Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:53:00 -
[1] - Quote
I've been playing support since closed beta, and while there are some earnings concerns that need to be addressed that will not be the focus of this thread.
Rather this thread will focus on increased diversity and utility within the equipment line, supporting or enhancing their tactical value.
I will also be collecting feedback and suggestions within this thread so please post your related ideas for increased diversity within the equipment line or points of polish within their current tactical use.
Index [P1]General [P2]Nanohives [P3]Nanoinjectors [P4]Uplinks [P5]RE/Prox [P6]Repair Tool [P7]Active scanner
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:53:00 -
[2] - Quote
[P1]General General Deployibles Hardened gear - The GÇ£hardenedGÇ¥ variant would carry the increased cost, in both ISK and fittings, of a higher version of the gear but would carry higher HP values for the deployed item making it more difficult to destroy quickly or with splash damage. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:53:00 -
[3] - Quote
[P2]Nanohives |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:53:00 -
[4] - Quote
[P3]Nanoinjectors |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:53:00 -
[5] - Quote
[P4]Uplinks |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:54:00 -
[6] - Quote
[P5]RE/Prox |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:54:00 -
[7] - Quote
[P6]Repair Tool
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 23:54:00 -
[8] - Quote
[P7]Active scanner |
Beren Hurin
The Vanguardians
971
|
Posted - 2013.08.06 03:40:00 -
[9] - Quote
Thanks for contributing so much cross. I'm bookmarking this thread. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1413
|
Posted - 2013.08.06 14:04:00 -
[10] - Quote
Beren Hurin wrote:Thanks for contributing so much cross. I'm bookmarking this thread. Thanks for the reply o7
Cross |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1415
|
Posted - 2013.08.06 15:32:00 -
[11] - Quote
Updated with additional content - check back the sections will continue to grow. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1420
|
Posted - 2013.08.07 18:31:00 -
[12] - Quote
Additional content added to most sections. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1428
|
Posted - 2013.08.09 18:35:00 -
[13] - Quote
A few more updates made. I'm hoping to get some comments, feedback, and ideas to help develop this thread further
Cheers, Cross |
shady merc
RisingSuns
14
|
Posted - 2013.08.09 23:48:00 -
[14] - Quote
not sure if you are looking for new items or variants of items only but here are some.
encrytion scripts: these would be used to lengthen the time it take to hack something if these are implemented I think all hacking speeds should be look at see post https://forums.dust514.com/default.aspx?g=posts&m=946347#post946347
pulse armor repair: have a burst of healing say 75 hitpoints but give it a cool down period kinda like the active scanner
deployable "walls": make shield and armor version. you could drop these to give you cover temporary. Make the shield one have more hitpoints but mercs can walk thru it. armor less hitpoints but you can't walk thru it.
webifier: slow down target aiming could be something like the repair tool now. gain points for kill assist.
holographic decoy: you would deploy a nanohive item that display a decoy merc on the tacnet not sure how useful it would be put could help snipers/nova knifers
other then that I like your ideas as long as the claymore style proximity keeps a short timer on it Don't want obj and cqc turning into minefields. also maybe variant grenades would be could to like.
smoke: because smoke is cool.
corosive acid : low dmg the either cover the ground with acid doing dmg our creates a cloud of acidic air that would by pass shield damage armor? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1445
|
Posted - 2013.08.12 15:11:00 -
[15] - Quote
shady merc wrote:not sure if you are looking for new items or variants of items only but here are some. encrytion scripts: these would be used to lengthen the time it take to hack something if these are implemented I think all hacking speeds should be look at see post https://forums.dust514.com/default.aspx?g=posts&m=946347#post946347pulse armor repair: have a burst of healing say 75 hitpoints but give it a cool down period kinda like the active scanner deployable "walls": make shield and armor version. you could drop these to give you cover temporary. Make the shield one have more hitpoints but mercs can walk thru it. armor less hitpoints but you can't walk thru it. webifier: slow down target aiming could be something like the repair tool now. gain points for kill assist. holographic decoy: you would deploy a nanohive item that display a decoy merc on the tacnet not sure how useful it would be put could help snipers/nova knifers other then that I like your ideas as long as the claymore style proximity keeps a short timer on it Don't want obj and cqc turning into minefields. also maybe variant grenades would be could to like. smoke: because smoke is cool. corosive acid : low dmg the either cover the ground with acid doing dmg our creates a cloud of acidic air that would by pass shield damage armor?
