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Django Quik
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Posted - 2013.06.24 22:25:00 -
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KING CHECKMATE wrote:******* S**t is OP, And since no one is going to fix it, may as well use it myself... You do realise that OP stuff gets nerfed the worst eventually? It will happen and you'll regret your move when it does. So will many many people. And then we'll be back to demands for respecs again. *sigh*
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Django Quik
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Posted - 2013.06.24 22:31:00 -
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Noc Tempre wrote:It's almost like a semi-regular implementation of such a mechanic would keep the game fresher longer... And give everyone a chance to change into the next calogi tac OP fit whenever it comes along? Yeah, that'll be great... |
Django Quik
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Posted - 2013.06.24 22:46:00 -
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Noc Tempre wrote:Django Quik wrote:Noc Tempre wrote:It's almost like a semi-regular implementation of such a mechanic would keep the game fresher longer... And give everyone a chance to change into the next calogi tac OP fit whenever it comes along? Yeah, that'll be great... I'd rather be riding the spinning wheel then have the wheel spin around me. Lesser of two evils. I get that but if it ever happens, it will make the game entirely one dimensional and everyone will get bored and bugger off somewhere else. I already know many people who left after getting fed up with everyone using the tac ar before that got fixed - if you squeeze out anyone who doesn't just go FOTM, all that will be left is mercs shooting their identical fitting twins and the whole game becomes stale.
Noc Tempre wrote:Also gives them a chance to simply remove problem items so they can be reworked. What if they just removed all vehicles for a few months and then when they returned with capacitor, ewar, and all sorts of long sought tools. With regular respecs, you can do that without breaking the game. They don't need to remove stuff to fix it; they can continue to do that in the background. Letting anyone skill into anything they want whenever they want invalidates the whole point of the skill system and we might as well just let everyone use everything and have no skills at all. Your point might not break the game in one way but it'll break it in a much much worse way. |
Django Quik
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Posted - 2013.06.24 22:48:00 -
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DUST Fiend wrote:What's amusing is that peoples fear of players jumping on the FoTM stems from their lack of trust for CCP when it comes to balancing their game Not really - it's inherent in any constantly developing system that there will never be perfect balance, as any change creates new balancing issues. Entropy always wins. |
Django Quik
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Posted - 2013.06.24 23:00:00 -
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Noc Tempre wrote:Django Quik wrote:Noc Tempre wrote:Django Quik wrote:Noc Tempre wrote:It's almost like a semi-regular implementation of such a mechanic would keep the game fresher longer... And give everyone a chance to change into the next calogi tac OP fit whenever it comes along? Yeah, that'll be great... I'd rather be riding the spinning wheel then have the wheel spin around me. Lesser of two evils. I get that but if it ever happens, it will make the game entirely one dimensional and everyone will get bored and bugger off somewhere else. I already know many people who left after getting fed up with everyone using the tac ar before that got fixed - if you squeeze out anyone who doesn't just go FOTM, all that will be left is mercs shooting their identical fitting twins and the whole game becomes stale. Are you playing a different game than me? Because thats basically exactly what is happening, especially the bolded. Respecing lets the pendulum swing independant of CCP balance. I must be because since the tac AR got fixed I've been seeing a huge range of weapons being used. Not allowing regular respecs stops people from being able to jump on bandwagons at will. So, if you put all your SP into flaylocks because they're obviously OP (not saying they are, just hypothetical), and they get fixed, you can't then just move all your points across into mass drivers because now they're awesome. You have to work your way into it just like everyone else.
Players should not be able to swing with the pendulum of balance; they should realise that it's a pendulum and that it will eventually swing back.
Take for instance the LASER rifle - some people specced into it for Uprising thinking it would be as OP as it was in Chromosome; they've probably all now respecced into something else because it's awful in Uprising but come 1.2 or 1.3 or whenever everything gets rebalanced, it will probably get a buff again and be usable once more. |
Django Quik
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Posted - 2013.06.24 23:05:00 -
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DUST Fiend wrote:Django Quik wrote:Players should not be able to swing with the pendulum of balance; they should realise that it's a pendulum and that it will eventually swing back.
