Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 13 14 15 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Buzzwords
Deadly Blue Dots RISE of LEGION
474
|
Posted - 2013.07.18 18:00:00 -
[121] - Quote
so, do we apply for this respec the same way we did for the last? submit a ticket? |
Beren Hurin
K-A-O-S theory
731
|
Posted - 2013.07.18 18:06:00 -
[122] - Quote
Hawkin P wrote:So you traded in the Caladri Assault bonus from 25% reload speed to 10% better shield extenders? That is a max bonus of 28 extra shields in a proto suit that runs 4 complex shield extenders. Most likely in normal (Proto) use that means 14-21 extra shields.
So you took the worse Assault suit bonus and made it even worse!!! WTF!
Lets choose which would you rather have a Galante suit that gets 25% CPU/PG reduction to hybrid weapons or 7 extra hp per complex shield extender.
I just add this to your list of stupid ideas.
No.
Cal assault will now reign as the best sheild tank.
Max skills base shield regen: 35.9 HP/S (best delay and 4 slots) Next best shield regen is gal assault @ 28.75 HP/S (but only 3 slots for shield and worst delay ) Next best shield suit = minnie assault @ 25.9 HP/S (next best delay timer ~15% faster sprint/run) Next = cal logi @ 22.6 HP/S (best in class delay timer)
I wonder if the energizers and rechargers have a stacking penalty...hmmm... haven't seen that asked. |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
55
|
Posted - 2013.07.18 18:06:00 -
[123] - Quote
Buzzwords wrote:so, do we apply for this respec the same way we did for the last? submit a ticket? Can we get a dislike button please?
How *badly* is you fitting affected by the change (that aren't out yet)? 40 shield hp tops? Thats one extra AR round, not going to be that big of difference, you're still fine. |
Buzzwords
Deadly Blue Dots RISE of LEGION
474
|
Posted - 2013.07.18 18:13:00 -
[124] - Quote
82.5 to 90.75 shields, depending on how skill bonus' are applied. on a proto logi with a full rack of proto extenders.
but more to the point, this is like punishing people for paying attention. the last optional respec just bailed out people who couldn't bother to read what they were spending sp on, now those of us who did read what we were buying are getting ******. hardly seems right to me.
as a matter of principle it's frustrating to have someone change the rules around you. especially in a game where it could easily take a player weeks to shift into another high end suit. |
The Robot Devil
BetaMax. CRONOS.
659
|
Posted - 2013.07.18 18:19:00 -
[125] - Quote
CCP Logibro wrote:Changes in Logistics dropsuits are coming in Uprising 1.3 to move Logistics dropsuits back to their intended role. In this new dev blog from CCP Remnant we detail all the changes that are coming. Read on.
I like the changes and I am looking forward to the rest of 1.3. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
360
|
Posted - 2013.07.18 18:27:00 -
[126] - Quote
Cosgar wrote: Shotgun scouts are a huge hard counter to logis.
Not accurate.
Cat Merc wrote: Shotgun Scouts vs Logi? HAHAHAHAHAHA
More accurate.
Opinion: Shotgun needs a fixin' and Scouts need some lovin'. Combining these two broken items nets not a magical item.
- Shotty GoBang
|
Cat Merc
BetaMax. CRONOS.
3284
|
Posted - 2013.07.18 18:29:00 -
[127] - Quote
Beren Hurin wrote:Cat Merc wrote: So my Gal Logi suit with a buch of equipment and better survivability than my assault suit is a lie?