My focus has been on new variations of things already in game but new ideas are welcome as well. I am however trying to keep the thread mostly focused on equipment because the sheer volume of gear would likely make a thread with wider scope unmanageable. eWar being included seems reasonable however, some of it may not be on equipment slots when released but until then discussing it here doesn't seem like a problem.
On to your ideas
Encryption scripts - if added as an enhancement too, or alternate type of, the codebreaker which grants no speed enhancement but instead slows down the counter hack that would be great. It gives diversity and an additional reason to equip more than one codebreaker on a hack suit thus increasing mod competition and by extension specializations. Cool idea
Pulse armor repair - Specific values for both pulse frequency and total HP healed per pulse would have to be figured out for each step from militia to proto but that shouldn't be too hard with the current baseline stats of HP/s from other reppers. I would put the cooldown into the same state as weapon cooldown in this case where switching to another piece of gear is locked out. This would offer ways to support friendlies in a hot zone while mitigating the exposure of the user to fire. Use of several would also make for some great breaching tactics.
deployable "walls" - Planned in the form of shield bubble mods, ETA SoonTM
webifier - Planned and I'm really looking forward to it, ETA SoonTM
smoke/flashbangs - Planned, ETA SoonTM
corosive acid - interesting idea, sounds like it would need a timer before natural dissipation but it could certainly add some new tactical elements to the field.
Thanks for the reply, Cheers, Cross
ps ~ I agree with your statement above that we do not want to end up creating anti-personnel mine fields.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1450
|
Posted - 2013.08.13 07:50:00 -
[16] - Quote
a little good night bump to keep it fresh |
Cross Atu
Conspiratus Immortalis Covert Intervention
1493
|
Posted - 2013.08.17 03:55:00 -
[17] - Quote
Looking for more community feedback. |
gargantuise aaron
Sanguine Knights
62
|
Posted - 2013.08.17 04:29:00 -
[18] - Quote
Cross Atu wrote:[P7]Active scanner
Active Scanner ~ I have not played with this since its reintroduction, I would happily welcome feedback and discussion from those players who have tested it.
Active Jammer -~ This may very well be an entirely new piece of equipment, or it might be a type of "scanner" within the current line. In either case its function is the mirror image of the Active Scanner, providing a temporary localized profile dampening effect for the merc and friendly forces within the active radius by jamming scans when triggered. This would have zero cloaking effects, the alteration would not be visual it would only effect aspects tied specifically to the profile attribute, such as TACNET.
Does its job fine, could use a bit more range, as soon as the wp for it comes into effect it will perform as it should very well |
Cross Atu
Conspiratus Immortalis Covert Intervention
1495
|
Posted - 2013.08.17 15:51:00 -
[19] - Quote
gargantuise aaron wrote:Cross Atu wrote:[P7]Active scanner
Active Scanner ~ I have not played with this since its reintroduction, I would happily welcome feedback and discussion from those players who have tested it.
