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OZAROW
WarRavens League of Infamy
661
|
Posted - 2013.09.16 05:27:00 -
[31] - Quote
Niuvo wrote:In the end we want the scout to have a nice role to play. I don't want OPness. I agree since skill will do that, I'm all for stat changes, a equipment an extra slot similar to chrome |
Coleman Gray
GunFall Mobilization Covert Intervention
683
|
Posted - 2013.09.16 05:38:00 -
[32] - Quote
Problem is even if CCP gave the scout actual scout ability, all the scout players will moan that their suit fitting sucks in combat in comparison to other suits which are made for combat |
DJINN Marauder
Ancient Exiles
1224
|
Posted - 2013.09.16 05:45:00 -
[33] - Quote
From what suits look like so far in the medium suit branch...
Caldari will be 4 high 1 low Amarr will be 2 high 2 low
These suits look like they suck tbh.
Caldari:1 low that will be used for a CPU to use all 4 highs lol. It'd be a good shield tanker at least... Pulling 400 shield about.
Amarr :2 high 2 low is not enough mod slots to be that good tbh. Amarr assault variant has 30 more hp then the other assault suits.... Thus for scouts it'll have about 30 more hp. it wouldn't really help to have less slots.
An extra slot is NEEDED to balance the new scout suits coming. Along with the CPU/PG buff.
Edit: ill still skill into amarr scout tho... AMARR VICTOR! |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
38
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Posted - 2013.09.16 06:43:00 -
[34] - Quote
cloaks, more speed, silenced weapons augmented map awareness, 50 more stamina, urban maps(a big city, best map ever, with rubble everywhere! and tons of hiding spots), proximity mines, AV mines, drones, dualwield sidearms, jump packs, special executions(killzone 3 style, only if the target is showing his back to you), radar scramblers, a little bit of more hp, more slots, thermal vision, you name it |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
499
|
Posted - 2013.09.16 06:55:00 -
[35] - Quote
I agree with most things you suggested.
Here are a few of my own:
What would go a long way is what they had in Chromosome - larger inherent passive scanner. As of now it's not working much at all. As a scout I would like to be able to see past walls if I am paper thin w/o the active scanner (maybe 20-30 meters), obviously w/o relaying this info to the rest of the squad - that's what AS are for. It used to work great, not sure why they took this away - I mean it was not OP.
Concerning AS. It's performance should depend on the suit. Its scan resolution should be additive with a suits - that would make scouts much better scouts than logis.
Oh, one more thing - better jumping: tired of getting stuck on a 2.5 ft fence while under AR fire. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
499
|
Posted - 2013.09.16 07:01:00 -
[36] - Quote
Mossellia Delt wrote:why the hell do people want minni scouts to get an extra low slot...... I want an extra high slot for damage mods or shield tanking purposes
As is kin cat and cardreg are a must. To be able to take advantage of some electronic superiority mods mini scout needs an extra low slot. |
TcuBe3
Molon Labe. RISE of LEGION
61
|
Posted - 2013.09.16 07:03:00 -
[37] - Quote
An active scanner and some binoculars..
Scouts job is recon, not to run around with bells and whistles. |
Yan Darn
DUST University Ivy League
139
|
Posted - 2013.09.16 07:37:00 -
[38] - Quote
OZAROW wrote:Everyone has wondered, what an when will ccp give us that will be enough to buff us an make a scout a scout. Well here's some quick ideas since I ve made an also commented on at least a hundred pages so I'm not gonna repeat major details I ve already typed before with page long descriptions.
Cpu pg buff prefer massive 'recon' equipment grid reduction - especially if getting two equip slots
Low/high slot low perhaps - high is more for tank and gank - only the latter of which a scout might do
New equipment slot on the one hand it seems a bit simplistic - but if we get the 'recon' grid reduction....
40db simplest solution to scouts not being able to be stealthy - in lieu of more ewar options
Increased speed, stamina , scanning, range / precision a little maybe, scan range definitely (for everyone - just more for scouts) I heard scout speed previously broke the game - I don't get why some are crying for it to come back
Less fall damage NO fall damage full stop - no dampened fall delay either (give me my ninja run back CCP...)
