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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
58
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Posted - 2013.07.18 22:44:00 -
[211] - Quote
Parson Atreides wrote:I better get the SP I spent on my current logi suit back because you're changing a lot. Maybe, maybe not. With that type of attitude I really hope not.
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Draco Cerberus
Hellstorm Inc League of Infamy
200
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Posted - 2013.07.18 22:55:00 -
[212] - Quote
I disagree with the changes to the depleted delay on all logi suits other than the caldari suit. It seems like more often then not I run around in armor only anyways due to fluxes or just from getting shot. Why not just "fix" the caldari this is an across the board change. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
219
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Posted - 2013.07.18 23:01:00 -
[213] - Quote
BL4CKST4R wrote: Logistics do need higher survivability, if the point of a Logi is to provide support while the squad defends might as well remove the nanite injector since once your squad dies its useless, and by extension the Logi is useless. We cannot provide support if we cannot stay alive, besides if the Logi is nerfed to where his survival depends on the squad then a squad of assaults don't really need a logi if they all synchronize with different equipment, for example a squad of 6 assaults 2 with repair tools 2 with injectors and the other two with whatever they want completely eliminates the need to defend a Logi suit and allows for more DPS in the field; but if the Logi is self sufficient and can defend himself then he is an essential team member not a burden. Also the scout is severely UP.
I like the work you do on trying to get armour balanced but on this topic I respectfully disagree.
Its really rich to for you to use that argument where those assault suits have 1 equipment slot and you have many. Obviously just one Logi would allow them to be more effective.
It just seems Logi want the best of everything and like everyone relying on them but dont want to rely on others. |
ZDub 303
TeamPlayers EoN.
1030
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Posted - 2013.07.18 23:07:00 -
[214] - 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. |
WR3CK HAVOC
SVER True Blood
58
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Posted - 2013.07.18 23:16:00 -
[215] - Quote
This is completely ridiculous that CCP changes the damn major functions of the suits and weapons every patch and makes the whole game a damn grind to level. WE NEED A RESPECT EVERY PATCH WHEN YOU CHANGE SKILLS AND ITEMS. |
Draco Cerberus
Hellstorm Inc League of Infamy
200
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Posted - 2013.07.18 23:18:00 -
[216] - Quote
DARK - IMPULSE wrote: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.
I hate to break this to you but every class of suit is an assault class. The only difference is the type of assault being played. |
Iyllaria Dai
prophecy of the fallen
3
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Posted - 2013.07.18 23:20:00 -
[217] - Quote
Quote:You sould seek a job with ccp shanghai you woul fit right in the game needs more mlg players like you LOL 798 kills kd 0.78 this conversation is over Yupp. you got that right, because I'm a Logi doing MY JOB. Nopt hunting kills or worrying about K/D... Not to mention I am also a grown adult, who has a full time Job, 5 kids, a house to tend, a farm to run, and something called a life. Sorry if this disappoints you.
So first you ***** about how Logi's are being assaults, then you try to go the route of TRYING to act like I don't know what I'm talking about because I don't have a **** load of kills. Which is it? You want us Logi's to kill more, or do our job?
Seems you just want to be on the band wagon of assault players who ***** because you get owned by a logi when you go toe to toe. Seriously make up your mind which way you want it.
Daxxis, In part yes you are right, but then again if people were working in squads as intended, we wouldn't be having this issue with abuse of suits, or lack of team work. Players would be doing their role. So in a sense, there is a lot more wrong than a suit issue. If CCP wants us in specific ONLY roles, then set them up as such. Last note is we all know they won't adjust pricing. This is part of what has prevented every new player from running a Cal Logi as assault. It's cost is extreme to lose in mass.
As for Sloth saying balance is relative... So like I said before, you would prefer them to break something that is right in the game just for the sake of balance? Then you would also turn around and ***** about how things are broken. The other suits are broken. They could fix those 1 at a time through these micro updates. They are "fixing" multiples with this one... so wouldn't be hard.
