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Cat Merc
BetaMax. CRONOS.
3439
|
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 |
Korvin Lomont
United Pwnage Service RISE of LEGION
55
|
Posted - 2013.07.22 09:30:00 -
[2] - Quote
Agreed that would be on step in te right direction to give Gallente their correct racial profil.
+1 |
Cosgar
ParagonX
2939
|
Posted - 2013.07.22 09:34:00 -
[3] - Quote
+1 |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
45
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Posted - 2013.07.22 09:37:00 -
[4] - Quote
1+ let's create a petition. |
Kekklian Noobatronic
Goonfeet Top Men.
195
|
Posted - 2013.07.22 09:42:00 -
[5] - Quote
Yea, by that logic Amarr suits need 6-10hp/sec inherent repair.
Get real. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
46
|
Posted - 2013.07.22 09:45:00 -
[6] - Quote
Kekklian Noobatronic wrote:Yea, by that logic Amarr suits need 6-10hp/sec inherent repair.
Get real.
I'm going to use my most powerful attack on you
Screw off cheese fart. |
Cat Merc
BetaMax. CRONOS.
3439
|
Posted - 2013.07.22 09:47:00 -
[7] - 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. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
46
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Posted - 2013.07.22 09:49:00 -
[8] - Quote
Armarr need 25% efficancy towards extenders and plates |
Cat Merc
BetaMax. CRONOS.
3442
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Posted - 2013.07.22 09:50:00 -
[9] - Quote
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 |
Korvin Lomont
United Pwnage Service RISE of LEGION
56
|
Posted - 2013.07.22 10:01:00 -
[10] - Quote
DRDEEZE TWO POINTO wrote:Armarr need 25% efficancy towards extenders and plates
All Amarr could get get a bonus to their Base Armor but that should be enough if you tie this to a skill I would suggest 3%- 5% per level...(resulting in 15%-25% to their base armor)
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Karazantor
Mannar Focused Warfare Gallente Federation
100
|
Posted - 2013.07.22 10:08:00 -
[11] - Quote
Give us poor suckers some love, we need it
I knew what I was getting into speccing my characters into Gallente suits, however the abundance of explosive crap that wipes out armour as it if weren't there is getting stupid (although the upcoming changes to flaylocks will undoubtedly help a lot).
Either way I will keep on Gallente suits as I like 'em, but really its a bit silly at present.
Also, as a side topic my mains should have Amarr suits, but why is it that the Amarr are inferior armour tankers than Gallente? I chose Gallente suits for this reason though I would have preferred Amarr for RP purposes. |
Cosgar
ParagonX
2941
|
Posted - 2013.07.22 10:12:00 -
[12] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3445
|
Posted - 2013.07.22 11:02:00 -
[13] - Quote
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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BL4CKST4R
WarRavens League of Infamy
820
|
Posted - 2013.07.22 11:04:00 -
[14] - 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 -
[15] - 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. |
bethany valvetino
Dead Six Initiative Lokun Listamenn
67
|
Posted - 2013.07.22 11:15:00 -
[16] - 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.
But they shouldn't be...
that should be the Mini stuff, again in-line with Eve
and
+1
make the Gallente stuff unkillable!!!! |
Cat Merc
BetaMax. CRONOS.
3446
|
Posted - 2013.07.22 11:16:00 -
[17] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
821
|
Posted - 2013.07.22 11:27:00 -
[18] - 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? |
Cat Merc
BetaMax. CRONOS.
3446
|
Posted - 2013.07.22 11:30:00 -
[19] - 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. |
bethany valvetino
Dead Six Initiative Lokun Listamenn
67
|
Posted - 2013.07.22 11:32:00 -
[20] - Quote
also..
baring in mind i play a female character, clad in very tight fitting body armour, with the look of black and yellow latex.
Can I have bigger boobs and slightly rounder bum? The Super Model size 6 thing, does nothing for me... got have something to grab hold of when you're hitting from behind...
Bum, first though as I spend so much time looking at it
:) |
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BL4CKST4R
WarRavens League of Infamy
821
|
Posted - 2013.07.22 12:00:00 -
[21] - 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. |
Cat Merc
BetaMax. CRONOS.
3447
|
Posted - 2013.07.22 12:06:00 -
[22] - 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. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
311
|
Posted - 2013.07.22 12:44:00 -
[23] - Quote
There is a thread about my suit and no one is crying for a nerf? Sweet glorious justice. |
Cat Merc
BetaMax. CRONOS.
