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Shotty GoBang
Pro Hic Immortalis
1288
|
Posted - 2013.09.26 03:00:00 -
[1] - Quote
Source: https://forums.dust514.com/default.aspx?g=posts&m=1009985#post1009985
CCP Cmdr Wang wrote: We are planning on giving Scout role some love in the future. We can see their performance dropping in game overall.
^ Following up. Been 82 Days.
Will the Hugs be awesome? Will they help us Kill or Hide. Maybe Both? Will they be here in time for Christmas?
Hate to bug you. Know you're busy. Seeking something to share with the guys. No harm in asking, right?
Thanks! |
Maken Tosch
DUST University Ivy League
4283
|
Posted - 2013.09.26 03:34:00 -
[2] - Quote
/take a peek from the shadows /raises his hand
Are we getting love yet?
/disappears into the shadows |
TechMechMeds
Swamp Marines Kleenex Inc.
253
|
Posted - 2013.09.26 04:36:00 -
[3] - Quote
When I do run scout I find if I don't have a scanner I may as well just cook grenades at redline and blow myself up repeatedly |
Matticus Monk
Ordus Trismegistus
492
|
Posted - 2013.09.26 12:00:00 -
[4] - 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. |
Eyemakerwet
R 0 N 1 N
10
|
Posted - 2013.09.26 12:07:00 -
[5] - Quote
As a scout, better hiding is better hunting |
Protected Void
STRONG-ARMED BANDITS Public Disorder.
93
|
Posted - 2013.09.26 15:05:00 -
[6] - Quote
Bump. Any hint about the future would be appreciated. |
Absolute Idiom II
No Free Pass
781
|
Posted - 2013.09.26 15:51:00 -
[7] - Quote
Scan results from scout suits should propagate to the entire team. |
Shotty GoBang
Pro Hic Immortalis
1296
|
Posted - 2013.09.26 16:35:00 -
[8] - Quote
Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team.
That'd be a buff for everyone else but Scouts. How would that this help Scout performance?
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Cosgar
ParagonX
5481
|
Posted - 2013.09.26 16:45:00 -
[9] - Quote
Shotty GoBang wrote:Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team. That'd be a buff for everyone else but Scouts. How would that this help Scout performance? It would make scanning more personalized for scouts to the point that they're not completely obligated to carry a scanner for starters. But since we'll be getting WP for using the scanner, it kind of makes the point moot. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
311
|
Posted - 2013.09.26 16:51:00 -
[10] - Quote
Shotty GoBang wrote:Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team. That'd be a buff for everyone else but Scouts. How would that this help Scout performance?
It's a buff in that scouts would gain an actual role in a team. As you yourself have pointed out, everything a scout can do, some other suit can do just as well with more eHP. Scouts sharing passive scan results allows scouts to do something no other suit can do--provide a constant stream of tactical data without alerting the enemy. I.E. the scout becomes the eyes and ears of their squad as a scout should be.
Can this hurt lone-wolf cqc hunting? Yes, if you squad with randoms who don't understand you are trying to lone-wolf... while in a squad. Otherwise, there is no real downside to the scout. If a scout moves off on their own, the game will be the same as now. If they move with their squad, their squad will be able to move more intelligently and the scout doesn't have to be the only one watching the squad's back. |
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Awry Barux
Shining Flame Amarr Empire
144
|
Posted - 2013.09.26 16:58:00 -
[11] - Quote
Krom Ganesh wrote:Shotty GoBang wrote:Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team. That'd be a buff for everyone else but Scouts. How would that this help Scout performance? It's a buff in that scouts would gain an actual role in a team. As you yourself have pointed out, everything a scout can do, some other suit can do just as well with more eHP. Scouts sharing passive scan results allows scouts to do something no other suit can do--provide a constant stream of tactical data without alerting the enemy. I.E. the scout becomes the eyes and ears of their squad as a scout should be. Can this hurt lone-wolf cqc hunting? Yes, if you squad with randoms who don't understand you are trying to lone-wolf... while in a squad. Otherwise, there is no real downside to the scout. If a scout moves off on their own, the game will be the same as now. If they move with their squad, their squad will be able to move more intelligently and the scout doesn't have to be the only one watching the squad's back.
If they give us this and call it a scout buff, I'm going to throw rocks through the nearest window. Running around standing within 10-20M of enemies so my team can see them is NOT a role, thank you very much. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
311
|
Posted - 2013.09.26 17:05:00 -
[12] - Quote
Awry Barux wrote:If they give us this and call it a scout buff, I'm going to throw rocks through the nearest window. Running around standing within 10-20M of enemies so my team can see them is NOT a role, thank you very much.
Which is also why we need a buff to our passive scan range (among other things). Our current range is next to useless unless you stack a lot of proto range extenders while having lvl 5 in gal scouts... which doesn't leave you with much cpu/pg for fitting other useful things.