Bl4ckSt4r, That is the same point I have been trying to get across. Thank you, however no one grasps this concept.
Like I said, this is going to break the ONLY suit that was balanced. While it was misused, that wasn't the suits issue, the issue was the other suits not having a balanced bonus/racial to make them work correctly as intended.
So yeah, I have **** for kills, worse K/D, but I don't play this game like COD where K/D matters to me. My squad, my team, and doing my chosen role matter to me. Also having fun and winning because we worked as a team.
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
219
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Posted - 2013.07.18 23:21:00 -
[218] - Quote
ZDub 303 wrote: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.
I can go along with lower requirements and cost for equipment as long as the CPU/PG comes down on the suits as well to stop the overuse of the extender/armor/catalysers
That actually sounds like a good step.
They could actually have it that equipment way easier on logis, biotics and stealth on scouts, armor shields and damage mods on assaults and heavies.
Obviously balancing out CPU/PG for the classes. |
un0 m4s
D3LTA ACADEMY Inver Brass
1
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Posted - 2013.07.18 23:27:00 -
[219] - Quote
the caldari change is crap |
Sloth9230
Deepspace Digital
2489
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Posted - 2013.07.19 00:06:00 -
[220] - Quote
Sloth9230 wrote:So, will these new equipment related bonus replace our current bonuses, or will we be getting both? I mean, it's kind of unfair to the players to allow them to spec into a suits that fit one-playstyle, and then say "nope, you have to play like this now " Would you at least consider refunding SP spent on specializations? Amarr Logi btw, not Cal So, since you closed my thread... could you answer the question at least? I know you saw it So... or is it only the racial skills that will be changed, and we'll get to keep the %hp per second? |
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crazy space 1
Unkn0wn Killers
1508
|
Posted - 2013.07.19 00:17:00 -
[221] - 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. <3 thank you for the balance |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
594
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Posted - 2013.07.19 00:29:00 -
[222] - Quote
To the critics of Cal Logi nerf (v1):
We have to give credit for CCP for abandoning the NerfHammer 9000(tm) and leveling up on their balancing skill from L1 to L2. Heck, maybe L3 at a same go.
Is Cal Logi still too good for assault purposes? Yes, I think so. But this is the first step into right direction. Cal Logis can be tuned down again.
Overnerfing it to unusable levels would have yes fixed the OP thing - but done little good balancing wise. In that case no one would have used it (examples: Heavy+HMG nerf June 2012, Missile nerf November 2012, TAC AR nerf January 2013, Laser nerf May 2013).
Then the need would be to recreate from scratch instead of really tuning and balancing things for better. In fact, there would be the full need to run through full balance lifecycle after such meganerf and recreation (TAC ARs are example of that, they were recreated in May 2013 uprising and were instantly broken)
History can teach us few things, even regarding Dust gameplay. |
Draco Cerberus
Hellstorm Inc League of Infamy
202
|
Posted - 2013.07.19 00:46:00 -
[223] - Quote
Upon re-reading the Dev blog a 3rd and 4th time just to make sure I understand this, I have come to the conclusion that all Logi suits were nerfed with only a slight buff to the Amarr suit. Yes it seems like a small nerf but with slow armor repair (5hp/s on an over 300hp armor tank without a rep) and slow shield recharge from depleted (and it already seeming like forever before my shields recharge after losing them) it seems like there was no real reason for this. CCP can blame assaults using logi suits all they want but this is a war game where if you don't assault you don't win.