The ability to maybe move one slot to anywhere on the suit. ??? Slots need sorting out though - that's an infantry wide thing though (and Tiercide)
Redline immunity not necessary - but I can see the reasoning
Cloaking only for scouts again - 'recon grid reduction' for scouts...
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Toby Flenderson
research lab The Superpowers
27
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Posted - 2013.09.16 07:39:00 -
[39] - Quote
Killar-12 wrote:OZAROW wrote:Everyone has wondered, what an when will ccp give us that will be enough to buff us an make a scout a scout. Well here's some quick ideas since I ve made an also commented on at least a hundred pages so I'm not gonna repeat major details I ve already typed before with page long descriptions.
1 Cpu pg buff 2 Low/high slot 3 New equipment slot 4 40db 5 Increased speed, stamina , scanning, range / presicion 6 Less fall damage 7 The ability to maybe move one slot to anywhere on the suit. 8 Redline immunity 9 Cloaking only for scouts
Not asking for all of this but enough of these to at least differentiate the scout. K debate!
- 20% nothing much more
- No
- Yes
- Yes
- +1 m/s base speed +2 to sprint, +30 stamina, 20 m base scan radius
- Yes, if possible
- No
- No
- No
+2 m/s to sprint speed is ridiculous. This would take the Gallente scout from 8.01 to 10.01 which is precisely what 2 complex kinetic catalyzers will do. Imagine adding the two kinetics to a base 10 m/s suit to get something like 12.5ish. I'm sorry, I know we're all just brainstorming here. I just thought I'd let people know what that figure looks like in practice.
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Mossellia Delt
Militaires Sans Jeux
269
|
Posted - 2013.09.16 08:52:00 -
[40] - Quote
Ludvig Enraga wrote:Mossellia Delt wrote:why the hell do people want minni scouts to get an extra low slot...... I want an extra high slot for damage mods or shield tanking purposes As is kin cat and cardreg are a must. To be able to take advantage of some electronic superiority mods mini scout needs an extra low slot.
I dont use Kincats....... never found they were needed, direct spee never did nothing for me. I use a repper and a cardio in my 2 lows. |
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DoubleTap420
ROGUE SPADES EoN.
71
|
Posted - 2013.09.16 15:17:00 -
[41] - Quote
Mossellia Delt wrote:why the hell do people want minni scouts to get an extra low slot...... I want an extra high slot for damage mods or shield tanking purposes
I want an extra low for a CPU enhancer but thats just me or a complex profile dampener if they increase our base CPU. |
DoubleTap420
ROGUE SPADES EoN.
71
|
Posted - 2013.09.16 15:26:00 -
[42] - Quote
OZAROW wrote:DoubleTap420 wrote:With my suit and knife Prof Lev 2 my knives do 1200+ fully charged. Now with the way this game has gone with the armor buff and ehp stacking cause of ttk is so fast I think nova knives need a slight buff. BUT thats just my opinion.
And yea to more speed, 40b and scan stuff, cpu/pg, extra low would be nice would rather have that than another equipment slot, and less or no fall damage. 200x25%=250 250x15% proficiency 5=287 ^uncharged blade Double uncharged 575 Charged =1150 The percentages as far as I kno don't stack They don't for profile damp that's why a mini scout can't beat 15 db If they stacked you would get less 200x40%= 280 Both uncharged =560 Charged=1120 How did you calculate pro two has more?
Just a rough estimate from using them and killing ppl haven't tested it out to get the right number. But I do know for a fact that an attack from the back does more damage cause for me an uncharged slice to the back did 670 damage to my friends shields in a no show PC. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.09.16 16:13:00 -
[43] - Quote
Toby Flenderson wrote:
+2 m/s to sprint speed is ridiculous. This would take the Gallente scout from 8.01 to 10.01 which is precisely what 2 complex kinetic catalyzers will do. Imagine adding the two kinetics to a base 10 m/s suit to get something like 12.5ish. I'm sorry, I know we're all just brainstorming here. I just thought I'd let people know what that figure looks like in practice.
Agree with this - The bigger increase should be on the movement speed but the increase to base sprint speed needs to be enough so logi's with many slots cant out sprint scouts. The alternate is to make logis sprint speed even lower.