Ideally, scouts should get a 20m base range. With extenders at 5, that would go up to 25. Then if a scout wishes to run with the team or have a larger passive scan range, they could throw on a range extender or two and have a respectable scan radius. |
Shotty GoBang
Pro Hic Immortalis
1298
|
Posted - 2013.09.26 18:03:00 -
[13] - Quote
Krom Ganesh wrote:
It's a buff in that scouts would gain an actual role in a team. As you yourself have pointed out, everything a scout can do, some other suit can do just as well with more eHP. Scouts sharing passive scan results allows scouts to do something no other suit can do--provide a constant stream of tactical data without alerting the enemy. I.E. the scout becomes the eyes and ears of their squad as a scout should be.
Can this hurt lone-wolf cqc hunting? Yes, if you squad with randoms who don't understand you are trying to lone-wolf... while in a squad. Otherwise, there is no real downside to the scout. If a scout moves off on their own, the game will be the same as now. If they move with their squad, their squad will be able to move more intelligently and the scout doesn't have to be the only one watching the squad's back.
Your position is well argued, and it makes perfect sense. The fact remains, however, that Active Scanners are the ultimate "eyes and ears" recon tool. They are far superior in this role compared to a Scout's passive Recon capability. They're more precise, they cover substantially greater areas, and they operate at minimal risk.
The Active Scanner would remain superior at Recon even if our base scan range was substantially buffed.
Once WP are awarded for scan-assisted kills, there will likely be more Active Scanners than Scouts in any given battle. The Scouts' role -- if a buffed in relation to Recon -- will thereby remain undefined.
Assassination, Survivability, Mobility, Flexibility (equipment / module slots) ... These are the things that affect Scout Performance. These are the things I'm hoping CCP is focusing upon in crafting our long-awaited buff.
- Shotty GoBang |
Krom Ganesh
Holdfast Syndicate Amarr Empire
312
|
Posted - 2013.09.26 18:32:00 -
[14] - Quote
Shotty GoBang wrote:Your position is well argued, and it makes perfect sense. The fact remains, however, that Active Scanners are the ultimate "eyes and ears" recon tool. They are far superior in this role compared to a Scout's passive Recon capability. They're more precise, they cover substantially greater areas, and they operate at minimal risk.
The Active Scanner would remain superior at Recon even if our base scan range was substantially buffed.
Once WP are awarded for scan-assisted kills, there will likely be more Active Scanners than Scouts in any given battle. The Scouts' role -- if a buffed in relation to Recon -- will thereby remain undefined.
Assassination, Survivability, Mobility, Flexibility (equipment / module slots) ... These are the things that affect Scout Performance. These are the things I'm hoping CCP is focusing upon in crafting our long-awaited buff.
- Shotty GoBang
You are correct. Currently active scanners way out perform scouts in scouting. However, that is because one of the main clauses that differentiates active and passive is null and void at the moment. Active is supposed to have the benefit of being a more intensive search but only for short bursts and at limited angles. Unfortunately, due to CCP's implementation, the limited angles bit is nullified by the ballerina spin.
You are also correct in that scouts need more than this for its buff (much more in fact). However, sharing scanner info info has already been implemented and therefore should only require very minimal changes to make it a scout perk.
And it wouldn't be a boost to scout performance per say... It would be more of an adjustment to the scout so that it can contribute more to the squad-based gameplay that is supposed to be a key feature of Dust. |
Ghost Kaisar
Pradox One
320
|
Posted - 2013.09.26 19:09:00 -
[15] - Quote
@ Shotty GoBang @Krom Ganesh
Okay, prepare yourself. This is a long one. (I had to cut out quotes to make room )
You guys make some excellent points on Scanning and the roles of scouts. IMHO scouts have lost the true "Recon" role due to the scanner. Yet reliance on the scanner can make our stealth skills more powerful
That is where the combat based scouts come in handy. Since we can't be scanned (with enough dang SP) we become much more efficient at surprising people. The only giveaway is the giant "some margin of error" that is displayed.
On that topic, I really think they need to nerf that part of the scanner. What is the point of avoiding the scanner if it still tells people that someone is there? Yeah, you don't know EXACTLY where they are, but you can still pin down a rough area, and find them.
Thus, I propose the following.
Suppose that my Dampening is at 30db. I can avoid every scanner but the proto. However, the Basic and ADV scanner's will still give me a "some margin of error". What if they made it so that if you exceed the detection range by a certain margin, you will instead be excluded from the scan. You would not get the "some margin of error", instead, they would think that nothing is there (that is the point of dampening right?). However, if you are just below the scanning precision you WOULD get the margin of error. That is because you are JUST below it (within 1-2 db), and it can detect the anomaly, just not where.
This way, Proto Scanners would still do their job against a 30db scout. But the point would be is that you would have to bust out Proto to find out roughly where the scout is. An ADV or Basic scanner would just ignore you, making flanking more effective.
