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Shotty GoBang
Intara Direct Action Caldari State
851
|
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 |
DISGRUNTLEDev
Ancient Exiles
80
|
Posted - 2013.09.04 18:33:00 -
[2] - Quote
I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. |
Jak'Saan
3dge of D4rkness SoulWing Alliance
47
|
Posted - 2013.09.04 18:56:00 -
[3] - Quote
Used to be that Cloak was the answer to all. Now the reality would be as follows:
- scout cloaks - scout successfully reaches target undetected - target takes a moment to survey the situation (and possible endures a second shot)
then the following options:
1) target unloads a few magnetic rounds into the air, vaporizing scout. 2) target possibly dies and calls other nearby squad-mates to finish the job 3) - target fails to connect any shots - scout runs - target ranges scout in the back
With that said, still can't wait for cloak, please keep it on the upcoming features! (just don't make it the only scout love you give) |
Sinboto Simmons
SVER True Blood Public Disorder.
1088
|
Posted - 2013.09.04 19:00:00 -
[4] - Quote
DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. I love you, post more oftan.
To shotty I fully agree to all points you've given cloaking most of all, while it'll make our lives easier that's all it will do, anything and anything we can do with it we can do now it's just gonna make it more viable.
The biggest thing I want for scouts is extra equipment slots so we can do the scouting role more effectively perhaps 3 at proto level, this will alow us to do scoutly things more effectively and give us a major advatage over other suits (besides logi lol) |
Maken Tosch
DUST University Ivy League
3972
|
Posted - 2013.09.04 19:10:00 -
[5] - Quote
DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff.
This can actually work. |
Reav Hannari
Red Rock Outriders
1121
|
Posted - 2013.09.04 19:15:00 -
[6] - Quote
Solid feedback. I hope CCP is watching and will fix soon. Scout was a secondary role for me but I'm back to logistics suits full time until things are adjusted. |
Spec Ops Cipher
Seraphim Initiative..
497
|
Posted - 2013.09.04 19:20:00 -
[7] - Quote
Maken Tosch wrote:DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. This can actually work. I like it too, but the scanning profiles are too close together atm.
Scouts are 45 Assault 50 Logi 50(?) Heavy 65
I personally think scouts should be around 35 |
Maken Tosch
DUST University Ivy League
3973
|
Posted - 2013.09.04 19:25:00 -
[8] - Quote
Spec Ops Cipher wrote:Maken Tosch wrote:DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. This can actually work. I like it too, but the scanning profiles are too close together atm. Scouts are 45 Assault 50 Logi 50(?) Heavy 65 I personally think scouts should be around 35
I agree. |
DISGRUNTLEDev
Ancient Exiles
84
|
Posted - 2013.09.04 19:33:00 -
[9] - Quote
Get your basic light suit up and wear the racial varient. That alone will get scouts to 33.75dB. |
Maken Tosch
DUST University Ivy League
3973
|
Posted - 2013.09.04 19:36:00 -
[10] - Quote
DISGRUNTLEDev wrote:Get your basic light suit up and wear the racial varient. That alone will get scouts to 33.75dB.
The base profile could need a little adjustment at least. Maybe about 40 dB instead of 45 dB. |
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DISGRUNTLEDev
Ancient Exiles
84
|
Posted - 2013.09.04 19:47:00 -
[11] - Quote
Maken Tosch wrote: The base profile could need a little adjustment at least. Maybe about 40 dB instead of 45 dB.
That's not unreasonable. It would mean a Scout with max passive dampening skills (Light Suit V, Profile Dampening V) would have a scan profile of 27dB.
|
Maken Tosch
DUST University Ivy League
3974
|
Posted - 2013.09.04 19:54:00 -
[12] - Quote
DISGRUNTLEDev wrote:Maken Tosch wrote: The base profile could need a little adjustment at least. Maybe about 40 dB instead of 45 dB.
