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ALPHA DECRIPTER
Dragon-Empire
616
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Posted - 2013.12.04 08:00:00 -
[31] - Quote
Interesting discussion. My thoughts.
New Item Slot: This looks like it will give scouts the ability to hold more gear but the extra gear will be limited. I'm ok with this as I'm sure any true scout wouldn't want to waste the slot on things like rep tools injectors when they can have both uplinks and scanners (scout items) instead.
Scouts shouldn't try to play multiple roles: True... but then again have you seen the other suits? Heavies are sniping, assault and logis are doing EVERYTHING! Leaving no room for the scout. If you don't give them a role then don't be surprised when you're getting Rambo revived by a MLT scout that's just trying to make a living.
Cloaking: Will not be completely invisible, just transparent (pay attention and you can still see them but an assault or logibro will be too busy to notice.)
@Jadd: You did, infact, miss what he is trying to say. How bout for the sake of the discussion we change "Equipment" and "Device" to "Large" and "Small" respectively. You can fit an active scanner (Small) in a large slot which every suit will still have, but you can't fit Rep tool (Large) in a scout's small slot just like with sidearm, light, and heavy weapons. You can put a sidearm in light slot, which everyone has, but cannot put a light weapon in a sidearm slot. Get it?
Final Thoughts: Wow, ever since the new games came out there have been many, many fewer D bags... Really puts a smile on meh face.
Scout Tactician
"You have been Scanned"
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Ander Thedas
Subdreddit Test Alliance Please Ignore
39
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Posted - 2013.12.04 08:56:00 -
[32] - Quote
Ander Thedas wrote:Jadd Hatchen wrote:Ander Thedas wrote:[quote=Jadd Hatchen]I think you misread what I wrote. All Devices would be equipable in all Equipment slots. They would be the same as fitting a Light Weapon in a Heavy Weapon slot. This wouldn't change what you're suggesting at all, but instead give scouts specific equipment that they could make better use of. Nope I didn't, you missed my point. Why make more complicated categories with artificial reasons why others couldn't use the same equipment. Equipment is equipment. Any suuit can use it as long as they have the right PG and CPU and slots to fit it. Period. No "scout only" stuffs. Instead work within the system already established as that affects the coding less. I still think you're missing it if you think the equipment is "scouts only" in any way. It isn't. At all. Once again, Device equipment would be able to be equipped by anyone with an equipment slot. There would be no scout only equipment.
Seems like everyone keeps getting this wrong. THERE WILL BE NO CLASS SPECIFIC ITEMS. Think about it like Small Equipment and Large Equipment with the scouts having slots specifically for small equipment with everyone else being able to equip either in their large slots. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
39
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Posted - 2013.12.04 08:57:00 -
[33] - Quote
ALPHA DECRIPTER wrote:Interesting discussion. My thoughts.
New Item Slot: This looks like it will give scouts the ability to hold more gear but the extra gear will be limited. I'm ok with this as I'm sure any true scout wouldn't want to waste the slot on things like rep tools injectors when they can have both uplinks and scanners (scout items) instead.
Scouts shouldn't try to play multiple roles: True... but then again have you seen the other suits? Heavies are sniping, assault and logis are doing EVERYTHING! Leaving no room for the scout. If you don't give them a role then don't be surprised when you're getting Rambo revived by a MLT scout that's just trying to make a living.
Cloaking: Will not be completely invisible, just transparent (pay attention and you can still see them but an assault or logibro will be too busy to notice.)
@Jadd: You did, infact, miss what he is trying to say. How bout for the sake of the discussion we change "Equipment" and "Device" to "Large" and "Small" respectively. You can fit an active scanner (Small) in a large slot which every suit will still have, but you can't fit Rep tool (Large) in a scout's small slot just like with sidearm, light, and heavy weapons. You can put a sidearm in light slot, which everyone has, but cannot put a light weapon in a sidearm slot. Get it?
Final Thoughts: Wow, ever since the new games came out there have been many, many fewer D bags... Really puts a smile on meh face.