On the same note, once they fix the stealth mechanic, they do need to buff our offensive firepower. What is the point of staying hidden if that all we can do? We need to be able to provide reliable CQC damage, not just the current "shoot em in the back and hope for the best" when we face PRO opponents.
A Backstab/Rear attack damage bonus would be nice for the Mimatar scout suit (emphasis on combat). Imagine if you could just walk up to a suit from behind and issue one or two quick melee's to the back to "assassinate" a target? This would be a better racial bonus from the knives, as it encourages them to engage from the rear than the front. Knives would still be deadly, but you would have to charge them to take on targets head on, while you could just quick knife them from behind if need be.
For the Gallente, they need buffs to emphasize their abilities as "Infiltrators". Passive scan needs a buff as knowing where targets are helps in avoiding detection (on Both suits. It's good for a minnie to have 20m base, but the bonuses to the Gallente is where it would really shine. So that they could cover a large area of the compound to maneuver around squads).
For both, you need some extra slots( 2/4 for Gal, and 3/3 for min) and CPU/PG boost to accompany it. Sprint speed needs to be raised to an 8.0 base for gallente and 8.3 for Minmatar. Walking speed needs a boost too. 5.8 for gallente and 6.0 for Minnie. This would help our overall speed, which combined with stealth, would make us good at running away from combat, or for rushing a target or objective.
That being said, Suit eHP needs to stay the same! With these buffs, the scout will have their purpose, that being speed and stealth and versatility. We should NOT be frontline fighters. Any assault should be able to melt us if we try to engage head on, but we should be able to run away from them if need be (not unharmed though. we have a high recharge rate for a reason. So that we can run away injured and quickly recuperate. That being said, a base 1.0 rep wouldn't hurt either
Combat Scouts should be able to avoid detection, perform rapid flanks and hit and run tactics, and be able to quickly eliminate lone/injured targets. They should have a lower eHP than an infiltrator, yet a faster recovery time (EMPHASIS ON HIT AND RUN, NOT STAYING POWER. A good combat scout should still be reporting back to their home flags for ammo or healing unless they run a Compact hive themselves (Which would make them more detectable as it gives away their rough location. Risk/Reward.)
Infiltration Scouts should be able to keep tabs on troop movements in an enemy base (to stay undetected, and to relay information), they should be able to take out lone/injured targets, and have more staying power than a Combat Scout, yet a slower recovery time (since they will be staying in compounds longer, they will be detected eventually. They need more eHP to survive that encounter, and to make a good infiltrator surprisingly difficult to remove from a compound. EMPHASIS ON SURVIVIAL, NOT OFFENSE)
This is my Opinion. Feel free to hate, debate, troll, or lol at it as you see fit.
Just my 0.02 ISK people. Ghost out. |
Shotty GoBang
Pro Hic Immortalis
1298
|
Posted - 2013.09.26 19:18:00 -
[16] - Quote
Ghost Kaisar wrote: Tons of valuable feedback for CCP :-)
We're all in agreement that the "Scout Fix" won't be accomplished by a single tweak. Let's hope that CCP shares in our consensus.
Good stuff, Krom and Ghost. Thank you and +1.
- Shotty
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Krom Ganesh
Holdfast Syndicate Amarr Empire
313
|
Posted - 2013.09.26 19:24:00 -
[17] - Quote
@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus. |
Ghost Kaisar
Pradox One
321
|
Posted - 2013.09.26 19:47:00 -
[18] - Quote
Krom Ganesh wrote:@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra mod slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus.
Yeah, thinking back. A backstab/Rear attack bonus would be hard to implement.
Any other idea's? I still want to get a bonus that would reward flanking/stealth when used for offense. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
313
|
Posted - 2013.09.26 19:55:00 -
[19] - Quote
Ghost Kaisar wrote:Krom Ganesh wrote:@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra mod slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus. Yeah, thinking back. A backstab/Rear attack bonus would be hard to implement. Any other idea's? I still want to get a bonus that would reward flanking/stealth when used for offense.
I've thought about it and the only thing that I can come up with won't work until we get the ability to modify our guns.
My idea is for scouts to have access to a special gun mod that greatly increases damage but also reduces rate of fire as well as ammo capacity. This would allow us to trade effectiveness in sustained combat for greater initial damage. |
DJINN Marauder
Ancient Exiles
1447
|
Posted - 2013.09.26 20:05:00 -
[20] - Quote
Great stuff here guys! |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces League of Infamy
519
|
Posted - 2013.09.26 21:06:00 -
[21] - Quote
@ wall-o-text (lol)
Backstab: Put a cooldown so if you are spotted then you must remain undetected for a set time before you can perform the backstab (damage boost to melee attacks).
Speed: Currently the speed difference from base to sprint is 40% for any suit so a 5.8 base speed would yield 8.1 sprint and a 6.0 base would give 8.4 sprint. Either way I still agree.