Take for instance the LASER rifle - some people specced into it for Uprising thinking it would be as OP as it was in Chromosome; they've probably all now respecced into something else because it's awful in Uprising but come 1.2 or 1.3 or whenever everything gets rebalanced, it will probably get a buff again and be usable once more. This works in EVE because there are actually things to do. In DUST, even the strongest build gets boring, even the most amusing playstyle grows stale. When your only option to relieve your boredom is to play something that bores you for months on end / cost you actual $$, many players will simply set the game down or uninstall, and go play something else. Then you're fixing one problem by creating another - fix the right problem and create more content (things to do) and people won't get bored. |
Django Quik
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Posted - 2013.06.24 23:26:00 -
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P14GU3 wrote:I would like to ask your fit OP. I fill 4 slots of equipment with advanced gear and barely have enough pg/cpu to fit a proto weapon and complex plate. Let alone put anything in the hi slots. The problem with logis now is people are able to abuse them by using cheap equipment or little at all and then beasting the tank. The logi can be OP, CCP needs to focus its role. Logi bonus -10% to all equipment cpu/pg per level Racial bonus - defense bonus that goes with lore Lower cpu/pg a bit to force a decent tank with focus on equipment He's going 25+ kills a game with less than 5 deaths; that means he's probably not even carrying any equipment at all (or maybe 1) and using proto mods and weapons. He's certainly not playing a 'real' logi. |
Django Quik
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Posted - 2013.06.24 23:40:00 -
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Chinduko wrote:I got my respect on three characters today as well. Unfortunately since CCP has no clue what they are doing with the weapons, suits, or anything for that matter, I can't use any SP since there may be no more respecs. There may actually be new equipment, suits, and weapons but if CCP continually forces us to use the AR and medium suits, there is no reason to even bother wasting time with Dust. Core skills FTW. Then a weapon or two and suit frame to adv. You should still have a decent amount left over to train into whatever new stuff eventually comes along. It's going proto into weapons and specialisation suits that kill the SP.
Edit - you'll also be able to run at a profit much much easier every single game because your fits will cost <50k isk each. |
Django Quik
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Posted - 2013.06.25 12:03:00 -
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You people that complain that only having a sidearm would remove any chance to kill off anyone left if the guy your running with falls make me laugh. Sidearms are far from useless. I only use sidearms and do just as well if not better than many of the assaults I play with.
If you're running with a proper assault slayer and he dies, chances are the enemy is pretty near death too - if he's not running for cover, you could easily finish him off with a pistol or SMG or flaylock and then revive your teammate. Removing the light weapon slot is the only thing that can stop logis being better assaults than assaults. Heck, I know many assaults who don't even bother carrying a sidearm because it wastes CPU/PG, so not having a secondary weapon is hardly a significant drawback for logis who want to be slayers. |
Django Quik
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Posted - 2013.06.25 15:26:00 -
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Cosgar wrote:Bendtner92 wrote:Django Quik wrote:Removing the light weapon slot is the only thing that can stop logis being better assaults than assaults. How is that the only thing that can do that? How about giving Assaults proper bonuses (damage bonus for example) and/or making Logis not able to tank as much as they can? Edit: Also swap the shield recharge delays between Assaults and Logis. Logis shouldn't have lower delays than Assaults. Running around with a repair tool healing heavies is not the only thing Logis should be capable of. They should be capable of supporting their team with gunfire as well, and not only from a sidearm. There's nothing wrong with the logi suits. (except for the Caldari bonus and/or slots) It's an issue of intended purpose vs practical use. The devs wanted Assaults to be more attractive because of their faster shield recharge rate while giving logis a bigger buffer. Instead of everyone following the devs intended purpose, everyone sees how much HP the Caldari logi can get and the fitting flexibility of the entire logi class as better because of the better buffer, since all they care about is having the highest possible EHP. This is why I've been saying that it's the other suits that need work to make their intended purpose in line with our current practical use. Logis are supposed to tank damage so that they can keep supporting their team - that's why they have so many slots; not so that they can stack damage mods and fight just as hard as assaults. They are support suits, not frontline. And a sidearm is perfectly capable of supporting the team when needed, the rest of the time they should be repping and resupplying and reviving.