Please CCP, send your nerf hammer after the flaylocks. With small adjustments our logis may be able to become a "support" class. BTW the movement penalty is already a sufficient deterrent to being front-line, the Caldari Logi was the only one used by assault players to run frontline all the time because of the Shield stacking bonuses and their shield recharge delay, not every other logi suit. |
Komodo Jones
Chaotik Serenity
17
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Posted - 2013.07.19 00:56:00 -
[224] - Quote
lol...nooooooo I needs me a buff! glad caldari got hit a bit and amarr looks pretty cool now but gallente are so neglected, sure we're the sexiest but I could use some defense too! CONSIDER HIGH POWERED ARMOR MOD! |
RINON114
B.S.A.A. General Tso's Alliance
291
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Posted - 2013.07.19 01:09:00 -
[225] - Quote
Nice to see Caldari suits getting a rebalance, but moving the bonus to the assault suit is going to create the exact same problem!
Also, why are you shafting Gallente and Minmatar with their shield depleted rate? We need all the shield we can get with all these explosions going on!!! |
Cross Atu
Conspiratus Immortalis Covert Intervention
1307
|
Posted - 2013.07.19 01:11:00 -
[226] - Quote
The Cal logi suit is expected and not uncalled for. The Amarr suit buffs are very nearly what I've been suggesting personally so no complaints there the overall trend towards removing even more eHP from Logi suits in "upcoming updates" rather than fixing the weak Assault suit bonuses concerns me more than a little. Non-'slayer' logi already have trouble surviving while actively doing their job and no amount of equipment buff is going to change that (longer range on the repair too may be a mild exception to that statement but nothing to write home about. A substantial buff to injector range could help greatly and if that's coming then the race which gets it will be more protected.
Two more fundamental flaws with equipment based skills for logi [list=1] Equipment WP scaling is still broken (until this is fixed most buffs to equipment will actually nerf earnings for support logi by lowering their overall potential. If the new WP system is rolled out with these updates then this won't be a problem, until then it is.
Constrains player choice - I'm not talking about trying to play "slayer" here, I'm talking about how many types of equipment there are to support with and how if you bind each race to one type you artificially force players into builds with those specific types. In addition to making innovation more difficult by constraining equipment loadouts, a problem that will only get worse as more equipment is added to the game, you also make fittings more transparent on the battlefield weakening tactical options. Logi being yellow is one thing, logi being yellow and everyone knowing that X race equals Y equipment is something else again. Don't like footholds? Target the "uplink" logi, in a protracted firefight or trying to take out an entrenched position? Target the repair and revive logi. Want to be a 'slayer' in a logi suit? Proto the nanohive logi and run a core flaylock Further there has been no counter balance the Logi suits gain to compensate for the nerf. Prior to these changes the two suits base stats were balanced when fittings were included. I spent a lot of time on the forums asking anyone to construct a Logi suit that was more powerful than an Assault suit of the same race after bringing the logi up match the on board values of the assault. The net result of the few fittings I ever saw (mostly constructed by myself or some of the folks in the shields vs armor balance thread) is that logi suits prior to the change would cost more in SP and ISK than an assault suit doing the same thing and would pay extra on top of that in the cases where they might be able to exceed the assault.
The racial skill buffs were a problem, mostly the Cal suit bonus and the buffs for the assault suits generally but those require skill reworks not role wide suit nerfs. So, what has been added role wide to compensate for the nerfs that are now creating an imbalance within the medium frames (or is the plan to never fix the racial skills and use the suit changes to counter that? ).
Ok I'm leaving this here because it's already long, but in short the current changes seem generally called for/positive but the described/intended balance presented in the Dev Blog seems to be ignoring the feedback forums and several key longstanding balance aspects. CCP needs to seriously reconsider this course and I hope there is someone on the CPM who understands playing support logi well enough to keep this problem at the forefront of discussion regarding suit balance.