Also Minmatar scout should get bigger bump to sprint speed than the Gallente to stop the same issue.
On the rest of the op - Minimal CPU/PG bump to address additional slot / equipment slot. - If the speed and stamina buffs are made then the additional slot is less desirable. Would really like an additional equipment slot.
Fall damage reduction should be a given.
I also had an idea for a grappling hook type device (scout only) - used like repair / scanner - point to a spot and fire (obviously it has a range limiter of say the height of those tall buildings you usually can only get to by Dropship). You are propelled to that spot at 12 - 14 m/s and then there is a cooldown of 15-20 s so you cant spam it to move all over the map. |
calisk galern
BurgezzE.T.F Public Disorder.
948
|
Posted - 2013.09.16 16:16:00 -
[44] - Quote
2 equipment slots and a bonus for using scanners imo. |
Beren Hurin
Onslaught Inc RISE of LEGION
1599
|
Posted - 2013.09.16 16:19:00 -
[45] - Quote
calisk galern wrote:2 equipment slots and a bonus for using scanners imo.
Yes this is my suggestion too. +10% CPU/PG across the board, and then also a -10% cost to fitting scanners per level. |
Reav Hannari
Red Rock Outriders
1298
|
Posted - 2013.09.16 16:21:00 -
[46] - Quote
If I could run both uplinks and a scanner I'd wear my scout suit a lot more. Until then I'll run my logistics suit most of the time.
Adding a bonus to target tracking duration for actively scanned targets would be nice too. |
Mordecai Sanguine
What The French CRONOS.
18
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Posted - 2013.09.16 16:24:00 -
[47] - Quote
SCOUT ARE MADE FOR RECO NOT FOR KILL !!!!!!
So it's pretty obvious.....
5% reduction cost to Active scanner per level (Pg/CPU).
Radar on scout frame buffed (Less Db so less possibility to be (active/passive) scanned. Bigger Passive Scanner. Cloaking Exclusive to scout. Only unit that share his passive scanner with Squad units.
They don't need Ehp or damage because they're not intended as KillUnits.
BUT they should receive 5points per Ennemy PassiveScan killed. 25 per active scan killed. So making points without killing.
Some little box with laser that must be throw (Like Claymores but without explosives). And when an ennemy "break" the laser he's spotted on everybody's map. 10 points per ennemy spotted as this way. These can be sticked on wall. (On an objective per exemple or a simple passage.) The laser got 15Meters of range. (But is unidirectionnal.) |
Toby Flenderson
research lab The Superpowers
27
|
Posted - 2013.09.16 16:35:00 -
[48] - Quote
Mordecai Sanguine wrote:SCOUT ARE MADE FOR RECO NOT FOR KILL !!!!!!
So it's pretty obvious.....
5% reduction cost to Active scanner per level (Pg/CPU).
I think this is a good start but I don't think it's enough. The equivalent bonus for the gallente logi applies to any piece of equipment. I understand the logic behind both bonuses but they're simply not balanced. I think something like 5% scanner efficacy increase would be more reasonable so that it is truly unique to the scout.
Note: 5% is arbitrary, it could be 3% or even 2%. |
Lightning Bolt2
SVER True Blood Public Disorder.
220
|
Posted - 2013.09.16 16:38:00 -
[49] - Quote
Mordecai Sanguine wrote:SCOUT ARE MADE FOR RECO NOT FOR KILL !!!!!!
So it's pretty obvious.....
5% reduction cost to Active scanner per level (Pg/CPU).
Radar on scout frame buffed (Less Db so less possibility to be (active/passive) scanned. Bigger Passive Scanner. Cloaking Exclusive to scout. Only unit that share his passive scanner with Squad units.
They don't need Ehp or damage because they're not intended as KillUnits.
BUT they should receive 5points per Ennemy PassiveScan killed. 25 per active scan killed. So making points without killing.