Logis should not just be assaults with more equipment slots, which is what they are because missing a secondary weapon slot means nothing.
And yes, the other suits need more applicable bonuses to their roles but that doesn't mean that the current logi suits are fine as they are. |
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Django Quik
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Posted - 2013.06.25 15:49:00 -
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Cosgar wrote:You want logis to be restricted to sidearms? All the other suits need to give up their equipment slots since you want a logi to be your personal butler. Plain and simple. Or you we can focus on making the assaults better by showing the devs that their designed purpose for the suit isn't in line with our practical use and make them better through different bonuses. Unless you like having shield regen bonuses on gallente suits and that 2% hybrid weapon reload speed per level on the Caldari I've already agreed with you that the other suits need more suitable bonuses.
However, your comment about assaults should fit their designed purpose is funny because you seem completely against logis fitting their designed purpose.
I'll say it again - sidearms are still decent weapons and more than capable of mopping up whatever's left of the enemy if they manage to kill the guys you're supposed to be supporting. Killing should not be anywhere near the biggest source of WP for logis but that is the way it is all the while they can use ARs and other light weapons. |
Django Quik
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Posted - 2013.06.25 16:01:00 -
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Marston VC wrote:Django Quik wrote:You people that complain that only having a sidearm would remove any chance to kill off anyone left if the guy your running with falls make me laugh. Sidearms are far from useless. I only use sidearms and do just as well if not better than many of the assaults I play with.
If you're running with a proper assault slayer and he dies, chances are the enemy is pretty near death too - if he's not running for cover, you could easily finish him off with a pistol or SMG or flaylock and then revive your teammate. Removing the light weapon slot is the only thing that can stop logis being better assaults than assaults. Heck, I know many assaults who don't even bother carrying a sidearm because it wastes CPU/PG, so not having a secondary weapon is hardly a significant drawback for logis who want to be slayers. WAKE UP CALL, only having a sidearm as a logi would be game breaking for that class. Are proto sidearms good? Sure but gimping a classes firepower to something that's sooooo situational would be a terrible hit to Logis...... How are we ever supposed to compete with assaults unless there unlucky enough to be in the perfect situations we would need to beat them? The lack of a pistol is a gimp enough..... I mean, do you know how many "good" players ive gone against that just do as much damage they can with their duvolle, only to switch to the Flaylock and shoot the ground once or twice??? Toooooo many. The only thing your doing by limiting logi's to sidearms is increasing either A.) SMG spam, or B.) flaylock spam. Both of which would be at risk of nerf because of how the community is..... (trust me, that proto smg can be brutal, nobody notices though because it just isn't used as often). In summary...... NERFING A LOGI'S COMBATIVE ABILITY IS NOT BALANCING, ITS BREAKING. Logis should not be able to compete with assaults at what assaults are supposed to be specialists in! That's the wake up call.
The adv SMG is great and the proto is brutal. If you're good with the pistol, you're deadly and the proto flaylocks are ridiculously good.
If you're playing a logi as it was intended and supporting other players, the 'unlucky' situations where you might need to kill an assault because he killed all your buddies but is near death himself will be plentiful. What you want is to be able to continue to be a killing machine and a support player.
Marston VC wrote:seriously guys..... im telling you the assaults just need a buff, its not the logis. But ive already posted a huge response to my thoughts on it.
When you are buffing everything else in the game to balance against one thing, you're balancing the wrong side of the equation. |
Django Quik
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Posted - 2013.06.25 16:44:00 -
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Most logis don't play with sidearms - the fact you got killed by one on that occasion is not a general pattern. The mere fact that you were killed by a logi with an SMG should be a sign to every other logi out there crying not to take away the light weapon slot because they won't be able to kill anything that they are wrong.
