|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
AfroSunshineY Consequence
R 0 N 1 N
176
|
Posted - 2013.11.23 18:45:00 -
[1] - Quote
Skip to second post below for scout suit suggestions/fixes - please include yours too!
We all know that scouting is more a passion than an actual combat role. It is no coincidence that scouts are a niche role using niche weapons in a niche of a niche of a.... you get the point. There aren't that many of us and the best of us could do better in a minmatar assault prototype (5 highs and 2 lows) than in a mnmatar scout prototype (3 highs and 2 lows - seriously trading of 2 high slots for .5 m/s in speed, less CPU/PG and paper thin base armor/shield? Who thought this up?). Same for Gallente Assault vs. Gallente Scout.
Scrubby scrub scrub assault players on here are brash enough to insist that they get a BUFF before scouts are even minorly attended to - this is wrong. The 6m "buff" to scouts in the last patch was something of an insult, because though it facilitated a modest increase in scan radius when coupled with gallente scout skills + range amplifiers - it doesn't really help now that ARs can kill at ranges in the 70m category thanks to improved hit detection. For scouts, that damage of an AR even after dropoff is still substantial. In my proto gal scout, I use 2 complex range amps to make my scan radius about 70m - which is great with my passive scan abilities. The problem is that this only lets me know where the enemy is, but doesn't do much else for me as a scout. Additionally, the use of two precious low slots in an already slot deprived suit hinders the scouts ability to be quick, durable (stamina wise) or to protect itself. Let me explain what I mean.
Suppose I scan an advanced caldari assault at 71 meters out. He of course, will be running his duvolle with sharpshooter. GG Scrub. Anyhow, what are my options?
1. Run Away, because let's face it that's a scout's only real responsibility
2. If I have a long range weapon I can engage. Let's say I'm a wannabe scout also running a duvolle. I could get the drop on him.
3. If I have a shotty or other short range, high damage weapon I can make a play at stalking him before assasination, specifically if he is guarding an objective that I am trying to hack.
The problem with 1 is that it prevents me from being truly engaged in the game - run away should be a last resort after strategically deciding that it would be best to live to fight at another moment. If an opponent is guarding an objective that needs to be hacked and my team can't spare other players who are defending their positions, then running away forever is not an option. If I'm truly skilled I should have a shot at winning an engagement if I do everything right. I might lose, but my loss should not be pre-ordained as it often is with this suit. The problem with 3 is self evident. I'm not fast enough to close the gap - there's a high probability of being shot down if i get anywhere within that 70m radius of his. Even if I do manage to get close all he needs to do is hipfire me to death. The problem with 2? While the AR is still dangerous to a scout with low HP out to 70m, it is absolutely no danger to a medium assault suit with 300shields and 200+ armor. Once I'm found out, I either have to resort to 1 or simply get closer to do more damage.
Also, as a sidenote, CCP, please change the hipfire animation. Nothing in this game is more annoying than the way a medium/heavy suit looks as they are hipfiring an AR/ScR/SMG as they backpedal while I shotgun in vein at their superstrafing.
Anyway, the point of this is to illustrate, that as a scout, my options are truly limited. I could stack 4 complex armor plates, but then i would simply be an assault scout, which defeats the purpose of the suit in the first plate - why not just be a gallente assault with the same number of low slots and more high slots for damage mods? You see, stacking plates on scouts doesn't fix the problem with scouts - it merely makes one an assault in the facade of a scout.
So the question on the forums has been and will continue to be what CCP can do to fix scouts. Here are suggestions - some rehashed, some new I hope:
|
AfroSunshineY Consequence
R 0 N 1 N
176
|
Posted - 2013.11.23 18:48:00 -
[2] - Quote
1. Minimally Increased Base HP - the fact that drop uplinks have more health than scouts is laughable. Please fix this error.
2. Increase Base Stamina - Substantially. Scouts have maybe one half or one third of medium frames health. The disparity with heavies is laughable, yet the things the scouts get in return are insubstantial. Base Scout Stamina should resemble what is currently Base Stamina + Enhanced Cardiac Regulator. This gives scouts the flexibility to use their slots for something else, like range amplification, etc to perform scout functions without fear of losing their mobility, speed etcGǪ basically the things that make us scouts. Also, increased stamina recovery and no delay. Being journeymen, we often have to avoid battles entirely by running around them, added stamina will help us stay relevant.
3. Increased Base Speed. We should all know that CCP canGÇÖt reasonably nerf medium suits. WeGÇÖve seen the uproar over the removal of BPOs that nobody even used. One poor soul even threatened legal action SMH. To remedy the issue of scout speed differential, we need to increase scout speed GÇô framerate issue notwithstanding. An increase for gallente to 8.1 and of minmatar to 8.4 would suffice and might make speed tanking viable again provided the removal of stunlocking.