Gal Logi is probably the closest thing to a trade off in terms of SURVIVABILITY only. At proto level your assault role bonus gives you an extra +28.75 shield HP/S after bonus and skills. The logi would get the 18.75 HP/S shield HP/s from max skills, and then +5 HP/s from native armor reps for 23.75 HP/s for non-module passive reps. So base regen on Gal assault > base regen on logi by +5 or almost a free complex armor mod, or an enhanced shield recharger. So the delta on the regen bonus between them is roughly 1 free slot. The extra base HP also amounts to about 1 enhanced shield or basic armor mod with max skills. So it's as if base stats and max skills gives the assault roughly a +2 slot tanking advantage. The gal logi equipment bonus means you basically get 4 equipment for the price of 3. However the weapon fittings bonus for assault is a greater 'per slot' fittings bonus than the equipment bonus (unless you fit all proto equipment - which you couldn't while calling yourself an assault). The most role efficient fit for gal assault would be AR or SG & SMG + best active tank/eHP combo. The close range gal logi would be 1) slower by a bit 2) have less shield/armor regen 3) have a bit slower shield delay. It could make up for this with healing hives (an advanced equipment slot cutting into fitting room for tank). You do understand you're talking about armor tanked suits? What's important is repair rate. And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%. |
Ghost Kaisar
Intrepidus XI EoN.
155
|
Posted - 2013.07.18 18:31:00 -
[128] - Quote
Cosgar wrote: Shotgun scouts are a huge hard counter to logis.
Only if you aren't paying attention and are standing still firing at someone. Nice counter right?
ANYBODY can kill someone who is off in la la land, and is standing still. We just do it in one shot. |
DARK - IMPULSE
Internal Error.
22
|
Posted - 2013.07.18 18:32:00 -
[129] - Quote
Aero Yassavi wrote:Illuminaughty-696 wrote:However, I'm right as well. This is just a glorified beta. Spend money on it at your peril. Toodles. This is why so many people think it's a mistake to release this game on a console, because console players are not familiar with a development process like this. Just because the game is "released" doesn't mean it is finished, like most console games you see. Unlike those other games, CCP will constantly be changing and adding things to this to improve the game, just like they do in EVE. I guess you can say EVE is still in beta by that definition.
Great, so they purposefully put out op suits and people spec into them , then nerf them and people get stuck with the skill points. And to be part of the game again people either stop playing the game or buy boosters and grind for two months. Great marketing CCP.
I can deal with the change of the racial bonus, but the 20 cpu reduction??? I was saving skill points for the dropsuit electronics 5, so I could fit so equipment. Oh well... pointless game. I have tried to get one good suit to play with since chromosome, but when I am really close to it. CCP, comes gives me the finger with a big smile.
Thank you, CCP.
|
Beren Hurin
K-A-O-S theory
735
|
Posted - 2013.07.18 18:34:00 -
[130] - Quote
Cat Merc wrote: And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%.
*sigh*
4 slots who's average fitting cost is 25% less than weapons each get -25% fitting reduction (that's like a -12% cost really per module). Also the gallente bonus applies to hybrid weapons (which will eventually have a side-arm) so it would apply to 2 slots. But nobody plays for the long game, do they? It amounts to about the same in total fitting savings (like i said, unless you equip ADV and/or PRO in all equipment slots on the logi.
However I don't think you could convince me that you could fit a full rack of proto equipment on the gal-logi and have this same mythical performance as an assault logi. |
|
Cat Merc
BetaMax. CRONOS.