My 0.02 ISK,
Sincerely, Been playing support Logi since closed beta |
Tupni
Company of Marcher Lords Amarr Empire
16
|
Posted - 2013.07.19 01:27:00 -
[227] - Quote
On one hand it feels good to finally get all these things I've long wanted, but as things are I had been skilling under the premise of how things were as opposed to how they soon will be. I've invested in different equipment and strategies that will now be second rate to new possibilities (at least in my opinion). Is there any talk of a respec for affected parties? I'd be obliged if so. |
DJINN Jecture
Hellstorm Inc League of Infamy
29
|
Posted - 2013.07.19 01:30:00 -
[228] - Quote
Cross Atu wrote:The Cal logi suit is expected and not uncalled for. The Amarr suit buffs are very nearly what I've been suggesting personally so no complaints there the overall trend towards removing even more eHP from Logi suits in "upcoming updates" rather than fixing the weak Assault suit bonuses concerns me more than a little. Non-'slayer' logi already have trouble surviving while actively doing their job and no amount of equipment buff is going to change that (longer range on the repair too may be a mild exception to that statement but nothing to write home about. A substantial buff to injector range could help greatly and if that's coming then the race which gets it will be more protected. Two more fundamental flaws with equipment based skills for logi [list=1] Equipment WP scaling is still broken (until this is fixed most buffs to equipment will actually nerf earnings for support logi by lowering their overall potential. If the new WP system is rolled out with these updates then this won't be a problem, until then it is.
Constrains player choice - I'm not talking about trying to play "slayer" here, I'm talking about how many types of equipment there are to support with and how if you bind each race to one type you artificially force players into builds with those specific types. In addition to making innovation more difficult by constraining equipment loadouts, a problem that will only get worse as more equipment is added to the game, you also make fittings more transparent on the battlefield weakening tactical options. Logi being yellow is one thing, logi being yellow and everyone knowing that X race equals Y equipment is something else again. Don't like footholds? Target the "uplink" logi, in a protracted firefight or trying to take out an entrenched position? Target the repair and revive logi. Want to be a 'slayer' in a logi suit? Proto the nanohive logi and run a core flaylock Further there has been no counter balance the Logi suits gain to compensate for the nerf. Prior to these changes the two suits base stats were balanced when fittings were included. I spent a lot of time on the forums asking anyone to construct a Logi suit that was more powerful than an Assault suit of the same race after bringing the logi up match the on board values of the assault. The net result of the few fittings I ever saw (mostly constructed by myself or some of the folks in the shields vs armor balance thread) is that logi suits prior to the change would cost more in SP and ISK than an assault suit doing the same thing and would pay extra on top of that in the cases where they might be able to exceed the assault. The racial skill buffs were a problem, mostly the Cal suit bonus and the buffs for the assault suits generally but those require skill reworks not role wide suit nerfs. So, what has been added role wide to compensate for the nerfs that are now creating an imbalance within the medium frames (or is the plan to never fix the racial skills and use the suit changes to counter that? ). Ok I'm leaving this here because it's already long, but in short the current changes seem generally called for/positive but the described/intended balance presented in the Dev Blog seems to be ignoring the feedback forums and several key longstanding balance aspects. CCP needs to seriously reconsider this course and I hope there is someone on the CPM who understands playing support logi well enough to keep this problem at the forefront of discussion regarding suit balance. My 0.02 ISK, Sincerely, Been playing support Logi since closed beta
I wholeheartedly agree with this Cross. I've been a support logi since I started and have yet to have an unfair advantage. I never skilled into the Caldari Logi, opting for a more armored racial suit and know that it has always been a support role I play and excel at. My reward is a nerf for this. I am not impressed. All the classes have weapons, all need to be able to kill. That means we are all assault players. Not that my suit got nerfed overly hard like the heavy suits did but consider that there was no difference between the recharge delay and the depleted delay on the minmitar suit before this and was already feeling sluggish in it's recharge time, now I have a difference but it is for the worse.
We need something fixed but it was definitely not that.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1308
|
Posted - 2013.07.19 01:34:00 -
[229] - Quote
Toyboi wrote:Plz understand EVERYTHING that can be abused will be abused. True.
Quote: they might aswell remove the assault suit! everything the assault suit can do the logi can do better. and unfortunatly this will still be true after 1.3 False.