Passive Scan: Scouts are dead when spotted so increasing there awareness can only help (not all scouts are running actives ALL THE TIME)
Passive rep: good idea actually No one has ever suggested that and the idea of not going beyond 1 rps will keep players mindset focused on stealth and not frontlining.
@Krom Other racial variants of SMG may have this "Stopping power" you are looking for....hopefully.
@Absolute This would be valuable to scouts that choose to run uplinks as apposed to active scanners. Would also give scout snipers back there recon ability.
[general comment] Loving this thread guys.
`Sigh. Just another fun game of DUST. |
Ghost Kaisar
Pradox One
324
|
Posted - 2013.09.26 21:47:00 -
[22] - Quote
Krom Ganesh wrote:Ghost Kaisar wrote:Krom Ganesh wrote:@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra mod slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus. Yeah, thinking back. A backstab/Rear attack bonus would be hard to implement. Any other idea's? I still want to get a bonus that would reward flanking/stealth when used for offense. I've thought about it and the only thing that I can come up with won't work until we get the ability to modify our guns. My idea is for scouts to have access to a special gun mod that greatly increases damage but also reduces rate of fire as well as ammo capacity. This would allow us to trade effectiveness in sustained combat for greater initial damage.
Until then: Damage Mods |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
81
|
Posted - 2013.09.26 22:50:00 -
[23] - Quote
Cosgar wrote:Shotty GoBang wrote:Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team. That'd be a buff for everyone else but Scouts. How would that this help Scout performance? It would make scanning more personalized for scouts to the point that they're not completely obligated to carry a scanner for starters. But since we'll be getting WP for using the scanner, it kind of makes the point moot.
I can't tell if this would be good or not - gut instinct is not but there are good arguments both sides. One thing I think of is, when does a scout ever run with the squad blob? Unless you're actually trying to find the enemy, which often isn't difficult, and scanners excel at, not really seeing much use. But I'd love to try it out.
The other thing I'd say is I think we as scouts are at the point where we're so desperate for something, we're scared to even suggest something might be good when it might not be the best thing we could get. Because we feel like we're only gonna get one christmas present, and the next present is a year away. |
Tyrionn Callazar
843 Boot Camp
8
|
Posted - 2013.09.26 23:39:00 -
[24] - Quote
I only use scout suit. The only suggestion is to make us scout harder to aim because with the aim-assist everyone if a damn marksman. specially when I go against AR. I think scouts should be a little bit fast to compensate for their lower shield and armour.
Also when I snipe I find really annoying that I cant control my weapon's zoom. I find it really frustrating. |
lrian Locust
DUST University Ivy League
130
|
Posted - 2013.09.27 00:40:00 -
[25] - Quote
Shotty GoBang wrote:Absolute Idiom II wrote:Scan results from scout suits should propagate to the entire team. That'd be a buff for everyone else but Scouts. How would that this help Scout performance? I notice that when I light up my pursuers with a scanner, there's often a blueberry that comes running and helps me out.
|
Vargralor
Mikramurka Shock Troop Minmatar Republic
15
|
Posted - 2013.09.27 01:31:00 -
[26] - Quote
On the topic of suit bonuses what are your thoughts on changing the dampening bonus? Currently a proto scout suit can never, ever have the db level it has on paper as your prerequisite skill modifies it. This is a fairly pointless use of a bonus and it is exactly the sort of bonus that the EVE ship rebalancing has been scrapping and rolling into the base stats. I know that we do gain a dampening bonus for having racial scout to lvl 5 and running an advanced or basic scout suit but what if we just adjust the base db level of the three suits to match what it should be with the appropriate prerequisite skills and have a whole new bonus? (I would post numbers here but I am at work and do not have them).
My idea for a replacement bonus to give a bit more a CQC focus for scouts and let us do a bit more damage is 2% per lvl to Sidearm damage. The Minmatar bonus would have to reduced from 5% per lvl to 3% per lvl for NK damage to maintain parity but we then get a nice damage boost with sidearms across all suits. At lvl 5 it is the equivalent of a complex damage mod (which we struggle to fit).
This gives us a good boost to our damage but doesn't lock us into sidearms. Shotguns, ARs and Sniper Rifles would all still be used too but out backup weapons in those fits would be much more potent. |
Shotty GoBang
Pro Hic Immortalis
1305
|
Posted - 2013.09.27 01:47:00 -
[27] - Quote
Vargralor wrote:On the topic of suit bonuses what are your thoughts on changing the dampening bonus?
The current dampening bonus keeps Lvl(5) Scouts safe from Basic and Advanced Scanners. As these Scanner tiers are most commonly used, this Bonus is actually quite useful (IMHO). |
GVGMODE
WorstPlayersEver
38
|
Posted - 2013.09.27 02:15:00 -
[28] - Quote
Tanks have been waiting for some love for so long but been getting face palms and butt raped by increases in the effectiveness of AV |
Vargralor
Mikramurka Shock Troop Minmatar Republic
15
|
Posted - 2013.09.27 02:22:00 -
[29] - Quote
Shotty GoBang wrote:Vargralor wrote:On the topic of suit bonuses what are your thoughts on changing the dampening bonus? The current dampening bonus keeps Lvl(5) Scouts safe from Basic and Advanced Scanners. As these Scanner tiers are most commonly used, this Bonus is actually quite useful (IMHO).