Active Jammer -~ This may very well be an entirely new piece of equipment, or it might be a type of "scanner" within the current line. In either case its function is the mirror image of the Active Scanner, providing a temporary localized profile dampening effect for the merc and friendly forces within the active radius by jamming scans when triggered. This would have zero cloaking effects, the alteration would not be visual it would only effect aspects tied specifically to the profile attribute, such as TACNET. Does its job fine, could use a bit more range, as soon as the wp for it comes into effect it will perform as it should very well
Thank you for the input do you have any suggestions for ways to introduce some more specialized sub-roles within the Active Scanner line? |
gargantuise aaron
Sanguine Knights
65
|
Posted - 2013.08.17 18:15:00 -
[20] - Quote
They already have a long range and a broad range, maybe one that has a very large scanning area thst only pics up vehicles |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1516
|
Posted - 2013.08.18 03:21:00 -
[21] - Quote
Updated with additional content. |
Arkena Wyrnspire
Turalyon 514
2590
|
Posted - 2013.08.18 20:10:00 -
[22] - Quote
I am disgusted by how little attention this has in a sea of bad posting. I have +1'd all the things. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1516
|
Posted - 2013.08.18 20:19:00 -
[23] - Quote
Arkena Wyrnspire wrote:I am disgusted by how little attention this has in a sea of bad posting. I have +1'd all the things. Thank you, considering the quality of your own work I take that as high praise. |
Beren Hurin
The Vanguardians
1100
|
Posted - 2013.08.19 01:03:00 -
[24] - Quote
Cross Atu wrote:[P1]General Deployibles
Hardened gear Stealth gear Countering Equipment - With all of the suggested diversity and utility being added to the equipment line it seems only fair that some extra tools and rewards be giving out for counting this equipment as well. In that vein
I like all these ideas.
I think the hardened and stealth gear, may be able to be elegantly dealt with in an alternative way. Give each deployed equipment a known scan profile. Currently, unskilled medium suits can see anything 50dB and above while STD scanners can see 46 dB, ADV 36dB, PRO (1) 28, and PRO (2) 15.
Having 3 tiers of equipment.
All STD and most ADV equipment would be 50dB, and passively scannable by most suits and all scanners. 'Stealth' variants of ADV gear would be 45 dB. Scannable by precision enhanced suits and ADV scanners. All PRO gear would be at least 45 dB, while the stealth variants would be 35 dB requiring a precisioin enhanced scout, or a PRO scanner to detect without LOS.
|
Beren Hurin
The Vanguardians
1100
|
Posted - 2013.08.19 01:10:00 -
[25] - Quote
Cross Atu wrote:[P2]Nanohives Specialized resupply Vehicle repping hives
As someone who is already out of my 30 fitting slots, having yet another thing to permute would be even more overwhelming. If we could start to get more oriented as a community to having solid squad doctrine, I could see this make a LOT of sense. Until we have the full spectrum of weapons and suits, though, this wouldn't be necessary.
Vehicle hives- This is kind of crazy to think about. I'd like to see deployable shields happen before this. I'd also like to see what the dev's have planned as far as giving points for deployable shields as well btw. Vehicle reppers and deployable shields would be OP if tanks could just drive right in.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1533
|
Posted - 2013.08.19 18:06:00 -
[26] - Quote
Beren Hurin wrote:Cross Atu wrote:[P1]General Deployibles
Hardened gear Stealth gear Countering Equipment - With all of the suggested diversity and utility being added to the equipment line it seems only fair that some extra tools and rewards be giving out for counting this equipment as well. In that vein
I like all these ideas. I think the hardened and stealth gear, may be able to be elegantly dealt with in an alternative way. Give each deployed equipment a known scan profile. Currently, unskilled medium suits can see anything 50dB and above while STD scanners can see 46 dB, ADV 36dB, PRO (1) 28, and PRO (2) 15. Having 3 tiers of equipment. All STD and most ADV equipment would be 50dB, and passively scannable by most suits and all scanners. 'Stealth' variants of ADV gear would be 45 dB. Scannable by precision enhanced suits and ADV scanners. All PRO gear would be at least 45 dB, while the stealth variants would be 35 dB requiring a precisioin enhanced scout, or a PRO scanner to detect without LOS.