That's not unreasonable. It would mean a Scout with max passive dampening skills (Light Suit V, Profile Dampening V) would have a scan profile of 27dB.
Then we're in agreement then. Just remember that the smaller the number, the less effective each progressive level of the skill book is. |
Django Quik
Dust2Dust. Top Men.
1382
|
Posted - 2013.09.04 20:02:00 -
[13] - Quote
DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. Best new suggestion I've heard since release! |
DISGRUNTLEDev
Ancient Exiles
84
|
Posted - 2013.09.04 20:03:00 -
[14] - Quote
Having tested Profile dampening thoroughly in Chromosome, I feel quite strongly that the total of a skills % is not 2% + 2% + 2% + 2% + 2% reduction It's a flat 10%. So Light Suits V would give 25% reduction. Profile dampening would give 10% reduction. |
Maken Tosch
DUST University Ivy League
3976
|
Posted - 2013.09.04 20:12:00 -
[15] - Quote
DISGRUNTLEDev wrote:Having tested Profile dampening thoroughly in Chromosome, I feel quite strongly that the total of a skills % is not 2% + 2% + 2% + 2% + 2% reduction It's a flat 10%. So Light Suits V would give 25% reduction. Profile dampening would give 10% reduction.
You're feelings don't betray you at all. You are absolutely correct about how the bonuses are applied per level. The math used for applying bonuses in Dust is the exact same math use in Eve Online.
If the profile dampening skill book says you get a 2% reduction of profile per level and you have trained up to level 4, then you get an 8% reduction on your base profile. This is the only instant in which the percentages are added rather than multiplied.
Stacking modules, however, are different. Unlike stacking levels of the same skill book, the bonuses for stacked modules are based on the product rather than the sum of the stack.
Let's say a module gives you a 5% bonus and the base is 100. You new number is 105 if you put on that module. If you stack a second module of the same type, then the bonus of that second module multiplies the new base of 105 thus giving you 110.25. |
DISGRUNTLEDev
Ancient Exiles
85
|
Posted - 2013.09.04 20:17:00 -
[16] - Quote
>.> not sure if trolling, or just really boosting my ego about being right about the math... |
XiBravo
TeamPlayers EoN.
210
|
Posted - 2013.09.04 20:23:00 -
[17] - Quote
Maken wrote: Let's say a module gives you a 5% bonus and the base is 100. You new number is 105 if you put on that module. If you stack a second module of the same type, then the bonus of that second module multiplies the new base of 105 thus giving you 110.25.
This true os how modules work? Wat is 2 diff level modules what one is applied 1st? |
DISGRUNTLEDev
Ancient Exiles
85
|
Posted - 2013.09.04 20:26:00 -
[18] - Quote
It doesn't matter XiBravo, they're precentages. Bonus of 25% and 10%
45 with 10% reduction is 40.5 Add 25% reduction now 30.375
45 with 25% reduction is 33.75 Add 10% reduction now 30.375
|
Spec Ops Cipher
Seraphim Initiative..
498
|
Posted - 2013.09.04 20:27:00 -
[19] - Quote
DISGRUNTLEDev wrote:Get your basic light suit up and wear the racial varient. That alone will get scouts to 33.75dB. Aha forgot about that, minnie suits skill that gives +20 melee damage always makes me sad. The knife damage is essential though. Maybe it should be a speed increase while holding knives and knive damage. |
DISGRUNTLEDev
Ancient Exiles
85
|
Posted - 2013.09.04 20:29:00 -
[20] - Quote
Don't you get both Spec Ops?
Yours is much better than 5 freakin' meters to passive scan range at proto. |
|
Quil Evrything
DUST University Ivy League
35
|
Posted - 2013.09.04 21:10:00 -
[21] - Quote
Maken Tosch wrote:
The base profile could need a little adjustment at least. Maybe about 40 dB instead of 45 dB.
Yes!