3447
|
Posted - 2013.07.22 12:47:00 -
[24] - 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. |
BL4CKST4R
WarRavens League of Infamy
822
|
Posted - 2013.07.22 13:12:00 -
[25] - 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 |
Cosgar
ParagonX
2962
|
Posted - 2013.07.22 13:15:00 -
[26] - Quote
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 |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 16:07:00 -
[27] - 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 :( |
Cosgar
ParagonX
2991
|
Posted - 2013.07.22 16:45:00 -
[28] - Quote
BL4CKST4R wrote: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 :( When did they nerf the GaLogi? Source plz. |
Cat Merc
BetaMax. CRONOS.
3452
|
Posted - 2013.07.22 16:54:00 -
[29] - Quote
Cosgar wrote:When did they nerf the GaLogi? Source plz.
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pdiddy anfama
KILL-EM-QUICK RISE of LEGION
26
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Posted - 2013.07.22 16:56:00 -
[30] - Quote
bump
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BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 16:57:00 -
[31] - 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. |
Cosgar
ParagonX
2996
|
Posted - 2013.07.22 17:01:00 -
[32] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 17:54:00 -
[33] - 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. |
Cat Merc
BetaMax. CRONOS.
3452
|
Posted - 2013.07.22 17:58:00 -
[34] - 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. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 18:02:00 -
[35] - 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. |
Cosgar
ParagonX
3005
|
Posted - 2013.07.22 18:09:00 -
[36] - 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 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. |
Cat Merc
BetaMax. CRONOS.
3455
|
Posted - 2013.07.22 18:12:00 -
[37] - 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. |
Cosgar
ParagonX
3005
|
Posted - 2013.07.22 18:16:00 -
[38] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3455
|
Posted - 2013.07.22 18:18:00 -
[39] - 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. |
BL4CKST4R
WarRavens League of Infamy
827
|
Posted - 2013.07.22 18:22:00 -
[40] - 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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Cosgar
ParagonX
3008
|
Posted - 2013.07.22 18:23:00 -
[41] - 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. Then how the hell do you expect me to finish off the guy that killed you and stick a needle in your ass? |
RINON114
B.S.A.A. General Tso's Alliance
320
|
Posted - 2013.07.22 18:30:00 -
[42] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3458
|
Posted - 2013.07.22 18:32:00 -
[43] - 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. |
BL4CKST4R
WarRavens League of Infamy
828
|
Posted - 2013.07.22 18:38:00 -
[44] - 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
|
Posted - 2013.07.22 18:42:00 -
[45] - 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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Cosgar
ParagonX
3009
|
Posted - 2013.07.22 18:44:00 -
[46] - 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.
Yeah, I'll kill them with my hacking speed, that'll show em' |
Cat Merc
BetaMax. CRONOS.
3459
|
Posted - 2013.07.22 18:46:00 -
[47] - 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! |
Cosgar
ParagonX
3018
|
Posted - 2013.07.22 19:12:00 -
[48] - 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 Yeah, you're right, the AR is OP. |
BL4CKST4R
WarRavens League of Infamy
832
|
Posted - 2013.07.22 19:14:00 -
[49] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
320
|
Posted - 2013.07.22 19:14:00 -
[50] - Quote
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... |
|
BL4CKST4R
WarRavens League of Infamy
832
|
Posted - 2013.07.22 19:22:00 -
[51] - 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. |
Cat Merc
BetaMax. CRONOS.
3463
|
Posted - 2013.07.22 19:26:00 -
[52] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
320
|
Posted - 2013.07.23 02:24:00 -
[53] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
833
|
Posted - 2013.07.23 02:36:00 -
[54] - 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%. |
Justin Tymes
Raymond James Corp
241
|
Posted - 2013.07.23 03:14:00 -
[55] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
837
|
Posted - 2013.07.23 03:16:00 -
[56] - 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. |
Galvan Nized
Deep Space Republic Top Men.
169
|
Posted - 2013.07.23 07:27:00 -
[57] - Quote
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.
