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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
191
|
Posted - 2013.07.30 08:55:00 -
[1] - Quote
Hello,
As this is a gun game I do understand that there is a need to include a wide variety of skills to upgrade and improve weapon performance but, what if I don't use my weapons. In more games than not I find myself going 1/5 or 3/12 but still getting first place on the board because My weapons are my equipments. I use my logi skills to the fullest and keep my team supplied, alive and healthy for the good fight. Doing this is what fills me and I would love proficiency skills for my weapons which are my equipment.
Now I do understand that CCP does want to include some sort of different bonuses to the logi suits that will directly affect the equipment we place on the battlefield but what if there was more. To be the best logi would be to specialize into our field without restriction and to add additional functionality to our equipment by actually being skilled into them instead of just having a suit bonus.
The following few point are what the skills all equipment should have to improve upon our role and not just coast through it:
REPAIR TOOL
The repair tool is seen as the backbone of any logi. This is our gun and we shoot our teammates with TLC; tender loving care for those who don't know that acronym. This weapon should have at the very least 3 extra skills to help us use the weapon to the fullest. The following are the skills that I think should be added to the skill tree to further specialize on this module:
- Repair tool proficiency: prerequisite: repair tool lvl 5/ effect 3% to repair rate per level
- Beam focusing: prerequisite: repair tool level 1/ effect: 5% to effective repair tool range per level
- repair tool fitting optimization: prerequisite: repair tool prificiency level 4 / 2% reduction to powergrid and CPU requirements of repair tools per level.
NANOHIVES AND NANITE INJECTORS
Easily the second most important equipment that we carry but the one that is mostly used by all; nanohives permit us to not only resupply our teammates but repair them as well when we are not available to do so. If one of our teammates where to die we would infuse them with nanite to revive them and rep them for a percentage of health. A fully skilled player in nanite injectors can revive a player for a total of 80% f their total health but with the proposed skills we would be able to revive our teammate for a total of 95% armor upon revival.
- Nanocircuitry proficiency: prerequisite: nanocircuitry lvl 5 / effect 3% per level to nanohive resuply and repair rate
- Nanite overloading: prerequisite: Nanocircuitry level 1/ effect: 3% additional armor repaired upon revival per level
The proposed additional armor repaired VS effectivenss of nanite injectors is because at lower tier nanohives the percentage is minimal. With the propesed additional armor repped the skill would add at level 5 an additional 15% of armor no matter what injector you use. For the basic a 15% effectiveness bonus would only be a 4% additional armor repped upon revival totaling 34%, whereas by adding an additional 15% to the value makes it 45%. At prototype level it would be a 95% armor repped upon revival instead of 80% further increasing the logi's usefullnes as well as making the skill desirable.
- Nanite optimization:prerequisite: nanocircuitry prificiency level 4 / effect 2% reduction to powergrid and CPU requirements of nanohives and nanite injectors per level.
DROP UPLINKS
Drop uplinks are the "go to" solution when you can neither rep nor revive your teammates. They create a custom and strategic entry point to the battle; and getting the soldiers closer to the fight gives a "one up" vs the other team.
- Drop Uplink proficiency: prerequisite: drop uplinks lvl 5 / effect 5% reduction to spawn time per level
- drop uplink stabalization: prerequisite: drop uplink level 1/ effect: 2 extra spawns per level
- Drop uplink fitting optimization: prerequisite: drop uplinkprificiency level 4 / 2% reduction to powergrid and CPU requirements of drop uplinks per level.
ACTIVE SCANNERS
active scanners can be a very situationa tool. They can help scouts check for enemies before entering a room but also can help any player pinpoint the enemy so the leader can smite them with an orbital
- active scanner proficiency: prerequisite: active scanners lvl 5 / effect 10% reduction cooldown time per level
- active scanner rangefinding: prerequisite: active scanner level 1/ effect: 10% active scanner range per level
- active scanner fitting optimization: prerequisite: active scanner proficiency level 4 / 2% reduction to powergrid and CPU requirements of active scanners per level.
REMOTE EXPLOSIVES
Apat from being a logi we too have to have a strategic defence. We have to help out team defend points as well as our valuable equipment we droped down. To this end Proximity mines and remote explosives are used.