It's ludicrous that a fully specialized "Scout suit profile" == light suit profile == militia light profile = 45
militia light should be 45, a proper light suit should be less, and a a trueblue scout suit, should be noticably less. It's absurd that the only diference between a light suit, and a scout suit, is the amount of money each one costs.
That, along with "if you can't passive-scan it, you cant auto-aim it", should work quite nicely |
First Prophet
Unkn0wn Killers
923
|
Posted - 2013.09.04 21:23:00 -
[22] - Quote
Great post. +1 |
Bojo The Mighty
Zanzibar Concept
1660
|
Posted - 2013.09.04 21:37:00 -
[23] - Quote
DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff. That is brilliant
The aim assist game has, as I've said in Scout Registry, put more emphasis on stealth mods, especially with Shared Vision nerf. This idea would further that but more potently. I love it. But.....I'm behind on profile/precision mods, I put my share into range.
I don't mind taking the HP mods out of usefulness for scouts, but we need to replace them with something just as potent, and scan modules are the way in my grand onion. |
Kodho
Hidden Suppression
10
|
Posted - 2013.09.04 21:52:00 -
[24] - Quote
Oh my where to start. First and foremost, I'm a sniper scout. Most, if not all of the post I have read up to this point has been related to the cqc scout role. I would like to shed some light on the state of the sniper scout after 1.4.
This update really has hurt the sniper scout. My view of the battlefield has been severely restricted. There have been more obstructions put in place to provide cover for the red dots. Since shared vision was eliminated, it makes it more difficult to find targets. I really wish they would allow scouts only to see other teams members vision of tacnet.
New maps are great. However, the new buildings are a snipers nightmare. All of the action take place inside and Snipers can't help hold a position. If I get in a battle (skirmish only) and I see new buildings, I have to leave the battle because I offer nothing. I have already played many battles in 1.4 where I shot less than five times and contributed less than 100 war points.
Scanners: I hate them. Scouts are aleady hampered with one equipment slot. Now I have to make a choice between (a) uplink, (b) nanohive or (c) scanner. Pre 1.4, I ran a shotty with uplinks at beginning of game. Ran back to supply depot changed to Kaalakiota Sniper w/ compact nanohive and moved into my different sniping locations as the battle progressed. The new map and buildings and old maps with new buildings are causing me big problems because I jhave no idea how to strategically plan my mode of attack/support.
I have tried running as a shotgun scout. Bottom line...I suck at cqc. That's why I became a sniper in the first place.
Speed Kills: And it's definitely killing me. I don't think the scout needs an increase in speed as much as other suits need to be slowed down. We need to be able to get from point to point quickly and our stamina needs a buff as well.
I'm very disheartened with the current "state of the sniper scout." However, I will forever be a scout. Nothing else. Never!
Hard Mode to the Core, Kodho
|
DISGRUNTLEDev
Ancient Exiles
90
|
Posted - 2013.09.04 21:53:00 -
[25] - Quote
Bojo The Mighty wrote:my grand onion.
That must be why you collect so many tears! |
Kodho
Hidden Suppression
10
|
Posted - 2013.09.04 21:54:00 -
[26] - Quote
One more hit detection on sniper riffles suck as well. It should take the hit from a kaalakiota to take out a logi. |
Shotty GoBang
Intara Direct Action Caldari State
871
|
Posted - 2013.09.04 22:50:00 -
[27] - 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
|
KING CHECKMATE
TEAM SATISFACTION
806
|
Posted - 2013.09.04 23:09:00 -
[28] - Quote
DISGRUNTLEDev wrote:I think a great improvement to all scouts, while not preventing other suits from doing the same, would be basing the amount of aim assist against a particular suit based on its scan profile. Being able to be harder to find *and* harder to hit would greatly help the scouts. Other suits could do it, but with the innate bonuses of the scouts giving them a natural buff.
OP is right, but disgrunted provided something that can be used as an inmediate fix.
