - Quote
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"? |
Mortedeamor
Internal Error. Negative-Feedback
75
|
Posted - 2013.06.18 12:38:00 -
[105] - 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"? i run proto av in lav....lavs are not op ..i can kill my own charybdis easily...tanks just dont have a proto equivalence....unlike the charybdis and limbus |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:40:00 -
[106] - 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.
|
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:44:00 -
[107] - Quote
The Black Jackal wrote:RKKR wrote:Last time I saw LAVs mostly rack up skills by using their bumpers. Talking about turret-damage is stupid at this point and LLAVS gets other bonuses too, does that mean we get them too?
What about all the LLAVS are OP threads? Do they count? Why base a "balance" on something else that is" not balanced"? Regardless of what they're being used for... "and if you think being run over by a car wouldn't kill you, i'm sorry.. but go step into the street and test it while wearing a suit of armor... you still wont come back", what I'm basing it on is the design PRINCIPAL... higher defencive capability, lower Offensive capability. Where as Assaults should be reversed... Higher Offensive Cap, lower Defensive cap.
And reducing damage accomplishes this how? Aside from the CaLogi we have really low HP, why aren't you suggesting a buff to our EHP by about 40%? |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 12:48:00 -
[108] - Quote
The Black Jackal wrote:RKKR wrote:Last time I saw LAVs mostly rack up skills by using their bumpers. Talking about turret-damage is stupid at this point and LLAVS gets other bonuses too, does that mean we get them too?
What about all the LLAVS are OP threads? Do they count? Why base a "balance" on something else that is" not balanced"? Regardless of what they're being used for... "and if you think being run over by a car wouldn't kill you, i'm sorry.. but go step into the street and test it while wearing a suit of armor... you still wont come back", what I'm basing it on is the design PRINCIPAL... higher defencive capability, lower Offensive capability. Where as Assaults should be reversed... Higher Offensive Cap, lower Defensive cap.
I'm not saying that LAVs shouldn't kill us on impact in my previous post... You are stating that logis should have less damage because of LLAVS have less damage, while most LAV-kills are made by bumping into the enemy. I'm saying that LLAVS still rack up kills with their bumper (doing no less damage than other LAVS, maybe more since they have a higher survivabilty) So clearly it's useless to base your changes on something that is rarely used (= the turrets on LAVS).
PS: I added something to my previous post too. |
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:59:00 -
[109] - 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. |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 13:12:00 -
[110] - Quote
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? |
|
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 13:25:00 -
[111] - 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. |
RKKR
The Southern Legion RISE of LEGION
104
|
Posted - 2013.06.18 13:37:00 -
[112] - Quote
So maybe you are an exception to the rule? You still want to change all logis because others decide to use the caldari logi as an assault? I'm pretty sure that some players play the support role with it too.
Let's start over because I'm starting to believe I'm so confused I don't see the initial problem.
Give me a clearly written post on what the problem is. Here is a nice post you can use as a blueprint.
If it's a valid problem we can start with the discussions. |
padraic darby
planetary tactical enforcement
2
|
Posted - 2013.06.18 13:53:00 -
[113] - Quote
Jastad 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. LOOK, THERE'S A MIN LOGI, QUICK OR HE'S GONNA HACK US TO DEATH!!!!!!!! LOOK, THERE ANOTHER GAL LOGI,QUICK OR HE'S GONNA THROW ALL HIS EQUIP UPON US. LOOK, THERE'S AN AMARR LOG...ah, no amar logi execpt Jastad and other few..... Jokes aside, i beg you. STOP thinking hi-creative solution for easy solving problem, simply change cal logi bonus
and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1906
|
Posted - 2013.06.18 14:23:00 -
[114] - Quote
padraic darby wrote: and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed.
CaLogis have the worse base stats out of all the logis and don't get a sidearm like the Amarr at proto level. They pay a price for those slots. Start with the racial bonus and see where that takes you. |
BL4CKST4R
WarRavens League of Infamy
285
|
Posted - 2013.06.18 14:38:00 -
[115] - Quote
Cosgar wrote:padraic darby wrote: and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed.
CaLogis have the worse base stats out of all the logis and don't get a sidearm like the Amarr at proto level. They pay a price for those slots. Start with the racial bonus and see where that takes you.
Gallente logis start with the same base stats and you know what we get? The weakest-slowest suit in the game we have the HP of a scout with the mobility of a heavy |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
470
|
Posted - 2013.06.18 15:09:00 -
[116] - Quote
Draco Cerberus wrote:Out of all the arguments for a nerf the one topic that consistantly is brought up are their shields. The flux grenade is the counter. It is fully anti shield and I can carry 3 of them at a time. If you want to dedicate an assault suit to killing caldari logis then you need 3 things. 1 flux grenades 2 scrambler rifle (proto if possible) 3 M-3 nanohive for grenade resupply. This can be done with any assault class suit even the militia assault and be successful. There is always a counter to the Cal Logi and as such it is balanced, just because it works for more than one thing well does not mean it needs a nerf.
Look at the above post, he says GODMODE like the Caldari Logi is the only one with a god mode. There are ways to fit ALL the dropsuits so that they survive like a God but they require the right skills to do so. They also require forethought, and the right circumstances to pull off. In the right circumstances you can also kill any player on the field, so just what is it that needs balance? The reason why the Cal Logi is a successfully skilled suit is the shield bonus and the fact that any player worth their salt realizes that Shield Upgrades 5 gives them 25% more shields. This is a suit that can have 90% of their HP wiped out with one grenade.
I know, I used to be a CALDARI Logi and found that the armor is not enough to withstand a TAC AR or HMG or Scrambler pistol/rifle or even a militia assault rifle for more than 3 shots or one burst. Dead is dead no matter how you get there, the vast majority of the Caldari Logis on the field are still dying and are not as OP as you claim them to be.
Lesser suits can be instakilled by locus grenade as they have less HP. Being instakilled is far far worse than surviving with ~100 armor HP. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
470
|
Posted - 2013.06.18 15:19:00 -
[117] - Quote
Mortedeamor wrote:make it a requirement for logi's to have they're equip slots filled in order for fitting to be valid..
Now there's a good idea to make it easier to balance logi suits.
(clarification: logis have to have extra PG+CPU to wield EQs but currently it-¦'s possible to ignore EQs altogether and fill HIs and LOs with complex mods no assault can. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
9
|
Posted - 2013.06.18 16:19:00 -
[118] - Quote
Stile451 wrote: The 2 extra HP/s is worth it imo.
Yeah, I didn't think about that, but it is a lot of SP to save up and I'd rather spend it on other things since I have no problem killing people on the battlefield as I am. No suit/fitting can scare me, only force me to play smarter. Tactics and actual skill over virtually-trained skill any day ;)
|
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.18 16:36:00 -
[119] - Quote
BL4CKST4R wrote:Cosgar wrote:padraic darby wrote: and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed.
CaLogis have the worse base stats out of all the logis and don't get a sidearm like the Amarr at proto level. They pay a price for those slots. Start with the racial bonus and see where that takes you. Gallente logis start with the same base stats and you know what we get? The weakest-slowest suit in the game we have the HP of a scout with the mobility of a heavy
the low slots of any gallente item is filled with either armor plates or reppers
in my gallente logi build i put reppers not plates |
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.18 16:40:00 -
[120] - Quote
Cosgar wrote:padraic darby wrote: and reduce the numbers of slots it has.
caldari logi has 9 module stots in total. that needs to be fixed.
CaLogis have the worse base stats out of all the logis and don't get a sidearm like the Amarr at proto level. They pay a price for those slots. Start with the racial bonus and see where that takes you.
racial bonuses make minimal difference to the suit. the fact is the caldari logi has the more slots than any other dropsuit in the game. its ehp can pass a heavy ehp. |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1915
|
Posted - 2013.06.18 17:13:00 -
[121] - Quote
BL4CKST4R wrote:Gallente logis start with the same base stats and you know what we get? The weakest-slowest suit in the game we have the HP of a scout with the mobility of a heavy Armor tanking in general needs to be looked into, starting at the basic suit level. For starters, Gallente suits should have a movement penalty reduction for plates at the basic level that stacks with the logi and assault variants. I'm going to make a topic on this pretty soon.
padraic darby wrote:
racial bonuses make minimal difference to the suit. the fact is the caldari logi has the more slots than any other dropsuit in the game. its ehp can pass a heavy ehp.
It's because of the racial bonus that a CaLogi can get more EHP than a heavy. I'm not saying the slot layout doesn't need work, I'm only suggesting that the racial bonus should be looked at first and start from there. Sweeping changes gave us Uprising, you want another Uprisng? |
Draco Cerberus
Purgatorium of the Damned League of Infamy
130
|
Posted - 2013.06.18 18:38:00 -
[122] - Quote
The Black Jackal wrote: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. I don't believe you have in any way shown there to be a problem other than your possible attempt to ruin a certain suit's attributes through persuading us all that there is a problem. You give us no fits to base it on and show us no reason to believe you when you say there is a problem.
The need for a solution is clear, put up or shut up. Post your fits, and a short video on what the problem is and we can then debate the solution. Otherwise you are just being ridiculous. Someone couldn't pay me enough isk to train back into the Logi Ck.0. Your argument that it is overpowered is preposterous and not based on fact.
By the way, if in all reality you function better as an assault logi and you have a problem with that then maybe you need to reconsider your play style. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
130
|
Posted - 2013.06.18 18:47:00 -
[123] - Quote
KEROSIINI-TERO wrote:Draco Cerberus wrote:Out of all the arguments for a nerf the one topic that consistantly is brought up are their shields. The flux grenade is the counter. It is fully anti shield and I can carry 3 of them at a time. If you want to dedicate an assault suit to killing caldari logis then you need 3 things. 1 flux grenades 2 scrambler rifle (proto if possible) 3 M-3 nanohive for grenade resupply. This can be done with any assault class suit even the militia assault and be successful. There is always a counter to the Cal Logi and as such it is balanced, just because it works for more than one thing well does not mean it needs a nerf.
Look at the above post, he says GODMODE like the Caldari Logi is the only one with a god mode. There are ways to fit ALL the dropsuits so that they survive like a God but they require the right skills to do so. They also require forethought, and the right circumstances to pull off. In the right circumstances you can also kill any player on the field, so just what is it that needs balance? The reason why the Cal Logi is a successfully skilled suit is the shield bonus and the fact that any player worth their salt realizes that Shield Upgrades 5 gives them 25% more shields. This is a suit that can have 90% of their HP wiped out with one grenade.
I know, I used to be a CALDARI Logi and found that the armor is not enough to withstand a TAC AR or HMG or Scrambler pistol/rifle or even a militia assault rifle for more than 3 shots or one burst. Dead is dead no matter how you get there, the vast majority of the Caldari Logis on the field are still dying and are not as OP as you claim them to be. Lesser suits can be instakilled by locus grenade as they have less HP. Being instakilled is far far worse than surviving with ~100 armor HP. Consider the armor tank of a Galente suit with 5 complex armor plates standing on top of 2 Wyykomi Triage Nanohives and 2 Alotek Nanohives...is one grenade going to kill him? This is an extreme example but he would move slower than a heavy and would be able to survive concentrated focus fire from the enemy team. With a Duvolle Tac or a proto scrambler rifle he would be almost unstopable, LLAV anyone? |
Halcyon MI1
Contract Hunters
0
|
Posted - 2013.06.18 21:18:00 -
[124] - Quote
First off, I know this has been talked over a thousand times.
