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Matticus Monk
Ordus Trismegistus
492
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Posted - 2013.09.26 12:00:00 -
[1] - Quote
I haven't specced into active scanners yet and it is REALLY damn hard to have good games given the new hit detection, disabled squad sight and Aim Assist. If it wasn't for dumb luck and lots of dirty tricks, I'd really be SOL.
I'm also curious to know if any planned changes are in the works. |
Matticus Monk
Ordus Trismegistus
511
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Posted - 2013.09.27 09:53:00 -
[2] - Quote
I think the movement speed upgrade and slots are a good idea, as well as increasing the scan range and having your profile dampening make it harder for people's AA to track you.
I definitely do NOT want my profile dampening bonus rolled into the suit. For 99% of my time I am using a STD suit with L5 skills because the proto suits are just too expensive. And I don't want to fit modules on my STD/ADV suit to achieve the same level of dampening.
As it stands now I get a free (in terms of not needing to waste a slot on my suit) passive reduction to my profile of 25%.... even when rolling around in my dragonfly suit. I almost never show up on scans and that is the exact reason I bothered to skill up in scout suits even knowing I'd rarely run Proto. I don't want this taken away at all.
I'm a fan of marking the targets with my passive scanning as well but it needs to be by choice and not by default allowing all of my targets to show up on my team member's TAC net.
As a scout I hate the idea that I may need to skill into the active scanner. It's a damn useful tool for many but if you are trying to be stealthy any merc worth their salt will notice their "you have been scanned" or "scan prevented" message. There goes my element of surprise.
+1 also for the build in reps (1HP) but I actually have seen other scouts suggest this. It's a great idea - given our low HP AND low slot count.... having 87 armor not rep, or 160 armor not rep (fully skilled Minja/Gallente scout) means that after your initial battle you may be down 25% or 50% of your HP for your next engagement.... unless you waste one of your precious low slots on a repper, or your even more precious EQ slot on a triage hive.... we NEED this as scouts. No real scout would tow around a logi during their misadventures. |
Matticus Monk
Ordus Trismegistus
517
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Posted - 2013.09.28 12:06:00 -
[3] - Quote
Hagintora wrote:ALPHA DECRIPTER wrote:At the cost of 1m scan you could give the g-scout a starting 15 with a 6%(per level) boost. Should end up with, I think, 39m scan. This was just a compromise to those not liking the G-Scouts base scan being lower then the others. This allows them to start at the same point although the end result will be a little less. This...is a good compromise.
I don't really like it to be honest. The Gallente as a racial scan bonus should definitely not start with a lower base scan radius than the Minmatar. I realize you've abandoned this idea and I'm glad.
Additionally, as a Minmatar they get a 25% bonus to kn / melee damage. So, 25% more effective than the Gallente. Damage wise though since the knives do reasonably high amount of base damage and then even more when charged it is quite a nice perk as that 25% adds up to a lot of extra HP.
The Gallente range bonus (40m v.s. 30m for Min in your scenario) is a 33% increase, but a 10m scan range buff isn't really that awesome in terms of real world benefit over 30m.... I think just keep all suits at 10m w/ the exception of scout suits, which move to 20. This gives the Gallente a 15m range bonus over Min when fully skilled (45 v.s 30m), keeps the Min range useful and doesn't seem too wimpy in terms of real-life benefit compared to the OHK knives w/ Min bonus.
As for why not buff range for other suits:
1.) They are combat focused, not intel focused. We sacrifice CPU/PG and slots for our scan benefits. 2.) If you buff them you'll have max skilled logis' that can easly run better scouts given the more high slots for precision and lows for range.
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