- remote explosive proficiency: prerequisite: remote explosives lvl 5 / 3% more damage per level
- remote explosive ammo capacity: prerequisite: remote explosives level 5/ effect: ability to carry one extra remote explosive per level.
- Remote explosive fitting optimization: prerequisite: remote explosive proficiency level 4 / 2% reduction to powergrid and CPU requirements of Remote explosives per level.
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
191
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Posted - 2013.07.30 08:56:00 -
[2] - Quote
reserved
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
191
|
Posted - 2013.07.30 08:57:00 -
[3] - Quote
reserved: just in case
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darkiller240
INGLORIOUS-INQUISITION
113
|
Posted - 2013.07.30 09:14:00 -
[4] - Quote
Hell Yea.....
+1 |
Den-tredje Baron
ParagonX
178
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Posted - 2013.07.30 10:48:00 -
[5] - Quote
Sounds like some really solid ideas right there. Though i would say does the remote explosive skills also count for proximity explosives ?? And the "focused beam" skill for upgrading range of repair tools should probably be more like 1-2 meters as with 3 meters you would be able be able to make a core repair tool rep out to 25 meters which is over 100 HP/s at 25 meters ..... but numbers they can always be fine tuned
Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU.
BUt otherwise nice ideas +1 |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
198
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Posted - 2013.07.30 11:09:00 -
[6] - Quote
Den-tredje Baron wrote:Sounds like some really solid ideas right there. Though i would say does the remote explosive skills also count for proximity explosives ?? And the "focused beam" skill for upgrading range of repair tools should probably be more like 1-2 meters as with 3 meters you would be able be able to make a core repair tool rep out to 25 meters which is over 100 HP/s at 25 meters ..... but numbers they can always be fine tuned Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU. BUt otherwise nice ideas +1
you are corect about the proximity explosive; those little beasties only do 750 damage so the bump in damage is most welcome.
As for the optimization remeber that the weapons skills Light, heavy etc. reduce by 3 percent the cpu needed for the use of light weapons, no such skill exists for equipment. Therefore the selection to reduce by 1% the total value but unify both modifiers to better suits each equipment.
As for the repair tool; 25 meters is not a lot with the new weapon ranges and still to get to that range you would have to get the skill t level 5 effectively specializing in that tool. Specialization for equipments should have more reward; remember you only get 25 WP per rep up to the point of exhaust from which time on you don't get any more points.
As a logi I tried to add value to the skill as well as not try and make them OP. Remember CCP might put heavy skill tier for example 3x on some of these skills; so they have to be meaningfull but not op at lower levels but excellent and rewarding at higher ones.
As a logi I tried to balance these skill based on what evidence we have available from the weapon tree. That being said the skills don't always translate and must be buffed to better suit our purposes. What a minimal number is on the weapons skill tree is near useless on the logi skill tree I propose CCP implement for us in some form or another. Remember that even in the weapons tree there are some skills that never get used because they are worthless to the weapon they are on. So in this case some things like the repair tool might sound like much but when you ave a guy shooting your teamate effectiely at 60 meters plus; the range does not sound like something wrong.
I apreciat the positive and constructive feedback and hope that other will join in and help flesh out the ideas a bit further or just give it a happy bump now and |
Cosgar
ParagonX
3378
|
Posted - 2013.07.30 11:19:00 -
[7] - Quote
I'm liking this idea more than changing all the logi bonuses to be equipment specific. Last thing I want is for my hacking bonus to be tied to a repair tool I barely use. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.07.30 11:22:00 -
[8] - Quote
Cosgar wrote:I'm liking this idea more than changing all the logi bonuses to be equipment specific. Last thing I want is for my hacking bonus to be tied to a repair tool I barely use.
That's exactly why I did this post. I'm in love with my gallente logi and would dislike it very much if they changed my reduction to cpu/pwrgrd to something useless like nanohive cluster ammount; which is simply bypassed by putting another down or carrying 2 so you don't run out.
Thank you for the support |
Den-tredje Baron
ParagonX
179
|
Posted - 2013.07.30 11:37:00 -
[9] - Quote
XxGhazbaranxX wrote:Clarifications and explanations: Den-tredje Baron wrote: Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU.
As of this moment weapons have 2 skills that help reduce the cost of fitting them. The first their initial skill Light weaponry, heavy weaponry etc, and secod their fitting optimization skill. Since there exist no such skill for equipment, my proposal was to make a skill that fills these two optimizations but at a 1% less than the individual skill for a total of a 10% reduction to total fitting.