As it is , i get ripped apart very easily BUT i must admit, my ishi SMG works better than a duvolle AR ...
Im not sure im happy on how easy it is to get kills now that not a single bullet misses.... |
Extraneus Tenebrarum
THE BOSSES
37
|
Posted - 2013.09.04 23:22:00 -
[29] - Quote
Tried using nova knives today...missed both charged slashes...on a heavy...hacking...not moving.
Aim assist on the assault rifle is too much THEY WILL NOT MISS PERIOD |
crazy space 1
Unkn0wn Killers
1657
|
Posted - 2013.09.04 23:23:00 -
[30] - Quote
I want to point out 3 complex mods a year ago give 12 sprint speed now it only gives 10.7, that's stupid |
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Matticus Monk
Ordus Trismegistus
413
|
Posted - 2013.09.05 02:12:00 -
[31] - Quote
I agree with the points mentioned, Shotty. And the idea on the lower scan profile making aim assist harder is excellent, this should seriously be looked at.
Additionally, the scout base scan profile/precisions I think should be a bit lower as well..... 40db. Range should be base 15m instead of 10 like the other suits.....
Scouts should be able to effectively perform their role without relying on an active scanner. Afterall, that is sort of the point to using the scout suit.... otherwise, just put the active scanner on a logi and call it good without worrying about the numerous drawbacks of running a scout suit.... |
Bojo The Mighty
Zanzibar Concept
1671
|
Posted - 2013.09.05 05:19:00 -
[32] - Quote
I think that CCP owes us an explanation of how exactly passive scanning works. |
Absoliav
Tronhadar Free Guard Minmatar Republic
61
|
Posted - 2013.09.05 06:14:00 -
[33] - Quote
Bojo The Mighty wrote:I think that CCP owes us an explanation of how exactly passive scanning works.
Agreed, they've never really had much to say about the topic, I think that was because scanning wasn't seen as an important feature to the community, but now it's becoming more crucial than ever, hopefully the community's increased interest on the topic will get CCp's attention. |
voidfaction
Void of Faction
67
|
Posted - 2013.09.05 07:31:00 -
[34] - Quote
Can we please balance the suit and keep the knif and shotgun in the weapon balance threads. I use a scout suit. The suit does not say shotgun scout suit. Minmatar is a knife suit yes but that is only one of the 2 . The gallente is a scan stealth suit. Aim assist gets us killed quicker but it helps us just the same. Extra Equipment slot would be nice and sine logo can so easily replace us maybe we should have equal armor and shield as logo suits. Its also funny the suit made best for passive scan range has 1 slot to enhance the precision |
Jathniel
G I A N T EoN.
825
|
Posted - 2013.09.05 09:34:00 -
[35] - Quote
Shotty GoBang wrote:TL/DRAs 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 CCPI've made these points brief and have highlighted key elements. I've run Scout exclusively since Chromosome and have read every ounce of feedback offered by my peers. My intent here is to help you help Scouts in a meaningful manner come 1.6. I offer these observations and suggestions in attempt to explain why our performance has declined and how you can help us reverse the pattern. On Cloaking & StealthAn 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 SpeedWe Scouts sacrifice 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 AssistQuite 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 rendering the Scout less vulnerable to it (see Thread #2).On Weapon RangeWeapons 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-KillIn 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 DamageImbalance 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 well the Shotgun performs tomorrow, and are equally excited by the current "lunge" discussion on Nova Knives.
Thank you for your time and consideration. Shotty GoBang Troll BoxTo save you guys a little time and effort: - "Your tears taste good." - Malcom Xo (Xero?)