Very true but if it is rolled into the suit we wouldn't actually lose it. We would still have that bonus on the proto suit and should be able to achieve it on advanced suits with the right fit. |
Shotty GoBang
Pro Hic Immortalis
1307
|
Posted - 2013.09.27 02:27:00 -
[30] - Quote
lrian Locust wrote: I notice that when I light up my pursuers with a scanner, there's often a blueberry that comes running and helps me out.
Help can be a very bad thing for a Scout, especially when the Help blows your cover.
- When sneaking up behind a target, the last thing you want is Helpful from behind alerting your target.
- When sneaking up on a pile of reds, the last thing you want is Help rushing in and ruining your nade strike.
- When luring an opponent into a trap, the last thing you want is Help interfering.
- When haunting an objective, the last thing you want is Help engaging a would-be hacker.
- When operating in confined spaces, the last thing you want is Help on your heels obstructing your escape route.
- When working a flank, the last thing you want is nearby Help lighting up on hostile scanners.
Like Duncan said, there's a chance we Scouts are only gonna get one Christmas present. I hope that present helps us directly, as opposed to encouraging the above sorts of Help. |
|
ALPHA DECRIPTER
M.E.R.C. Conventional Forces League of Infamy
519
|
Posted - 2013.09.27 03:09:00 -
[31] - Quote
Shotty GoBang wrote:lrian Locust wrote: I notice that when I light up my pursuers with a scanner, there's often a blueberry that comes running and helps me out.
Help can be a very bad thing for a Scout, especially when the Help blows your cover.
- When sneaking up behind a target, Helpful fire from behind alerting your target doesn't help.
- When stalking a pile of reds, Help rushing in and ruining your nade strike doesn't help.
- When luring an opponent into a trap, Help interfering doesn't help.
- When honorably dueling a hostile Scout Brother, Help tilting odds doesn't help.
- When haunting an objective, Help engaging a would-be hacker prematurely doesn't help.
- When operating in confined spaces, Help on your heels obstructing your escape route doesn't help.
- When working a flank, tag-along Help lighting up on hostile scanners doesn't help.
These scenarios are arguments against the "buff" of sharing Passive Scan results. In contrast, sharing Active Scanner results -- as you've described -- is indeed quite helpful. Like Duncan said, there's a good chance we Scouts are only gonna get one Christmas present from CCP. If that turns out to be the case, I hope CCP gifts us with something that helps directly. I could be wrong, but helping the Help will likely not help our performance. huh....makes sense
`Sigh. Just another fun game of DUST |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
84
|
Posted - 2013.09.27 08:20:00 -
[32] - Quote
Shotty GoBang wrote:lrian Locust wrote: I notice that when I light up my pursuers with a scanner, there's often a blueberry that comes running and helps me out.
Help can be a very bad thing for a Scout, especially when the Help blows your cover.
- When sneaking up behind a target, Helpful fire from behind alerting your target doesn't help.
- When stalking a pile of reds, Help rushing in and ruining your nade strike doesn't help.
- When luring an opponent into a trap, Help interfering doesn't help.
- When honorably dueling a hostile Scout Brother, Help tilting odds doesn't help.
- When haunting an objective, Help engaging a would-be hacker prematurely doesn't help.
- When operating in confined spaces, Help on your heels obstructing your escape route doesn't help.
- When working a flank, tag-along Help lighting up on hostile scanners doesn't help.
These scenarios are arguments against the "buff" of sharing Passive Scan results. In contrast, sharing Active Scanner results -- as you've described -- is indeed quite helpful. Like Duncan said, there's a good chance we Scouts are only gonna get one Christmas present from CCP. If that turns out to be the case, I hope CCP gifts us with something that helps directly. I could be wrong, but helping the Help will likely not help our performance.
So what about giving scouts an innate ability to selectively upload their passively scanned targets to tacnet. If the UI somehow allowed you to select one or more reds and then hit a button to upload, you effectively...............
You know what, I just decided this isn't a good idea, this is the whole idea behind using a mic.............
You know what, I just decided maybe it is a good idea after all, because it's far more useful than what you can describe on a mic (which would also require you be in the same chat as everyone else)
I think the idea I'm trying to convey is that marking targets for the whole team on tacnet might be a nice team addition to define a scout's role. The tacnet idents could be static (ie movement not tracked) and last for a short period of time (like 3s or something)
So if we got a buff to scan radius, and this addition, we could dictate which targets we weren't going to deal with ourselves, or that we wanted to make the team aware of. I guess it's kind of like a replacement for when anyone could "light em up" by targeting a red with your weapon.