Thank you, someone finally gets it. I'm going to steal your Small and Large idea. In fact, I'll just copy it into the original post so people aren't so confused by it. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
122
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Posted - 2013.12.04 16:07:00 -
[34] - Quote
ALPHA DECRIPTER wrote:@Jadd: You did, infact, miss what he is trying to say. How bout for the sake of the discussion we change "Equipment" and "Device" to "Large" and "Small" respectively. You can fit an active scanner (Small) in a large slot which every suit will still have, but you can't fit Rep tool (Large) in a scout's small slot just like with sidearm, light, and heavy weapons. You can put a sidearm in light slot, which everyone has, but cannot put a light weapon in a sidearm slot. Get it?
Final Thoughts: Wow, ever since the new games came out there have been many, many fewer D bags... Really puts a smile on meh face.
No, I'm saying do NOT split equipment types. Meaning no large, medium, small or whatever categories for equipment types. Just plain equipment. What I was saying was to fix the ROLE BONUSES that come with the SCOUT SUIT. Meaning that if a non-scout picks up a scanner, they get the regular functions of that scanner... nothing special.
But if a scout picks up that SAME scanner and uses it they get like a 5% per level bonus on the dB to use it and thus are possibly 25% more likely to detect things with it. Maybe even give them a 5% per level bonus to range with the scanner too.
In addition, make scouts inherently "undetectable" to non-scouts using scanners. A non-scout can still reliably scan and detect everything else like they do now, but scouts would have a signature bonus that makes them much less likely to be scanned by a non-scout using a scanner.
BUT, when a scout with the role bonus of being able to use a scanner does a scan, they will be able to pick up even other scouts when scanning. This makes scouts needed as the "eyes" of the battlefield for both offense and defense.
That's what I've been saying.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
39
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Posted - 2013.12.04 16:21:00 -
[35] - Quote
Jadd Hatchen wrote:ALPHA DECRIPTER wrote:@Jadd: You did, infact, miss what he is trying to say. How bout for the sake of the discussion we change "Equipment" and "Device" to "Large" and "Small" respectively. You can fit an active scanner (Small) in a large slot which every suit will still have, but you can't fit Rep tool (Large) in a scout's small slot just like with sidearm, light, and heavy weapons. You can put a sidearm in light slot, which everyone has, but cannot put a light weapon in a sidearm slot. Get it?
Final Thoughts: Wow, ever since the new games came out there have been many, many fewer D bags... Really puts a smile on meh face. No, I'm saying do NOT split equipment types. Meaning no large, medium, small or whatever categories for equipment types. Just plain equipment. What I was saying was to fix the ROLE BONUSES that come with the SCOUT SUIT. Meaning that if a non-scout picks up a scanner, they get the regular functions of that scanner... nothing special. But if a scout picks up that SAME scanner and uses it they get like a 5% per level bonus on the dB to use it and thus are possibly 25% more likely to detect things with it. Maybe even give them a 5% per level bonus to range with the scanner too. In addition, make scouts inherently "undetectable" to non-scouts using scanners. A non-scout can still reliably scan and detect everything else like they do now, but scouts would have a signature bonus that makes them much less likely to be scanned by a non-scout using a scanner. BUT, when a scout with the role bonus of being able to use a scanner does a scan, they will be able to pick up even other scouts when scanning. This makes scouts needed as the "eyes" of the battlefield for both offense and defense. That's what I've been saying.
We understand what YOU were saying. You just kept saying things that I never were arguing for in the first place. Almost like you were just trying to dismiss my ideas by making them seem absurd (reductio ad absurdum, for those of you keeping score at home). You repeating what you're saying for a fourth time isn't assisting the conversation here at all. |
ALPHA DECRIPTER
Dragon-Empire
617
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Posted - 2013.12.05 05:03:00 -
[36] - Quote
Jadd Hatchen wrote: No, I'm saying do NOT split equipment types. Meaning no large, medium, small or whatever categories for equipment types. Just plain equipment. What I was saying was to fix the ROLE BONUSES that come with the SCOUT SUIT. Meaning that if a non-scout picks up a scanner, they get the regular functions of that scanner... nothing special.