- "May there always be scouts for me kill in a quarter second. " - Meeko Fent
- "Dying 6 times in a row is not bad..." - XxWarlordxX97
- "Grow up ..." - demens grimwulff
- "I'm not feeling the impact of aim assist." - Alldin Kan
- "You guys got by because the hit detection was trash. Get good." - Icy TIG3R
- "Is it really a surprise a suit that was meant for speed dies quickly?" - TEXA5 HiTM4N
- "Shouldn't scouts be sniping?" - Sotapopthegrey
- "Get faster, dance around in a circle, and live longer." - Ignatius Crumwald
I like your post man. Dramatically augmenting the scout's capabilities is what I think will really help it. Cloaking Devices, TACNET Disruption modules, smoke screens, etc.
The aim assist means that people will hit scouts more, but scouts have been needing love for the LONGEST time now. Shotguns are probably going to need a bit of a range buff, with their firing circle slightly widened as well because.... Currently, CQC happens in a flash, so the window of opportunity for the shotgun user is lower than before. Only the absolute best and fastest are still able to get in fast enough.
The aim assist I think is a step in the right direction, we just need to give ourselves sometime to make more assessment. It's only been a couple of days. Think in terms of "TWEAKS" guys. Very little ones. |
Shotty GoBang
Intara Direct Action Caldari State
929
|
Posted - 2013.09.05 17:13:00 -
[36] - 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 |
ratamaq doc
3dge of D4rkness SoulWing Alliance
49
|
Posted - 2013.09.05 18:24:00 -
[37] - Quote
DISGRUNTLEDev wrote:It doesn't matter XiBravo, they're precentages. Bonus of 25% and 10%
45 with 10% reduction is 40.5 Add 25% reduction now 30.375
45 with 25% reduction is 33.75 Add 10% reduction now 30.375
I haven't tested profile damping, but with hack speed the first module is applied to base regardless of skill. So it would be 35% off with the skill and the first module. The second module would reduce from the remainder.
I have all the math and video proof in a /r/dust514 thread.
If it is not suppose to work this way, then hacking is broken.
|
Grief PK
D3LTA FORC3 Inver Brass
43
|
Posted - 2013.09.05 18:43:00 -
[38] - Quote
Great post Shotty /agree all around.
I would like to speak a little to the speed. When I think of the 'scout' experience I am looking for in Dust I think of Team Fortress 2.
THAT is a scout that is agile and fast! You can run circle around the people around you and truly speed tank. I can not come close to that degree of agility and speed in Dust. But to be able to speed tank at all (this is pre auto-aim) I had to dedicate every slot in my suit to it. Meaning a Proto Mini with 2 complex kinetic and 3 complex shield extenders. So I am not just speed tanking I am shield tanking as well.
This removes all opportunity for other functionality (like more dps for alpha or scanning mods). Basically for a scout to be viable you must run this fit or you will not get invited to a PC (maybe not even then if enough assaults are available, grenades or utility slot).
I would love for scouts to inherently have speed tank, maybe pick a specific scout race that is the speed tank one. But don't make me spend every slot in my suit just to be able to per chance survive to get an alpha shot off. Make a scout that agile beast that runs around working hard to line up that 'back-stab'. |
DISGRUNTLEDev
Ancient Exiles
120
|
Posted - 2013.09.05 19:37:00 -
[39] - Quote
ratamaq doc wrote:DISGRUNTLEDev wrote:It doesn't matter XiBravo, they're precentages. Bonus of 25% and 10%
45 with 10% reduction is 40.5 Add 25% reduction now 30.375
45 with 25% reduction is 33.75 Add 10% reduction now 30.375
I haven't tested profile damping, but with hack speed the first module is applied to base regardless of skill. So it would be 35% off with the skill and the first module. The second module would reduce from the remainder. I have all the math and video proof in a /r/dust514 thread. If it is not suppose to work this way, then hacking is broken.
I don't think this is the way it works with dampeners. If that was true, with full skills (two of them) and a basic dampener, it would be a 50% reduction putting a scouts at 22.5. Would be awesome. Would someone be willing to test this tonight? I can set up multiple suits to try it out. I need someone with proto scanners.