Some little box with laser that must be throw (Like Claymores but without explosives). And when an ennemy "break" the laser he's spotted on everybody's map. 10 points per ennemy spotted as this way. These can be sticked on wall. (On an objective per exemple or a simple passage.) The laser got 15Meters of range. (But is unidirectionnal.)
but scouts need SPEED as their defense (same as stealth) a logi WILL do better at a scouts job with 2 diff active scanners on (a quantum and a faster one) also scouts, at least the mimitar is also supposed to be a ninja hence "assassinations".
also, right now all you need in scanning is a logi with 2 diff active scanners, oh w8 I said that! scoutings pretty useless if a logi can do it better at 150M! scouts need more than just recon buffs, such as speed, stealth, and assassination weapons (Nova knives, Shotgun).
also, just no that'll just be giving CCP 6 months working on all that equipment just to be 100% useless! |
Chunky Munkey
Amarr Templars Amarr Empire
1491
|
Posted - 2013.09.16 16:56:00 -
[50] - Quote
I don't want cloaking exclusively for scouts, but basing a cloak's effectiveness on scan profile would work to drastically benefit scouts. |
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Reav Hannari
Red Rock Outriders
1300
|
Posted - 2013.09.16 17:02:00 -
[51] - Quote
Mordecai Sanguine wrote:Radar on scout frame buffed (Less Db so less possibility to be (active/passive) scanned.
Scan profile on scouts is not bad already. Level 1 scout with level 1 dampening and basic damp can evade the advanced scanner. Level 3 scout with level 3 dampening and no module can evade the advanced scanners. Passively detecting a low level scout requires high level of precision enhancement or using modules. It all balances out pretty well.
Mordecai Sanguine wrote:Bigger Passive Scanner.
Agreed. All scouts should get a radius buff and the Gallente radius bonus.
Mordecai Sanguine wrote:Only unit that share his passive scanner with Squad units.
Agreed.
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Yan Darn
DUST University Ivy League
139
|
Posted - 2013.09.16 17:10:00 -
[52] - Quote
Lightning Bolt2 wrote:Mordecai Sanguine wrote:SCOUT ARE MADE FOR RECO NOT FOR KILL !!!!!!
So it's pretty obvious.....
5% reduction cost to Active scanner per level (Pg/CPU).
Radar on scout frame buffed (Less Db so less possibility to be (active/passive) scanned. Bigger Passive Scanner. Cloaking Exclusive to scout. Only unit that share his passive scanner with Squad units.
They don't need Ehp or damage because they're not intended as KillUnits.
BUT they should receive 5points per Ennemy PassiveScan killed. 25 per active scan killed. So making points without killing.
Some little box with laser that must be throw (Like Claymores but without explosives). And when an ennemy "break" the laser he's spotted on everybody's map. 10 points per ennemy spotted as this way. These can be sticked on wall. (On an objective per exemple or a simple passage.) The laser got 15Meters of range. (But is unidirectionnal.) but scouts need SPEED as their defense (same as stealth) a logi WILL do better at a scouts job with 2 diff active scanners on (a quantum and a faster one) also scouts, at least the mimitar is also supposed to be a ninja hence "assassinations". also, right now all you need in scanning is a logi with 2 diff active scanners, oh w8 I said that! scoutings pretty useless if a logi can do it better at 150M! scouts need more than just recon buffs, such as speed, stealth, and assassination weapons (Nova knives, Shotgun). also, just no that'll just be giving CCP 6 months working on all that equipment just to be 100% useless!
Personally, the recon logi being better at recon - is an argument for making scouts better at recon... Not 'oh well, the recon logi is better at scanning right now, so lets make scouts better at something else instead'.
I don't think CCP really know what scout is for - hence the two very divergent and slightly useless bonuses.
Recon scouts like myself can do better now (I presume assassin scouts have had to at least drastically changed their play style to adapt).
The issue is, now active scanners are actually being used now, it just shows that scouts are, as you have stated, worse at scanning and not particularly good at evading scans when compared to recon logis especially.
CCP have indicated that all suit bonuses (and how they are applied) are in need of adjusting. I think what I'm looking for are changes, rather than straight up buffs to scout to make them better at an actual recon role.
I've always said we need ideally need two light variants - the equivalent of recon frigates and interceptor frigates in EVE. I think the current 'scout' is a placeholder, like the current AR is.
I think CCP just forgot about light frames in general.