Ahh yes baah i totally forgot about the fact that light weaponry skill gives you a what 3% reduction CPU or something like that. I've actually been fighting for all skills to have some kind of effect tied to them like i think all skills have in eve. Meaning that like the basic fram skill won't just unlock next tier of suits but it'll also grant something like 1% more armor to the suit per level or something like that
We should definitely have lower CPU tied to the respective equipment skills !!! |
Cosgar
ParagonX
3379
|
Posted - 2013.07.30 11:41:00 -
[10] - Quote
Den-tredje Baron wrote:XxGhazbaranxX wrote:Clarifications and explanations: Den-tredje Baron wrote: Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU.
As of this moment weapons have 2 skills that help reduce the cost of fitting them. The first their initial skill Light weaponry, heavy weaponry etc, and secod their fitting optimization skill. Since there exist no such skill for equipment, my proposal was to make a skill that fills these two optimizations but at a 1% less than the individual skill for a total of a 10% reduction to total fitting. Ahh yes baah i totally forgot about the fact that light weaponry skill gives you a what 3% reduction CPU or something like that. I've actually been fighting for all skills to have some kind of effect tied to them like i think all skills have in eve. Meaning that like the basic fram skill won't just unlock next tier of suits but it'll also grant something like 1% more armor to the suit per level or something like that We should definitely have lower CPU tied to the respective equipment skills !!! What if all logis had an inherent CPU/PG reduction bonus for equipment, but it wasn't as effective as the Gallente? Keep all the suit bonuses we have now but just a 3rd static bonus just for using the suit, like -10% CPU/PG reduction. |
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
200
|
Posted - 2013.07.30 11:42:00 -
[11] - Quote
Den-tredje Baron wrote:XxGhazbaranxX wrote:Clarifications and explanations: Den-tredje Baron wrote: Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU.
As of this moment weapons have 2 skills that help reduce the cost of fitting them. The first their initial skill Light weaponry, heavy weaponry etc, and secod their fitting optimization skill. Since there exist no such skill for equipment, my proposal was to make a skill that fills these two optimizations but at a 1% less than the individual skill for a total of a 10% reduction to total fitting. Ahh yes baah i totally forgot about the fact that light weaponry skill gives you a what 3% reduction CPU or something like that. I've actually been fighting for all skills to have some kind of effect tied to them like i think all skills have in eve. Meaning that like the basic fram skill won't just unlock next tier of suits but it'll also grant something like 1% more armor to the suit per level or something like that We should definitely have lower CPU tied to the respective equipment skills !!!
I completely agree. I wold never have thought CCP would have made "DEAD SKILLS" that only unlock things. In eve evey skill is tide in with some sort of reward. I would not mind something trivial; lik say dropsuit command skill give 1 % to something. It might be trivial and maybe meaningless but cent by cent you get a dollar.
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XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
200
|
Posted - 2013.07.30 11:49:00 -
[12] - Quote
Cosgar wrote:Den-tredje Baron wrote:XxGhazbaranxX wrote:Clarifications and explanations: Den-tredje Baron wrote: Also fitting optimization skill as far as i remember the optimization skill for all the weapons only give lowers the amount of PG and not CPU.
As of this moment weapons have 2 skills that help reduce the cost of fitting them. The first their initial skill Light weaponry, heavy weaponry etc, and secod their fitting optimization skill. Since there exist no such skill for equipment, my proposal was to make a skill that fills these two optimizations but at a 1% less than the individual skill for a total of a 10% reduction to total fitting. Ahh yes baah i totally forgot about the fact that light weaponry skill gives you a what 3% reduction CPU or something like that. I've actually been fighting for all skills to have some kind of effect tied to them like i think all skills have in eve. Meaning that like the basic fram skill won't just unlock next tier of suits but it'll also grant something like 1% more armor to the suit per level or something like that We should definitely have lower CPU tied to the respective equipment skills !!! What if all logis had an inherent CPU/PG reduction bonus for equipment, but it wasn't as effective as the Gallente? Keep all the suit bonuses we have now but just a 3rd static bonus just for using the suit, like -10% CPU/PG reduction.