Support your second statement with fittings. I've been offering this challenge on the forums since the start of the build. I've posted it in general and in feedback and frankly no one has been able to supply fittings which support the erroneous presumption that assaults are the lessor suits.
Leaving racial/role skills aside (those aren't balanced but that's a skill issue and needs to be addressed there), build your best assault fitting within a race, then build a logi fitting within that race allowing no stat to be less than it's equivalent on the assault. Now compare the total SP and ISK costs for both fittings and list them at the bottom of each fit for all to see. Use only base values because they're visible to all in the market and because anything else is once again a skill mod not a function of gear. Final step comes in two parts, part one fill all slots with something to the best of your fittings resources (bonus points if you actually accomplish this) step two check your weapon slots and make sure that none of them contain a weapon from the AR line (if you can't build a viable fit without use of the AR then the balance issue isn't suit based).
The disparity between shield and armor tanking is also an issue in favor of the assault suits but I won't rehash that can of worms in this post.
~Cross |
Beren Hurin
K-A-O-S theory
742
|
Posted - 2013.07.19 02:10:00 -
[230] - Quote
Cross, don't you think its a sort of zero sum game at this point. Any gank/dps/slayer bonus you add to assaults makes everyone less survivable? So aren't we just left with trying to facilitate logistics racial 'synergy' with general play styles of slayers?
I'm wondering if what CCP is saying that they are doing now is giving everything a:
Racial specialization bonus-suit bonus-and role bonus?
Check my "Nanohive Alchemy" post and give some feedback there if you would please. I think one last thing that armor tanking is really missing it the evolution of its meta; is ALOT more healing nanohives on the field. Assaults should be running around with a mix of allotek hives, and other ammo hives, and I've found that it really buffs my team to have triage hives around, not to mention it is fairly risk free point gain.
I'm predicting a come back of the laser rifle, soon, and a nerf to the flaylock will mean a much healthier margin for armor tankers. In addition we will start to see the remaining weapons trickle in. The rail weapons will fill out, which will also mean some more challenges for armor tanks, they will also likely be the smarter weapons for armor tankers to equip with some of the best precision for longer range attacks.
Also with the addition of the plasma and laser heavy weapons, the anti-shield stand-off weapons will finally come into play. The plasma heavy weapon will probably be the most deadly weapon out there. The availability of a wide range of side-arms, especially the hybrid rail variants, will very likely mean that a lot of assaults will effectively have two light weapons.
I just don't know if I'd push that much harder for balance until we get all the weapons that are out there. And even then, people have to skill in to them, the community then has to learn the counters and things then have to settle down.
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Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
103
|
Posted - 2013.07.19 02:15:00 -
[231] - Quote
The complicated dynamics of CCP games are such that there is always something that is eventually revealed to outclass the rest of what is available. This is true in Eve Online, and it is true in DUST. This does not prevent CCP from attempting to fix the balance.
Therefore it is written that those who sew their seeds upon the flavor of the month shall reap the nerf bat. |
RINON114
B.S.A.A. General Tso's Alliance
291
|
Posted - 2013.07.19 02:25:00 -
[232] - Quote
Does nobody see that this GÇ£fixGÇ¥ to the Caldari logi isn't really a fix at all?
Moving the efficacy bonus of extenders to the assault class will just make the Caldari assault OP. |
wripple
warravens League of Infamy
5
|
Posted - 2013.07.19 03:28:00 -
[233] - Quote
As a caldari logi I think I'll be able to live with the new 25% bonus to regulators, however a refund of my logistics skills would be nice because I will not be fond of the 20 less CPU (27 with my core and electronics maxed). I do more logi work than I do assault, but the Caldari seem like they will now be lacking in their logistical support in comparison to the others now.
A refund of my 2 mill SP would be nice so that I can get out of this suit before I have to drastically alter my play-style. |
wripple
warravens League of Infamy
5
|
Posted - 2013.07.19 03:31:00 -
[234] - Quote
RINON114 wrote:Does nobody see that this GÇ£fixGÇ¥ to the Caldari logi isn't really a fix at all?