Secondly, while I only have 4.5 million SP, I've specced into both Assault suits (pre-uprising) and Logistics suits (post-uprising), sporting Assault Rifles, Mass Drivers and Sniper Rifles ever since.-á
The thing is, Logistics suits seem to have an advantage over Assault suits and Medium suits for two simple reasons: damage output and wider slot configurations. A logistics suit can deal as much damage as a dedicated assault while providing their team with the boons of equipment slots, and also carry more modules at the same time. This pair of advantages are coupled with higher prices and SP requirements to properly use a logistics suit, and the missing sidearm slot. But come on, sidearm slots aren't that useful when compared to two extra equipment slots (one in the case of Amarr variants and three in the case of Minnie protos) and, usually, a extra pair of module slots. Logistics are almost as good as assault suits at frontline infantry, but they can also carry out multiple other tasks and excel at them too, which is disheartening for Assault suit players (Caldari shield build anyone? That kills the mood). Why not just get logistics suits instead? They're more expensive to fit, yes, but can perform a wider number of roles and, in some cases, be better at them.
What I suggest is the following: The light weapon slot in every logistics suit should be replaced by a sidearm slot, the Amarr having two slots and buffed CPU/PG to fit them.-á
Before you say anything, keep in mind that Logistics suits were, probably IMO, supposed to support other suits in battle, instead they are jack-of-all-trades able to spec into pretty much anything and everything, with some pretty overpowered variants in comparison to their assault counterparts (Caldari are way better, Minmatar and Gallente are slightly more versatile and fittable)-á
This is both an assault and logistics player saying this, I feel truly overpowered next to my squad when I KNOW for a fact that I'm not nearly as skilled as they are in shooters (Dust is my first) because I can lay down fire while keeping my squad up and running, netting me points I sometimes feel like I don't really deserve.-á
I've been wanting to spec out of logistics suits because of this feeling they give me, and again this is only a suggestion, so try to keep it civil. |
DARK - IMPULSE
IMPSwarm Negative-Feedback
6
|
Posted - 2013.06.18 21:50:00 -
[125] - Quote
This post is pure QQ. Have you seen the lastest Dust 514 video released by CCP? A heavy (commando) using a sniper rifle. In dust you can do anything you want with your dropsuit, anything that is what makes dust different from others FPS.
Do you really want to play a game full of restrictions? Ok, since logis are on the battlefield to support with equipment, then you got to eliminate the equipment slot on the assaults suits because they are MEANT to attack not to SUPPORT. and scout should carry a side weapon only since they are MEANT to EXPLORE or whatever not to be in the FRONTLINES....... STOP CRYING.
I will hate if dust becomes a game of restrictions and I will probably stop playing it. Get over the logistic dropsuits and get the your game up. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
130
|
Posted - 2013.06.18 21:58:00 -
[126] - Quote
Halcyon MI1 wrote:First off, I know this has been talked over a thousand times.
Secondly, while I only have 4.5 million SP, I've specced into both Assault suits (pre-uprising) and Logistics suits (post-uprising), sporting Assault Rifles, Mass Drivers and Sniper Rifles ever since.-á
The thing is, Logistics suits seem to have an advantage over Assault suits and Medium suits for two simple reasons: damage output and wider slot configurations. A logistics suit can deal as much damage as a dedicated assault while providing their team with the boons of equipment slots, and also carry more modules at the same time. This pair of advantages are coupled with higher prices and SP requirements to properly use a logistics suit, and the missing sidearm slot. But come on, sidearm slots aren't that useful when compared to two extra equipment slots (one in the case of Amarr variants and three in the case of Minnie protos) and, usually, a extra pair of module slots. Logistics are almost as good as assault suits at frontline infantry, but they can also carry out multiple other tasks and excel at them too, which is disheartening for Assault suit players (Caldari shield build anyone? That kills the mood). Why not just get logistics suits instead? They're more expensive to fit, yes, but can perform a wider number of roles and, in some cases, be better at them.
What I suggest is the following: The light weapon slot in every logistics suit should be replaced by a sidearm slot, the Amarr having two slots and buffed CPU/PG to fit them.-á
Before you say anything, keep in mind that Logistics suits were, probably IMO, supposed to support other suits in battle, instead they are jack-of-all-trades able to spec into pretty much anything and everything, with some pretty overpowered variants in comparison to their assault counterparts (Caldari are way better, Minmatar and Gallente are slightly more versatile and fittable)-á
This is both an assault and logistics player saying this, I feel truly overpowered next to my squad when I KNOW for a fact that I'm not nearly as skilled as they are in shooters (Dust is my first) because I can lay down fire while keeping my squad up and running, netting me points I sometimes feel like I don't really deserve.-á
I've been wanting to spec out of logistics suits because of this feeling they give me, and again this is only a suggestion, so try to keep it civil. I find that changing the light weapon slot to a sidearm slot a disaster for anyone. The lightweapon slot can be used for either a sidearm or light weapon but we are limited to one rather than two. The WP gain is the logi role we support. I build my WP nest not by being an effective killer but an effective healer. I do deserve the WPs gained and so do you. We are not overpowered.
I have yet to see a logical reason as to why someone would think a logi overpowered. Needle, rep tool and nanohive are 3 reasons to have more pg and cpu and yet we are also slower and have lower base stats (hp) than assaults. I don't think that makes much sense but hey I make it work. If anything all Logi's could use a HP buff of say 5% per level. |
Cass Barr
Red Star. EoN.
323
|
Posted - 2013.06.18 22:12:00 -
[127] - Quote
There is no good reason. It's a lot of scrubs, that probably have low SP, who keep getting killed in pubs by Logis and they're convinced that it's the suit's fault. It has nothing to do with player skill. Medics shouldn't be able fight back! |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 22:26:00 -
[128] - Quote
Cass Barr wrote:There is no good reason. It's a lot of scrubs, that probably have low SP, who keep getting killed in pubs by Logis and they're convinced that it's the suit's fault. It has nothing to do with player skill. Medics shouldn't be able fight back!
Lol in a lot of FPS the medics run around with the biggest guns, LMGs and they get a side arm! In BF3 medics are the assault suits, but at least in that game everyone has a purpose Assaults = nanite and repair tool, Heavies = ammo, Engineer = remote explosives, and recons = scanners. Maybe there is a lesson to be learned here. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
131
|
Posted - 2013.06.18 23:51:00 -
[129] - Quote
BL4CKST4R wrote:Cass Barr wrote:There is no good reason. It's a lot of scrubs, that probably have low SP, who keep getting killed in pubs by Logis and they're convinced that it's the suit's fault. It has nothing to do with player skill. Medics shouldn't be able fight back! Lol in a lot of FPS the medics run around with the biggest guns, LMGs and they get a side arm! In BF3 medics are the assault suits, but at least in that game everyone has a purpose Assaults = nanite and repair tool, Heavies = ammo, Engineer = remote explosives, and recons = scanners. Maybe there is a lesson to be learned here. So Logis need a Light Weapon damage buff, I like it! 5% per logi level? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.19 00:01:00 -
[130] - Quote
Halcyon MI1 wrote:First off, I know this has been talked over a thousand times.
[sic]
so try to keep it civil.
Ok, before I respond to the rest of the post I'd like to say a couple things about the bits I've quoted. First thank you for making an effort to keep things civil, cheers to that o7
Second, since we're talking about things that have been stated a thousand times over would you be willing and able to accept my challenge and provide is with fits that support the idea there's an actual disparity?
Please inform me if you don't know what challenge I'm talking about and I will be happy to repost the method/standards of the challenge. I am completely open to discussion on this topic but what I'm not open too is discussion of a nerf (on this or any other feature) without substantiation of the concept that there is indeed a problem, hence my fittings challenge.
Cheers, Cross |
|
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 00:15:00 -
[131] - Quote
1. Remove assault/basic frame equip slot and give to scout/light frame 2. Decrease 1H 1L per tier for logi suits. 3. Increase logi CPU/PG
done
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.19 00:21:00 -
[132] - Quote
cy6 wrote:1. Remove assault/basic frame equip slot and give to scout/light frame 2. Decrease 1H 1L per tier for logi suits. 3. Increase logi CPU/PG
done
Please post fits that show 1)Current Logi suit balance is improper within Med Frame line (note: suit balance not racial skill balance) 2)Post fits that use your suggested alterations showing how these changes are improvements along with descriptions of the intended role for each fit and why that fit best servers it.
Use fittings standers as per my "logi challenge", if you haven't seen one of these posts please inform me and I shall provide a link.
I look forward to seeing your proposed fittings.
Cheers, Cross |
Jastad
Eliters D.E.F.I.A.N.C.E
26
|
Posted - 2013.06.19 00:40:00 -
[133] - Quote
Ok here we go again.
For the sake of god, can YOU explain me, with the sidearm change, how can we support?
Let's bring out (again) an example:
How can i support you when EVERY (useful ) Weapon OUTDAMAGE the most powerfull repper? this mean that,even if i only follow you with repper, i cant keep you alive. So they need to kill you and then easy kill me because, SURPRISE!!!!!! i only have a side arm and they outrange me ( because let's remember for people who forgot it, logi are SLOWER)
the second and most important thing is that you ARcodBoys forgot that a side arm is GOLD. I Choose amarr because of it ( an because Amarr are stylish, but thats another story)
Hell with a side arm you can cover your weekness, you can have a Proto scrambler that make shield suck and a proto SMG that makes armor suck. Go ask Askull legend or 13ear how many people they killed with the m209smg.
Stop denying the bonus that having a side arm can grant.
when CCP solve hit detect problem ( Can't rain forever) having a side arm mean difference from Switch to side and kill the target or reloading and die gracefully.
if sidearm is not your concern it's not my problem. You have many way to make a logi suck, just found them. Hell is like complaining that you have Jessica Alba as your wife because you want Sasha Grey......
AGAIN cal.logi need to be seen, for me just lower the racial bonus or change it with caldari ass suit ( but lower it to 2%) With this we have an assoult who have bonus on shield module and a logi that reload faster with his only weapon. thats an idea that i think right now, it's 2.38 for my timezone, i ask forgive in advice if it's not written too clearly.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
869
|
Posted - 2013.06.19 00:41:00 -
[134] - Quote
Here's a link to Hydraslav's fitting tool to help. |
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 00:43:00 -
[135] - Quote
Cross Atu wrote:cy6 wrote:1. Remove assault/basic frame equip slot and give to scout/light frame 2. Decrease 1H 1L per tier for logi suits. 3. Increase logi CPU/PG
done
Please post fits that show 1)Current Logi suit balance is improper within Med Frame line (note: suit balance not racial skill balance) 2)Post fits that use your suggested alterations showing how these changes are improvements along with descriptions of the intended role for each fit and why that fit best servers it. Use fittings standers as per my "logi challenge", if you haven't seen one of these posts please inform me and I shall provide a link. I look forward to seeing your proposed fittings. Cheers, Cross
I would, but I'm busy playing. but as a preview
1. Scouts had 2 equipment slots prior to uprising and it was not unbalanced. 2 slots give scouts uplink + needle/explosive (keep in mind that scout cpu/pg is too low to fit super sniper + complex damage + nanohive + uplink)
2. Removing equip slots of assaults forces them to rely on logi's to supply ammo (or supply depo), thus preventing lone wolfing and encouraging assaults to run with a logi
3. Removing 1H+1L of each logi prevents them from taking the role of the assault's high EHP for frontline battle role and encourages a more supportive role (revive/repair/supply). However, the increase of CPU/PG will still allow them to stack complex/shield mods for survivability even on an advanced suit without hindering them from carrying equipment.