I do like that idea. It would help with the fitting and all. But if all the suits got a bonus to equipment then gallente would get the aditional buff to the fitting or else the other suits would have an extra bonus and gallente would just have one. So for example if suits all got a reduction to 10% equipment powergrid and cpu usage reduction; then by definition the gallente suit would have it's 5% reduction per level + the ten percent for a total of 35% reduction to equipment fittings cost.
That Is what I think should happen if all suits got that bonus and I think it would be fair sin other suits would have different bonuses but gallente would keep it's rol as best for fitting equipment. I for one would not mind that at all. When I get proto reps I will have to downgrade my weapon from advance to standard to be able to fit all the equipment on my proto gallente. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
177
|
Posted - 2013.07.30 12:51:00 -
[13] - Quote
I'm a scout and like most scouts I think we need more cpu/pg... then again this idea would easily make me happy too
I would love to spec into the drop uplink so that I could conserve more space.
I plan to branch into logistics around December so this would be nice to have when I do go down that road.
P.S: @ all you true bros THANK YOU GUYS!!!!!!!!!!!! U R AWSOME!
`Sigh. Just another fun game of DUST . |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
208
|
Posted - 2013.07.31 03:07:00 -
[14] - Quote
Bumped for CCP to see |
YOU MUST LIVE
DepartmentOfCorruption
0
|
Posted - 2013.07.31 03:41:00 -
[15] - Quote
LOL I just raged like an idiot, I felt like a noob for not leveling up my repair tools, nano hives and injectors xD I quickly went to the skills section to realize they didnt fkin exist! xD
Oh god that was scary!! Great idea tho! |
Garth Mandra
The Southern Legion
52
|
Posted - 2013.07.31 03:57:00 -
[16] - Quote
Good ideas I like them.
What I would change in your proposal though would be the bonuses. Instead of static bonuses they should be proportional like the rest of the bonuses in the game.
This means that all you equipment gets the same amount better rather than your militia equipment doubling in power were your proto is barely affected.
For example, Instead of +2 armour repair rate you should have +5% armour repair rate. |
RA Drahcir
Psygod9 RISE of LEGION
47
|
Posted - 2013.07.31 04:19:00 -
[17] - Quote
I (a heavy) approve this message. |
Ten-Sidhe
Osmon Surveillance Caldari State
521
|
Posted - 2013.07.31 04:21:00 -
[18] - Quote
The skill tree for equipment is great idea. It makes sense for it to be as deep as the weapon trees.
Most of the bonus should be percentage instead of set values. The bonus ideas look good for most part otherwise.
The +1 explosives carried seems a bit much, maybe +1 explosive active instead. This would give little benefit to non-logi using explosives, but let logi restock from a nanohive they carried to place more of them. That should be enough to avoid R.E. spam yet give clever logi players some tricks to use.
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Garth Mandra
The Southern Legion
53
|
Posted - 2013.07.31 04:28:00 -
[19] - Quote
Ten-Sidhe wrote:The +1 explosives carried seems a bit much, maybe +1 explosive active instead. This would give little benefit to non-logi using explosives, but let logi restock from a nanohive they carried to place more of them. That should be enough to avoid R.E. spam yet give clever logi players some tricks to use.
As a frequent user of RE and occasionally PE having more active is much more powerful in my opinion.
And +1 per level is huge. Standard REs allow 3 active so that skill would more than double, almost triple, the number active. This suffers from the same issues sa the other set bonus.
Why use proto (5 active + 5 = 10) when standard are so much easier to fit, cheaper and have 8 active?
Would 5% per level explosion radius be better? |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
213
|
Posted - 2013.07.31 04:29:00 -
[20] - Quote
Ten-Sidhe wrote:The skill tree for equipment is great idea. It makes sense for it to be as deep as the weapon trees.
Most of the bonus should be percentage instead of set values. The bonus ideas look good for most part otherwise.
The +1 explosives carried seems a bit much, maybe +1 explosive active instead. This would give little benefit to non-logi using explosives, but let logi restock from a nanohive they carried to place more of them. That should be enough to avoid R.E. spam yet give clever logi players some tricks to use.