4. Proto Scouts should probably have 1 more slot than they currently do. The Amarr tend to have 1 fewer slot at proto, but increased base stats. Are you telling me that the proto amarr scout will have 4 slots? Who would use it? Fix this. Not only will it add a dimension of flexibility to the suit, but it will also be the easiest way to balance the scouts. For Gallente, scouts would have 6 slots, assaults 7 and Logis 8. It is still nonsensical for logis to have that many slots, but whatever. Heavies should also get an additional slot, lets be honest.
5. Increased scan radius for all. Heavies to 15 m, Assaults to 20m and scouts to 25 m. 25m base scan to Minnie scouts will go a long way towards making passive scanning viable for them. Increasing it for everyone else will also make passive scanning more useful, which will in turn make the next statement more relevant.
6. Decreased base scan profile. We need to be more stealthy basically. Im sorry but with the advent of proto active scanner, any manner of stealth is dead. Some bum will probably mention that a pro gal scout with 4 profile dampeners could work but that fit is unusable. This should be a modest decrease. Minor increase to scan precision as well I would hope.
7. Smaller Hitbox. I mean tiny. The ROF/Accuracy/hit detection of the most used weapons makes this a must.
8. To be truly balanced we need an extra equipment slot. We can't win a fair fight, so let's make it unfair.
Other Ideas?
Many of these have been hashed and rehashed - I'm not shy about asking for a tiny bit of health as well as an extra slot for equipment and an extra module.
|
AfroSunshineY Consequence
R 0 N 1 N
181
|
Posted - 2013.11.23 20:19:00 -
[3] - Quote
Melchiah ARANeAE wrote:In response to the second post:
1. My 300 EHP scout is more than enough to be effective.
2. I agree completely.
3. I agree again.
4. I woulnd't say no.
5. Maybe 10, 15, 20. Having 25m base scan would let a Gal scout to have a radius of 113m with 2 complex range amps. Might be a bit too much IMO. 20 would give me 90m with 2 complex range amps.
6. I'm happy with current numbers. It's relatively easy to hide with good scout and profile damp skills. I think Active scanners should just be linked to the users scanning skills.
7. Wouldn't disagree.
8. Maybe as a proto/racial thing. Though, it is good idea.
Though, something I would love for scouts to have is shared sqaud scanning. If the scout scans someone passively or aims at someone whose scan profile is worse than the scouts scan precision, the whole squad sees them. And if a squad member kills them, the scout gets intel kill assist war points.
Oh, and stealth camouflage, TACNET scramblers and smoke grenades. We need that to be true ninjas.
I agree most especially with number 5 - you're right. A scout can get by on 300 ehp because scout player rule - however, I wish they would change the health of equipment as to not insult us at least.
|
AfroSunshineY Consequence
R 0 N 1 N
186
|
Posted - 2013.11.23 23:51:00 -
[4] - Quote
Patrick57 wrote:@ the OP
gg earlier :D You and Master Kail tore everything up, and I always got so scared seeing, "Some Margin of Error"
Same to you, that Imperial made me nervous all game! |
AfroSunshineY Consequence
R 0 N 1 N
186
|
Posted - 2013.11.24 01:14:00 -
[5] - Quote
ACE OF JOKERS wrote:Min HP buff to: 140 Shields 90 Armor. (Total 230. At passives 5: Total 287, with 112 Armor and 175 Shields) Gal Scout HP Buff: 100 Shields 160 Armor ( Total 260. At passives 5 : 325,with 125 Shields and 200 Armor)
Min Slots per level: STD 1H 2 L , ADV 2 H 2 L ,Proto 3H 3 L Gal Slots per Level:STD 1H 2L,ADV 1 H 3 L, Proto 2H 4L
CPU and PG increase to go with the new slots added
Scan profile can be left at 45, But then the Scout bonus should be changed to: 10% Reduction of scan profile per level. This way at Lv 5 All scouts can dodge Proto A.Scanners (except 1) without the need of dampeners, this is after all,their strength. Profile SCAN : at 40, down from 45 Scan radius both at 20mts up from 16mts
Base Speed increase. No scout should run at LESS than 8 SPR SPEED even if basic. Considering the Minmatar ASsault runs at 7.4, the Gal scout having 7.6 speed is pretty patheic. Minnie SPEED: 8.6 (With passives Lv5 : 9.46 Speed) Gal Speed:8.1 (With Passives Lv5 = 8.91 speed) This is Truly the Speed Scouts deserve, not to mention that with the strength of AA wont do much of a difference,just makes GOOD scouts have some advantage.
Minnie scouts Bonus should be increased to 10% damage per level to Nova Knives.Get them some true damage, they have the LEAST HP,and the weapon that needs to get the closest...XD
This should be a good start....
Agreed with everything except the Nova Knives. Minnie Scout need a real buff - something like 3-5% damage buff to all sidearms. NOva knife is just too broken to link their bonus to it |
|
|
|