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BL4CKST4R
WarRavens League of Infamy
820
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Posted - 2013.07.22 11:04:00 -
[1] - Quote
And 4.8 m/s for Logistics. Also should increase the HP for Gallentes to be 25% higher than Caldari just like vehicles. Although after modules this bonus is effectively lost, DAMNIT it sucks being a Gallente sometimes... |
BL4CKST4R
WarRavens League of Infamy
820
|
Posted - 2013.07.22 11:06:00 -
[2] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:DRDEEZE TWO POINTO wrote:Armarr need 25% efficancy towards extenders and plates 25% would be too much. Caldari logi 2.0 much? They don't NEED it, the Amarr assault suit is a fine suit, it's the whiners that confuse the Amarr Logi, a terrible suit (that's getting a fix) to the Amarr assault, which has it's advantages and disadvantages 15% to armor plates would be acceptable for all amarr suits. They're supposed to have the largest buffer at the cost to being slow. They already have the highest eHP potential than all of the suits.
Once explosives are toned down, plates and some proper bonuses are applied to give armor more HP suits will be looked at. The fact that everyone has a different suggestion just means there are that many ways to fix a problem. |
BL4CKST4R
WarRavens League of Infamy
821
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Posted - 2013.07.22 11:27:00 -
[3] - Quote
Cat Merc wrote:Kekklian Noobatronic wrote:Yea, by that logic Amarr suits need 6-10hp/sec inherent repair.
Get real. Amarr suits are the dual tankers of Dust. So no, they don't. Also, look at the thread I linked, they already have the highest base eHP + have the highest CPU/PG, they have the highest potential eHP than any other suit thanks for the base eHP and that ability to fit more prototype stuff.
Why dont they need passive repair? |
BL4CKST4R
WarRavens League of Infamy
821
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Posted - 2013.07.22 12:00:00 -
[4] - Quote
Cat Merc wrote:BL4CKST4R wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Yea, by that logic Amarr suits need 6-10hp/sec inherent repair.
Get real. Amarr suits are the dual tankers of Dust. So no, they don't. Also, look at the thread I linked, they already have the highest base eHP + have the highest CPU/PG, they have the highest potential eHP than any other suit thanks for the base eHP and that ability to fit more prototype stuff. Why dont they need passive repair? They have other advantages. The Gallente suit has none.
Well I think all suits should get a passive repair, with the highest going to the Gallente, but nevertheless all suits. Somewhere along 0-1 for the Caldari, 1 for the Minmatar, 3 for the Amarr, and 5 for the Gallente. |
BL4CKST4R
WarRavens League of Infamy
822
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Posted - 2013.07.22 13:12:00 -
[5] - Quote
Cat Merc wrote:Tallen Ellecon wrote:There is a thread about my suit and no one is crying for a nerf? Sweet glorious justice. If anyone wants to nerf the Gal suits he's either crazy or trolling.
CCP nerfed the Gallente logistics, if they want Logi suits to be like assaults just give us our speed a sidearm and give assaults suits 2 equipment slots and 5% damage bonus |
BL4CKST4R
WarRavens League of Infamy
823
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Posted - 2013.07.22 16:07:00 -
[6] - Quote
Cosgar wrote:BL4CKST4R wrote:Cat Merc wrote:Tallen Ellecon wrote:There is a thread about my suit and no one is crying for a nerf? Sweet glorious justice. If anyone wants to nerf the Gal suits he's either crazy or trolling. CCP nerfed the Gallente logistics, if they want Logi suits to be like assaults just give us our speed a sidearm and give assaults suits 2 equipment slots and 5% damage bonus +1 for ironic trolling
Did not know I was trolling :( |
BL4CKST4R
WarRavens League of Infamy
823
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Posted - 2013.07.22 16:57:00 -
[7] - Quote
Cosgar wrote:When did they nerf the GaLogi? Source plz.
They increased our shield depleted recharge time by 2 seconds. They nerfed the Caldari logistics, buffed the Caldari assault, and buffed the Amarr logistics. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 17:54:00 -
[8] - Quote
Cosgar wrote:BL4CKST4R wrote:Cosgar wrote:When did they nerf the GaLogi? Source plz. They increased our shield depleted recharge time by 2 seconds. They nerfed the Caldari logistics, buffed the Caldari assault, and buffed the Amarr logistics. The shield depleted was a logi wide nerf. Kind of lame, but w/e. As long as they don't limit us to sidearms or some of the other crazy ideas people came up with, looking for easy kills, I think we'll all live.