The problem with percentages is that the bonuses are minimal. As we have it in the weapon tree there are skills that do absolutely noting for the weapon. CCP just added carpet bonuses to fill in the gaps. We can see ow that they are starting to implement "set bonuses" because percentages does not work for certain things; like say repair distance on repair tools which would give an extra 1 to 2 meters max; not enough to want to skill into it making it a dead skill. |
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Doshneil Antaro
SVER True Blood
107
|
Posted - 2013.07.31 05:32:00 -
[21] - Quote
I already have a love hate for this idea. Love the concept of making equipment use more of a role (aka a real logi), but holy crappie what a sp sinkhole. Minded it would be useful sinkness, but my suit already requires a ton of extra SP than any other. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
213
|
Posted - 2013.07.31 06:28:00 -
[22] - Quote
Doshneil Antaro wrote:I already have a love hate for this idea. Love the concept of making equipment use more of a role (aka a real logi), but holy crappie what a sp sinkhole. Minded it would be useful sinkness, but my suit already requires a ton of extra SP than any other.
Yes there is a huge sp sinkhole problem; but these skills are not by definition sinkholes. You would not need any of them to keep using your equipment in a manner you are using them now. If CCP does implement this I hope they do not change the base values That the equipment already have. This tree would only help those who want to become true logi's; those that have no interest in playing a monotonous shooting game. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
504
|
Posted - 2013.07.31 06:48:00 -
[23] - Quote
Even in an assault suit these bonuses would be great for the equipment I use. +1 Ghaz good stuff. |
Garth Mandra
The Southern Legion
53
|
Posted - 2013.07.31 07:19:00 -
[24] - Quote
XxGhazbaranxX wrote:Ten-Sidhe wrote:The skill tree for equipment is great idea. It makes sense for it to be as deep as the weapon trees.
Most of the bonus should be percentage instead of set values. The bonus ideas look good for most part otherwise.
The +1 explosives carried seems a bit much, maybe +1 explosive active instead. This would give little benefit to non-logi using explosives, but let logi restock from a nanohive they carried to place more of them. That should be enough to avoid R.E. spam yet give clever logi players some tricks to use.
The problem with percentages is that the bonuses are minimal. As we have it in the weapon tree there are skills that do absolutely noting for the weapon. CCP just added carpet bonuses to fill in the gaps. We can see ow that they are starting to implement "set bonuses" because percentages does not work for certain things; like say repair distance on repair tools which would give an extra 1 to 2 meters max; not enough to want to skill into it making it a dead skill.
You are correct. If CCP are idiots bad things happen. They should have QA people looking at those bonuses and saying "This is stupid it does nothing." and making the devs fix it.
In my opinion each and increase in skill level should make a difference.
CCP just needs to make sure that appropriate values are selected for each bonus such that they affect every module to some effect and that the SP requirements are tailored to suit. Occasionally it may be necessary to have a set bonus but it should be avoided in my opinion since it can screw up the balance between the same equipment of different tiers. |
Ten-Sidhe
Osmon Surveillance Caldari State
523
|
Posted - 2013.08.01 01:25:00 -
[25] - Quote
A scout or assault having +1 carried per level would get more of a buff then +1 active and the current number carried since they have little ability to restock and deploy to the new higher limit. A logi could carry nanohives to restock and use the higher limit easier. A percentage on this would be hard to set so it was not just on/off bonus at a certain skill level. Kind of similar to current problem with Swarm launcher ammo capacity, only 2 of the 5 lv do anything.
The percentage bonus for most equipment should be set about were the static bonus the op suggeted would be equal. Then standard would be a little bit less and proto a little bit more then the static. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
218
|
Posted - 2013.08.01 05:45:00 -
[26] - Quote
I am glad people are liking this idea and are actually having a constructive conversation. I hope CCP likes it enough to put it or something like it in the game this year or the next. The faster they role out something like this, the faster the game starts getting more diverse and really good builds can start coming out of characters.