3284
|
Posted - 2013.07.18 18:35:00 -
[131] - Quote
Vin Mora wrote:Cat Merc wrote:I expect you to be less effective at everything else in exchange for that. Instead, you are just as effective at everything else while still having more power as support. So in the end, assault is a pointless suit. You do realize that only two Logi suits get 4 equipment, right? And you are using the one with a bonus to make fitting equipment easier. 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? .3 is huge, that is the difference between getting behind cover and dieing. Also, since (base) sprint speed is based off of walking speed, that makes your sprint speed less too. I flip between MinLogi and GalLogi and that 'tiny' speed difference is what keeps me alive as a MinLogi, and why I stack reppers and shields on GalLogi. Cat Merc wrote:So my Gal Logi suit with a buch of equipment and better survivability than my assault suit is a lie? That's only because the GalAss suit bonus isn't as useful with 2-3 weapons that make use of it *right now*. You have better survivability because of the extra low slot and the 5hp/s regen. Other Logis don't have the benefit of running great equipment and decent tank (or vice versa). Also the GalAss bonus actually drops the CPU for hybrid weapons by 40%/55% with all skills, and ARs and PCs are both very CPU intensive. This reduced requirement makes it easier to fit more tank. Also, Cat Merc, your fitting isn't the only way to fit a GalLogi suit, so just because you think that your fitting is OP with respect to other suits, doesn't that Logis are all OP. If you didn't fit any equipment (or just 1 like an assault suit) you wouldn't be as useful on the field as a comparable assault suit. That equipment is what up for the difference. This just reeks from bias. First of all, what does it matter if it's 3 or 4? It's still more than 1. 0.3 is "important" my ass. Caldari logi gets an extra low slot in addition to an extra high slot, so it can take care of that speed difference and then some, in addition to taking care of that HP difference thanks to the extra high slot. So in the end Caldari logi is an assault suit only with 3 equipment slots.
Gallente logi trades off some speed, 0.3, which is nothing and this closes in when both use plates (10% of 6.7m/s is less than 10% of 7m/s), and gains more regen more potential eHP and 4 equipment slots.
Oh and before you say anything, I have both assault and logi to proto level, whatever CCP does I'm ready, so bias isn't a problem for me. |
GVGMODE
WorstPlayersEver
24
|
Posted - 2013.07.18 18:36:00 -
[132] - Quote
The caldari assault buff was mainly a buff to high slots as theres willbe a difference of 1 extender in total shield difference from cal assault and cal logi, thus it will be like having 6 high slots on a cal logi.
Shields
Caldari Assault (4 extenders) { (210*1.25)+(66*(1.1*1.1)*4) = 582
Caldari Logibro ( 4 extenders ) { (180*1.25)*(66*(1.1)*4) = 515 Shield Difference = 67
The CPU difference arises from the 5th slot and may vary depending the modules used.
Regardless CPU consumption is greater in Caldari Logi just by taking into consideration the High Slots. It must also be considered that a decrease of 20 CPU is in reality a decrease of 26 CPU assuming the player has "Dropsuit Core Upgrades" and "Dropsuit Electronics" both at level 5.
Shield Delays are a hit towards the whole logistics class but in regards to caldari logi it is pretty much useless and if a uses shield regulators it will only make the player be at an spot near to what it would have been but let us remember that using those shield builds are CPU intensive.
I play with tanks but lol'd a those with a caldari logistics suit. |
Sana Rayya
WASTELAND JUNK REMOVAL EoN.
27
|
Posted - 2013.07.18 18:37:00 -
[133] - Quote
I can live with the removal of the Cal Logi racial bonus, but the 20 CPU on base suit (i.e. 40 CPU on the proto) is too much of a nerf. You pretty much HAVE to use a CPU and PG upgrade to make full use of the suit assuming you're running a proto weapon and equipment. |
Cat Merc
BetaMax. CRONOS.
3284
|
Posted - 2013.07.18 18:38:00 -
[134] - Quote
Beren Hurin wrote:Cat Merc wrote: And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%.
*sigh* 4 slots who's average fitting cost is 25% less than weapons each get -25% fitting reduction (that's like a -12% cost really per module). Also the gallente bonus applies to hybrid weapons (which will eventually have a side-arm) so it would apply to 2 slots. But nobody plays for the long game, do they? It amounts to about the same in total fitting savings (like i said, unless you equip ADV and/or PRO in all equipment slots on the logi. However I don't think you could convince me that you could fit a full rack of proto equipment on the gal-logi and have this same mythical performance as an assault logi. So? In the end it's about the same, neither have an advantage in that regard. |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
110
|
Posted - 2013.07.18 18:44:00 -
[135] - Quote
EXTACY Cravings wrote:You should be giving repecs to the people who have chosen "Caldari Logi" as it is unfair on us now. We are not the ones who made the mistake by choosing Caldari Logi as we saw the benfits from using it. You are the ones to blame for making the suit so OP. So you should give us a respec as the Caldari logi suit is now trash for us AR users
Yes, but you used the suit all through the triple SP event.