Personally, i would remove the basic frame suits altogether as well as the racial bonuses (but keep the role specific bonuses). |
Eris Ernaga
Super Nerds
231
|
Posted - 2013.06.19 00:46:00 -
[136] - 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.
Equipment takes skillpoints and changes the role so it's not so much an assault it also requires more pg and cpu for these equipment those low slots will probably go to additional pg and cpu. |
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 00:56:00 -
[137] - Quote
not sure how to use this |
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 00:57:00 -
[138] - Quote
Mortedeamor wrote:make it a requirement for logi's to have they're equip slots filled in order for fitting to be valid.. Make it a requirement for an assault player to actually "try" to capture objectives and shoot red berries and I'll think about your request. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 00:57:00 -
[139] - Quote
If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 01:11:00 -
[140] - Quote
Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. GTFO Sidearms have no range. I may as well equip a qtip for cleaning your wounds. If you want some one in your corp to try this out with you and find out how effective it is be my guest. As a logi with an AR I will get kills yes, but the vast majority of the KDR board looks like this: 4-20-2 for K-A-D. How is this a slayer weapon? |
|
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 01:15:00 -
[141] - Quote
Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi.
The weapon isnt a problem, its the logi's ability to stack armor/shields as well as assaults can while maintaining equipment options. Force players who want to be support play logi and those who want to go on a massacre assaults (remove the equipment slot). |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:16:00 -
[142] - Quote
Draco Cerberus wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. GTFO Sidearms have no range. I may as well equip a qtip for cleaning your wounds.
KMA, I run Logi and I do well enough with Sidearms, not my fault you want to keep your light weapon crutch. |
Jastad
Eliters D.E.F.I.A.N.C.E
26
|
Posted - 2013.06.19 01:17:00 -
[143] - Quote
Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi.
PLEASE
Show us a vids when you go only with a side for al match, and let's see us HOW can you support.
until then, STFU |
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 01:18:00 -
[144] - Quote
cy6 wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. The weapon isnt a problem, its the logi's ability to stack armor/shields as well as assaults can while maintaining equipment options. Force players who want to be support play logi and those who want to go on a massacre assaults (remove the equipment slot). That's the Heavy role, they have that already. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:19:00 -
[145] - Quote
Jastad wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. PLEASE Show us a vids when you go only with a side for al match, and let's see us HOW can you support. until then, STFU
I don't own a capture card (and I'm sure as **** not buying one to appease you), but ALL I RUN IS SIDEARMS OR AV.
So you can KMA too.
Logi =/= Slayer, swap the Logi Light Weapon slot for a Sidearm slot. |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:19:00 -
[146] - Quote
Alaika Arbosa wrote: CUT.
Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm.
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 01:20:00 -
[147] - Quote
Alaika Arbosa wrote:Draco Cerberus wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. GTFO Sidearms have no range. I may as well equip a qtip for cleaning your wounds. KMA, I run Logi and I do well enough with Sidearms, not my fault you want to keep your light weapon crutch. I want video evidence. |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:20:00 -
[148] - Quote
So you are another ALL-TALK NO PROF That's fine.
|
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 01:21:00 -
[149] - Quote
Draco Cerberus wrote:cy6 wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. The weapon isnt a problem, its the logi's ability to stack armor/shields as well as assaults can while maintaining equipment options. Force players who want to be support play logi and those who want to go on a massacre assaults (remove the equipment slot). That's the Heavy role, they have that already.
No. Heavies are for defensive purposes (defending an area from enemy advancement or creating an offensive wall for assaults to push foward). assaults are meant to go into enemy territory and simply kill. the logi is meant to keep the heavy/assaults alive. and the scout is meant to hack while the enemy is distracted. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:22:00 -
[150] - Quote
Jastad wrote:Alaika Arbosa wrote: CUT. Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm.
I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit. |
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 01:23:00 -
[151] - Quote
Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. PLEASE Show us a vids when you go only with a side for al match, and let's see us HOW can you support. until then, STFU I don't own a capture card (and I'm sure as **** not buying one to appease you), but ALL I RUN IS SIDEARMS OR AV. So you can KMA too. Logi =/= Slayer, swap the Logi Light Weapon slot for a Sidearm slot. Hook your DVD burner up to your RCA outs and then back to the TV, it works for me and btw I want Video evidence. You can also use a cam corder or video camera attached to your computer but I want the vid.
PS I know you can do this because you are on the forums and it is very rare for someone with a computer to not have a vid recording device, all laptops come with a built in and they are like $20 at walmart if not. |
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 01:24:00 -
[152] - Quote
Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote: CUT. Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm. I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit.
flaylock doesnt count as a sidearm imo. why? bc its not a last ditch effort gun |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:24:00 -
[153] - Quote
Ok, i will try to feed the troll, let's see what happen....
I love to repat myself: STOP THINKING HI CREATIVE SOLUTION in response of EASY solving problem.
And for the sake of god: STOP LOOKING AT PUBSCRUB for think balance. PUB match DONT COUNT. I can kill people with only the flylock but that's not a viable solution when you start to do CORP BATTLE. jeez.... |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:25:00 -
[154] - Quote
Draco Cerberus wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. PLEASE Show us a vids when you go only with a side for al match, and let's see us HOW can you support. until then, STFU I don't own a capture card (and I'm sure as **** not buying one to appease you), but ALL I RUN IS SIDEARMS OR AV. So you can KMA too. Logi =/= Slayer, swap the Logi Light Weapon slot for a Sidearm slot. Hook your DVD burner up to your RCA outs and then back to the TV, it works for me and btw I want Video evidence. You can also use a cam corder or video camera attached to your computer but I want the vid.
As if I need to prove **** to you. CCP can read the logs and see how I do, that is all that is needed. Logi do not need a light weapon, they'll do just fine with a Sidearm. |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:26:00 -
[155] - Quote
Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote: CUT. Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm. I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit.
I USE AN AMARR SUIT, FOR THE SAKE OF GOD!!!!!
Please, stop wasting our time, READ THE ******* 9 Page THREAD and than reply. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:28:00 -
[156] - Quote
cy6 wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote: CUT. Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm. I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit. flaylock doesnt count as a sidearm imo. why? bc its not a last ditch effort gun
TBH, Flaylock is the sidearm I am least skilled into.
Last bit of free intel any of you are getting.
I will continue to stand by my assertion that Sidearm-only Logi is THE way to solve the "Logis being used as an Assault" problem. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
132
|
Posted - 2013.06.19 01:28:00 -
[157] - Quote
Alaika Arbosa wrote:Draco Cerberus wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. PLEASE Show us a vids when you go only with a side for al match, and let's see us HOW can you support. until then, STFU I don't own a capture card (and I'm sure as **** not buying one to appease you), but ALL I RUN IS SIDEARMS OR AV. So you can KMA too. Logi =/= Slayer, swap the Logi Light Weapon slot for a Sidearm slot. Hook your DVD burner up to your RCA outs and then back to the TV, it works for me and btw I want Video evidence. You can also use a cam corder or video camera attached to your computer but I want the vid. As if I need to prove **** to you. CCP can read the logs and see how I do, that is all that is needed. Logi do not need a light weapon, they'll do just fine with a Sidearm.
I'll validate the idea if you post the footage, but seeing as how you are scared too I will record some tonight and show you why I think you are wrong. I won't use a side arm but a light weapon. And yes you do need to prove it.
|
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:30:00 -
[158] - Quote
Alaika Arbosa wrote:cy6 wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote: CUT. Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm. I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit. flaylock doesnt count as a sidearm imo. why? bc its not a last ditch effort gun TBH, Flaylock is the sidearm I am least skilled into. Last bit of free intel any of you are getting. I will continue to stand by my assertion that Sidearm-only Logi is THE way to solve the "Logis being used as an Assault" problem.
Let's see how you do well when the flylock gets Nerfed, because the ARcodboys are crying for it |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:32:00 -
[159] - Quote
@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
133
|
Posted - 2013.06.19 01:33:00 -
[160] - Quote
The "problem" is not there. Any suit can be used to hurt or heal other than the Heavy. The object of the game is customization not one size fits all. Deal with it or go back to COD/Killzone/SpecOps/BF4 or wherever else you came from. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:33:00 -
[161] - Quote
Jastad wrote:Alaika Arbosa wrote:cy6 wrote:Alaika Arbosa wrote:Jastad wrote:
Ok, let's make a CorpBattle vs Teamplayers,Sinergy or IMP and PLEASE, SHOW US HOW YOU SUPPORT WITH a sidearm.
I don't need to prove **** to you. You just want to keep your Caldari Logi Slayer suit. flaylock doesnt count as a sidearm imo. why? bc its not a last ditch effort gun TBH, Flaylock is the sidearm I am least skilled into.Last bit of free intel any of you are getting. I will continue to stand by my assertion that Sidearm-only Logi is THE way to solve the "Logis being used as an Assault" problem. Let's see how you do well when the flylock gets Nerfed, because the ARcodboys are crying for it
Reading Comprehension will do wonders for you.
The bolded portion would indicate that the Flaylock is the sidearm I use the least. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
133
|
Posted - 2013.06.19 01:35:00 -
[162] - Quote
Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
And I won't be belittled into some stupid "role" classification that you think I need to be in just because I am a logi. |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:38:00 -
[163] - Quote
Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied.
IT's called READ BEFORE POST.
We all made a 9 page thread of answer.
if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem.
Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart.
and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now.... |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:38:00 -
[164] - Quote
Draco Cerberus wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
And I won't be belittled into some stupid "role" classification that you think I need to be in just because I am a logi.
So, you're saying that you want to keep your slayer-logi?
That is what I am hearing.
Logi NEED to be most useful in a support role, not good for support but ABSO-*******-LUTELY BEAST for Assault setups just in the name of "Customization".
BTW, Customization within Roles is what the game is about, otherwise CCP would just give us T3 Heavys and be done with everything. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:40:00 -
[165] - Quote
Jastad wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied. IT's called READ BEFORE POST. We all made a 9 page thread of answer. if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem. Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart. and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now....
I still stand by my assertion that Logis can make due with just a Sidearm Slot.
Also, so you know, I tried getting Heavys buffed (aside from their movement speed). |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:41:00 -
[166] - Quote
Alaika Arbosa wrote: BTW, Customization within Roles is what the game is about, otherwise CCP would just give us T3 Heavys and be done with everything.
AND that's CCP think, when showing on the E3 trailer, a heavy with a sniper rifle....
NICE HIT Sherlock |
Jastad
Eliters D.E.F.I.A.N.C.E
28
|
Posted - 2013.06.19 01:44:00 -
[167] - Quote
Alaika Arbosa wrote: I still stand by my assertion that Logis can make due with just a Sidearm Slot.
Also, so you know, I tried getting Heavys buffed (aside from their movement speed).
SURPRISE i Want heavy buffed and i want to be killed by a heavy when i met him in cqc, right now i can kill him/run away.
do you know where that come from? from making game balance based on pubscrub match.