Still a nerf! What I dont get is why people want logis to have lower survivability than Assaults, we trade speed, base HP, and fire power to increase their survivability but who is out there looking out for us? Assaults? I beg to differ. Now i do believe asssults should get a damage bonus instead of shield recharge bonus, but we should have higher HP to differentiate assaults as the damage dealers and we the damage soakers and heal givers, unless they let repair tools heal the user :) If they are going to give us lower HP then they should give us higher speed and a side arm. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 18:02:00 -
[9] - Quote
Cat Merc wrote:BL4CKST4R wrote:Cosgar wrote:BL4CKST4R wrote:Cosgar wrote:When did they nerf the GaLogi? Source plz. They increased our shield depleted recharge time by 2 seconds. They nerfed the Caldari logistics, buffed the Caldari assault, and buffed the Amarr logistics. The shield depleted was a logi wide nerf. Kind of lame, but w/e. As long as they don't limit us to sidearms or some of the other crazy ideas people came up with, looking for easy kills, I think we'll all live. Still a nerf! What I dont get is why people want logis to have lower survivability than Assaults, we trade speed, base HP, and fire power to increase their survivability but who is out there looking out for us? Assaults? I beg to differ. Now i do believe asssults should get a damage bonus instead of shield recharge bonus, but we should have higher HP to differentiate assaults as the damage dealers and we the damage soakers and heal givers, unless they let repair tools heal the user :) If they are going to give us lower HP then they should give us higher speed and a side arm. Damage soakers are heavies. You should be a dumb version of the assault in terms of everything combat related, but in exchange you get to be VERY versatile with 4 equipment.
I dont mean like heavy tanking but like 10% more HP, equipment versatility only comes so far when it requires SP investment and sacrificing modules for better equipment. Although there are some equipment out there that it is necesssary to make such sacrifices to maintain balance, like the Core focused rep tool.
This is a conversation best left after 1.4 anyways. |
BL4CKST4R
WarRavens League of Infamy
827
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Posted - 2013.07.22 18:22:00 -
[10] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote: I think a better word choice would be survivability. Logis are way slower, making them easier to hit. Being bright yellow doesn't help either. The larger buffer makes sense because we're the ones drawing fire. Assaults have faster (shield) regeneration, giving them more survivability between engagements.
So... Why make them slower if you then give them better survivability compensating for that? There is no reason to compensate you for being slower, you already get equipment. I guess it came from CCP's idea of "equipment slows you down herp-derp." Personally, I'd rather things be the opposite where assaults have a higher buffer at the cost of speed while logis are faster, squishier, but can heal faster. I say no. You should have no upsides to being a logi other than having equipment. Not speed. Not eHP. Nada.
Well then assaults should definately not get a damage assault bonus so they have no upsude other than having a sidesrm and higher speed and HP. |
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BL4CKST4R
WarRavens League of Infamy
828
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Posted - 2013.07.22 18:38:00 -
[11] - Quote
RINON114 wrote:Yay for being the inspiration to this thread, thank you. It seems we've gone a little off topic with all this talk of logis, but this still applies to the Gallente logi so that's okay I guess.
The thing Gallente need more than anything is some kind of defining attribute, and at the moment they have none. They are literally inferior or equal to the Caldari suit in every way. Gallente getting more base armour is not going to fix the problem, but it's a start. A tiny addition to speed would be good too so we're not Minmatar or Caldari fast, but it would offset the speed reduction penalty.
Hopefully we will get racial bonuses that will balance things out because right now, adding extra hp is only going to help us survive an extra bullet and adding new modules is just going to help dual tankers anyway so the gap stays the same.
The bottom line: extra hp and speed for Gallente is a step in the right direction.
I have suggested that armor suits get a buff of 30% HP, or around 150-250 higher armor HP. This would be enough to account for explosives and the amount of weapons made to kill armor. It does not account for speed though, and the fact we lose 1 low due to repairers, which cuts that HP difference by -66. |
BL4CKST4R
WarRavens League of Infamy
829
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Posted - 2013.07.22 18:42:00 -
[12] - Quote
Cat Merc wrote: You have a gun.
It's not your job to be a frontline fighter, but you can sure as hell finish people off.
Again this conversation is best left when 1.4 comes when dropsuits and bonuses will apparently be fixed, no source except rumors.