Thank you guys. |
Lt Royal
Subdreddit Test Alliance Please Ignore
283
|
Posted - 2013.08.01 05:50:00 -
[27] - Quote
+1
Even some sort of bonus per level for the base skills would be nice. Like:
Repair Tool: +2% bonus to repair distance per level. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
234
|
Posted - 2013.08.08 12:29:00 -
[28] - Quote
I really want a dev to comment his opinion on this. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
238
|
Posted - 2013.08.08 16:42:00 -
[29] - Quote
No reply |
Cosgar
ParagonX
4141
|
Posted - 2013.08.13 02:33:00 -
[30] - Quote
XxGhazbaranxX wrote:No reply Don't give up. Not all logic gets ignored on here. (Just the majority) |
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XxGhazbaranxX
Bannana Boat Corp
277
|
Posted - 2013.08.16 00:12:00 -
[31] - Quote
if you like the idea remember to +1 it so devs can view it |
Cross Atu
Conspiratus Immortalis Covert Intervention
1480
|
Posted - 2013.08.16 01:27:00 -
[32] - Quote
XxGhazbaranxX wrote:No reply Give it time, it took my equipment related thread (started in closed beta) all the way into live launch before it was responded to
Also +1 to the general thread. I think the foundation of the OP is solid and positive, some of the values may have to be looked at but CCP can address that. This suggestion is also a far better option than the heavy handed change to logi suits that CCP is proposing. As I posted in the Dev Blog thread binding each racial suit to a type of equipment is a very poor method with negative implications on multiple fronts. The idea in the OP does much of the good equipment bonuses would do without the host of drawbacks created by binding them to the suits.
Nice work, thank you for posting.
~Cross |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
137
|
Posted - 2013.08.18 08:06:00 -
[33] - Quote
Some cool ideas here. I hope CCP has a look at these ideas and at least implement some of it. I just hope the skills aren't too expensive SP-wise lol. I already had to spend a huge shitload on equipment skills as a Gallente logi but I'm willing to spend a little more as long as the bonuses are good. |
XxGhazbaranxX
Bannana Boat Corp
283
|
Posted - 2013.08.18 10:18:00 -
[34] - Quote
Sardonk Eternia wrote:Some cool ideas here. I hope CCP has a look at these ideas and at least implement some of it. I just hope the skills aren't too expensive SP-wise lol. I already had to spend a huge shitload on equipment skills as a Gallente logi but I'm willing to spend a little more as long as the bonuses are good.
i completely agree. if ccp implements this; i hope they have a discussion with actual logis on what bonuses would be best for our eqipment. |
IR Scifi
Beyond Gravity.OTF
57
|
Posted - 2013.08.18 15:40:00 -
[35] - Quote
Many of the skills would be great. I think the skills affecting deployables once deployed might be an issue though from a network / client standpoint. That'd mean every time you'd come into range of a nano-hive the client would have to query the hive and see who dropped and what particular skill level they have and then recalculate it's resupply accordingly. I'm not saying it's a bad idea or anything, just that it could have problems. Just look at the uplink spam issue we seem to have on many maps. Imagine every time you spawned in another query would have to be done for each and every uplink on the screen. |
Bad Heal
ROGUE SPADES EoN.
64
|
Posted - 2013.08.18 17:32:00 -
[36] - Quote
I don't necessarily agree with all the "proficiencies" you've listed, however, I do like the overall idea |
XxGhazbaranxX
Bannana Boat Corp
284
|
Posted - 2013.08.18 19:20:00 -
[37] - Quote
IR Scifi wrote:Many of the skills would be great. I think the skills affecting deployables once deployed might be an issue though from a network / client standpoint. That'd mean every time you'd come into range of a nano-hive the client would have to query the hive and see who dropped and what particular skill level they have and then recalculate it's resupply accordingly. I'm not saying it's a bad idea or anything, just that it could have problems. Just look at the uplink spam issue we seem to have on many maps. Imagine every time you spawned in another query would have to be done for each and every uplink on the screen.
I agree that there might be technical difficulties. The same one they are working out becaus they want to give suit bonuses to equipment bu I believe CCP has the power to do it. They have alwways envisioned big and even though DUST is still somewhat of a shadow of that vision; it's coming to life every day we play it and support it.
Bad Heal wrote:I don't necessarily agree with all the "proficiencies" you've listed, however, I do like the overall idea
It's ok not to agree with all the proficiency and thats why it is important for Logi's to come together and debate how the proficiency skills will be dealt with so we have what is best for the community and not some random numbers generated By CCP that might not help at all and cause the same issue some proficiency skills have happened to the weapons where not all skills help the weapon in question it is our job to help.
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Azri Sarum
BurgezzE.T.F
81
|
Posted - 2013.08.18 20:39:00 -
[38] - Quote
+1 OP
Making equipment as important as weapons, with the appropriate skill tree to back it, is something we should have had from day 1.