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
162
|
Posted - 2013.07.23 07:34:00 -
[58] - Quote
gallente need love. Our strd logi only has 2 low slots not to mention the abysmal armor tank mechanics with overtaxed modules. |
Cosgar
ParagonX
3063
|
Posted - 2013.07.23 09:22:00 -
[59] - Quote
XxGhazbaranxX wrote:gallente need love. Our strd logi only has 2 low slots not to mention the abysmal armor tank mechanics with overtaxed modules. And for the love of god; whatever you do CCP, do not change our logi bonus. Add something but do not eliminate our reduction to CPU and Powergrid of equipment. We are the only logi's with a true focus on equipments And I would hate seng that being replaced with nanohive cluster amount or some nonsense. Add to the suits logistical capabilities but do not substract. Yeah, that would probably suck. If they base it on racial equipment, Gallente/Caldari would get nanohive and injector bonuses, Minmatar would get repper, RE and proximity mine bonuses and Amarr would get nanohives and uplinks. I'm probably wrong on some of these, but you get the idea of the lameness. I just hope they give us all some kind of tanking related bonus and Minmatar get shield/armor related to so I don't have to choose between shield or armor since I just finished capping all those skills. |
BL4CKST4R
WarRavens League of Infamy
838
|
Posted - 2013.07.23 11:15:00 -
[60] - 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. |
|
Cat Merc
BetaMax. CRONOS.
3487
|
Posted - 2013.07.23 11:54:00 -
[61] - 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.) |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
137
|
Posted - 2013.07.23 11:58:00 -
[62] - Quote
+1 |
BL4CKST4R
WarRavens League of Infamy
839
|
Posted - 2013.07.23 12:01:00 -
[63] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2645
|
Posted - 2013.07.23 14:16:00 -
[64] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3491
|
Posted - 2013.07.23 14:21:00 -
[65] - Quote
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. |
Mobius Wyvern
BetaMax. CRONOS.
2645
|
Posted - 2013.07.23 14:23:00 -
[66] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3491
|
Posted - 2013.07.23 14:30:00 -
[67] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2645
|
Posted - 2013.07.23 14:35:00 -
[68] - Quote
Cat Merc wrote: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. 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? |
Cat Merc
BetaMax. CRONOS.
3491
|
Posted - 2013.07.23 14:37:00 -
[69] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2645
|
Posted - 2013.07.23 14:39:00 -
[70] - Quote
Cat Merc wrote: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. True. |
|
Cat Merc
BetaMax. CRONOS.
3497
|
Posted - 2013.07.23 16:31:00 -
[71] - Quote
meow |
Cat Merc
BetaMax. CRONOS.
3528
|
Posted - 2013.07.24 03:30:00 -
[72] - Quote
meow |
RINON114
B.S.A.A. General Tso's Alliance
325
|
Posted - 2013.07.24 03:53:00 -
[73] - Quote
Agreed. This needs seeing. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
398
|
Posted - 2013.07.24 04:27:00 -
[74] - 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. And the slowest, And the worst assault bonus that only affects 2 weapons. >..>
you point being? |
Cat Merc
BetaMax. CRONOS.
3532
|
Posted - 2013.07.24 04:48:00 -
[75] - Quote
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. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
398
|
Posted - 2013.07.24 04:53:00 -
[76] - Quote
Cat Merc wrote: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.
sure, but as the CALDARI LOGI showed us, The bonus is -+ of the reason for choosing a path. If you are NOT going to use laser rifles or srambler rifles, AKA 2 weapons that require skill, then your suit is pointless.
The suit is 100% fine yes. But it works at 100% with only 2 weapons. And if not, its a 50% effectiveness suit. Just an observation. |
RINON114
B.S.A.A. General Tso's Alliance
327
|
Posted - 2013.07.24 05:16:00 -
[77] - Quote
KING CHECKMATE wrote:Cat Merc wrote: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. sure, but as the CALDARI LOGI showed us, The bonus is -+ of the reason for choosing a path. If you are NOT going to use laser rifles or srambler rifles, AKA 2 weapons that require skill, then your suit is pointless. The suit is 100% fine yes. But it works at 100% with only 2 weapons. And if not, its a 50% effectiveness suit. Just an observation. 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. |
Cat Merc
BetaMax. CRONOS.
3534
|
Posted - 2013.07.24 05:33:00 -
[78] - 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 |
Kekklian Noobatronic
Goonfeet Top Men.
213
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Posted - 2013.07.24 11:13:00 -
[79] - 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.
Check OP, son. This aint about what Dust is or is not, this is about what EVE is. And in EVE, Amarr are the OG Armor Tankers.
My statement still stands. |
Mr Ghazbaran
Chatelain Rapid Response Gallente Federation
0
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Posted - 2013.07.24 11:19:00 -
[80] - Quote
gallente suits are starting to be looked at by CCP. link
"This is a cluster-wide call to arms; a clarion call to those who believe in the ideals of our Federation and who are willing to protect its peoples and its freedoms. As of this moment, all mercenaries have been issued with five units of the FederationGÇÖs GÇÿNeoGÇÖ Assault G/1-Series dropsuit to use as you see fit. The telemetry obtained from their use will inform the design of the next generation of Gallente technology."
gallentes are being looked at. |
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