I like it, I'm going to link this post to the section in the OP so people can find it quickly. +1 |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
409
|
Posted - 2013.08.20 00:02:00 -
[27] - Quote
I like most of these ideas. My concern comes from the suggested repair tool - the proto one that negates damage. Oh, i like it but with as much repairing as I do - seems too far between reps - that it would become the only repper anyone runs with. In this new version of the game the clones are finished off way to often, disallowing a pickup. So there are few survivors that think enough about their situation to run away and be repaired.
Too often it seems that when meeting the enemy wave the group is either destroyed or fully armored, an extreme to either side. That leaves me with very few repper options and nanite injection options. To that end I've been running more and more repping hives for area repps with greater success.
Personally I would like to see all the repper tools burst rep for the first few seconds or so then settle into a steady stream of healing and have a cool down for that rather than causing me damage. Enough HP that I could save a merc that is nearly dead for just a few seconds to see if he has the brains to back away and get healed. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
409
|
Posted - 2013.08.20 00:17:00 -
[28] - Quote
Along the Active Scanner line: I could see the active jammer shutting down deployed equipment for a few seconds - suddenly those nanite clusters are no longer running and the uplinks have an added delay to spawning or cant even be chosen for a few moments. Or possibly making the deployed equipment disappear for a few moments so that people would not know where they are without seeing them on the ground. Just a simple small EMP burst directed that way just to mess with the enemy.
Active scanners need to be held to be used and could be sustained for longer than the 3 second scan. The 12 seconds where you can just wave it around to point out targets to your mates.
A counter scanning module that made you look like 6 enemies on the radar - you are the decoy. If you ever get scanned. |
Hagintora
Chatelain Rapid Response Gallente Federation
147
|
Posted - 2013.08.20 01:03:00 -
[29] - Quote
RedBleach LeSanglant wrote:Along the Active Scanner line: I could see the active jammer shutting down deployed equipment for a few seconds - suddenly those nanite clusters are no longer running and the uplinks have an added delay to spawning or cant even be chosen for a few moments. Or possibly making the deployed equipment disappear for a few moments so that people would not know where they are without seeing them on the ground. Just a simple small EMP burst directed that way just to mess with the enemy.
I was thinking something similar, but as a deployable piece of equipment. Something that you could use as an area denial effect for enemy equipment. Any equipment dropped within the radius ceases to function. It isn't destroyed, just neutralized. Once the "Neutralizer" is destroyed, all remaining equipment in the area resumes normal function. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1562
|
Posted - 2013.08.20 04:34:00 -
[30] - Quote
RedBleach LeSanglant wrote:I like most of these ideas. My concern comes from the suggested repair tool - the proto one that negates damage. Oh, i like it but with as much repairing as I do - seems too far between reps - that it would become the only repper anyone runs with. In this new version of the game the clones are finished off way to often, disallowing a pickup. So there are few survivors that think enough about their situation to run away and be repaired.
Too often it seems that when meeting the enemy wave the group is either destroyed or fully armored, an extreme to either side. That leaves me with very few repper options and nanite injection options. To that end I've been running more and more repping hives for area repps with greater success.
Personally I would like to see all the repper tools burst rep for the first few seconds or so then settle into a steady stream of healing and have a cool down for that rather than causing me damage. Enough HP that I could save a merc that is nearly dead for just a few seconds to see if he has the brains to back away and get healed. You make some solid points about the current state of the game regarding reps and revives, and I'll be blunt I am very much hoping, and will continue to push for, most of those aspects to be altered. There are too many OHKs, instant bleed outs and an excessively short average TTK.
My hope is that with the upcoming fix to armor things will be improved, still let us be honest we're not likely to get a lot of solid support work done most of the time without an organized squad to be a part of. I know it can happen, I've done it myself and I've seen you do it once or twice Red but on balance without a squad support is going to be a more difficult task. So that's where I'm viewing things from, squad or team based game play withing a game that has a somewhat higher average survivability than is currently the case.
