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Shotty GoBang
Intara Direct Action Caldari State
851
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Posted - 2013.09.04 18:13:00 -
[1] - Quote
TL/DR As the Scout's viability gap has grown quite wide with 1.4, an earnest effort to restore balance will require consideration of numerous gameplay factors.
To CCP I've made these points brief and highlighted key elements. I've run Scout exclusively since Chromosome and have read every ounce of feedback offered by my peers. My intent is to help you help Scouts in a meaningful manner come 1.6. I offer the following observations and suggestions in attempt to explain why our performance has declined and how you can help us reverse the pattern.
On Cloaking & Stealth An ability to "cloak" will be too little, too late. We're already good at getting into position undetected. Sneaking about with less effort will likely have little impact on our declining performance, especially if cloaking requires that we forgo other (more necessary) equipment. Balancing the Scout will likely not be accomplished by a new piece of equipment.
On Speed We Scouts forgo eHP for slight tactical advantage. Speed is primary. More specifically, relative speed. At present, we are only marginally faster than biotic medium-frames. Slower if we wear plates. We understand that performance limitations prevent a substantial increase to our speed. Balancing the Scout will likely require reduction of medium-suit speed. Hit-and-run doesn't work if we can't outrun non-Scout pursuers.
On Aim Assist Quite simply, this is working too well and is to every Scout's detriment. Magnetism should take into account target speed and hitbox size. Either we aren't fast enough, our hitbox is too large, or magnetism is compensating for too great a degree of user error. Balancing the Scout will likely involve dialing back aim-assist or otherwise rendering the Scout less vulnerable to it.
On Weapon Range Weapons that devastate Scouts at close and medium range shouldn't be equally capable of insta-kill at long range. Balancing the Scout will likely involve a reduction to damage at range of Scrambler Rifles and Assault Rifles (TAR excluded). As with relative speed, hit-and-run doesn't work if we're always within optimal range of a pursuer.
On Insta-Kill In embracing Hard Mode, we accept the fact that we should die when we make even the slightest error or miscalculation. This is how we learn. Balancing the Scout will likely not be accomplished by adding more HP. A slightly more durable Assault-Lite is still Assault-Lite.
On Alpha Damage Imbalance will exist so long as the targets we flank can survive and counter a perfectly executed sneak attack. Balancing the Scout will likely involve an increase to its Alpha Damage or a "back-stab" multiplier. We're very excited to see how the Shotgun will perform better tomorrow, and are equally excited by the current "lunge" discussion on Nova Knives.
Thank you for your time and consideration. Shotty GoBang |
Shotty GoBang
Intara Direct Action Caldari State
871
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Posted - 2013.09.04 22:50:00 -
[2] - Quote
DISGRUNTLEDev wrote:>.> not sure if trolling, or just really boosting my ego about being right about the math... Your math is 100% correct, Dev. Proven by example here: https://forums.dust514.com/default.aspx?g=posts&m=1247026#post1247026
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Shotty GoBang
Intara Direct Action Caldari State
929
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Posted - 2013.09.05 17:13:00 -
[3] - Quote
Edit Notes (on Alpha Damage) ...
I must say I am impressed with the drastic improvements made to the shotgun's reliability today. Sneaking up behind a target now greatly favors the shotgun scout's odds of success. This hasn't been the case since 1.0. My concern about Alpha Damage -- as far as Shotgun Scouts go -- may have become moot now that the weapon works.
Once knife mechanics are squared away -- and the deadly Minja can also drop flanked targets reliably -- my point on Alpha Damage will likely no longer apply.
- Shotty GoBang |
Shotty GoBang
Intara Direct Action Caldari State
988
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Posted - 2013.09.09 13:26:00 -
[4] - Quote
Beyond Creation wrote: I agree that cloaking will do nothing for scout suits and you are right on everything you said in my opinion. I think cloaking should be implemented but not on scout suits, but rather scout lavs. As of now they are almost useless and very underpowered compared to every other vehicle. With cloaking, it will give them the effectiveness they need and I think that that's all they need. Not cloaking to make it like invisible because we don't want ******** invisible murder taxis. The cloaking would make it phase out (as cloaking is but still fairly visible) resulting in swarm launchers and av grenades to not be able lock on to it for a certain amount of time. Change the passive turret tracking into cloaking duration. Not a module but only useable with scout lavs. What do you think about this?
Thanks for your support. I haven't used LAVs often enough to comment. But I will forever hate the yellow ones :p. |
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