It also plays well with the idea of a scout not running with the blob, because you're gonna cover more of a map and find more targets than non-recon scouts will, so that seems to make sense.
This would still allow us to do everything we do now.
I dunno, I also feel like I want this idea ignored because there are better things to do to scouts that you guys have all already identified in the last 84-odd days :-o |
Matticus Monk
Ordus Trismegistus
511
|
Posted - 2013.09.27 09:53:00 -
[33] - 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. |
Hagintora
Chatelain Rapid Response Gallente Federation
148
|
Posted - 2013.09.27 10:33:00 -
[34] - Quote
My thoughts on Passive Scan Radius are thus:
Keep the Scan Radius of all Medium and Heavy Frame Suits/Variants at 10m, and increase the radius for all Light Frame Suits, and Non-Gallente Scout Suits, to 15m. Gallente Scouts stay at 10m. Don't yell at me, I'm not done yet.
The major change comes in the bonus that the Scan Radius skill gives you. I say increase that to 20% per level, and increase the Gallente Racial bonus for scouts to 20% as well.
What you will get in the end is this:
Medium and Heavy Frame Suits/Variants - 20m Passive Scan Radius with skill at Level 5. All Light Frame/Non- Gallente Scout Suits - 30m Passive Scan Radius with skill at Level 5. Gallente Scouts - 40m Passive Scan Radius with skill at Level 5, and Racial Bonus at Level 5.
This gives all scouts, and the Gallente in particular, a clear advantage in scan range, but also increases the scan range of the other suits as well, making a scouts stealth capabilities meaningful outside of just avoiding the Active Scanner.
I like the Backstab idea as well. If the rumors are true, and scouts are going to get cloaking device "SoonTM", then I would tie those two together. When cloaked, a scout gets somewhere between 10-25% damage bonus on the target (at any range), giving the scout an Alpha Strike ability that we currently lack. As soon as we fire though, we become visible and the bonus is then lost until the cooldown is complete and the cloak reactivates. So as long as the scout remains in active combat he does not get the Alpha Strike Bonus. This, combined with the changes in Passive Scan listed above, would make the scout the master of the Hit and Run. Still weak in a sustained fight, but deadly when fighting on our own terms. |
Korvin Lomont
United Pwnage Service RISE of LEGION
202
|
Posted - 2013.09.27 11:05:00 -
[35] - Quote
Hagintora wrote:My thoughts on Passive Scan Radius are thus:
Keep the Scan Radius of all Medium and Heavy Frame Suits/Variants at 10m, and increase the radius for all Light Frame Suits, and Non-Gallente Scout Suits, to 15m. Gallente Scouts stay at 10m. Don't yell at me, I'm not done yet.
The major change comes in the bonus that the Scan Radius skill gives you. I say increase that to 20% per level, and increase the Gallente Racial bonus for scouts to 20% as well.
What you will get in the end is this:
Medium and Heavy Frame Suits/Variants - 20m Passive Scan Radius with skill at Level 5. All Light Frame/Non- Gallente Scout Suits - 30m Passive Scan Radius with skill at Level 5. Gallente Scouts - 40m Passive Scan Radius with skill at Level 5, and Racial Bonus at Level 5.
This gives all scouts, and the Gallente in particular, a clear advantage in scan range, but also increases the scan range of the other suits as well, making a scouts stealth capabilities meaningful outside of just avoiding the Active Scanner.
I like the Backstab idea as well. If the rumors are true, and scouts are going to get cloaking device "SoonTM", then I would tie those two together. When cloaked, a scout gets somewhere between 10-25% damage bonus on the target (at any range), giving the scout an Alpha Strike ability that we currently lack. As soon as we fire though, we become visible and the bonus is then lost until the cooldown is complete and the cloak reactivates. So as long as the scout remains in active combat he does not get the Alpha Strike Bonus. This, combined with the changes in Passive Scan listed above, would make the scout the master of the Hit and Run. Still weak in a sustained fight, but deadly when fighting on our own terms.
Well you outcome seems reasonable but your start doesn't . So what the reason for suit specialised in passive scanning having a lower value than a normal not specialized light frame? Doesn't make much sense to me...
So why not just change the skill to 5m (or 10m althoug that could be a bit OP) instead of 10 or 20%?. With 5m per level you would get a total of 35m scanradius for specialised scout suit (52m with maxed skills)...
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Hagintora
Chatelain Rapid Response Gallente Federation
148
|
Posted - 2013.09.27 11:29:00 -
[36] - Quote
Korvin Lomont wrote:Well you outcome seems reasonable but your start doesn't . So what the reason for suit specialised in passive scanning having a lower value than a normal not specialized light frame? Doesn't make much sense to me... So why not just change the skill to 5m (or 10m althoug that could be a bit OP) instead of 10 or 20%?. With 5m per level you would get a total of 35m scanradius for specialised scout suit (52m with maxed skills)... But honestly I think the whole scout theme does not fit very well to the Gal scout it should be some sort of fast DPS dealer IHMO
The reason I chose 20%, instead of a hard number is that everything to do with Scanning (Scan Range, Scan Profile, and Scan Precision) is based off of a percentage. Modules included. 20% doubles the scan radius when maxed out, and so made the most sense to me.