You all got a huge benefit from that.
SP points you got could be banked for the next flavour of the month or could have been used to pad your other skills.
No sympathy here,
Munch |
DARK - IMPULSE
Internal Error.
22
|
Posted - 2013.07.18 18:44:00 -
[136] - Quote
CCP got to fix the aiming and the hit detection before you do anything other changes to anything. This is marked as a FPS, but without the aiming and hit detection you can make all the changes to the weapons, dropsuits, vehicles, skill, etc... and the game will stick suck. A FPS game got to have those two basic core mechanics down to the T. Period. |
Beren Hurin
K-A-O-S theory
735
|
Posted - 2013.07.18 18:45:00 -
[137] - Quote
Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote: And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%.
*sigh* 4 slots who's average fitting cost is 25% less than weapons each get -25% fitting reduction (that's like a -12% cost really per module). Also the gallente bonus applies to hybrid weapons (which will eventually have a side-arm) so it would apply to 2 slots. But nobody plays for the long game, do they? It amounts to about the same in total fitting savings (like i said, unless you equip ADV and/or PRO in all equipment slots on the logi. However I don't think you could convince me that you could fit a full rack of proto equipment on the gal-logi and have this same mythical performance as an assault logi. So? In the end it's about the same, neither have an advantage in that regard.
I would grant that the gal logi may have a tiny bit better tank, but when all of the hybrid weapons show up (bolt pistol, magsec SMG, rail rifle, ion pistol) not having these side-arms will be a foolish sacrifice as an assault. At med-long range, low speed won't be as significant of a disadvantage. As far as the shield rep comparison, tank is tank, and a fairly small shield buffer will matter, especially for the long range oriented skirmishy armor tanker. |
Muud Kipz
Elevated Technologies
22
|
Posted - 2013.07.18 18:53:00 -
[138] - Quote
Copy/pasted from my post on the LogiCode thread: Overall, the tweaks are all better than nothing, but a 25% shield regulator effectiveness bonus, combined with how broken current shield recharge mechanics are, are going to leave the CalLogi as still the OP fit for the immediate future at least. Triple complex extenders already give you ~73% recharge delay time reduction including stacking penalties, 73*1.25 = ~91% recharge delay reduction. Even with the (tiny) recharge delay nerf, a 3-regulator proto CalLogi will start regenerating, regardless of whether it's been shot in the mean time, every 0.5(not depleted) to 0.8(depleted) seconds. Combine this with a shield energizer (+60% regen rate, -6% base shielding) and you've got basically 30+ hp/s passive shield regen.
Am I missing something, mechanics wise? Would it not be as ridiculous as I'm describing? |
XINERA XIOS
ZionTCD
22
|
Posted - 2013.07.18 18:54:00 -
[139] - Quote
I feel like that the race of the dropsuit isn't realy integrated. Aren't Minmatar suposed to be shield tanker? But why do they get a 6/8 delay know? Our recharge is low too with 20 HP/s. Yes that is 2 Hp more then the Assault variant without skill. Just please get it all Minmatar like. (can't wait for my projectile AR)
I also liked the idea of 6/5 for the Amar-logi. He was and is a front logistic. He is for taking some bullets while helping his team mates. That was cool for me. Even so I'm minmatar-logi user. |
GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
37
|
Posted - 2013.07.18 18:57:00 -
[140] - Quote
if CCP thinks people those SP veterans are willing to grind ~2.2 million SP, they are probably smoking something.