I do see how having the burst repper would be desirable for many Logi but if range, vehicle rep, or the ability to target multiple teammates are desired they'll still go with another tool (granted the vehicle repair awards need a fix first and the current repair awards cap needs an overhaul for these things to be workable but both of those are called for anyway).
I realize at this point the context I'm supplying is rarefied compared to the current game state, but presuming those other fixes I describe have actually come through (as I think needs to happen) would you see the suggested repair tool to be problematic within that context? I don't want to break the game by diminishing diversity but I do very much want to add some option for more active tactical use with the repair tool.
Thanks for your thoughts Red o7 Cross |
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
411
|
Posted - 2013.08.20 19:14:00 -
[31] - Quote
I very much agree with your fixes. I don't see the suggested repair tool as problematic, I see it as the one I would probably uniquely run because of the possibility to negate damage and save a teammate as the game is currently. With your proposed fixes having a burst repper would be fun to run with - the proto level is the only put off, so naturally the price/pg/cpu is the cost of running such a machine. As well as the damage when overheated - or was that just a lower repair rate... no matter. Regardless it would be a fun toy to play around with and I could see it being a key piece of equipment that could turn a wave of battle by allowing a teammate to fire off those last few rounds to finish off a group.
If/When they ever come out with secondary skills for the equipment I would like to see something like this being required to have repper proficiency 1 or something. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1637
|
Posted - 2013.08.26 16:23:00 -
[32] - Quote
Still seeking more feedback on this. |
Beren Hurin
The Vanguardians
1234
|
Posted - 2013.08.26 16:36:00 -
[33] - Quote
Note, in the new patch, somehow equipment will be 'scannable'... I'm wondering if this means they have an, as yet declared scan profile? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1638
|
Posted - 2013.08.26 22:57:00 -
[34] - Quote
Beren Hurin wrote:Note, in the new patch, somehow equipment will be 'scannable'... I'm wondering if this means they have an, as yet declared scan profile? I believe this to be accurate, and despite my repeated calls on the forum for a fix to the uplink sight bug I believe that the fix has been caught up by the larger rework it was a part of (which is totally understandable even with my impatience ). At this point however all of that is still in the inference pile as I cannot directly confirm it.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
1675
|
Posted - 2013.09.03 07:00:00 -
[35] - Quote
Still looking for new ideas, hoping that 1.4 will spark some fresh thoughts
See you all on the battlefield tomorrow Cross |
Vyzion Eyri
The Southern Legion The Umbra Combine
1247
|
Posted - 2013.09.03 07:56:00 -
[36] - Quote
gargantuise aaron wrote:They already have a long range and a broad range, maybe one that has a very large scanning area thst only pics up vehicles
Certainly would be interesting to see variants that could only pick up vehicles, variants only for equipment, and even variants for specific suit types (frame/racial).
-Also, I have thought about scanners that outline enemies on-screen so essentially you can see where they are through walls. However, scan duration could be a mere 2 seconds for a long cooldown, so essentially you get their position at any one time, but not their movement.
-I think introducing repair tools with multiple streams at lower tiers would be awesome to see, with appropriate reductions to amount of armour repaired. -Have 3-4 stream repair tools at higher levels with a basic repair tool's repair rate. -Repair tools which can curve streams around corners.
For all deployables, in addition to hardened and stealth variants, perhaps anti-flux variants too.
And for countering equipment, there should be an option to hack or sabotage enemy equipment. Hacking gives you possession, sabotaging means the equipment becomes unstable: -Sabotaged uplinks could explode and kill the next person who spawns in -Sabotaged nanohives drain ammo -Sabotaged remote explosives don't explode, but still count as a deployed RE. etc.