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BL4CKST4R
WarRavens League of Infamy
832
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Posted - 2013.07.22 19:14:00 -
[13] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote: You have a gun.
It's not your job to be a frontline fighter, but you can sure as hell finish people off.
Yeah, I'll kill them with my hacking speed, that'll show em' So assuming you have the same fit as an assault (no extra modules) and and you have all the other downsides that exist right now (No sidearm, 0.3 less speed, -60base HP) you will be an assault with 4 equipment, 60 less eHP, 0.3 less speed and no sidearm. Oh yeah, you're totally gimped and incapable of taking down enemies! Who needs hacking speed when you can still use an assault rifle with 425 DPS at the base level with no damage mods or proficiency
Well when you put it that way...
But the reason (look at my first post that started this argument) I said logis should have higher survivability is because I think assaults should get a role bonus to damage. |
BL4CKST4R
WarRavens League of Infamy
832
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Posted - 2013.07.22 19:22:00 -
[14] - Quote
RINON114 wrote:BL4CKST4R wrote:RINON114 wrote:Yay for being the inspiration to this thread, thank you. It seems we've gone a little off topic with all this talk of logis, but this still applies to the Gallente logi so that's okay I guess.
The thing Gallente need more than anything is some kind of defining attribute, and at the moment they have none. They are literally inferior or equal to the Caldari suit in every way. Gallente getting more base armour is not going to fix the problem, but it's a start. A tiny addition to speed would be good too so we're not Minmatar or Caldari fast, but it would offset the speed reduction penalty.
Hopefully we will get racial bonuses that will balance things out because right now, adding extra hp is only going to help us survive an extra bullet and adding new modules is just going to help dual tankers anyway so the gap stays the same.
The bottom line: extra hp and speed for Gallente is a step in the right direction. I have suggested that armor suits get a buff of 30% HP, or around 150-250 higher armor HP. This would be enough to account for explosives and the amount of weapons made to kill armor. It does not account for speed though, and the fact we lose 1 low due to repairers, which cuts that HP difference by -66. 150-250 hp is far too much. We currently have 210 base, so 30% couls be rounded to an extra plate at 65hp? 275 base hp sounds good to me... 150 is to account for most weapons made to kill armor, with all high damage weapons and explosives, and the high ROF weapons.
30% of our base HP is nothing, although 30% of armor modules would be good. |
BL4CKST4R
WarRavens League of Infamy
833
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Posted - 2013.07.23 02:36:00 -
[15] - Quote
RINON114 wrote:BL4CKST4R wrote:RINON114 wrote:BL4CKST4R wrote:RINON114 wrote:Yay for being the inspiration to this thread, thank you. It seems we've gone a little off topic with all this talk of logis, but this still applies to the Gallente logi so that's okay I guess.
The thing Gallente need more than anything is some kind of defining attribute, and at the moment they have none. They are literally inferior or equal to the Caldari suit in every way. Gallente getting more base armour is not going to fix the problem, but it's a start. A tiny addition to speed would be good too so we're not Minmatar or Caldari fast, but it would offset the speed reduction penalty.
Hopefully we will get racial bonuses that will balance things out because right now, adding extra hp is only going to help us survive an extra bullet and adding new modules is just going to help dual tankers anyway so the gap stays the same.
The bottom line: extra hp and speed for Gallente is a step in the right direction. I have suggested that armor suits get a buff of 30% HP, or around 150-250 higher armor HP. This would be enough to account for explosives and the amount of weapons made to kill armor. It does not account for speed though, and the fact we lose 1 low due to repairers, which cuts that HP difference by -66. 150-250 hp is far too much. We currently have 210 base, so 30% couls be rounded to an extra plate at 65hp? 275 base hp sounds good to me... 150 is to account for most weapons made to kill armor, with all high damage weapons and explosives, and the high ROF weapons. 30% of our base HP is nothing, although 30% of armor modules would be good. also if you summed up base HP of both suits, added 150 to the Gallente and divided its around 30%, if you account for resistances and weapon efficiancy 30% more armor HP means that we would have the same EHP. I have to argue that if what you're saying is true, then why bother equipping basic plates? I personally use two basic plates and a complex repper and I often do quite well. I would welcome that 65 base hp so I could fit a catalyzer or a cardiac stim instead of needing to stack armour. Asking for even double at 130 seems a little too much as it would negate the use for any of my basic plates.