As for starting the GalScouts radius at 10m, it's my opinion that the important thing is where they end up, not necessarily where they start. They're Specialists, which means that they can start off low, but end up higher than anyone with a little SP investment. The advantage that GalScouts have is in the Racial Skills given to Suits, not in the suits base stats.
And I think all Scouts should be fast DPS dealers. Hence, the Backstab. What scouts are not, is sustained DPS dealers. Giving Scouts the increased Scan Range allows them to choose which fights they enter, and from which direction, hit hard and fast, and then leave again. To me, that falls in perfectly well with the whole "Scout Theme." |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces League of Infamy
521
|
Posted - 2013.09.27 21:33:00 -
[37] - Quote
Hagintora wrote:My thoughts on Passive Scan Radius are thus:
Keep the Scan Radius of all Medium and Heavy Frame Suits/Variants at 10m, and increase the radius for all Light Frame Suits, and Non-Gallente Scout Suits, to 15m. Gallente Scouts stay at 10m. Don't yell at me, I'm not done yet.
The major change comes in the bonus that the Scan Radius skill gives you. I say increase that to 20% per level, and increase the Gallente Racial bonus for scouts to 20% as well.
What you will get in the end is this:
Medium and Heavy Frame Suits/Variants - 20m Passive Scan Radius with skill at Level 5. All Light Frame/Non- Gallente Scout Suits - 30m Passive Scan Radius with skill at Level 5. Gallente Scouts - 40m Passive Scan Radius with skill at Level 5, and Racial Bonus at Level 5.
This gives all scouts, and the Gallente in particular, a clear advantage in scan range, but also increases the scan range of the other suits as well, making a scouts stealth capabilities meaningful outside of just avoiding the Active Scanner.
I like the Backstab idea as well. If the rumors are true, and scouts are going to get cloaking device "SoonTM", then I would tie those two together. When cloaked, a scout gets somewhere between 10-25% damage bonus on the target (at any range), giving the scout an Alpha Strike ability that we currently lack. As soon as we fire though, we become visible and the bonus is then lost until the cooldown is complete and the cloak reactivates. So as long as the scout remains in active combat he does not get the Alpha Strike Bonus. This, combined with the changes in Passive Scan listed above, would make the scout the master of the Hit and Run. Still weak in a sustained fight, but deadly when fighting on our own terms.
Sticking the "Back stab" to the cloak actually makes a lot of sense.
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.
`Sigh. Just another fun game of DUST |
Krom Ganesh
Holdfast Syndicate Amarr Empire
322
|
Posted - 2013.09.27 22:49:00 -
[38] - Quote
Making the cloak be our "back stab" bonus is a really good idea (so long as the other suits don't get cloaking)
Reminds me of the Mass Effect cloak.
Edit: @Hagintora As for the change in passive scan, what's wrong with just bumping all scouts to 20m? This would mean that scouts get 30 (with range extender to 5) and gal scouts get 45.
A lvl 5 scout with profile dampening at 5 isn't going to have to worry about mediums and heavies seeing them unless the mediums and heavies stack precision mods, which very very few would be willing to do. |
Hagintora
Chatelain Rapid Response Gallente Federation
149
|
Posted - 2013.09.28 00:44:00 -
[39] - Quote
Krom Ganesh wrote:As for the change in passive scan, what's wrong with just bumping all scouts to 20m? This would mean that scouts get 30 (with range extender to 5) and gal scouts get 45.
A lvl 5 scout with profile dampening at 5 isn't going to have to worry about mediums and heavies seeing them unless the mediums and heavies stack precision mods, which very very few would be willing to do.
And why should scouts be the only ones to receive the buff? Why not give Medium and Heavy Frames more of a chance at higher levels? Or, conversely, why give Medium and Heavy Frames a Scan Radius at all? At 10m (15m when topped out), Scan radius is pretty much useless. Enemies won't pop up until they are already standing next to you, and most of them will have starting shooting you long before that, so why have it? To protect them from Scouts? Scouts whose Profile is so low that they can stand in front of a Proto Scanner and not be detected?
Unless we start thinking of ways to include the other suits and classes into the world of Stealth/Detection, all we are going to do is eliminate a role/capability of the scout suit itself. Stealth is boring, if all I have to do to beat an Active Scanner is put on a single Dampening Mod. Stealth is meaningless if all it means is avoiding LOS. Every suit can avoid LOS. You cannot define the Scouts role as being "sneaky" if everyone can be just as effective at sneaking. In the same way that you cannot define the Scouts role as being "fast" if everyone moves at roughly the same speed.