You can stay with your idea an that's your think, but in PC/CORP battle that simple isn't viable. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 01:45:00 -
[168] - Quote
cy6 wrote:Cross Atu wrote:cy6 wrote:1. Remove assault/basic frame equip slot and give to scout/light frame 2. Decrease 1H 1L per tier for logi suits. 3. Increase logi CPU/PG
done
Please post fits that show 1)Current Logi suit balance is improper within Med Frame line (note: suit balance not racial skill balance) 2)Post fits that use your suggested alterations showing how these changes are improvements along with descriptions of the intended role for each fit and why that fit best servers it. Use fittings standers as per my "logi challenge", if you haven't seen one of these posts please inform me and I shall provide a link. I look forward to seeing your proposed fittings. Cheers, Cross I would, but I'm busy playing. but as a preview 1. Scouts had 2 equipment slots prior to uprising and it was not unbalanced. 2 slots give scouts uplink + needle/explosive (keep in mind that scout cpu/pg is too low to fit super sniper + complex damage + nanohive + uplink) 2. Removing equip slots of assaults forces them to rely on logi's to supply ammo (or supply depo), thus preventing lone wolfing and encouraging assaults to run with a logi 3. Removing 1H+1L of each logi prevents them from taking the role of the assault's high EHP for frontline battle role and encourages a more supportive role (revive/repair/supply). However, the increase of CPU/PG will still allow them to stack complex/shield mods for survivability even on an advanced suit without hindering them from carrying equipment. Personally, i would remove the basic frame suits altogether as well as the racial bonuses (but keep the role specific bonuses).
I look forward to seeing the actual fittings once you get to it. Do you need me to repost the standards of the fittings challenge or do you know them/know where to find them?
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 01:46:00 -
[169] - Quote
Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied. IT's called READ BEFORE POST. We all made a 9 page thread of answer. if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem. Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart. and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now.... I still stand by my assertion that Logis can make due with just a Sidearm Slot. Also, so you know, I tried getting Heavys buffed (aside from their movement speed).
I'd be interested in your participation in the Logi fittings challenge in support of this stance. Do you have the standards or would you like a link?
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
133
|
Posted - 2013.06.19 01:50:00 -
[170] - Quote
Alaika Arbosa wrote:Draco Cerberus wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
And I won't be belittled into some stupid "role" classification that you think I need to be in just because I am a logi. So, you're saying that you want to keep your slayer-logi? That is what I am hearing. Logi NEED to be most useful in a support role, not good for support but ABSO-*******-LUTELY BEAST for Assault setups just in the name of "Customization". BTW, Customization within Roles is what the game is about, otherwise CCP would just give us T3 Heavys and be done with everything. You mis-read the description of the game plain and simple as well as having missed the trailer with the Heavy using a sniper rifle and plainly wouldn't understand why someone would fit a couple of tractor beams to a destroyer in Eve and float some salvage drones besides. I run support logi with an AR. I do on average 4-20-2 K-A-D. That is a support score not a slayer score Kitten. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:52:00 -
[171] - Quote
Cross Atu wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied. IT's called READ BEFORE POST. We all made a 9 page thread of answer. if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem. Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart. and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now.... I still stand by my assertion that Logis can make due with just a Sidearm Slot. Also, so you know, I tried getting Heavys buffed (aside from their movement speed). I'd be interested in your participation in the Logi fittings challenge in support of this stance. Do you have the standards or would you like a link?
I'd like a link to see if our standards match, feel free to contact me in game as well. If we share opinions on this matter, we might be able to progress made on the matter. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
374
|
Posted - 2013.06.19 01:54:00 -
[172] - Quote
Draco Cerberus wrote:Alaika Arbosa wrote:Draco Cerberus wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
And I won't be belittled into some stupid "role" classification that you think I need to be in just because I am a logi. So, you're saying that you want to keep your slayer-logi? That is what I am hearing. Logi NEED to be most useful in a support role, not good for support but ABSO-*******-LUTELY BEAST for Assault setups just in the name of "Customization". BTW, Customization within Roles is what the game is about, otherwise CCP would just give us T3 Heavys and be done with everything. You mis-read the description of the game plain and simple as well as having missed the trailer with the Heavy using a sniper rifle and plainly wouldn't understand why someone would fit a couple of tractor beams to a destroyer in Eve and float some salvage drones besides.
Tractors on a Dessie only happen cause the people are too cheap to buy a noctis (well, that or the place they are salvaging is too hot for a noctis).
No, I didn't miss that trailer and if you'll note, it was the new **cough**Scrub**cough** "Commando" role suit which is built off of a heavy frame.
Scrubs gonna love their new scrub suit when they get it. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
133
|
Posted - 2013.06.19 01:57:00 -
[173] - Quote
Then leave my light weapon alone. Leave the Cal Logi alone too, we each perform our roles in different ways, that is the beauty of the game. It is not based on restricting the weapons used but rather on enabling the user to choose the best way for them to be a valuable member of their team. |
Jastad
Eliters D.E.F.I.A.N.C.E
29
|
Posted - 2013.06.19 01:58:00 -
[174] - Quote
Alaika Arbosa wrote: Scrubs gonna love their new scrub suit when they get it. SURPRAISE again if you watch the trailer you'll see that the Heavy was using a SMG, a fitting that you can do right now.
*COUG* Look or read before talk *COUGH* |
Jastad
Eliters D.E.F.I.A.N.C.E
30
|
Posted - 2013.06.19 01:59:00 -
[175] - Quote
@Alaika
Oh BTW, i'm still waiting you tell me how my Amarr Logi is OP or superior to Amarr Ass. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
375
|
Posted - 2013.06.19 02:01:00 -
[176] - Quote
Jastad wrote:@Alaika
Oh BTW, i'm still waiting you tell me how my Amarr Logi is OP or superior to Amarr Ass.
I wouldn't dirty myself in one of those suits.
I trust in rust. |
Jastad
Eliters D.E.F.I.A.N.C.E
30
|
Posted - 2013.06.19 02:04:00 -
[177] - Quote
Alaika Arbosa wrote:Jastad wrote:@Alaika
Oh BTW, i'm still waiting you tell me how my Amarr Logi is OP or superior to Amarr Ass. I wouldn't dirty myself in one of those suits. I trust in rust.
AH a GDR Reply!!!! now i like it.
I answer with the only answer a true Amarr can state:
Hey Min, do you know what have in common a Limbus tyre and a Minmatar? For both exist CHAIN !!!
Glory to the Empress |
Jastad
Eliters D.E.F.I.A.N.C.E
31
|
Posted - 2013.06.19 02:13:00 -
[178] - Quote
GDR Jokes aside, I'm going to bed. reading all the answer tomorrow (it's VERY VERY late in my timezone) |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
376
|
Posted - 2013.06.19 02:13:00 -
[179] - Quote
Jastad wrote:Alaika Arbosa wrote:Jastad wrote:@Alaika
Oh BTW, i'm still waiting you tell me how my Amarr Logi is OP or superior to Amarr Ass. I wouldn't dirty myself in one of those suits. I trust in rust. AH a GDR Reply!!!! now i like it. I answer with the only answer a true Amarr can state: Hey Min, do you know what have in common a Limbus tyre and a Minmatar? For both exist CHAIN !!! Glory to the Empress
You think I'm RPing here? No, I just stick with the race I picked. Once I have explored it completely, then I'll go after the others
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 02:14:00 -
[180] - Quote
Alaika Arbosa wrote:I'd like a link to see if our standards match, feel free to contact me in game as well. If we share opinions on this matter, we might be able to progress made on the matter. I'm going to just quote it here to save you digging through my wall-o-text in the other post
Cross Atu wrote:Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
I'd totally be down to link up in game and compare notes/run some matches to see what we can nail down. I am a big fan of testing things and while I'm fairly open (maybe even loud?) about my opinions I don't want that misconstrued as being closed to changing them. I actually like having my assessments challenged with information
Also feel free to toss me an in game mail with your most frequent times and/or a chat to meet in. I'll do the same and we'll see what we can hash out.
Cheers, Cross
ps ~ advanced warning, I have kids so my play times are sporadic. |
|
Jastad
Eliters D.E.F.I.A.N.C.E
31
|
Posted - 2013.06.19 02:17:00 -
[181] - Quote
Alaika Arbosa wrote: You think I'm RPing here? No, I just stick with the race I picked. Once I have explored it completely, then I'll go after the others
I do the same thing, but i'm an Amarr loyal and i like GDR, it bother me to death dont have enough pg for use Only Amarr weap. |
Alldin Kan
Imperfects Negative-Feedback
279
|
Posted - 2013.06.19 02:41:00 -
[182] - Quote
To solve the Caldari Logi issue simply get this to happen:
*the Caldari Logi's only handheld weapon is a Sidearm.
A fit with this can still be effective against infantry to some extent. Don't tell it's bad, I ran Minmatar logi (look at that fat hitbox) before Uprising with only an SMG and could still beat strong players. Also, read the description of the Caldari logi to see why Sidearm only (with all the preposterous health) is actually acceptable. |
cy6
Raging Pack of Homos
55
|
Posted - 2013.06.19 03:16:00 -
[183] - Quote
Alldin Kan wrote:To solve the Caldari Logi issue simply get this to happen:
*the Caldari Logi's only handheld weapon is a Sidearm.
A fit with this can still be effective against infantry to some extent. Don't tell it's bad, I ran Minmatar logi (look at that fat hitbox) before Uprising with only an SMG and could still beat strong players. Also, read the description of the Caldari logi to see why Sidearm only (with all the preposterous health) is actually acceptable.
why not just remove racial bonuses? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1947
|
Posted - 2013.06.19 03:23:00 -
[184] - Quote
We're probably going to have to wait and see how EWAR is going to work... |
Dustin Peril
Krullefor Organization Minmatar Republic
2
|
Posted - 2013.06.19 04:13:00 -
[185] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
RKKR
The Southern Legion RISE of LEGION
107
|
Posted - 2013.06.19 09:17:00 -
[186] - Quote
We're probably going to have to wait on patch 5.1.4 |
Jastad
Eliters D.E.F.I.A.N.C.E
31
|
Posted - 2013.06.19 10:47:00 -
[187] - Quote
Alldin Kan wrote:To solve the Caldari Logi issue simply get this to happen:
*the Caldari Logi's only handheld weapon is a Sidearm.
A fit with this can still be effective against infantry to some extent. Don't tell it's bad, I ran Minmatar logi (look at that fat hitbox) before Uprising with only an SMG and could still beat strong players. Also, read the description of the Caldari logi to see why Sidearm only (with all the preposterous health) is actually acceptable.
Why not simply Switch Cal.Logi and Cal.ASS Lower it a bit so Cal.ASS dont get too much. We all concorde that Cal.logi need to be look at. But instead of the nerf hammer why dont we use the Nerf scalpel?
Alldin you are a Very good player with a very good team. So your team can focus on kill and, most important, DO KILL. Sometimes you squad with people with less skill than you, and you have to help them doing dmg.
Before Uprising we had lower HP and, most important, SS and SSpro. and weap had a litte more range.
SS and SSpro made weapon for CQC only to short-Medium Engage. with a smart movement it was possibile to kill opponents.
Right now, a side arm only weap isn't viable.
Dont get me wrong, i hate the ARcodBOYS who love to easy win and dirt the real LOGIBRO, But the idea on this thread are based on PUBS.
|
Jastad
Eliters D.E.F.I.A.N.C.E
31
|
Posted - 2013.06.19 10:53:00 -
[188] - Quote
That's a dangerous line to walk.