The general pattern is that most logis use ARs or SCRs because they have a buck-load of ammo and don't run out of rounds too quickly, thus negating the need for a sidearm.
Reducing logis eHP would be truly breaking for them. They need to be able to tank so they can stand alongside their squad repping them while they kill the guys shooting at you.
All the time logis have access to light weapons, they are encouraged to try to kill at the detriment of support. Changing the light weapon slot for a sidearm slot would force them to focus on support and only focus on killing when the situation warrants it.
And field medics in real war situations are not kitted out with the same offensive equipment as regular infantry. Carrying medical supplies and equipment means less room for big bulky weapons. Tell me where exactly your merc is managing to fit a nanohive, uplink, armor repper and needles alongside his grenades and assault rifle? |
Django Quik
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Posted - 2013.06.25 16:50:00 -
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Cosgar wrote:Django Quik wrote:Most logis don't play with sidearms - the fact you got killed by one on that occasion is not a general pattern. The mere fact that you were killed by a logi with an SMG should be a sign to every other logi out there crying not to take away the light weapon slot because they won't be able to kill anything that they are wrong.
The general pattern is that most logis use ARs or SCRs because they have a buck-load of ammo and don't run out of rounds too quickly, thus negating the need for a sidearm.
Reducing logis eHP would be truly breaking for them. They need to be able to tank so they can stand alongside their squad repping them while they kill the guys shooting at you.
All the time logis have access to light weapons, they are encouraged to try to kill at the detriment of support. Changing the light weapon slot for a sidearm slot would force them to focus on support and only focus on killing when the situation warrants it.
And field medics in real war situations are not kitted out with the same offensive equipment as regular infantry. Carrying medical supplies and equipment means less room for big bulky weapons. Tell me where exactly your merc is managing to fit a nanohive, uplink, armor repper and needles alongside his grenades and assault rifle? Where does the HMG go when a heavy pulls out his sidearm. Or better yet, where did G1 Optimus Prime's trailer go when he transforemed? See? I can do it too. Now you're just being facetious.
The animations and models for changing weapons are bad but you can imagine that a heavy slings a HMG behind him when he takes out his SMG. |
Django Quik
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Posted - 2013.06.25 16:59:00 -
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Marston VC wrote:Cosgar wrote:Can someone explain to me how the Minmatar, Gallente, and Amarr logi are OP? I have a stat comparison a few pages back that everyone ignored and I still see a broad brush being painted on the entire class because of this.
Also, would we be having this same argument if shields actually had a drawback? You know, something like a larger signature radius, or larger hitbox when at full health? Cosgar..... that's the exact argument im trying to fight right now. People are so blinded by Caldari logi spam that they claim all logi's are OP, which is the stupidest thing ive ever seen. I was actually just thinking about the Mini and Amarr logis. Isn't it true that Amarr pretty much tries to turn everything into a combat role? In that case, I wouldn't be against them having a light weapon slot. The minmatar way is to speed tank, right? So they don't need a light weapon to be able to get in, do their thing and get out quickly. In fact, their bonus is to hacking, so I guess they're intended to be avoiding fighting altogether and hacking, placing uplinks, getting ammo in useful places where there aren't supply depots and that sort of thing.
The gallente and caldari logis are supposed to be the primary support suits in this game, so make them support and take away the light weapon slot. (for the record I dislike Fiend's suggestion of dual wielding).
As for not having 'classes' in this game - true to an extent but you cite tank scouts and speedy heavies as examples; neither of which are even minutely viable roles. The only suit that has the versatility to act like another is the logi and that needs to be fixed. |
Django Quik
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Posted - 2013.06.25 17:07:00 -
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Marston VC wrote:Dude.... your missing the point. The whole reason CCP would remove the Light weapon slot in favor of the SMG would be to gimp the logistics combat ability. But ive stated OVER AND OVER again this thread that Switching us out with SMG's WOULD NOT fix the problem. The problem here is NOT DPS, its TANK. Tank is the problem BECAUSE its so much more then the assault suits. So tell me, who wins in this scenario.....