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Mordecai Sanguine
What The French CRONOS.
19
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Posted - 2013.09.16 21:00:00 -
[53] - Quote
And i think you just want to cry without listenning and "cry i'm not invicible and fast thats not just T_T".....
The Recon should NOT get more speed or Ehp that's all. If we did that everybody could make quick assasinations from everywhere it will be chaos and d+¬sequilibrated. And really ood scouts can already did it in fact.
Maybe it will be good for scouts but we must BALANCE and not favorite a single side with too much buff or nerf.
As i Said the recon should have Bigger pasive scanner AND it's the only that can share with his squad. I think you don't uderstand how much this will be powerful ! Just run in a zone and 50% of ennemies are scanned without any scanner just by running.
The active scanner with reduction of cost could be "obligatoiry" for an good scout without too much sacrifice. And is used as Anti-Drop uplinks or anti explosives. Or to cover a big zone fast without risk.
And they will be the unique units than makes points with passive scanner. As i said scouts are not for kill simply because they are SCOUUUUUTS. (Maybe snipers are...ok) So NO you will not get big Kills BUT you will get greats points. If you only wants KIIIIIILS then don't take scouts.
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Quil Evrything
DUST University Ivy League
121
|
Posted - 2013.09.16 21:16:00 -
[54] - Quote
Ludvig Enraga wrote:I agree with most things you suggested.
Here are a few of my own:
What would go a long way is what they had in Chromosome - larger inherent passive scanner. As of now it's not working much at all. As a scout I would like to be able to see past walls if I am paper thin w/o the active scanner (maybe 20-30 meters), obviously w/o relaying this info to the rest of the squad -
Doesnt passive scaning actually do this already? Speaking of scanning though: The one reasonable-to-ask thing missing from scouts right now, is to NOT show up on weapon-sight highlighting through walls, if the suit's profile is lower than the enemys precision level. I havent tested this recently, but I think scouts still show up like that. This is not particularly fair to people who invest in profile dampening.
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.09.16 21:27:00 -
[55] - Quote
Mordecai Sanguine wrote:And i think you just want to cry without listenning and "cry i'm not invicible and fast thats not just T_T".....
The Recon should NOT get more speed or Ehp that's all. If we did that everybody could make quick assasinations from everywhere it will be chaos and d+¬sequilibrated. And really ood scouts can already did it in fact.
Maybe it will be good for scouts but we must BALANCE and not favorite a single side with too much buff or nerf.
As i Said the recon should have Bigger pasive scanner AND it's the only that can share with his squad. I think you don't uderstand how much this will be powerful ! Just run in a zone and 50% of ennemies are scanned without any scanner just by running.
The active scanner with reduction of cost could be "obligatoiry" for an good scout without too much sacrifice. And is used as Anti-Drop uplinks or anti explosives. Or to cover a big zone fast without risk.
And they will be the unique units than makes points with passive scanner. As i said scouts are not for kill simply because they are SCOUUUUUTS. (Maybe snipers are...ok) So NO you will not get big Kills BUT you will get greats points. If you only wants KIIIIIILS then don't take scouts.
The Minmatar scout is styled off an up close assassin (given the bonus) so that plugs a big hole into your argument. - Your argument is that the class should only be played one way which is not the premise of this game.
Also - are you happy with mediums (with more base hp) being able to sprint faster than lights????
Your other points I am fine with. |
Garrett Blacknova
Codex Troopers
4027
|
Posted - 2013.09.16 21:39:00 -
[56] - Quote
1. Fix passive scanning so that it consistently works with 360 degree detection of anything equal or above your precision rating (so un-buffed Light suits can detect other un-buffed light suits with profile and precision at the same value). At the moment, ir sometimes works, but more often only works in a frontal arc with no detection behind the player (still spots targets through walls when they're in range, but only if you're facing the right direction - kind of negates the point).
2. Increase Light Frame scan radius to 15m (yes, only 15m, that's enough when it stacks with your skills/modules).
3. Make Scout suit passive scanners share your TACNET data with teammates. This benefit could also be applied to the Active Scanner - meaning that while other suits can use Active Scanners, the Scout will be the only one sharing data with the entire team, instead of being limited to squad vision.