Moving the efficacy bonus of extenders to the assault class will just make the Caldari assault OP. The problem before was that the Caldari assaults could not take down their logistics counterparts when going one-on-one with them. I wasn't very fair when logi's were running around with 1100 hp, 670 of it coming from fast regen shields.
Who knows, this may all just be to make room for the future Caldari heavies and their crazy shields. |
Iyllaria Dai
prophecy of the fallen
5
|
Posted - 2013.07.19 03:43:00 -
[235] - Quote
wripple wrote:RINON114 wrote:Does nobody see that this GÇ£fixGÇ¥ to the Caldari logi isn't really a fix at all?
Moving the efficacy bonus of extenders to the assault class will just make the Caldari assault OP. The problem before was that the Caldari assaults could not take down their logistics counterparts when going one-on-one with them. I wasn't very fair when logi's were running around with 1100 hp, 670 of it coming from fast regen shields. Who knows, this may all just be to make room for the future Caldari heavies and their crazy shields.
Your numbers are WAY off base.
An assault equiped with the exact same setup as a Cal Logi is only 87 EHP less, with higher base stats, likely better weapon as well.
Again, run a Logi and get jumped while you are doing your job and see how quick that extra HP disappears. |
Patoman Radiant
ZionTCD
154
|
Posted - 2013.07.19 04:16:00 -
[236] - Quote
I like the changes for suits, I am not sure what sheild regulators do, but still seems good.
Possiably, the bonus of better usage of sheild extenders could have bn given to both logi, and assult suits. The big issue was that assults got joke bonuses, but truely all suits should be balanced by having decent bonuses. |
Bad Heal
PwNdCaKeSnRapLeSyrup
22
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Posted - 2013.07.19 05:18:00 -
[237] - Quote
I'm mad at you CCP. I wish you'd stop changing the game so much, ninja updates included |
Cosgar
ParagonX
2841
|
Posted - 2013.07.19 05:23:00 -
[238] - Quote
Bad Heal wrote:I'm mad at you CCP. I wish you'd stop changing the game so much, ninja updates included We knew this was coming for for over 2 months. Just be glad they didn't do something extreme like limiting all of us to sidearms just because of a bunch of tryhards and people that can't distinguish one logi from another.
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Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
94
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Posted - 2013.07.19 07:23:00 -
[239] - Quote
I like this.
With the injector fixes in 1.2 and the Amarr Logi buffs in 1.3 I might just be able to take my ADV Amarr Logi suit out of the spacebag under the bed. The extra EQ slot was what I was waiting for... And a sidearm at this level too??? Well thats just gravy.
I approve CCP.
Oh and I like what you are doing the the LAVS too!!!!! |
Toyboi
Seraphim Auxiliaries CRONOS.
98
|
Posted - 2013.07.19 09:24:00 -
[240] - Quote
Iyllaria Dai wrote:wripple wrote:RINON114 wrote:Does nobody see that this GÇ£fixGÇ¥ to the Caldari logi isn't really a fix at all?
Moving the efficacy bonus of extenders to the assault class will just make the Caldari assault OP. The problem before was that the Caldari assaults could not take down their logistics counterparts when going one-on-one with them. I wasn't very fair when logi's were running around with 1100 hp, 670 of it coming from fast regen shields. Who knows, this may all just be to make room for the future Caldari heavies and their crazy shields. Your numbers are WAY off base. An assault equiped with the exact same setup as a Cal Logi is only 87 EHP less, with higher base stats, likely better weapon as well. Again, run a Logi and get jumped while you are doing your job and see how quick that extra HP disappears.
dont know if you are trolling, judging from your ingame stats you have been playing this game for a week! the hole you are digging is putting the rift in passific rim to shame!
Answer me this: why would you fit the logisuit like a assault when you can fit it better?? |
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