Nanite Injectors: throwable versions?
|
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
114
|
Posted - 2013.09.04 10:22:00 -
[37] - Quote
If your going to get into scanners that pick up specific things, how about nanohives that look like a player at range?
eg Drop a nanohive and any one scanning or looking (over a certain distance) sees a ping on the mini map or "holo" image of a player. Would be great for; sniper bait, "guarding" an objective, baiting a tank, and best of all, getting your opponent to drop their orbital on 10 "players" crouded together!
I can honestly say that I would much rather have CCP focusing on fixing / improving current equipment & mechanics than adding new stuff that may or may not work. Either way Ill see what they do to equipment in 1.4 and check back after that. |
Cross Atu
Conspiratus Immortalis
1695
|
Posted - 2013.09.12 18:53:00 -
[38] - Quote
Can anyone who is reading this thread provide a first hand account of using either Injectors or Repair Tools to great effect in PC matches?
What are the shortcomings others are experiencing when using equipment in coordinated competitive battles?
From my own testing so far;
- Injectors and Prox are essentially stricken from use.
- Nanohives and Repair Tools are used moderately in selective situations when someone has left over PG/CPU (the exception being if you're assigned to a specific Heavy sometimes both are actually primary fittings considerations).
- REs, Active Scanners, Uplinks - These are all virtually mandatory, usually more than one member of each squad is packing these as they have fewer bugs and more flexible applications thus being of higher value tactically.
I've continued testing myself, as well as gathering feedback in game from other Logi, but I would like more input from support players reading this thread, specifically regarding PC battles, or FW battles with organized teams on both sides. [In Pubs I find it easy to make at least nominal use of all equipment but that is due to the disorganized nature of the opposing force allowing for more 'slack' times within combat and poorer levels of objective coverage. As such it seems a very poor metric upon which to base balance considerations.]
0.02 ISK Cross
EDIT: Active Scanners are great, I've been testing STD-PRO lately, it would be nice if the equipment stat blocks all contained their scan profile now since there is clearly a mechanic in place for that. Also the 'stealth' types would be an even more tactical addition now that the Active Scanners are back and working. |
Beren Hurin
Onslaught Inc RISE of LEGION
1562
|
Posted - 2013.09.12 19:01:00 -
[39] - Quote
Cross Atu wrote:Can anyone who is reading this thread provide a first hand account of using either Injectors or Repair Tools to great effect in PC matches? What are the shortcomings others are experiencing when using equipment in coordinated competitive battles? From my own testing so far;
- Injectors and Prox are essentially stricken from use.
- Nanohives and Repair Tools are used moderately in selective situations when someone has left over PG/CPU (the exception being if you're assigned to a specific Heavy sometimes both are actually primary fittings considerations).
- REs, Active Scanners, Uplinks - These are all virtually mandatory, usually more than one member of each squad is packing these as they have fewer bugs and more flexible applications thus being of higher value tactically.
I've continued testing myself, as well as gathering feedback in game from other Logi, but I would like more input from support players reading this thread, specifically regarding PC battles, or FW battles with organized teams on both sides. [In Pubs I find it easy to make at least nominal use of all equipment but that is due to the disorganized nature of the opposing force allowing for more 'slack' times within combat and poorer levels of objective coverage. As such it seems a very poor metric upon which to base balance considerations.] 0.02 ISK Cross
I haven't had more than half a dozen PC matches but my observations pretty much are that you are right about injectors at least. The damage meta seems to revolve around ARs and explosives which means either your team gets wiped out, or your clone is eliminated on death, preventing pickups. I could see this evolving with the new, more open maps with longer range engagements.
I really think REs, scanners and uplinks are the underutilized counter to the zerg meta as mentioned above. However, MDs make it hard to deploy reliable REs. In general, I just haven't seen much a defensive game evolve, which means a lot of what logis get points for in pub matches just isn't there. I'm guessing this is a function of having such high damage close range weapons that have been relied on for so long. The new map design will hopefully push us out of this so that early detection can yield strong returns on effectiveness. It just right now the strategy just seems to involve 50% of the team or more just steamrolling a single objective at a time. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
149
|
Posted - 2013.09.13 01:59:00 -
[40] - Quote
Cross Atu wrote:Can anyone who is reading this thread provide a first hand account of using either Injectors or Repair Tools to great effect in PC matches? What are the shortcomings others are experiencing when using equipment in coordinated competitive battles? From my own testing so far;
- Injectors and Prox are essentially stricken from use.