Because if we follow that line of thinking, the next step is remove the equip slot from other classes and half clip of every ammo. Because, you know, Logi are for support role. Than we all see ARCODboys change in MELEECODBOYS |
Draco Cerberus
Purgatorium of the Damned League of Infamy
139
|
Posted - 2013.06.19 12:44:00 -
[189] - Quote
Alldin Kan wrote:To solve the Caldari Logi issue simply get this to happen:
*the Caldari Logi's only handheld weapon is a Sidearm.
A fit with this can still be effective against infantry to some extent. Don't tell it's bad, I ran Minmatar logi (look at that fat hitbox) before Uprising with only an SMG and could still beat strong players. Also, read the description of the Caldari logi to see why Sidearm only (with all the preposterous health) is actually acceptable. Why not with only a plasma cannon or MD? Comeon only one weapon is bad enough you seem to think that my million SP investment into light weapons should be taken away just because Tac ARs are still killing people. |
Thor Odinson42
Molon Labe. League of Infamy
405
|
Posted - 2013.06.19 12:48:00 -
[190] - Quote
I use it with a MD that is ****** up, so maybe that's why I don't think it's OP. |
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
139
|
Posted - 2013.06.19 12:49:00 -
[191] - Quote
Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied. IT's called READ BEFORE POST. We all made a 9 page thread of answer. if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem. Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart. and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now.... I still stand by my assertion that Logis can make due with just a Sidearm Slot. Also, so you know, I tried getting Heavys buffed (aside from their movement speed). A slow merc + short range = dead + broke + not supportive at all
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
139
|
Posted - 2013.06.19 12:52:00 -
[192] - Quote
Thor Odinson42 wrote:I use it with a MD that is ****** up, so maybe that's why I don't think it's OP. I was using a MD, Plasma Cannon last night and still in a supporting role able to pull some nice points, higher than the assaults and blow up alot of tanks and LAVS. There is no need to be ******** about this, the restriction of weapons that a Logi can use would have me erase this game and petition to have my assets transferred to my eve character. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
378
|
Posted - 2013.06.19 16:05:00 -
[193] - Quote
Draco Cerberus wrote:Alaika Arbosa wrote:Jastad wrote:Alaika Arbosa wrote:@Draco Cerberus
No, actually, I need to prove nothing to you. I will not be bullied into thinking otherwise.
No it's not being bullied. IT's called READ BEFORE POST. We all made a 9 page thread of answer. if you BOTHER to read, you'll see the all the LOGI are for a rework of the Cal.LOGI, the only e real problem. Because, and that are stat talking ( feel free to search COSGAR Thread or CROSS ATU reply in this thread) LOGI are inferior to their Ass counterpart. and again, stop counting what you do in pubscrub match, thta dosent count in balance terms. Jeez they did with the Heavy and look what we have now.... I still stand by my assertion that Logis can make due with just a Sidearm Slot. Also, so you know, I tried getting Heavys buffed (aside from their movement speed). A slow merc + short range = dead + broke + not supportive at all
If that slow merc with the short range weapon stayed in a close quarters area and faceraped any reddot who showed their face, they'd live a lot longer than if they tried to be the "bulky" Assault suit.
I believe that anyone who isn't a Heavy who is within a red Heavy's optimal, should be dead before they hear the HMG spin up (so yeah, the HMG should be buffed in damage).
They're for point defense, I'll stick by that belief as well. |
CLONE117
Planetary Response Organization
17
|
Posted - 2013.06.19 16:29:00 -
[194] - Quote
logi lav is the only true murder taxi..
the logi is a combat medic on the field.. or the guy that carries extra ammo for the team...
there r diffrent support roles on the field.. lets place there shields and armor..
at a diffrent level.. maybe 5% less than most assault suits.... |
Stile451
Red Star. EoN.
93
|
Posted - 2013.06.19 16:44:00 -
[195] - Quote
http://en.wikipedia.org/wiki/Combat_medic
Seeing as there is no Geneva Convention in Dust(or anything similar at all) I need my light weapon(and before you start in on this saying my AR is a crutch my mass driver says hi).
If there's anything that would ruin the logistics role for most logistics players it would be the loss of the light weapon slot. This would cause me to either move in front of the assault characters in order to help with combat or become completely useless in a combat role.
Making me use all of the equipment slots would impact my survivability.
Lowering cpu and pg and making equipment dirt cheap wouldn't make as big of a difference as you would think. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
|
Posted - 2013.06.19 17:06:00 -
[196] - Quote
Speaking as someone who used only a sidearms for an entire build having them be your only weapon (outside of certain specific scout suit configurations, I'm looking at you Nova Knives) isn't very viable and most certainly does reduce your ability to effectively support your team.
The side arm only idea is frankly not viable. While I am sure that there are some who could make it work they are a minority not an average and thus not a good point to balance around. Further re-balancing the suits due to a skill related issue is simply and bluntly bad balance practice. The Minmitar Logi has been the same suit since closed beta and none of these threads showed up until after Uprising. The Amarr Logi is weaker than the rest of the Logi line including the Min Logi, as such can it can be discounted out of hand. That leaves the Cal and Gal Logi and it's the Cal Logi that one sees a pervasive presence of not the Gal Logi, further Gal Logi relies on the UP armor tank, making it even slower, to gain it's utility and it's racial bonus is to fitting equipment slots. Turning our attention to the Cal Logi it's eHP is drastically reduced without it's racial and in nearly all other respects it is inferior to the Cal Assault suit having to pay via ISK/SP/Slots to compensate for it's baseline shortfalls as compared with it's Assault brother. So while the Cal Logi does outperform the rest of the Logi line it's not the suit it's the racial skill, and if armor weren't < shields that gap would be smaller.
Many posters here like to gloss over the import of speed to survival, this is quite frankly a mistake. Think about what a Heavy would be if it moved at Assault speed? Think about how dead a scout would be if it moved at below Assault speed (aka Logi speed) even if it were faster than the Heavies. The gap between speed values on the medium frames is less most certainly but Assaults are geared for Shield tanking and Logi, if they are more geared for armor tanking if they are to make use of their role skill (clearly the Cal Logis racial buff trumps this). Meaning that on average the Logi is even slower once tanked while the Assault maintains their, already superior, initial baseline.
Even ignoring this telescoping effect on speed values a little speed can make or break a hot gun battle. Getting to cover a little faster can save your life. Strafing a little faster than your opponent can get you the kill. Circling around a piece of cover a little faster can get you behind an enemy. Moving a little faster than someone you're chasing means you catch them. Moving a little faster than someone casing you means you escape them.
A little speed is combat relevant. But suppose for a second that I'm wrong and that a little speed is meaningless, that's just a sign that CCP needs to take another look at movement values game wide so that movement is relevant. And even if movement weren't relevant (which I firmly contend it is) that still leaves all the other on board base stats of the Assault that are superior, a superiority increased when SP is invested into % based passive skills.
I final note to provide context for what "A little speed" is in this context. It takes a 10% buff to bring Logi speed up to that of an Assaults base value, assuming the Logi is using not armor whatsoever, a value just 2% less than the Proto type Kinetic Catalyzer and that's before we even include the higher stamina and stamina recovery rate on the Assault suits.
Ignoring a prototype modules worth of stat difference isn't going to yield good game balance.
0.02 ISK Cross
|
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.19 17:32:00 -
[197] - Quote
cy6 wrote:Draco Cerberus wrote:cy6 wrote:Alaika Arbosa wrote:If Logis only had a Sidearm slot instead of a light weapon slot, then they'd be just as useful for Support and no where near as capable as Assaults.
Just swap the Logi Light weapon slot for a Sidearm slot. Anyone who disagrees only wants to keep their 3/4 Equipment slot Assault suit.
Sidearms will allow the Logi to contribute to DPS without being a Slayer-logi. The weapon isnt a problem, its the logi's ability to stack armor/shields as well as assaults can while maintaining equipment options. Force players who want to be support play logi and those who want to go on a massacre assaults (remove the equipment slot). That's the Heavy role, they have that already. No. Heavies are for defensive purposes (defending an area from enemy advancement or creating an offensive wall for assaults to push foward). assaults are meant to go into enemy territory and simply kill. the logi is meant to keep the heavy/assaults alive. and the scout is meant to hack while the enemy is distracted.
the assaults are meant to get in and do some damage and get out. scouts are meant to flank the enemy and get a sneaky hack. logis are meant to support the team or be selfsustaining and the heavy is meant to storm the building and clear it. but in dust you can make the dropsuits do whatever you want them to do. |
ShotsofJac
The Merc Net
1
|
Posted - 2013.06.19 18:09:00 -
[198] - Quote
out of everything yall could b***h about it would be this....congrats guys, i have found yall. and by yall i mean the people who cry and whine about how the game is built. you people kill games by fussing so much and so loud that the game gets changed and it becomes useless. if yall would have thought ahead and spec'd into logi instead of wasting your sp into assault then you wouldnt fuss. do yall b***h about heavys? or scouts running too fast? no yall b***h just cuss u can carry extra equipment, cpu/pg?..... i dont get it.
p.s. you can carry a needle and still kill with the best of them. try it and stop B***hin' !!!! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
378
|
Posted - 2013.06.19 18:15:00 -
[199] - Quote
I don't view myself as a statistical outlier. I am in no way shape or form an "elite gun game" player. I still do just fine running with Sidearms only. It is all about being smart about your choices, deciding when to engage and when to flee. The only Light Weapons I've spec'd into at all are Swarms for AV and Sniper Rifles for countersniping.
Having said this, I did have a thought that I believe might be a decent compromise between my view of Sidearms being a viable weapon selection for logi and the view held by others that Sidearms possess no combat viability.
Give Logis a "Logi Weapon Slot".
Anyone here familiar with 3e/3.5e D&D or older? Remember how Rogues/Thieves had their weapon selection? This is basically what I am proposing, make it so that the Logi Weapon Slot can fit any Sidearm as well as Mass Driver, Shotgun and Swarm Launcher. This would allow them to retain some access to Light Weapons as well as access to Sidearms without being able to fit up an AR Assault God in a Logi Suit.
I will continue to stand by my assertion that "Sidearms Only" is a viable tweak to logi suits and I feel that the only reason people disagree is that they are unwilling to truly run support intelligently. This idea is merely my concession to those who disagree with me.
Sorry if that comes across as cocky, I just firmly believe that Sidearms are a viable choice for Logi. |
Halcyon MI1
Contract Hunters
0
|
Posted - 2013.06.19 18:45:00 -
[200] - Quote
Cross Atu wrote:Halcyon MI1 wrote:First off, I know this has been talked over a thousand times.
[sic]
so try to keep it civil. Ok, before I respond to the rest of the post I'd like to say a couple things about the bits I've quoted. First thank you for making an effort to keep things civil, cheers to that o7 Second, since we're talking about things that have been stated a thousand times over would you be willing and able to accept my challenge and provide is with fits that support the idea there's an actual disparity? Please inform me if you don't know what challenge I'm talking about and I will be happy to repost the method/standards of the challenge. I am completely open to discussion on this topic but what I'm not open too is discussion of a nerf (on this or any other feature) without substantiation of the concept that there is indeed a problem, hence my fittings challenge. Cheers, Cross
Hey there! I actually think I've squadded up with you, with Hellstorm maybe? Okay, I am posting and reading from my phone at the moment, so I'd really appreciate it if you messaged me this challenge! More than happy to consider it, even if I probably don't have the skill points to fit both proto Logistics and Assault suits, I may be able to run a few tests!
