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Cat Merc
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Posted - 2013.07.22 09:26:00 -
[1] - Quote
A response to this: https://forums.dust514.com/default.aspx?g=posts&m=1082617#post1082617
Give Gallente suits inherent 3-5hp/s regen + add 0.1 m/s to all suits. (To stay true with EVE. In EVE Gallente are the second fastest after Minmatar to compensate for armor penalties)
So new speed is: 5.1m/s walking 7.1m/s sprinting |
Cat Merc
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Posted - 2013.07.22 09:47:00 -
[2] - Quote
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. |
Cat Merc
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Posted - 2013.07.22 09:50:00 -
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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 |
Cat Merc
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Posted - 2013.07.22 11:02:00 -
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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.
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Cat Merc
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Posted - 2013.07.22 11:16:00 -
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bethany valvetino 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. But they shouldn't be... that should be the Mini stuff, again in-line with Eve and +1 make the Gallente stuff unkillable!!!! That's what CCP decided. |
Cat Merc
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Posted - 2013.07.22 11:30:00 -
[6] - Quote
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. |
Cat Merc
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Posted - 2013.07.22 12:06:00 -
[7] - Quote
BL4CKST4R wrote: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. None for the Caldari. If you give passive rep to the Amarr then give a bit of extra armor HP to the Gallente. Just a bit, so it will be between Caldari eHP and Amarr eHP. |
Cat Merc
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Posted - 2013.07.22 12:47:00 -
[8] - Quote
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. |
Cat Merc
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Posted - 2013.07.22 16:54:00 -
[9] - Quote
Cosgar wrote:When did they nerf the GaLogi? Source plz.
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Cat Merc
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Posted - 2013.07.22 17:58:00 -
[10] - Quote
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. |
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Cat Merc
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Posted - 2013.07.22 18:12:00 -
[11] - Quote
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. |
Cat Merc
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Posted - 2013.07.22 18:18:00 -
[12] - Quote
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. |
Cat Merc
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Posted - 2013.07.22 18:32:00 -
[13] - Quote
Cosgar wrote: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. Then how the hell do you expect me to finish off the guy that killed you and stick a needle in your ass? You have a gun. |
Cat Merc
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Posted - 2013.07.22 18:46:00 -
[14] - Quote
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! |
Cat Merc
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Posted - 2013.07.22 19:26:00 -
[15] - Quote
Cosgar wrote: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 Yeah, you're right, the AR is OP. You know that's not the point, Logis don't lose much but still gain incredible versatility with 4 equipment slots. There is no reason to give them more module slots than assaults, closing the gap even further. |
Cat Merc
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Posted - 2013.07.23 11:54:00 -
[16] - 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. 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.) |
Cat Merc
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Posted - 2013.07.23 14:21:00 -
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Mobius Wyvern wrote:I've personally preferred the idea of a bonus to existing gear, but this isn't a bad suggestion. It would help quite a bit toward making the Gallente suits more competitive. The problem is that all suits have something going for them in base stats. The Gallente have either the same or worse on everything against the Caldari, no upside, only downsides. |
Cat Merc
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Posted - 2013.07.23 14:30:00 -
[18] - Quote
Mobius Wyvern wrote:Cat Merc wrote:Mobius Wyvern wrote:I've personally preferred the idea of a bonus to existing gear, but this isn't a bad suggestion. It would help quite a bit toward making the Gallente suits more competitive. The problem is that all suits have something going for them in base stats. The Gallente have either the same or worse on everything against the Caldari, no upside, only downsides. Oh I'm with you on that. I'm just a little leery about the idea of giving a repair rate to the suit itself with no modules. I like the concept, but I can imagine that we'd have people bitching about it only a few days after implementation. Then again, people just like to *****, so what the heck. Well, I don't think it's in question that Gallente assault is the most underpowered medium frame suit right now. They can ***** all they want, but we have nothing going for us. Regeneration is a trait of Gallente from EVE, so I think it fits. |
Cat Merc
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Posted - 2013.07.23 14:37:00 -
[19] - Quote
Mobius Wyvern wrote:I agree. Just seems like they've been trying to keep toward gear bonuses rather than specific suit traits with the more recent releases.
Personally, I think it's a neat idea.
I might even use one if they actually put some ammo pouches on the damn thing. I suppose it stores extra mags in its bum? lol
Well, considering basic frames have no bonuses, if they compensate for Gal Assault sucking by using bonuses, we will be gimped until Gal Assault V, and Basic frames will be in a bad position. |
Cat Merc
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Posted - 2013.07.23 16:31:00 -
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meow |
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Cat Merc
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Posted - 2013.07.24 03:30:00 -
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meow |
Cat Merc
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Posted - 2013.07.24 04:48:00 -
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KING CHECKMATE 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. And the slowest, And the worst assault bonus that only affects 2 weapons. >..> you point being? Still +1 ,why not, buff gallante. Yeah, your bonus sucks, but the suit itself is damn fine. |
Cat Merc
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Posted - 2013.07.24 05:33:00 -
[23] - Quote
RINON114 wrote: But the point is here about suits, not bonuses. The Gallente assault bonus is freakin' trash as well, 5% reduction to hybrid weapon's fitting requirements. That's about 1.5 PG reduction and 10 CPU reduction on a GEK-38, it might be okay for the Duvolle but what are you gonna fit that will help you with that small CPU/PG bonus.
Gallente got the shaft big time, and it's only after such a long time of people getting into higher tiers that we can see just how shafted we are.
Edit: And if I'm not mistaken the Gallente suit bonus only affects AR's and sniper rifles.
AR's Shotguns Sniper Rifles Plasma cannon |
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