- Nanohives and Repair Tools are used moderately in selective situations when someone has left over PG/CPU (the exception being if you're assigned to a specific Heavy sometimes both are actually primary fittings considerations).
- REs, Active Scanners, Uplinks - These are all virtually mandatory, usually more than one member of each squad is packing these as they have fewer bugs and more flexible applications thus being of higher value tactically.
I've continued testing myself, as well as gathering feedback in game from other Logi, but I would like more input from support players reading this thread, specifically regarding PC battles, or FW battles with organized teams on both sides. [In Pubs I find it easy to make at least nominal use of all equipment but that is due to the disorganized nature of the opposing force allowing for more 'slack' times within combat and poorer levels of objective coverage. As such it seems a very poor metric upon which to base balance considerations.] 0.02 ISK Cross EDIT: Active Scanners are great, I've been testing STD-PRO lately, it would be nice if the equipment stat blocks all contained their scan profile now since there is clearly a mechanic in place for that. Also the 'stealth' types would be an even more tactical addition now that the Active Scanners are back and working.
-So my corp requires uplinks at lvl 3 with Arum 4 with out for everyone in PC matches, by far the most important equipment to bring into the battle. -The second most important piece of equipment is the Triage Nanohive (proto level), you can have 2 deployed and move to another area, so your team knows they can go to ____ spot for some healing. They can also be dropped in defensive areas so your team can be getting healed while being shot at. -Scanners have become more of a priority with they way shared sight works now, it makes dropping an OB much easier. -Ammo nanohives generally are not needed, most of your team will be dying too fast to run out of ammo. But for those matches where you need them, its good to have a suit set up so you can just pull that out next time. -Remote explosives are the domain of scouts, they are great for putting just around courners of choke points so you can (hopefully) get a few kills with one go. They also make people scared of rushing areas, once you see 3 people get blown up with REs you start looking for them which makes you easier to kill. -Repair tools and Nanohives are for the most part in the same boat, dont even bother bringing them. Because in most PC matches the enemy (if they are smart) will put 5ish more bullets into you to make sure you cant be picked up if they see a needle on the field. Which makes the equipment completely worthless. The repair tool on the other hand can be useful but has very limited use and if you have Proto Nanohices or uplinks you should be using those before a proto repair tool.
Hope that helps, if you have any more questions feel free to ask here or send an ingame mail. |
|
Pseudonym2
The Pyramid Order The Nova Foundry
30
|
Posted - 2013.09.13 02:31:00 -
[41] - Quote
Myself, I've found that the lack of health bars and names has severely limited the utility of the repair tool, as I can't reach a friendly player in time to rep them even if they ask for help. Likewise, the increased tendency of squad-mates to be instantly clone-killed has made needles oftentimes a poor investment, and I've taken them off of most of my suits. My corp-mate who uses healing hives has had some success with them, but it often leads to using them for healing and seldom actually receiving any ammo from them before they're expended. Uplinks and standard hives still seem useful for war points, but their true tactical usefulness is still dictated by situation. I'd far more like these points to be addressed than the addition of new features. Also, I particularly don't like the idea of stealth uplinks, there is already ample opportunity for enemies to spawn directly behind you in this game. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1697
|
Posted - 2013.09.15 00:45:00 -
[42] - Quote
Pseudonym2 wrote:Myself, I've found that the lack of health bars and names has severely limited the utility of the repair tool, as I can't reach a friendly player in time to rep them even if they ask for help. Likewise, the increased tendency of squad-mates to be instantly clone-killed has made needles oftentimes a poor investment, and I've taken them off of most of my suits. My corp-mate who uses healing hives has had some success with them, but it often leads to using them for healing and seldom actually receiving any ammo from them before they're expended. Uplinks and standard hives still seem useful for war points, but their true tactical usefulness is still dictated by situation. I'd far more like these points to be addressed than the addition of new features. Also, I particularly don't like the idea of stealth uplinks, there is already ample opportunity for enemies to spawn directly behind you in this game. Regarding fixing issues within the Equipment line, I tend to agree it is important and I have a thread related to it linked in the OP. Thanks for the feedback |
Cross Atu
Conspiratus Immortalis Covert Intervention
1728
|
Posted - 2013.09.19 16:22:00 -
[43] - Quote
Still seeking more feedback here, also does anyone have thoughts related to the upcoming shield bubble and cloak? |
Beren Hurin
Onslaught Inc RISE of LEGION
1641
|
Posted - 2013.09.19 16:24:00 -
[44] - Quote
Cross Atu wrote:Still seeking more feedback here, also does anyone have thoughts related to the upcoming shield bubble and cloak?