I think that makes Scouts more like Scouts. Don't you? |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
506
|
Posted - 2013.09.17 01:39:00 -
[57] - Quote
Mossellia Delt wrote:Ludvig Enraga wrote:Mossellia Delt wrote:why the hell do people want minni scouts to get an extra low slot...... I want an extra high slot for damage mods or shield tanking purposes As is kin cat and cardreg are a must. To be able to take advantage of some electronic superiority mods mini scout needs an extra low slot. I dont use Kincats....... never found they were needed, direct spee never did nothing for me. I use a repper and a cardio in my 2 lows.
All the same, u would want an extra low slot for electronic things - hacking module or a scanning range or dampening module. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
506
|
Posted - 2013.09.17 01:47:00 -
[58] - Quote
Mordecai Sanguine wrote:SCOUT ARE MADE FOR RECO NOT FOR KILL !!!!!!
So it's pretty obvious.....
5% reduction cost to Active scanner per level (Pg/CPU).
Radar on scout frame buffed (Less Db so less possibility to be (active/passive) scanned. Bigger Passive Scanner. Cloaking Exclusive to scout. Only unit that share his passive scanner with Squad units.
They don't need Ehp or damage because they're not intended as KillUnits.
BUT they should receive 5points per Ennemy PassiveScan killed. 25 per active scan killed. So making points without killing.
Some little box with laser that must be throw (Like Claymores but without explosives). And when an ennemy "break" the laser he's spotted on everybody's map. 10 points per ennemy spotted as this way. These can be sticked on wall. (On an objective per exemple or a simple passage.) The laser got 15Meters of range. (But is unidirectionnal.)
I think no one would want to play a suit that does not kil in an FPS game. Some of the things that you are suggesting are pretty good. |
OZAROW
WarRavens League of Infamy
663
|
Posted - 2013.09.17 01:48:00 -
[59] - Quote
I can't stand when people say scouts aren't for killing there for recon. Different races= different types of scouts, look at the stats an slot layout. Trying to tell us that a mini scout is the same as gallente is like comparing a wall mart steak, to one you get from Texas longhorns! Same thing different breed!
Scouts enter a area that usually more than one person is at, scouts get sent to these areas to breach them first , to take a objective, supply depot,or Cru , leave a uplink or scan the area.
Scout s are basically the sacrificial lamb It's usually always out numbered an out gunned an can get killed in two seconds from a hundred meters away by a regular rifle of any sort. Yes maybe we should run when spotted, but that's the problem.
Minja is that iner city assassin , killing quick an vanishing yet it can't profile damp an vanish quickly because it can't beat 15db or stack hacking mods or pd or speed like gallente. Yet the gallente is a little slower an tougher but it's bonuses are screwed up in a sence too because in a way it's a contradiction to its style of purpose.
The gallente can use the most out of valuable scout mods, cardiac, kinetics, reps, range an pd, all in the lows. With only one high it's options are damage, shield or precision . Yet it's bonus is range, so if it's a sniper it can go pd or range but if it's a iner city hacker it's slower, not as stealthy an it's precision mod is most Likely gonna be used for a shield , but to me it makes better sence to make its bonus precision not range since its capable of using pd in the low and range yet it only has room for one precision.
Which basically means he is intended for sniping an secretly taking outside objectives solo an escaping into the hills. The minja however should be just as ghost an still be fast as hell. Both suits should have two equipment primarily for links an scanners. To do there job. Now the low on the minmatar would provide a few options Speed Speed , cardio Armor an reps for inner city shotgunning Profile dampening Hacking An combination s of the above
The gallente can do this ^ But it's extra high would provide range, shields or damage to balance out what lack of armor or electronic mods it does or doesn't use in the lows
This way scouts can balance by counter balancing these combinations an find their niche, an not drop in one shot as it does it's job, which is taking the objective an waiting for support, an providing intel on this area, before the team arrives so they kno what there getting into |
OZAROW
WarRavens League of Infamy
665
|
Posted - 2013.09.17 02:02:00 -
[60] - Quote
Ment precision instead of range on the gallente since it can stack range in the low an it could use the precision in the extra high |
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