I would suggest adding in a skill to boost nanohive clusters (+5 per level). While yes we can just drop another, if we know our hive will last longer, that gives us the option to be dropping in multiple locations, making more hive locations available.
I also would question the remote explosive damage per level. They already do 1500 damage, would not a blast radius bonus be better for them? Give people a bit more flexibility in where they place the explosives.
I've also seen people talk about RE/PE sharing bonuses, but should they? While they are both explosive based ordinance they behave differently with far different jobs. I'm just suggesting we might not want to lump them together.
Garth Mandra wrote:Good ideas I like them.
What I would change in your proposal though would be the bonuses. Instead of static bonuses they should be proportional like the rest of the bonuses in the game.
This means that all you equipment gets the same amount better rather than your militia equipment doubling in power were your proto is barely affected.
For example, Instead of +2 armour repair rate you should have +5% armour repair rate.
I actually think your argument works better for why we should only be using static bonuses. Percent based bonuses work better the larger the number, so what it does is increase the gap between militia gear and proto gear. Given the choice, i would take the bonus that is still useful and minimizes the gap between proto and milita. |
Cosgar
ParagonX
4427
|
Posted - 2013.08.20 16:58:00 -
[39] - Quote
Bump because I want to keep my hacking bonus. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1576
|
Posted - 2013.08.20 17:09:00 -
[40] - Quote
Cosgar wrote:Bump because I want to keep my hacking bonus. /emote Cosgar has been granted a digital cookie |
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Jebediah Mayhew
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.08.20 17:18:00 -
[41] - Quote
I approve of these things |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1952
|
Posted - 2013.08.20 17:22:00 -
[42] - Quote
I like these ideas. I'd echo the notion of giving all logi an innate fitting bonus to equipment. I'd say the Gallente could use a different bonus (Though really, regulators are a somewhat silly bonus as well). The Amarr repper bonus fits with the assault-oriented nature I suppose, and the hacking bonus always seemed very logistics-y. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1576
|
Posted - 2013.08.20 17:37:00 -
[43] - Quote
A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross |
Chet Muffin
L.O.T.I.S.
2
|
Posted - 2013.08.20 17:41:00 -
[44] - Quote
+1 |
Valmar Shadereaver
Ninth Legion Freelance Top Men.
30
|
Posted - 2013.08.20 20:18:00 -
[45] - Quote
i as a logibro aprove of this +1 |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
413
|
Posted - 2013.08.20 20:40:00 -
[46] - Quote
I agree with the changes from a standard +x to a +x% so the bonuses increase depending on the better gear. Specifically to repair rates and repair distance.
A second note: The base suggestions of 2,3,5% seem to be standard in the game and I am wondering if that is why you have chosen them. Many of these modifiers are on the worthless skill that were put in as placeholders on weapons and what not. So I would not immediately agree to their use. For example the skill that decreases the pg of an assualt rifle uses the same bonuses but really has no effect until the 4th level. For that reason these percentages should be looked at again. A noticeable bonus at the first and subsequent levels is required in my opinion. Lets not do it just because that is what has been written - what would make a real difference and bonus to the equipment? Lets not be modest or hold back, what is thought to be a real and beneficial bonus to the role - it will be nerfed and adjusted by the developers anyway if it is broke.
Give me a 5%/lvl to cpu/pg most suits suffer greatly because of these costs 10%/lvl on repair range or about 2 meters a level 10%/lvl repair rate - if it is going to be a sp sink make it worth it. For some tools that only an extra 3hp per rep - and at its best there is about +15 - 20 maxed out on most models (to infantry)
Go through your lists again and build some real numbers. I like the idea - one I have been touting myself - but have not made a thread on it. No that you have lets get some real numbers and see the differences that you suggestions would create.
There will be push back, but this is the kind of bonuses that could be useful in a support role. I like this more than the suggested suit overhauls.
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XxGhazbaranxX
Bannana Boat Corp
293
|
Posted - 2013.08.20 21:52:00 -
[47] - Quote
Cross Atu wrote:A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross
Great and logical input. A few thing in mind though; militia and standard drop uplinks even with a 25% time reduction cannot get up to proto status which all have a carpet 50% reduction to spawn time, except for the imperial flux which has a 63% reduction in spawn time. Thats why those where my original numbers but at 3% per level nothing can go wrong and you still get quite a nice boost, while not making them overpowered, so thanks for the idea.