So please do, and thank you! o7 to you :)
|
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1184
|
Posted - 2013.06.19 18:46:00 -
[201] - Quote
Alaika Arbosa wrote:I don't view myself as a statistical outlier. I am in no way shape or form an "elite gun game" player. I still do just fine running with Sidearms only. It is all about being smart about your choices, deciding when to engage and when to flee. The only Light Weapons I've spec'd into at all are Swarms for AV and Sniper Rifles for countersniping.
Having said this, I did have a thought that I believe might be a decent compromise between my view of Sidearms being a viable weapon selection for logi and the view held by others that Sidearms possess no combat viability.
Give Logis a "Logi Weapon Slot".
Anyone here familiar with 3e/3.5e D&D or older? Remember how Rogues/Thieves had their weapon selection? This is basically what I am proposing, make it so that the Logi Weapon Slot can fit any Sidearm as well as Mass Driver, Shotgun and Swarm Launcher. This would allow them to retain some access to Light Weapons as well as access to Sidearms without being able to fit up an AR Assault God in a Logi Suit. I really cannot see how the removal of a Light Weapon slot can be called a "tweak". I further still have not seen any fittings the validate the idea logi suits actually need to be changed at all or that there are nerf cries based on anything beyond the Cal Logi skill buff. The Min suit has been the same since closed beta and it used to be a running joke that "we'd know the player base had gone south when they started asking to nerf the Logi". I'd like to point out that it was my Assault squad mates who came up with and perpetuated this joke not the Logi so this was by no means a protectionist thing.
Enter Uprising, the racial skill buffs, the "I Win" which was TAR pre-nerf and the pervasive posting of Logi nerf threads. What changed in the Logi between the idea of nerfing being a joke among Assault players and the constant QQ about Logi? The racial skills and the TAR. The TAR has now been nerfed but it's still not uncommon and the perceptions it created are not gone. Further ARs have been defended for many builds as properly balanced and viable because they're "supposed to be adaptable" which is the same reason being given by many for Logi suit nerfs that doesn't conceptually add up.
I've repeated many times that I'd like to see fits which prove the need for an alteration to the logi suits, I still have not really seen fits at all much less more than one fit from every racial paring showing a pervasive disparity which needs mechanical alterations to correct. I'd still like to see those fits, because without them there's not much to substantiate the concept that there's even a problem in the first place. I'll also reiterate that if said fits cannot be done without use of the AR then the problem clearly does not simply lay within the Logi Suit line.
Alaika Arbosa wrote: I will continue to stand by my assertion that "Sidearms Only" is a viable tweak to logi suits and I feel that the only reason people disagree is that they are unwilling to truly run support intelligently. This idea is merely my concession to those who disagree with me.
Sorry if that comes across as cocky, I just firmly believe that Sidearms are a viable choice for Logi.
Let me be blunt, while you can stand by your assertion, in the absence of independently reproducible balance data such as fittings you have no grounds to try and force your play style onto every other Merc who looks at a logi suit.
Further claiming that anyone who doesn't agree is "unwilling to trully run support intelligently" borders on being both a straw man and ad hominem. Presuming that those who don't play within your chosen play style are simply "wrong" does not equate to solid balance theory.
I play support Logi, being one of those guys who stuck with the repair tool even when it had no WP, the vast majority of my WP come from support actions. I've spent a build focused on side arm use and did reasonably well with it. I've been here since closed beta and I can say without equivocation that nefing the Logi to only use sidearms decreases the overall viability of the class. In point of fact everyone, including yourself, who's suggesting it implicitly says the same thing by making the suggestion as the means to "balance the OP'ed logi line" because if it didn't nerf the logi then it wouldn't "stop it from being OP".
Most support Logi don't run with only sidearms and we are neither OP 'slayers' nor unwilling to run support intelligently.
I will continue to stand by my assertion that any nerf to logi suits is bad balance until fittings and numbers are provided to prove otherwise.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1184
|
Posted - 2013.06.19 18:53:00 -
[202] - Quote
Halcyon MI1 wrote:Cross Atu wrote:Halcyon MI1 wrote:First off, I know this has been talked over a thousand times.
[sic]
so try to keep it civil. Ok, before I respond to the rest of the post I'd like to say a couple things about the bits I've quoted. First thank you for making an effort to keep things civil, cheers to that o7 Second, since we're talking about things that have been stated a thousand times over would you be willing and able to accept my challenge and provide is with fits that support the idea there's an actual disparity? Please inform me if you don't know what challenge I'm talking about and I will be happy to repost the method/standards of the challenge. I am completely open to discussion on this topic but what I'm not open too is discussion of a nerf (on this or any other feature) without substantiation of the concept that there is indeed a problem, hence my fittings challenge. Cheers, Cross Hey there! I actually think I've squadded up with you, with Hellstorm maybe? Okay, I am posting and reading from my phone at the moment, so I'd really appreciate it if you messaged me this challenge! More than happy to consider it, even if I probably don't have the skill points to fit both proto Logistics and Assault suits, I may be able to run a few tests! So please do, and thank you! o7 to you :)
Yes we've run squads a few times (mostly gunning with Hellstorm guys like Fundies, IX, Revival etc) I'll link the challenge standards below and try to dig up the fittings tool as well so that you don't have to spend your SP to be able to test all these things. Also you can use the market for all the mod and suit stats and not have to spend anything either. Since the racial skill buffs need a balance pass and the other skills are open to everyone we can just use base item stats for the challenge and they'll work just fine (I don't want to require anyone to spend millions of SP to help with balance testing now that the game is live).
Challenge
Cross Atu wrote:Build me a combat viable Logi fit that follows these rules
- Build best fit with it's racial Assault counterpart to establish a baseline
- Build the Logi fit to meet or exceed all stats of the Assault suit, without omitting or cheery picking from the stat block
- Build the above fits without use of the AR
- Build the above fits without use of the Cal Logi suit OR without including any skill buffs in listed stats.
- After normalizing stats (i.e. fitting to at least match as per #2) make best efforts to fill open slots.
- Tally SP required to unlock/fit all mods used for the fitting
- Tally ISK cost of the fitting including all mods and suits
- List the results
Looking forward to what you come up with o7
Cheers, Cross
ps ~ Feel free to catch me in game for more squads any time, it'd be fun to run with you again. |
Eldest Dragon
D3LTA ACADEMY
36
|
Posted - 2013.06.19 19:01:00 -
[203] - Quote
The Black Jackal wrote: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.
Ok dude im tired of typing, one more time now, the point is after the customization and changing its no longer really a specific role anyway. You choose a suit with the most stats, slots.. ect. that you want or need, then you customize it, maybe I want a battle medic... so then I choose the suit that allows me to heal and fight equally the best. Another example is a heavy thats meant to be slow, so what dude.. they should stay slow.. no you have the option to add modules for more speed and stamina. Therefore by all rights, your not really a heavy any more, there faster than a heavy is meant to be then. Bottom line... the only way to make it where logi does logi, assault does assault, is to take out or limit the options and ability to customize so much. Hence... ruining the game.. at least for me. |
Eldest Dragon
D3LTA ACADEMY
36
|
Posted - 2013.06.19 19:06:00 -
[204] - Quote
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. |
Stile451
Red Star. EoN.
93
|
Posted - 2013.06.19 20:18:00 -
[205] - Quote
Alaika Arbosa wrote:I don't view myself as a statistical outlier. I am in no way shape or form an "elite gun game" player. I still do just fine running with Sidearms only. It is all about being smart about your choices, deciding when to engage and when to flee. The only Light Weapons I've spec'd into at all are Swarms for AV and Sniper Rifles for countersniping.
Give Logis a "Logi Weapon Slot". Your definition of "just fine" vs my definition of "just fine" are likely different. I would add you as a contact and take a look at your stats on the contacts leaderboards but chances are they're going to be screwed up again.
I would be fine with a logi weapon slot, but you are still going to alienate true logis that aren't combat able without an AR. However, this still doesn't address the Caldari logistics suit being the only suit with issues due to it's racial bonus(I just spent 45 minutes trying to create a better Minmatar logistics suit than I could make with a Minmatar assault suit and failed to get an equivalent).
Edit: lots of posts between, more reading I guess. |
The Black Jackal
The Southern Legion RISE of LEGION
546
|
Posted - 2013.06.20 00:01:00 -
[206] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1188
|
Posted - 2013.06.20 01:24:00 -
[207] - Quote
@The Black Jackal,
Since you started this thread and are still here could I persuade you to post some actual fits that support the contention Logi suits need to be changed at all? I'll be happy to grab the standards of the challenge if you've missed them all the other times I've posted them. It's getting a bit like the twilight zone around here with all the focus on logi suit nerf, or role alteration, or damage modification etc. without fittings, video or other independently reproducible data being provided to substantiate that there's even a problem to be addressed in the first place.
0.02 ISK Cross |
ShotsofJac
The Merc Net
1
|
Posted - 2013.06.20 02:09:00 -
[208] - Quote
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. |
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.21 00:43:00 -
[209] - Quote
Take away 1 high slot.
Dun |
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.21 02:53:00 -
[210] - Quote
Mikael Murray wrote:Take away 1 high slot.
Dun
and low slot |
|
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.
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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. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1223
|
Posted - 2013.06.28 15:48:00 -
[241] - Quote
The Black Jackal wrote:
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...
Incorrect, the Amarr suit has a bonus to active reps which increase eHP, and all Logi suits have the base 5 HP/s armor rep (assuming max skill levels) which also increase eHP. Granted only the Cal Logi bonus which needs a reduction not a removal gives more buffer HP but lots of Logi skills give a bonus to eHP and removing them is most certainly a nerf.
Quote: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. My whole prior post was pointing out how survival is key to playing a support logi and that stripping survival skills from the Logi class is in fact a nerf. You have still not posted any fits as per the "Logi fittings challenge" showing that these changes are needed, and if as you contend it doesn't change the survivability of any other suit then what is the purported motive for the change?
Quote: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. It absolutely does effect eHP, active tank is unequivically part of effective Hit Points and if you remove it you are reducing eHP
Quote: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 na+»ve. 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. Again reducing the ability to restore HP is a reduction in eHP. HP = Hit Points. eHP = effective Hit Points. Since infantry suits have no resistance hardeners or other mods that directly reduce incoming damage the only difference for infantry at this point in the game between HP and eHP is the ability to repair armor/regenerate shields. That ability to regen/repair is specifically what you're talking about removing which means you are specifically talking about nerfing the Logi eHP.
Quote:I would have also added a 'call to reward more' if it were in the terms of the thread, but this is to get the mechanics right, not the rewards. Rewards are a SEPARATE Issue... ask any Dropship Pilot. They can be extremely Valuable on the field, risk a fairly hefty sum, and get **** in return WP wise...
Making something more valuable doesn't increase the 'risk' it increases your effectiveness... WP caps, etc. shouldn't factor into GAME Mechanics... they factor into rewards, which are a RESULT of using Game Mechanics.. not a Game Mechanic unto themselves. (At least not in the same context. You have clearly still not read the thread as this issue is exactly why I directed you there. WP potential and the 'risk vs reward' value of a fit are directly linked. If you are spending more ISK and more SP for something you are increasing your risk and if the WPs don't reflect the increase in tactical value then the increased risk is not supported by the reward side of the dynamic and you'll see minimal use of the improperly scaled item. That breaks the risk v reward element which is key to Dust.
