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Thread Statistics | Show CCP posts - 4 post(s) |
ZDub 303
TeamPlayers EoN.
1007
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Posted - 2013.07.18 15:06:00 -
[1] - Quote
Thanks for not running the cal logi into the ground at least. The bonus is pretty much worthless but at least our slots are intact and I can make up for the lost CPU with a complex cpu mod. |
ZDub 303
TeamPlayers EoN.
1008
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Posted - 2013.07.18 15:10:00 -
[2] - Quote
Vin Mora wrote:Question about this: Quote:Caldari Logistics: 5% bonus to shield regulators per level (used to be shield extenders). So at level 5 how is the 25% bonus represented? Does it add itself to the total regulators, i.e. a standard (or militia) regular goes from 10% to 35%? Or does it increase the effectivness of that 10% by 25%, i.e. making the 10% standard module modify recharge delay by 12.5% (before the regulator skills kicks in)? If its the former then CalLogi will still be broken, it just won't have as much shield HP. I really hope its the latter. While we are on this subject can Dev make a post or Blog about how the percentages are applied mathamatically? With a few examples? For example, I am confusing on how a 5 MinLogi (total of 25% boost to hacking speed) with lvl 5 in Systems hacking (also a 25% total bonus to hacking speed) equipped with a Proto codebreaker (*another* 25% hacking speed bonus) works out to? Is that 175% hacking speed?
So with level 5 regs (10%) and level 5 cal log (25%) your standard reg will be doing 13.5% and a complex reg will do 34%. But they also crazy nerfed out recharge delay.
Essentially the change just removed the extender bonus and gave cal logis nothing in return. It sucks but its not the end of world, the other logis have worthless bonuses too so it just evens it all out. |
ZDub 303
TeamPlayers EoN.
1009
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Posted - 2013.07.18 15:19:00 -
[3] - Quote
One thing.
Can you consider changing the logi bonus to fitting reduction on equipment? Give armor tanked logis a passive rep if you need to.. but for someone who actually plays the logi side of cal logi... fitting proto equipment is almost impossible atm, and I would gladly give up 5hp/s. |
ZDub 303
TeamPlayers EoN.
1009
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Posted - 2013.07.18 15:34:00 -
[4] - Quote
Zeylon Rho wrote:ZDub 303 wrote:One thing.
Can you consider changing the logi bonus to fitting reduction on equipment? Give armor tanked logis a passive rep if you need to.. but for someone who actually plays the logi side of cal logi... fitting proto equipment is almost impossible atm, and I would gladly give up 5hp/s. That's what Gallente get. It was already an option.
Yes but not everyone wants to play an armor tanked gallente. Having a fitting reduction bonus as the base logi skill makes a lot more sense in general. |
ZDub 303
TeamPlayers EoN.
1010
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Posted - 2013.07.18 15:46:00 -
[5] - Quote
reydient wrote:1.) Your blog really shows that skilling into the fad or "flavor of the month is not always the best" heres why * You nerfed the caldari logi by 20 CPU's these guys are going to have to make real life choices, because fitting all those modules is not going to be easy missing 20 CPU- thus these people are going to effectively have to tank into skills that reduce CPU's of modules , this is fair because the Amarr and the Gallente have to tank shields , biotics and armor to have a fair chance- Now these caldari people will have to skill like we did: at least thats my assumption without evidence to support it. ( most people did not see that coming
What skills that reduce the CPU of modules? |
ZDub 303
TeamPlayers EoN.
1010
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Posted - 2013.07.18 16:39:00 -
[6] - Quote
Cat Merc wrote:Poplo Furuya wrote: Don't sound much on paper but in the field the extra speed can make or break. It also gets amplified by +5% from Dropsuit Biotics and whatever Kin Cats you're running.
When running shotguns speed becomes paramount. Need to close distance ASAP, being faster both reduces the time they have to shoot you in and their accuracy in doing so. Makes escape from many situations much more feasible.
Scrambler Pistol as sidearm also extends your range when doing this, opens up more options. Also a fallback for those embarrassing moments where you only hit 1 in 6 shots. Totally not ineptitude, it's the work of those Houdini Bullets they've been plying us with, true as truth.
0.3 is nothing. If it was 1m/s or 2m/s then I would say "fair enough", but 0.3?
In pubs maybe not. but in a 1v1 situation between an assault and logi with two players that are halfway skilled at fps... it makes a world of difference.
Not to mention the sidearm.
In 1v1 CQC, two equally skilled players... the assault will win almost every time. |
ZDub 303
TeamPlayers EoN.
1010
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Posted - 2013.07.18 17:07:00 -
[7] - Quote
Cat Merc wrote:Nope. 0.3 speed is nothing. I say again, IT'S NOTHING. I never, ever, EVER, had a time when I needed an extra 0.3 speed, even at a 1v1 I could strafe just as well.
Honestly, and I don't mean this as an insult at all.
but..
If you aren't noticing the 0.3 m/s difference its because the skill parity between you and your opponent is too great.
Maybe it won't mean anything once hit detection is fixed but until then it makes a world of difference when going up against skilled players in PC. Every 1v1 in PC i've done has almost always ended up with both us unloading a full clip of our light weapon, and then the assault switches to sidearm and finishes me off. My only defense atm is fused locus grenades, as sad as that is. |
ZDub 303
TeamPlayers EoN.
1013
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Posted - 2013.07.18 19:10:00 -
[8] - Quote
I will say this too...
All these changes really do is ensure caldari logis cannot and will not run proto equipment. There's no way we can afford it now when running complex modules is taking up every last shread of CPU/PG.
Something needs to be done about the price of proto equipment for logis.. atm its impossible to fit it.
Give us a Logi 'k.1 variant with only a sidearm and a 50% reduction to equipment or something... atm im looking at my nanocirc 5 and my proto nanohives and i'm starting to feel like it was a wasted investment... there is absolutely no way I can fit proto equipment without giving up every single low slot I have to CPU/PG modules.
FWIW: I've already downgraded to a GEK in order to fit proto uplinks and quantum adv nanos. |
ZDub 303
TeamPlayers EoN.
1030
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Posted - 2013.07.18 23:07:00 -
[9] - Quote
Wanna know a good way to get Logis to perform their intended role? Make equipment actually accessible.
Seriously... you want us to play support? Make it so we can fit proto equipment without having to use up 40% of our CPU/PG to get there.
I'm really starting to wonder now... is there even a reason that equipment should have CPU/PG requirements? They are self contained devices... why are they using up my fitting anyways?
If my choice is to run a complex shield extender and a basic needle or a proto needle and a basic shield extender... you can guess which one im gonna choose. |
ZDub 303
TeamPlayers EoN.
1246
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Posted - 2013.07.23 21:49:00 -
[10] - Quote
Parson Atreides wrote:CCP Logibro wrote:Just a small update. It seems we were missing the new CPU and PG values for all the tiers of the Caldari and Amarr Logistics suits. The Dev Blog now has all the values, and I've posted them below
Bumped up Amarr Logistics PG: 3 at STD (up to 36 from 33), 4 at ADV (up to 50 from 46) and 6 at PRO (up to 72 from 66)
Lower Caldari Logistics CPU: 20 at STD (down to 175 from 195), 28 at ADV (down to 245 from 273) and 40 at PRO (down to 350 from 390) 40 CPU at proto? Have you decided whether or not you're giving our SP spent on this suit back? The answer is directly related to whether or not I play this or FFXIV ARR.
Just go dude.
I'm done with this game as well. FF14 can't come soon enough. |
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