LCK0 with dual proto SMG's (meaning he doesn't have to reload one, and can switch to the other) VS ACK0 with an assault rifle..... The LCK0 because it has 1.) 200 more HP then the ACK0 AND the DPS on the proto SMG is INSANE. You people don't understand this because you've never specced into it. I know SCOUT SUIT specialists that run SMG's and get 1st place on pub matches all the time, so how is removing a logistics light weapon in favor of a sidearm going to make it any less capable of stomping in pub matches? IT WONT.... SO WHATS THE POINT OF DOING IT? THERE IS NONE. You assume you know me - I'm pretty sure I stated earlier that I ONLY use SMGs and pistols. I'm fully specced on both and know exactly how good they are. The drawback and thing that would stop logis with sidearms from out-assaulting assaults would be the extreme lack of range.
Also, I already said, I dislike the dual wielding/2 sidearm slots suggestion.
I reiterate that Tank is what Logis need. Without it, they'd die too quickly to support anyone. |
Django Quik
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Posted - 2013.06.25 17:29:00 -
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Just to set straight anyone who thinks that I'm 'trying to nerf logis to death'; I'm not. I just want to make the OP logis less OP. Marston has already agreed that confining these logis to only sidearms would not kill logis off. That's good consensus. As has been said, let's not wield the nerf hammer, so go step by step. If after changing the LCKs and LGKs, it seems they are still too strong because of the tank, we can work on reducing that a little. |
Django Quik
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Posted - 2013.06.25 18:14:00 -
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Cosgar wrote:Django Quik wrote:Just to set straight anyone who thinks that I'm 'trying to nerf logis to death'; I'm not. I just want to make the OP logis less OP. Marston has already agreed that confining these logis to only sidearms would not kill logis off. That's good consensus. As has been said, let's not wield the nerf hammer, so go step by step. If after changing the LCKs and LGKs, it seems they are still too strong because of the tank, we can work on reducing that a little. I don't want to trust your opinion on balancing because you're assuming the entire logi class is OP. I'm not saying the entire class is OP - in fact in the statement you've quoted from me right there I've specifically stated Gals and Cals.
Like I said, I want to work towards a consensus on this. Marston did say that making logis (let's say Gs and Cs) only use sidearms would not stop them being OP, so that's the same as saying there'd be no problem making that change.
Would anyone seriously disagree with me that logis need to be able to tank damage? |
Django Quik
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Posted - 2013.06.25 18:23:00 -
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Cosgar wrote:Do you agree that tanking and fitting flexibility are the only real advantages Logis have over their assaults of the same race? Agreed.
So what advantages does an assault have over it's logi equivalent? |
Django Quik
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Posted - 2013.06.25 18:26:00 -
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Marston VC wrote:Django Quik wrote:Cosgar wrote:Django Quik wrote:Just to set straight anyone who thinks that I'm 'trying to nerf logis to death'; I'm not. I just want to make the OP logis less OP. Marston has already agreed that confining these logis to only sidearms would not kill logis off. That's good consensus. As has been said, let's not wield the nerf hammer, so go step by step. If after changing the LCKs and LGKs, it seems they are still too strong because of the tank, we can work on reducing that a little. I don't want to trust your opinion on balancing because you're assuming the entire logi class is OP. I'm not saying the entire class is OP - in fact in the statement you've quoted from me right there I've specifically stated Gals and Cals. Like I said, I want to work towards a consensus on this. Marston did say that making logis (let's say Gs and Cs) only use sidearms would not stop them being OP, so that's the same as saying there'd be no problem making that change. Would anyone seriously disagree with me that logis need to be able to tank damage? Yes. The reason for it is because that IS the reason their OP. Their tank, is exclusively what gives them an advantage over their assault counterparts. We can fix this by chopping off the shield efficacy bonus the LCK0 has, and removing 1 high slot. The same is true for Gallente, but to a lesser extent, because gallente doesn't get an armor plate efficacy bonus, AND we get penalized in speed..... which is significant. The speed penalty isn't huge but yes, it is there.