In this case, you cannot alter just the Scout without looking at the rest of the Frames/Variants as well. The entire Profile/Scan Radius/Precision dynamic needs to be looked at. To actually make it DYNAMIC!
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Hagintora
Chatelain Rapid Response Gallente Federation
149
|
Posted - 2013.09.28 00:47:00 -
[40] - Quote
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. |
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Matticus Monk
Ordus Trismegistus
517
|
Posted - 2013.09.28 12:06:00 -
[41] - 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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Smooth Assassin
Stardust incorporation
200
|
Posted - 2013.09.28 12:38:00 -
[42] - Quote
Proto galante scout is best for speed with 4 low slots i calculated that they can get 1.00 more speed than a proto minmatar this is stupid and makes minmatar scouts useless apart from the shields but caldari scouts is coming |
ALPHA DECRIPTER
R 0 N 1 N
542
|
Posted - 2013.09.28 13:55:00 -
[43] - Quote
Smooth Assassin wrote:Proto galante scout is best for speed with 4 low slots i calculated that they can get 1.00 more speed than a proto minmatar this is stupid and makes minmatar scouts useless apart from the shields but caldari scouts is coming Sure we COULD be faster but how many scouts would actually speed tank like that when other tactical mods are more fruitful?
`Sigh. Just another fun game of DUST. |
Shotty GoBang
Pro Hic Immortalis
1320
|
Posted - 2013.09.28 14:02:00 -
[44] - Quote
Smooth Assassin wrote:Proto galante scout is best for speed with 4 low slots i calculated that they can get 1.00 more speed than a proto minmatar this is stupid and makes minmatar scouts useless apart from the shields but caldari scouts is coming I believe this was addressed in another thread, and yes you are correct. The top speed a Proto Gallente Scout can reach is at or around 11.01 m/s with four Complex KinCats. The ultra-low HP tradeoff for such high sprint spreed, however, doesn't help even slightly in combat or escape from combat.
The only time a high-speed Scout loadout comes in handy is at the start of match, rushing an initial objective. Even then, a fast-deployed LAV or Dropship will consistently win the race to a central objective.
The fact that speed tanking doesn't work anymore has also be thoroughly tested and discussed. Rest assured that while possible on paper, very few (if any) of your GalScout Brothers are stacking KinCats. Stacking plates or working with a combination of Lows nets substantially higher odds of survival.
- Shotty GoBang |
Shotty GoBang
Pro Hic Immortalis
1320
|
Posted - 2013.09.28 14:18:00 -
[45] - Quote
On Scan Radius:
Fact - Scout Scan Radius was nerfed to 10m on release of Uprising. Theory - This nerf was designed to encourage Active Scanner use. Observation - Squad Sight changes have boosted Active Scanner use. Prediction - Active Scanners will be commonplace once WP awards are deployed.
Thoughts: Scout Scan Radius can now safely be returned to Chromosome standards without any threat to Active Scanner proliferation. This nerf reversal would be of benefit to both races, and would add value to the arguably ineffective Gallente Racial Bonus.
- Shotty GoBang |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
294
|
Posted - 2013.09.28 15:05:00 -
[46] - Quote
Shotty GoBang wrote:On Scan Radius:
Fact - Scout Scan Radius was nerfed to 10m on release of Uprising. Theory - This nerf was designed to encourage Active Scanner use. Observation - Squad Sight changes have boosted Active Scanner use. Prediction - Active Scanners will be commonplace once WP awards are deployed.
Thoughts: Scout Scan Radius can now safely be returned to Chromosome standards without any threat to Active Scanner proliferation. This nerf reversal would be of benefit to both races, and would add value to the arguably ineffective Gallente Racial Bonus.
- Shotty GoBang Very strongly agreed. This would be a good start.
However, as I've suggested elsewhere, we also need hacked installations to be a little less omniscient to get the proper balance restored, and we need to know what their scan precision is. At present, they seem to detect and publish the location of absolutely anyone within a certain radius. |
Shotty GoBang
Pro Hic Immortalis
1322
|
Posted - 2013.09.28 16:49:00 -
[47] - Quote
Yun Hee Ryeon wrote: We also need hacked installations to be a little less omniscient ... they seem to detect and publish the location of absolutely anyone within a certain radius.
https://forums.dust514.com/default.aspx?g=posts&m=1335534 ^ I've linked to this well-written thread of yours on a few occasions now.
Completely agree with your observations and conclusions. Possibly occurring by error rather than by design. Though its hard to say without Dev feedback. |
Chilled Pill
Pro Hic Immortalis
207
|
Posted - 2013.09.29 06:33:00 -
[48] - Quote
Smooth Assassin wrote:Proto galante scout is best for speed with 4 low slots i calculated that they can get 1.00 more speed than a proto minmatar this is stupid and makes minmatar scouts useless apart from the shields but caldari scouts is coming
Why do people keep bringing this up??
Why don't you go ahead and put on 4 complex kincats. That way I can call you stupid.
Seriously. |
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