Where are those confirmed to actually be on a near term timeline? Just don't want to get up expectations... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1728
|
Posted - 2013.09.19 16:27:00 -
[45] - Quote
Beren Hurin wrote:Cross Atu wrote:Still seeking more feedback here, also does anyone have thoughts related to the upcoming shield bubble and cloak? Where are those confirmed to actually be on a near term timeline? Just don't want to get up expectations... I should clarify, they are confirmed as coming they are not confirmed as coming any sooner than SOONtm.
However since there was a Dev blog discussing them and confirming that they would show up at some point I figured they were fair game for conversation.
Cheers, Cross
PS ~ Good catch on this, I don't want anyone to get the wrong idea here. |
Ku Shala
Planetary Response Organization Test Friends Please Ignore
527
|
Posted - 2013.09.19 16:46:00 -
[46] - Quote
the sheild bubbles should become more powerful when deployed within a certain range of each other or cover a greater area like 10% bonus to area covered if 2 or more sheild bubles are deployed within 3 m of each other or something like that.
Also I would like to see a peice of equipment like the teleportor in UT3 That allows you to get to location you cant climb.
|
Patt MaCrotch
Dem Durrty Boyz Public Disorder.
27
|
Posted - 2013.09.19 20:02:00 -
[47] - Quote
Not sure if this has been suggested but I would like to see a nanohive that offers a scanner pulse for a set amount of time or so many pulses. Would be useful for defense of a point.
Would also like to see points given for destroying uplinks. That is a primary target of mine when I am deploying uplinks and is a crucial activity as far as I am concerned. You get 50 for one kill but how many enemy combatants are stopping by eliminating an uplink? You get points for destroying a CRU.
A rep tool that offers a secondary fire mode that deals damage so you can run around with the retool out and defend yourself at the same time. Nothing crazy, like a semi auto pistol or make the healing beam deal damage to enemies. |
Beren Hurin
Onslaught Inc RISE of LEGION
1646
|
Posted - 2013.09.19 20:05:00 -
[48] - Quote
Patt MaCrotch wrote:Not sure if this has been suggested but I would like to see a nanohive that offers a scanner pulse for a set amount of time or so many pulses. Would be useful for defense of a point.
Would also like to see points given for destroying uplinks. That is a primary target of mine when I am deploying uplinks and is a crucial activity as far as I am concerned. You get 50 for one kill but how many enemy combatants are stopping by eliminating an uplink? You get points for destroying a CRU.
A rep tool that offers a secondary fire mode that deals damage so you can run around with the retool out and defend yourself at the same time. Nothing crazy, like a semi auto pistol or make the healing beam deal damage to enemies.
I think it would make more sense to see this 'deployable scanners' as a secondary attribute of uplinks rather than nanohives. |
|
|
|
Pages: 1 2 :: [one page] |