Thing is, if you take away their tank, they really don't have much going for them at all. |
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Django Quik
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Posted - 2013.06.25 18:39:00 -
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Cosgar wrote:Django Quik wrote:Cosgar wrote:Do you agree that tanking and fitting flexibility are the only real advantages Logis have over their assaults of the same race? Agreed. So what advantages does an assault have over it's logi equivalent? Better base stats, faster recharge delay/rate, cheaper (SP/ISK) fittings and a sidearm. The base stats and recharge delay/rate are easily overcome by the extra slots these logis have. Okay so SP/ISK is more but if you're running logissault, you don't need to use the equipment slots. The sidearm, as I've previously mentioned is hardly a loss when many people using AR/SCR don't ever use their sidearm anyway.
My point is that these logis can wield exactly the same weapons and have more tank than their assault equivalents and something needs to be done to change this. Marston is in favour of removing some tank, whilst I'm in favour of removing some DPS. Okay, so I know from experience how deadly the ishukone SMG is but only in CQC within about 25m. Like I said earlier, most logis don't use sidearms atm; they're using AR/SCR because those weapons have enough ammo to not need a back up weapon and you can still kill people at range. Making this change from light weapon to sidearm would stop logis being able to be as killer as they are right now.
If after making that change they're still killing too much, then we can talk about reducing the tank but I'm steadfast in believing that no tank = dead logi. |
Django Quik
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Posted - 2013.06.25 18:47:00 -
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Cosgar wrote:Django Quik wrote:My point is that these logis can wield exactly the same weapons and have more tank than their assault equivalents and something needs to be done to change this. Marston is in favour of removing some tank, whilst I'm in favour of removing some DPS. Okay, so I know from experience how deadly the ishukone SMG is but only in CQC within about 25m. Like I said earlier, most logis don't use sidearms atm; they're using AR/SCR because those weapons have enough ammo to not need a back up weapon and you can still kill people at range. Making this change from light weapon to sidearm would stop logis being able to be as killer as they are right now.
If after making that change they're still killing too much, then we can talk about reducing the tank but I'm steadfast in believing that no tank = dead logi. Then why not give assaults damage bonuses to their racial weapons so they straight up out DPS logis since they're supposed to be assaults? Because adding damage bonuses changes the way weapons are used just like the old sharpshooter made it so that weapons could be used in ways that they weren't designed to.
You'd also need to totally rebalance the scout and heavy suits with these changes in mind otherwise they'd be hopelessly outgunned by both assaults and logis. We can buff 3 types of suits or we can nerf 1 - I know which of those options I expect to cause least problems. |
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Posted - 2013.06.25 18:50:00 -
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Marston VC wrote:Your under the ussumption that Proto SMG's lack range..... they don't. You just haven't been killed by them enough and/or otherwise didn't spec deep enough into them to realize what their really like. I have used and continue to use the proto SMG and yes it is awesome but it doesn't have the range of the AR/SCR. |
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Posted - 2013.06.25 19:05:00 -
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Cosgar wrote:You want to nerf a whole suit class based on one racial suit, what's the difference? Did I not already concede that we should only change the gal and cal logis to start with?
I'm still not convinced that reducing the tank a little will have any impact on logis being killing machines. It will just make them more cautious about going into firefights with the comrades they're supposed to be supporting.
Either you reduce the tank or you reduce the dps.
Note - increasing the dps of other classes is equivalent to decreasing the dps of all logis, thus the class-wide nerf you're worried about. |
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Posted - 2013.06.25 19:51:00 -
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I'm going to leave this here, as I think I've stated my case pretty clearly and have nothing more to add. I'd like to thank Marston and Cosgar for the constructive debate - it's been really fun going through all this nitty gritty with you both, even though we disagree on the solution, at least we agree there's a problem. Hopefully CCP will go over this thread with a really fine tooth comb and decide what ideas can aid with their own vision of how the (gal/cal) logi suits should be balanced.
Cheers all. |
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