Quote: These changes are intended to alleviate some of the current issues with the Logistics suits, but theyGÇÖre still not getting us where we want to be with the suits. A technical issue is currently preventing us from authoring suit bonuses that alter equipment functionality. When this is solved weGÇÖll be giving Logistics suits the bonuses they need to make their role truly shine
Buckle up, because it is likely that more changed will follow... so from thin air I say that 20% of the player base might be lost by mid September at least and 50%~60% of the player base by Christmas Season.
DustDeadGame |
|
Griffter D'nan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
|
Posted - 2013.07.18 18:58:00 -
[141] - Quote
I play as C Assault and I really don't want this bonus switch. Hybrid wep reload bonus is essential to battlefield survivability. It decreases time when assault is defenceless and vulnerable, also it is very important to increase DPS. On the other hand, when I play proto ds I use complex sh extenders and in every fit I have over 450 shield points (or over 550 with 4 complex), and I don't need more. From my point of view sh extender bonus is completely useless and in fact is major nerf to cald assault. So, dear CCP, why you "repair" thing that work just fine as they are today? Please reconsider your decision and leave cald assault unchanged. |
DARK - IMPULSE
Internal Error.
22
|
Posted - 2013.07.18 19:05:00 -
[142] - Quote
Why did the minmatar logi did not get any modification??? It is also used as an assault.
I said it before just keep nerfing everything until we can't do any damage to anyone or anything. The other logis need it a buff to keep up with the battlefield war, but anyways.
|
Iyllaria Dai
prophecy of the fallen
1
|
Posted - 2013.07.18 19:08:00 -
[143] - Quote
ConsiderateSmurf wrote:I run Cal Logi, and I'm happy that they're discouraging frontline play with it. I'm even more excited for bonuses that encourage support play. Maybe a bonus to repair tool efficiency or PG/CPU requirement for the repair tool for Ammar and Gallente, a nanite injector PG/CPU requirement bonus on Minmartar, and a bonus to nanohive clusters for Caldari Logi? (as the penny pinchers they are, they'll squeeze as much out of a weapon as possible)
Perhaps what discourages frontline play is the 2mil+ cost per suit to fully fit a full proto.
So now, we have less EHP, no beneficial skills, and are expected to put ourselves in fire to res a fallen team mate? Guess we will be letting more of you Assault QQ babies lay there dead.
Dumbest move.
The ONLY suit that was fully balanced, so instead of fixing the other suits who were broken with bonuses and such, you break this one... makes sense, lets NOT fix what's broken, lets break what's fixed. Great business model.
Seriously. Perhaps we should all just move to COD since it is mostly no skill COD players who dictate what happens here. Can't kill a player, so just QQ till CCP nerfs it so you can.
|
Sana Rayya
WASTELAND JUNK REMOVAL EoN.
28
|
Posted - 2013.07.18 19:09:00 -
[144] - Quote
Muud Kipz wrote:Copy/pasted from my post on the LogiCode thread: Overall, the tweaks are all better than nothing, but a 25% shield regulator effectiveness bonus, combined with how broken current shield recharge mechanics are, are going to leave the CalLogi as still the OP fit for the immediate future at least. Triple complex extenders already give you ~73% recharge delay time reduction including stacking penalties, 73*1.25 = ~91% recharge delay reduction. Even with the (tiny) recharge delay nerf, a 3-regulator proto CalLogi will start regenerating, regardless of whether it's been shot in the mean time, every 0.5(not depleted) to 0.8(depleted) seconds. Combine this with a shield energizer (+60% regen rate, -6% base shielding) and you've got basically 30+ hp/s passive shield regen.
Am I missing something, mechanics wise? Would it not be as ridiculous as I'm describing?
Pretty sure you're wrong.
With three complex shield regulators (and accounting for the new skill bonus and the new recharge delays), the delay you would get is 1.85/2.96 seconds.