Is it the first module equipped, or the top one? Which gets the bonus.
It would be great news if this was the case, it would mean that Minmatars can hide from all scanners if they build for it.
|
lrian Locust
DUST University Ivy League
71
|
Posted - 2013.09.05 20:40:00 -
[40] - Quote
Kodho wrote:One more item. Hit detection on sniper rifle sucks as well. It should not take three hits from a kaalakiota to take out a logi. I agree. I placed 4 fully charged shots on a heavy. Including one headshot. And 2 damage mods and full proficiency. He still survived and shred me to pieces.
Now I fully agree that heavies need to be able to soak up damage, but how many heavies would survive an onslaught like that in any other FPS?
Just now, I planted a few shots on an assault. His bars remained 100%, although I saw the shield flash twice.
Any other sniper has the same?
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Quil Evrything
DUST University Ivy League
44
|
Posted - 2013.09.05 20:52:00 -
[41] - Quote
DISGRUNTLEDev wrote:
I don't think this is the way it works with dampeners. If that was true, with full skills (two of them) and a basic dampener, it would be a 50% reduction putting a scouts at 22.5. Would be awesome. Would someone be willing to test this tonight(Edit: around 0200-0300 dust time)? I can set up multiple suits to try it out. I need someone with proto scanners.
Is it the first module equipped, or the top one? Which gets the bonus.
It would be great news if this was the case, it would mean that Minmatars can hide from all scanners if they build for it.
It would only be "great news" if they made it apply properly to field-of-vision "scanning" as well, aka weapon built-in scan. The cone of vision that extends 45degrees right and left of your sights, and lights up enemies on your radar... even if you are looking DOWN, rather than at the horizon.
The suck thing is, I could understand if there was the argument of, "your suit hooks into your optical sensor, and IDs everything that you 'see'"
However, you get automatic passive forward scan, out to 100m or so, even for stuff that you CANNOT see. People behind thin walls, etc. IMO, this is OP. It's invincible forward-directed passive scan. It SHOULD be subjected to the same precision rules as normal passive scans, unless there is clear line-of-sight to the enemy.
Now there's "stealth" for you. And CCP wouldnt even have to make a new module for it. Just more consistently enforce game world rules that they already have.
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ratamaq doc
3dge of D4rkness SoulWing Alliance
53
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Posted - 2013.09.05 21:06:00 -
[42] - Quote
DISGRUNTLEDev wrote:ratamaq doc wrote:DISGRUNTLEDev wrote:It doesn't matter XiBravo, they're precentages. Bonus of 25% and 10%
45 with 10% reduction is 40.5 Add 25% reduction now 30.375
45 with 25% reduction is 33.75 Add 10% reduction now 30.375
I haven't tested profile damping, but with hack speed the first module is applied to base regardless of skill. So it would be 35% off with the skill and the first module. The second module would reduce from the remainder. I have all the math and video proof in a /r/dust514 thread. If it is not suppose to work this way, then hacking is broken. I don't think this is the way it works with dampeners. If that was true, with full skills (two of them) and a basic dampener, it would be a 50% reduction putting a scouts at 22.5. Would be awesome. Would someone be willing to test this tonight(Edit: around 0200-0300 dust time)? I can set up multiple suits to try it out. I need someone with proto scanners. Is it the first module equipped, or the top one? Which gets the bonus. It would be great news if this was the case, it would mean that Minmatars can hide from all scanners if they build for it.
The higher effect module gets more of the bonus so to speak. So if you equip a complex and a basic, the complex would get 25% off 45db, where the basic would get 86% of 15% off the remainder of the initial 25% off 45db. If it works like system hacking, it would sum the skills and the first module. So 25% + 10% + 25% = 60% off 45db for first module. Bringing down to 18db. Then if basic equipted also would be 86% of 15% (13%) off 18db bringing it down to 15.6db.