I have in fact asked Dropship Pilots, there's even a bit of talk about it in the thread I linked, and they agree with me that rewards need to parallel risk or you are simply mechanically punishing the use of certain gear. Forcing a skilled pilot to play another role just to earn the ISK to fly is improper, just as forcing a skilled support logi to run non-support in order to field a best fit logi frame is improper. Without rewards in ISK/SP commiserate to the tactical value and personal performance of the Merc via WP earnings game mechanics are broken. Dropship Pilots have been talking about how this is broken for a long time, thankfully CCP has confirmed that they are working on systems to address this mechanical deficiency within the game.
The two values are inextricably linked and separating them when considering changes leads to improper balance. As is the case when you make all Logi fits functionally more expensive by nerfing their eHP thereby causing them to die more.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1223
|
Posted - 2013.06.28 16:31:00 -
[242] - Quote
A couple things that seems to have gotten lost in the shuffle from our prior posts.
First
The Black Jackal wrote: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'. The point is that with this bonus on a Logi suit, unless you nerf the survivability of the suit so much that it's not combat viable there will be "assault players" aka 'Slayers' using the Logi suit to play the Assault role. The extra clusters will also make the Logi suit more of a favored choice for slayers playing the Sniper role as it will allow them to stay on top of that remote perch for longer without moving.
Two of the primary slayer roles will be given incentive to use Logi suits if this skill is implemented, mean time the actual support players who'd rely on equipment to earn their keep wouldn't be benefiting on the earnings side from the greater utility so most/many would simply use lower grade versions to manage the cost (this is not a theory this trend appears among many Logi with other gear due to broken risk vs reward scaling within the equipment line).
Net result slayers using a logi suit gain the tactical benefit, and need even less support from any support players. Support players using a suit with this buff gain no additional earnings potential to offset costs, are thus likely to use lower grade and so become even less sought after by the slayers in logi suits. (just like shield stacked Cal suits be they assault or logi will hardly ever look for armor reps)
Second
Cross Atu wrote: 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 I 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.
HP does not equal being a Slayer. Will a Slayer with higher HP generally have a higher KDR? Sure, because being alive lets you fill your role.
More eHP, means less time on the spawn screen which means more time in the actual game. At this point I do have to correct an error I made in my prior post, eHP in Dust is not just a factor of reps/regen it is also tied to speed and in a sense damage output as well (i.e. "dps tank" if you kill them fast enough you don't need very much HP to survive). I apologies for my inaccurate prior statement in this regard. My excessive focus on buffer/reps with regards to Logi eHP is due to Logi already having lower speed, and support Logi being focused on activities other than killing. That biased my perspective here and again I apologies for the oversight.
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.
Also regarding the 5.0 HP/s proto logi self rep skill. 8 seconds. That's the time taken to fully repair the damage from one GEK round. A GEK fires 12.5 rounds per second.
447 seconds. That's the time taken to fully repair the damage from one seconds worth of GEK rounds.
Both of those are assuming the GEK user isn't hitting you in the head, using damage mods, or benefiting from any skill buffs to damage.
It's not enough to keep you alive in a firefight with even a single opponent, but it is enough to keep you alive while staying behind your squad and cover focused on playing support. |
Stile451
Red Star. EoN.
96
|
Posted - 2013.06.28 19:06:00 -
[243] - Quote
Cross Atu wrote:It's not enough to keep you alive in a firefight with even a single opponent, but it is enough to keep you alive while staying behind your squad and cover focused on playing support. It did so once last night with me vs a heavy machine gunner one vs one but it required a few additional things which if I didn't have would have had me die instead. 1. I used a flux grenade to strip him of his shields. 2. I used cover to recover some shields and armor when I was low. 3. The heavy was outside his effective range when we started fighting(this allowed me to reload half way through and meant he didn't hit me for as much damage initially). 4. The terrain was slightly in my advantage. 5. The mass driver does more damage vs armor. 6. I was using a proto suit with a prototype weapon, 4x complex shield extenders and 3x basic armor plates. 7. I was at full health when we started(so was he though). 8. I have extensive experience using my weapon and the strategies that are required for using it to it's fullest.
If I had been hit with 2 more HMG rounds I would have been dead. I regenerated about 40 armor over the fight(lasted about 15 seconds - kept shields until halfway through). I had to hide for 30 seconds to regenerate shields and some armor - the heavy was back in the game before I was.
The HP repair bonus does help, but it requires a very specific set of circumstances to be useful in a fight(standing on a repairing nanohive gives you more repairs).
The repairs are much more powerful between fights and only over a long period of time. This is what should be examined in order to see if the bonus is overpowered.
I believe it's not for a few reasons: 1. You need to stay outside of fights for this to be a great benefit. 2. Shields regenerate much faster(my armor was only a quarter healed by the time my shields were healed after the above fight). 3. In order to take advantage of the armor healing capabilities you need to armor tank making you lose speed, which in turn makes you an easier target. |
The Black Jackal
The Southern Legion RISE of LEGION
590
|
Posted - 2013.06.28 23:41:00 -
[244] - 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.) |
Patoman Radiant
ZionTCD
139
|
Posted - 2013.06.29 00:45:00 -
[245] - Quote
This is a good idea, in short he gave all the suits equaly good bonuses. and one to help tanking that is relective of if the suit is actualy armor or sheild tank
Compared with the cookie cutter logi bonus, and widely different racial bonus, somehow a random player identified a fix better then ccp.
Though I wonder if the ammar bonus is self reping, or with the rep tool.
Now if olny a semi comptent player was able to give assults not ****** poopwagon bonses so that they will be used again. CCP picking bonuses seems a random scatarshot, they give something sane and desireable to one suit (cal logi) and give sentinals a feedback dam reduction, and caldari logi hybrid weapon reload bonus, both are lol jokestats. |
Stile451
Red Star. EoN.
98
|
Posted - 2013.06.29 06:23:00 -
[246] - Quote
Minmatar has far more armor than shields. A speed bonus might be something to think about but the armor repair is more useful to all logistics suits aside from maybe Caldari(nearly all true logistics players run an armor tank of some sort). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1224
|
Posted - 2013.06.29 14:27:00 -
[247] - Quote
The Black Jackal wrote: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.
Except the role bonus for all logi which you've also said you'd like removed. |
The Black Jackal
The Southern Legion RISE of LEGION
597
|
Posted - 2013.06.30 02:56:00 -
[248] - 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. |
BL4CKST4R
WarRavens League of Infamy
327
|
Posted - 2013.06.30 03:09:00 -
[249] - Quote
The Black Jackal wrote:Caldari Logistics after bonus change eHP: After Change - 843 Before Change - 934
Gallente Logistics after bonus change eHP: After Change - 698 Before Change - 698
Amarr Logistics eHP: After Change - 736 Before Change - 736
Minmatar Logistics eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
Note only the Caldari Logi is changed on eHP value.
Onto the next.
The Caldari bonus replaced with nanohive increase. Encouraging support, but also useable solo. Bad? Somehow I doubt anyone wont run a Caldari Logi because they get 'better' nanhovies.
The Amarr Current Bonus of 25% extra repping from 'local' armor reps. Complex Armor Repairers repair 5hps..., combined with the Skill-based increase to effectiveness and the Amar Logi Bonus at most, you're gaining an extra 2.5 HPs for a total of 7.5 HPs from each Complex Repper. With the current 5 HPs Bonus, and maxxing your Armor Lows with Reppers, you get 27.5 HPs. The Caldari Logi gets a 'BASE' 20hps on it's Shield. With no modules, or skills affecting it. So the Amarr Bonus is much less valuable, and thus, removed to bring in a support-style one that encourages pairing up with the other Amarrian Suit, a rep bonus to it's tool, up to 25%. A Core Repair Tool can rep 2 targets at 35 HPs, so a 25% bonus to that means 2 Targets can be repaired for 43.75 HPs, a net gain of 17.5 HPs. I hear Heavies and other Armor Tank Dropsuits crying out in cheers.
The differentiation of shield and Armor Bonuses for particular Logistics suits is pretty linear. Minmatar are famed for being a 'jack of all trades' in New Eden, being able to Armor Tank on some ships, and shield tank on others. In this game, I believe the fact they are currently one of the fastest Logis, means they would favour shields to retain as much of that speed as possible. the 5% to Shield Regen was prosposed as a roughly equivalent. on the above 20HPs an extra 5% gives 1 HPS. It could possible be extended to 10-25% to equivalent the current 'Assault' Bonus.
I have never put off hand the risk Vs. Reqards. I have simply sidestepped the issue to get to the core mechanics. Once Logis are able to support MORE effectively and are encouraged to do so via in-game mechanics, then offering incentive that via rewards is part two. And nothing is stopping them from doing both at the same time. There is little risk in throwing down a nano-hive, but a hefty risk in repping a Heavy or 2 engaged in a gunfight.
The rewards should scale with the risk, I do not disagree with you there, but the evidence you portray is a concrete link.. built on sand. If the mechanics fail, no one will do it, no matter what rewards you offer, and if the rewards fail, the mechanics will still work. Building the mechanic to work first, builds the solid base to build rewards on top.
I have to disagree with these numbers, the initial ones at least
Amarr Logistics eHP: After Change - 843 Before Change - 934
Minmatar eHP: After Change - 698 Before Change - 698
Caldari eHP: After Change - 736 Before Change - 736
Gallente eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
I believe these should be the proper values, the Amarr trade off a hefty amount of speed and module slots for high base HP and a side arm, they should have the highest EHP not the Caldari. The Minmatar trade off HP for speed, and an extra equipment slot so they should have the lowest HP. The Gallente trade off a high slot, for an extra equipment but they do not have the versatility or speed of a Minmatar so their HP should be higher, and the Caldari well they are the Caldari and CCP will always favor them not much to say but although I switched them to have their HP almost the same as the Gallente it should be a bit higher; but not higher than the Amarr who make a big sacrifice, in speed and versatility and yet they currently have the 3rd lowest EHP.
On the second part of your thread, a repair tool bonus for the Amarr is not as good as you think, a repair tool is rather useless in active battle and it is best used to heal-as-you-go, or when reviving your teammates. When it comes to active battle the only person that you should depend on is yourself, specially when armor tanking. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1228
|
Posted - 2013.06.30 05:13:00 -
[250] - Quote
See the post by BL4CKST4R first.
Regarding the Tank values, are these numbers based off of raw "buffer" HP tanked builds or fully eHP derived builds with reps/regen included? If true eHP builds rather than pure buffer what time frame/context was used to calculate their total values? I would like to keep my replies and comparisons consistent with yours.
Moving on.
Cal Nano bonus: This will still be a very "slayer" suit even with this change. Not that it would have to be but it could lend itself to that. During Chrome and before there were plenty of proto Assaults who ran duel nanohives and I've heard more than a couple saying they wish they still could especially after the Uprising nerf to hives. Even with that I don't think it would be "a better assault than the assault" but then again neither would the current version with a mild 1-2% reduction. Once CCP has fixed the equipment scaling and added the new shield mods this could still be a viable bonus but since you can't separate tactical rewards from WP rewards without compromising balance it's still going to be feeding into other problems/distortions until the fix is in for equipment.