If you were to put a complex shield energizer in one of the highs, your EHP would only be 616 HP. Pretty easy kill if you catch this logi out of cover.
With 5 extenders your EHP jumps to 700 HP, but using 3 complex regulators means your equipment/grenades will suffer (assuming you want a proto weapon). |
ZDub 303
TeamPlayers EoN.
1013
|
Posted - 2013.07.18 19:10:00 -
[145] - 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. |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
150
|
Posted - 2013.07.18 19:13:00 -
[146] - Quote
Griffter D'nan wrote:I play as C Assault and I really don't want this bonus switch. Hybrid wep reload bonus is essential to battlefield survivability. It decreases time when assault is defenceless and vulnerable, also it is very important to increase DPS. On the other hand, when I play proto ds I use complex sh extenders and in every fit I have over 450 shield points (or over 550 with 4 complex), and I don't need more. From my point of view sh extender bonus is completely useless and in fact is major nerf to cald assault. So, dear CCP, why you "repair" thing that work just fine as they are today? Please reconsider your decision and leave cald assault unchanged.
They didnt have to touch caldari assault tbh. Now I do not get my reload bonus for plasma cannon/other AV weapons.... And 10% shield extender efficiency is really an insignificant bonus. Especially since the shield recharge bonus is unchanged also... |
BOMBER WOMAN
Haribo Gold Bears
0
|
Posted - 2013.07.18 19:14:00 -
[147] - Quote
Respec pls |
Muud Kipz
Elevated Technologies
24
|
Posted - 2013.07.18 19:17:00 -
[148] - Quote
Sana Rayya wrote:Muud Kipz wrote:Copy/pasted from my post on the LogiCode thread: Overall, the tweaks are all better than nothing, but a 25% shield regulator effectiveness bonus, combined with how broken current shield recharge mechanics are, are going to leave the CalLogi as still the OP fit for the immediate future at least. Triple complex extenders already give you ~73% recharge delay time reduction including stacking penalties, 73*1.25 = ~91% recharge delay reduction. Even with the (tiny) recharge delay nerf, a 3-regulator proto CalLogi will start regenerating, regardless of whether it's been shot in the mean time, every 0.5(not depleted) to 0.8(depleted) seconds. Combine this with a shield energizer (+60% regen rate, -6% base shielding) and you've got basically 30+ hp/s passive shield regen.
Am I missing something, mechanics wise? Would it not be as ridiculous as I'm describing? Pretty sure you're wrong. With three complex shield regulators (and accounting for the new skill bonus and the new recharge delays), the delay you would get is 1.85/2.96 seconds. If you were to put a complex shield energizer in one of the highs, your EHP would only be 616 HP. Pretty easy kill if you catch this logi out of cover. With 5 extenders your EHP jumps to 700 HP, but using 3 complex regulators means your equipment/grenades will suffer (assuming you want a proto weapon).
Not disputing that I'm probably wrong, but what math got you to 1.85/2.96 seconds? |
zzZaXxx
The Exemplars Top Men.
100
|
Posted - 2013.07.18 19:18:00 -
[149] - Quote
ZDub 303 wrote: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.
Yeah bonus to reg is worthless. Annoying that I have Armor Plating 3 and only Shield Regulation 1. So now I'm supposed to go out there with less shielding and much less armor (if I want to use my bonus) so I can have slightly less delay than before. Thankfully the shield regulator bonus is temporary, but I feel like Cal Logi is suddenly UP and Cal Assault...we'll see. How could they release the game when they knew from the beginning that not even all the suit bonuses worked? They just admitted that the reload bonus has never worked. |
Beren Hurin
K-A-O-S theory
737
|
Posted - 2013.07.18 19:18:00 -
[150] - Quote
ZDub 303 wrote: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.
Caldari Logis aren't the super equipment logis. That's for gallente. |
|
|
|
|
Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 13 14 15 :: one page |
First page | Previous page | Next page | Last page |