Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
367
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Posted - 2013.10.30 04:43:00 -
[1] - Quote
Lowering the TTK, which is what you are advocating, does in fact benefit scouts as it trivializes hp, which is why scouts benefited in 1.4, but it negatively impacts heavies. Also med v med TTK is low enough is about where it should be, any lower and it would be too short in my opinion. The more trivial hp is, the more scouts benefit and heavies get hurt, the other way around (heaves up scouts down) when you make ehp important.
Scouts need
1) Passive Detection strong enough to see whats going on within 30 M, which we will soon be close to after the buff
2) Scouts need an oh **** mechanic similar to what vehicles have to get out of trouble, because there is zero margin of error for scouts.
3) Scouts need to bring something to the table in a fight (like debuffing) which can't be duplicated.
Suckage is tolerable so long as you are serving a unique function, so I'd say that number 3 is my most anticipated change.
Below 28 dB
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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
367
|
Posted - 2013.10.30 05:17:00 -
[2] - Quote
Melchiah ARANeAE wrote:Oswald Rehnquist wrote:Lowering the TTK, which is what you are advocating, does in fact benefit scouts as it trivializes hp, which is why scouts benefited in 1.4, but it negatively impacts heavies. Also med v med TTK is low enough is about where it should be, any lower and it would be too short in my opinion. The more trivial hp is, the more scouts benefit and heavies get hurt, the other way around (heaves up scouts down) when you make ehp important.
Scouts need
1) Passive Detection strong enough to see whats going on within 30 M, which we will soon be close to after the buff
2) Scouts need an oh **** mechanic similar to what vehicles have to get out of trouble, because there is zero margin of error for scouts.
3) Scouts need to bring something to the table in a fight (like debuffing) which can't be duplicated.
Suckage is tolerable so long as you are serving a unique function, so I'd say that number 3 is my most anticipated change. I think you should actually read my post. I want to increase TTK for heavies and scouts, but leave it the same for mediums by decreasing all weapon damage and giving heavies either a bonus to shields and armour or a bonus to armour and shield modules so they can still tank effectively. Whilst I can't deny the other three points would make a scout a bit more useful, they won't really help if scouts are still gunned down in 0.1 seconds.
You are changing TTK one form of another to balance this, if you decrease all weapon damage this then raises TTK, if you give the heavy more hp that raises heavy TTK, how does this raise the scouts survival if TTK for everyone goes up, the ratio of scout v medium is the same.
Also low hp and the mentality of one bullet one death is a mechanism I can tolerate, I don't want scouts too populated anyways, it should be hard mode, but the issue is utility and escape mechanic, not ehp buffing, that is probably the most boring solution for scouts.
Below 28 dB
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