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DISGRUNTLEDev
Ancient Exiles
121
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Posted - 2013.09.05 21:12:00 -
[43] - Quote
That math gets ridiculous rather quickly then. I was just taking the percentage off the remainder, as I show in previous posts. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
53
|
Posted - 2013.09.05 21:28:00 -
[44] - Quote
DISGRUNTLEDev wrote:That math gets ridiculous rather quickly then. I was just taking the percentage off the remainder, as I show in previous posts.
The real takeaway should be this. A proto scout can naturally evade adv scanners. 25% off 45 is 33.75 (below 36db adv scanner)
25% + 2% + 10% is all that is needed to evade all but 1 proto scanner.
There is no way to get below 28db with skills alone, so to evade, you must equip a damper.
So unless you are looking to evade the proto focused, there is no benefit to skill past profile dampening 1 if you are a proto scout. Only benefit to skilling up profile dampening would be to evade other suites passive scans. |
Turkevich
Subdreddit Test Alliance Please Ignore
85
|
Posted - 2013.09.05 21:48:00 -
[45] - Quote
Shotty GoBang wrote:Balancing the Scout will likely require reduction of medium-suit speed.
How about you just increase the scout suit speed? Why must "balance" always be achieved by nerf'ing something?
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DISGRUNTLEDev
Ancient Exiles
121
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Posted - 2013.09.05 21:57:00 -
[46] - Quote
Turkevich wrote:Shotty GoBang wrote:Balancing the Scout will likely require reduction of medium-suit speed. How about you just increase the scout suit speed? Why must "balance" always be achieved by nerf'ing something?
We think there is a ceiling on speed. Thus, for the scouts to seem faster, if there is a cap to speed, other suits need to slow down.
That's all. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
233
|
Posted - 2013.09.05 23:04:00 -
[47] - Quote
DISGRUNTLEDev wrote:We think there is a ceiling on speed. Thus, for the scouts to seem faster, if there is a cap to speed, other suits need to slow down.
That's all.
Though I wonder if that is still true with the improved framerate and hit detection. |
Niuvo
The Phoenix Federation
443
|
Posted - 2013.09.06 12:44:00 -
[48] - Quote
It's hard to say that the scout suit is a fun playstyle. Not at the moment anyhow. The dickks that are on top are AR users, grenade spamming, med frames users. Game is frustrating as a scout, I feel that our strengths are weak sauce. Waiting for a big change.
Have you guys seen when the AR misses and the shots go way, way past the target into the hills?! That range is game-breaking. A cloak will make me feel safer!!! Anywho, you have my support shotty. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
234
|
Posted - 2013.09.07 01:34:00 -
[49] - Quote
Something else that would probably indirectly be a big help for scouts (in skirmishes at least) is removal of objective spawning.
If CCP, removed objective spawning, scouts would have a much easier time operating in enemy territory. It would mean enemies would have to either lay a spawn beacon (which we could fairly easily find and remove), use a CRU (which we could hack), or run to the objective (more predictable enemy paths).
How can CCP expect us to be stealthy if the enemy could spawn in at any moment at a random location? |
hgghyujh
Expert Intervention Caldari State
87
|
Posted - 2013.09.07 23:50:00 -
[50] - Quote
I like aeons idea of scouts getting shared tacnet back, it not a direct buff to them while adding a significant roll to them, something the scout has lacked since day one.
That said you are spot on with this post. |
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Beyond Creation
The Pyramid Order The Nova Foundry
18
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Posted - 2013.09.08 00:38:00 -
[51] - Quote
Shotty GoBang wrote: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 have highlighted key elements. I've run Scout exclusively since Chromosome and have read every ounce of feedback offered by my peers. My intent here is to help you help Scouts in a meaningful manner come 1.6. I offer these 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.
[/list]
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? |
Shotty GoBang
Intara Direct Action Caldari State
988
|
Posted - 2013.09.09 13:26:00 -
[52] - 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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