Amarr bonus: Armor tanking is generally weaker than shields right now but that's a flaw in the baseline of armor tanking not in the Amarr racial bonus. Leaving that aside the example presented assumes there are two targets to heal that far and that the, now even squisher, Logi isn't dead before/during these rep cycles. Also if more reps are needed the core focused repair tool delivers 105 HP/s and while yes the new buff would improve that it's very rare that such a bump would make a functional diffrence. I use the core focused and usually either A) the target is repped in moments, or B) the target is taking so much incoming fire that they go down anyway and even with the +25% the added reps wouldn't amount to a single GEK round from an unmodded gun fired by an unskilled user landing in the body.
The overall value of the Amarr logi is much higher with better survivability than it is with a buff to reps which will be off the feild as soon as his bright yellow body hits the dirt. I've played an Amarr Logi throughout most of Uprising running as primary support for PC squads with several corps and it was my survival (even stationed behind my assault and heavy brothers) which was most lacking. The other support logi I've spoken with relate similar experiences.
Risk vs Reward this is a core mechanic.
The Black Jackal wrote: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. This quote portrays a false dichotomy, proper rewards are specifically a key part of how players are encouraged to take any action via in-game mechanics. WPs are present not as a "carrot" or pat on the head they are to represent the tactial contributions of that Merc and the actions taken. The current system is imperfect, granted, but CCP knows this and is improving it. Meanwhile treating tactical value and earnings value as isolated rather than parallel and complimentary in my experience creates greater potential for imbalance.
Leaving that aside however there's another aspect of the quoted text I'd like to point out. Being better at support actions specifically does not result in a direct net gain in actual ability to support. Speed, survival, range, and expense (in CPU/PG, ISK, SP) all contribute to the final result.
Yes the risk of repping squad mates in fire fight is greater than dropping a hive at a secure location, but it's roughly the same as dropping a hive in support of squad mates in that fire fight. Yes dropping an uplink in a remote area is usually safer than repping in a fire fight, but deploying one in a foothold position to keep your guys spawing for that fight is nearly the same risk as applying the reps. The long and short of it is that while there are ways to support away from the squad or the front lines most support actions are more frequent/of greater value when carried out at or near the front lines, and if you're going to survive near the front lines while your focus is not on directly killing the hostile forces you need high eHP. Otherwise you're just a comparatively slow moving neon yellow target.
If you either can't stay alive long enough to gain more than trivial use from your support gear, or if you can't afford to deploy in your support gear without going negative then the mechanics have already failed. Economics, and by extension earnings, are not a secondary tagged on element of New Eden they are a key part of it's beating heart. Once we've moved to the intended iteration of players producing and selling gear as well as fighting anything not properly balanced to earn rewards commensurate with it's cost will wither into obscurity as only those who get their ISKs worth in both tactical and earnings potential from a fitting or mod will be able to afford it's sustained use over the long haul. If cost weren't a key issue then HP and eHP wouldn't be so much of an issue either as suit/clone loss would be much more trivial leaving only respawn and travel time as drawbacks to death.
0.02 ISK Cross |
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The Black Jackal
The Southern Legion RISE of LEGION
599
|
Posted - 2013.06.30 14:23:00 -
[251] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1231
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Posted - 2013.06.30 15:13:00 -
[252] - Quote
The Black Jackal wrote: 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.
Yes you've said you agree, but you've also continued to push for a change that does not seem either required or on balance useful. I'm glad we agree with the larger theory concerns, and I apologies if I've glossed over that but eHP is vital to the effective support a logi can provide and as stated earlier removal of reps or buffer effects the eHP of a suit/fitting.
Put bluntly you cannot support when you're dead so, as stated in my last post, a buff to support actions does not directly correlate to a net buff in support ability. Logi are already slow moving and bright yellow, their greatest weakness in providing close support in a sustained effective manner is eHP.
Quote: 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.
In my experience "in and out" is much easier for a Scout, or even an Assault, to accomplish. They are less noticeable in color, they are able to focus on killing hostiles who see them, and they both move faster than the Logi even before you add any armor plates. In fact an Assault suit running 1 Complex Armor Plate moves at essentially the base speed of a Logi but has higher eHP due to higher base stats.
The back of the hitbox is also key, just like a headshot, to take more damage with the combined back of the head taking nearly double headshot damage from infantry light weapons (statement is general all efficiency ratings are variant by slight amounts) so turning and running is usually fatal for a slow moving target, as is walking backwards out of a firefight. In short, aside from when the squad is dug in with proper cover, "in and out" usually isn't a real option for a logi providing close support. And the best value for most of the support equipment is in that close role. Revives and reps being close is required. Hives and uplinks being close is optimal, especially in the case of hives. REs being close to lock down an objective/area upon position is preferable. The active scanner can be used at more range but it earns nothing and the survival of a (non-sniping) logi goes down when separated from a squad.
Quote: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. Agreed in its current state the Amarr rep bonus is of trivial use, but as I stated in my last post that is an effect of the Armor vs Shield tank imbalance which needs to be fixed anyway. Just like the Amarr Assault skill, it's not that the skill is bad but rather the gear it supports is weak enough right now that the skill just doesn't functionally matter. In both cases it's the related gear that needs fixed. (And as we've both agreed the Amarr Logi suit is underpowered at the moment)
Quote: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. I see where you're coming from with fixing the mechanics we can directly address and I support that but it must be done with the concept of rewards in mind or we're sowing the seeds of future imbalance. The Active Scanner is a great piece of gear with great potential tactical utility and it's rarely used because at present equipping one is a "dead" slot when it comes to rewards and survival, the combination of which comes down to cost which is why I keep bringing up 'risk v reward'. The Repair Tool still carried 100% of it's tactical value after the WP nerf but use of it dwindled almost to nothing, in fact I can't even name 5 logi who still ran it (even tho I can include myself as 1 on that list). Injectors are currently bugged so while their paper rewards and tactical value remain the same their net usefulness is reduced and they are currently fit by very few Mercs.
In each case any mod that is a "dead space" through lack of tactical OR earnings value becomes nearly unused. I understand you're trying to focus on just one side of the coin but separating the aspects really does not work, and that will become even more pronounced the farther into player rather than NPC driven the Econ gets. A change which is an explicitly stated goal that CCP has. I am not trying to be adversarial towards you as an individual, it's simply that the two sides of the tactical/earnings dynamic need to be build and balanced together not separately. The equipment use trends over the last several builds highlight this.
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
329
|
Posted - 2013.06.30 21:00:00 -
[253] - Quote
The Black Jackal wrote:BL4CKST4R wrote: I have to disagree with these numbers, the initial ones at least
Amarr Logistics eHP: After Change - 843 Before Change - 934
Minmatar eHP: After Change - 698 Before Change - 698
Caldari eHP: After Change - 736 Before Change - 736
Gallente eHP: After Change - 733 Before Change - 733
Values based on Prototype 'max tank' builds.
I believe these should be the proper values, the Amarr trade off a hefty amount of speed and module slots for high base HP and a side arm, they should have the highest EHP not the Caldari. The Minmatar trade off HP for speed, and an extra equipment slot so they should have the lowest HP. The Gallente trade off a high slot, for an extra equipment but they do not have the versatility or speed of a Minmatar so their HP should be higher, and the Caldari well they are the Caldari and CCP will always favor them not much to say, but although I switched them to have their HP almost the same as the Gallente it should be a bit higher; but not higher than the Amarr who make a big sacrifice, in speed and versatility and yet they currently have the 3rd lowest EHP.
On the second part of your thread, a repair tool bonus for the Amarr is not as good as you think, a repair tool is rather useless in active battle and it is best used to heal-as-you-go, or when reviving your teammates. When it comes to active battle the only person that you should depend on is yourself, specially when armor tanking.
Blackstar, the values I took were quoted from you... earlier in this same thread. I'm seriously not saying the Amarr Logistics Suit doesn't need a higher base eHP... again... a separate issue. What I am trying to accomplish here is making mechanics work better for encouraging logistics to play logistics. Cross, while I respect your opinion, and have said I AGREE WITH YOU... so I'm not sure why you're still arguing... the fact is there is NOTHING stopping them from doing both at the same time. I'm addressing the SINGLE mechanic of enhancing Logistical capabilities here. Not rewards for them. I agree (and have said this multiple times) that buffing the rewards for Logistics to match Risk Vs. Reward is something I agree with.What I don't get is that should you get a greater effect from something like a rep tool, nanohive etc... you actually can reduce your risk by some small amount (miniscule in some cases) but doing something better, more efficiently, and faster, means you can 'get in and out' faster. Now I realise this is very situational, but how much does the Amarr Rep bonus Actually net you? Pittance. The 25% extra local reps amounts to less than a single GEK round, even with 3 stacked Rep Having that Amarr Heavy With you, kept alive for just a few more seconds... could mean the difference between the point being held, or the point being taken. I will not say you don't have a valid point, as I said, and will say again, reward and risk should be parallel, like you say... but just because the reward doesn't match up with the risk at this time, doesn't mean you should maintain the status quo and NOT fix the mechanics.
Those were the current values not suggestions lol, I apologize if you took those as suggestions.
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The Black Jackal
The Southern Legion RISE of LEGION
600
|
Posted - 2013.07.01 00:01:00 -
[254] - 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. |
Stile451
Red Star. EoN.
102
|
Posted - 2013.07.01 17:41:00 -
[255] - Quote
Base logistics bonuses should be focused on survivability or useful support bonuses.
A bonus to nanohives isn't that great of an option as a racial suit bonus, but expanding the idea for the logistics suit bonus to include all equipment would be alright(3-5% efficacy per level, no change to fitting requirements). For example:
Using Militia Equipment - A repair tool would do 28.75 HP/s(31.25 HP/s @25%)(reg. 25 HP/s) - A drop uplink would have 12 spawns(13 @25%)(reg. 10) with no spawn time adjustments - A nanohive would have 41 clusters(45 @25%)(reg. 36) and resupply at a rate of 8.6% of your total ammo(9.4% @25%)(reg. 7.5%) - The injector would revive you with 34.5% of your armor(37.5% @25%)(reg. 30%).
Using prototype items - A repair tool would do 40.25 HP/s(43.75 HP/s @25%)(reg. 35 HP/s) - A drop uplink would have 29 spawns(31 @25%)(reg. 25) with -57.5% spawn time modifier(-62.5% @25%)(reg-50%) - A nanohive would have 83 clusters(90 @25%)(reg. 72) and resupply at a rate of 34.5% of your total ammo(37.5% @25%)(reg. 30%) - The injector would revive you with 92% of your armor(100% @25%)(reg. 80%).
Active scanners could be buffed as well in a similar manner(range, precision, scan time, duration and angle), as well as remote and proximity explosives by buffing the number of active(basically +1 to all @25%(+2 to one), +1 to most @15% with 2 getting no bonus) and maybe buffing the damage(I can't find the numbers to see if it would be OP).
That was for the overall logistics benefit, for individual suits combinations of the below: Hacking speed Suit speed(walk and sprint) Shield regeneration(both time and amount) Stamina amount and regeneration Deploy speed(hives, uplinks, explosives) - this would need to be only part of a racial bonus. Armor penalty reduction(5 or 10% per level eg. for a complex plate that gives 10% speed reduction @ skill level 5 the reduction would be at 7.5%(5% @10%).
Some of these above ideas I don't really like, and I still prefer the HP regeneration over equipment efficacy(yet more skill point needed in a skill point heavy class plus the loss of a low slot) but if it must be changed what I put above is a decent option. |
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