The HP buff is so armor falls inline with what it is meant to do, which is buffer HP, and the fact all high damage weapons are specificslly made to kill armor and there are 33% more guns to kill armor than shields, and the fact armor is slower.The point of equpping basic plates is to have more HP? If that's the case why equip plates now? Also if you look at vehicles armor tanks have 30% higher base HP and 16% higher speed. After modules both of these bonuses are negated anyways so in reality adding 150 armor HP only works with no modules equipped, after modules are applied the HP difference is around 20-10%. |
BL4CKST4R
WarRavens League of Infamy
837
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Posted - 2013.07.23 03:16:00 -
[16] - Quote
Justin Tymes wrote:Gal Logis could use a buff to passive. Cal gets max Shield stack + fast recharge, Min gets speed + Shield stack, even Amarr gets a side-arm and fastest armor repair rate to help it survive. Gallente gets nothing to help them survive.
All armor suits, not just Gallente logistics. |
BL4CKST4R
WarRavens League of Infamy
838
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Posted - 2013.07.23 11:15:00 -
[17] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
I have suggested that armor suits get a buff of 30% HP, or around 150-250 higher armor HP. This would be enough to account for explosives and the amount of weapons made to kill armor. It does not account for speed though, and the fact we lose 1 low due to repairers, which cuts that HP difference by -66.
You talking base or with mods? Honestly 30% seems extreme. Some slight buffs to the plates & very small buffs to reppers and that's really close (tweaks to shields and module layouts also would help.) Why do you need a resistance (meaning hp buff) to explosives, they only do an extra 20%? Laser weapons do the same amount to shields do they get an extra 20% to compensate? I know explosives have the splash, and this REALLY needs changed for the FP, but lasers have the extreme range that seems like a tradeoff.
1 or the other, 30% is not extreme when you actually account for speed penalty and again, the majority of weapons and explosives made to kill armor, if 30% is to much then the only viable option is to equalize explosives and forge guns to do 100/100, remove the speed penalty, and add the same amount of anti shield and anti armor weapons. There are so many counter to armor it has to have more HP than shields period. Buffing plates and repairs helps everybody so it does NOTHING to help armor. Explosives do 70/130 that is 240 HP damage difference on a basic grenade.
Armor cannot have the same HP as shields suits because 1 Armor HP =/= 1 shield HP; 1 shield HP has greater resistance and thus a higher value than 1 armor HP, and so to balance it we need to have more armor HP. Also without adding a passive repair but adding a 150 HP base armor buff we would actually have the same HP as a Caldari suit since we lose 1 slot to repairers but they are able to use all of their slots to tanking. Currently a proto level Gallente and a proto level Caldari assault both max tanked have only an HP difference of 51. But the Gallente is far slower, is more vulnerable to damage and his main tank has no way of repairing itself, the Caldari suit has his main tank repairing ultra fast, at 31.25, and is faster with a higher EHP since his main tank, shields, are higher and have greater resistance to damage. So in reality a 150 HP buff, or a 30% HP difference with armor and shield suits while adding a passive repair, actually matches up the EHPs it does not actually make armor tanking be a buffer, so a 30% HP buff is actually not even close to what the HP difference vs shields should be. |
BL4CKST4R
WarRavens League of Infamy
839
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Posted - 2013.07.23 12:01:00 -
[18] - Quote
Cat Merc wrote:Galvan Nized wrote:BL4CKST4R wrote:
I have suggested that armor suits get a buff of 30% HP, or around 150-250 higher armor HP. This would be enough to account for explosives and the amount of weapons made to kill armor. It does not account for speed though, and the fact we lose 1 low due to repairers, which cuts that HP difference by -66.
You talking base or with mods? Honestly 30% seems extreme. Some slight buffs to the plates & very small buffs to reppers and that's really close (tweaks to shields and module layouts also would help.) Why do you need a resistance (meaning hp buff) to explosives, they only do an extra 20%? Laser weapons do the same amount to shields do they get an extra 20% to compensate? I know explosives have the splash, and this REALLY needs changed for the FP, but lasers have the extreme range that seems like a tradeoff. Nope, it was tested, CCP have wrong numbers. They do 70/135 %. (70% to shields and 135% to armor, incomparison to 120/80 of shield weaponry.)
Would be nice of everything did 100% damage, and then 10-20% ontop of that for efficacy. Or the inverse everything does 100% to what it is strong to and 90-70 to what resists it, I.e 80/100 grenades. |
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