I agree with the other parts of your input about percentages on total value and not added untop of what they already have. Whatever makes the game balanced and doesnt destabalize the clients performance.
As per scanners, these are just super slow in their recharge time. A 10% increase will help scanners scan more times per minute spent scanning giving a better position of the enemy at faster intervals. This will be very necessary when they take away our power to share enemy locations on the tacnet when we see them.
The 10% to scanner distance is also a very necessary thing. When an assault rifle can peck at you from 80 to 90 meters, the need to scan farther than 100 meters while still keeping the width of the scan will make strd variations of the scanner much more usefull and the flux variant a treasure trove of information for going about the squads next move.
Thanks everyone for the excellent feedback and I appreciate your support in this topic. ALL LOGI'S UNITE |
XxGhazbaranxX
Bannana Boat Corp
293
|
Posted - 2013.08.20 21:54:00 -
[48] - Quote
RedBleach LeSanglant wrote:I agree with the changes from a standard +x to a +x% so the bonuses increase depending on the better gear. Specifically to repair rates and repair distance.
A second note: The base suggestions of 2,3,5% seem to be standard in the game and I am wondering if that is why you have chosen them. Many of these modifiers are on the worthless skill that were put in as placeholders on weapons and what not. So I would not immediately agree to their use. For example the skill that decreases the pg of an assualt rifle uses the same bonuses but really has no effect until the 4th level. For that reason these percentages should be looked at again. A noticeable bonus at the first and subsequent levels is required in my opinion. Lets not do it just because that is what has been written - what would make a real difference and bonus to the equipment? Lets not be modest or hold back, what is thought to be a real and beneficial bonus to the role - it will be nerfed and adjusted by the developers anyway if it is broke.
Give me a 5%/lvl to cpu/pg most suits suffer greatly because of these costs 10%/lvl on repair range or about 2 meters a level 10%/lvl repair rate - if it is going to be a sp sink make it worth it. For some tools that only an extra 3hp per rep - and at its best there is about +15 - 20 maxed out on most models (to infantry)
Go through your lists again and build some real numbers. I like the idea - one I have been touting myself - but have not made a thread on it. No that you have lets get some real numbers and see the differences that you suggestions would create.
There will be push back, but this is the kind of bonuses that could be useful in a support role. I like this more than the suggested suit overhauls.
Completely true. I gave an explanation about the 2% reduction to fitting but every day that passes it seems to be too low considering that CCP might give the skill a 10x modifier.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1607
|
Posted - 2013.08.22 07:34:00 -
[49] - Quote
XxGhazbaranxX wrote:Cross Atu wrote:A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross Great and logical input. A few thing in mind though; militia and standard drop uplinks even with a 25% time reduction cannot get up to proto status which all have a carpet 50% reduction to spawn time, except for the imperial flux which has a 63% reduction in spawn time. Thats why those where my original numbers but at 3% per level nothing can go wrong and you still get quite a nice boost, while not making them overpowered, so thanks for the idea. I agree with the other parts of your input about percentages on total value and not added untop of what they already have. Whatever makes the game balanced and doesnt destabalize the clients performance. As per scanners, these are just super slow in their recharge time. A 10% increase will help scanners scan more times per minute spent scanning giving a better position of the enemy at faster intervals. This will be very necessary when they take away our power to share enemy locations on the tacnet when we see them. The 10% to scanner distance is also a very necessary thing. When an assault rifle can peck at you from 80 to 90 meters, the need to scan farther than 100 meters while still keeping the width of the scan will make strd variations of the scanner much more usefull and the flux variant a treasure trove of information for going about the squads next move. Thanks everyone for the excellent feedback and I appreciate your support in this topic. ALL LOGI'S UNITE
Good catch on the uplinks, I don't know what I was thinking of when I posted those other numbers but you are 100% correct regarding the spawn time modification on proto uplinks, sorry for my inaccurate information in the prior post.
Re: The rest - Glad it makes sense and works with where you're coming from o7
Cheers Cross
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Shley Ashes
The Unholy Legion Of DarkStar DARKSTAR ARMY
15
|
Posted - 2013.08.22 09:04:00 -
[50] - Quote
you get a +1
I like the cut of your gib !
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