But if a scout picks up that SAME scanner and uses it they get like a 5% per level bonus on the dB to use it and thus are possibly 25% more likely to detect things with it. Maybe even give them a 5% per level bonus to range with the scanner too.
In addition, make scouts inherently "undetectable" to non-scouts using scanners. A non-scout can still reliably scan and detect everything else like they do now, but scouts would have a signature bonus that makes them much less likely to be scanned by a non-scout using a scanner.
BUT, when a scout with the role bonus of being able to use a scanner does a scan, they will be able to pick up even other scouts when scanning. This makes scouts needed as the "eyes" of the battlefield for both offense and defense.
That's what I've been saying.
Yea, I get that. Your comments just lead me to believe you were confused. Keep in mind that the idea is giving scouts another slot (like most of us keep asking for) but limiting what they can equip so that logis are still the go to suits for equipment.
Personally, I kinda like your idea as it would give more of an incentive for scouts to stick with scout tactics and gear.
These ideas are like two sides of the same coin. Both give scouts purpose but they go about it in completely different ways.
Scout Tactician
"You have been Scanned"
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Oswald Rehnquist
779
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Posted - 2013.12.05 05:15:00 -
[37] - Quote
I prefer the active module slot idea more so than "scout only equipment", you can actually make lore sense with modules designed to fit into the scout suit. It is harder for me to picture an "scout scanner" with a handle that only a scout knows how to grip.
Below 28 dB
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ALPHA DECRIPTER
Dragon-Empire
617
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Posted - 2013.12.05 05:19:00 -
[38] - Quote
Oswald Rehnquist wrote:I prefer the active module slot idea more so than "scout only equipment", you can actually make lore sense with modules designed to fit into the scout suit. It is harder for me to picture an "scout scanner" with a handle that only a scout knows how to grip.
????? How much of the thread did you actually read?
No one suggested anything about "Scout only equipment".
Scout Tactician
"You have been Scanned"
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Ander Thedas
Subdreddit Test Alliance Please Ignore
49
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Posted - 2013.12.05 18:55:00 -
[39] - Quote
ALPHA DECRIPTER wrote:Oswald Rehnquist wrote:I prefer the active module slot idea more so than "scout only equipment", you can actually make lore sense with modules designed to fit into the scout suit. It is harder for me to picture an "scout scanner" with a handle that only a scout knows how to grip. ????? How much of the thread did you actually read? No one suggested anything about "Scout only equipment".
Yeah, I don't understand why people keep reading that when it's no where near anything in this thread. It's like people are going out of their way to derail the conversation. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
643
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Posted - 2013.12.05 19:55:00 -
[40] - Quote
I've always felt that because Scouts are light weight, they should be hard to track and hard to catch. Dampening, Passive Scan, Speed, and Armor Regeneration and Shield Regeneration are the 5 big things that should be a focus on scouts when talking about modules.
I sometimes like to look at the mercenary classes as RPG classes. Assaults are the steady damage based classes(Knights, Monks, Samurai, Warriors, etc), Logistics are the supportive guys of course(White Mages, Summoners, etc), Heavies and Commandos are the damage tanking guys(Gladiators, Marauders, Paladins, etc), and finally Scouts are the agile, evasive, and critical characters(ninjas, rogues, archer, dancers, etc).
Dampening makes you hide from passive scans and active scans. If scouts are to be sneaky, they need this. This is one of the biggest things right here. If Scouts can hide from the enemy without having to sacrifice too much, scouts would be much more useful.
Passive Scans is another big thing for scouts. Scouts should be able to see whatever comes their way...except those who are equally fitted to hide from passive scans, which should only be other scouts. Whether they're sniping or actually running parallel to the frontline, being able to see their enemies before their enemies see's them AND with more speed would increase their chance of survival greatly while also increasing their offensive capabilities.
Speed is essential. They're fast now but while I'm facing a scout I still feel that they're not fast enough. Scouts should be so fast that it's hard to shoot them even while spraying with a SMG. Their strafing should also be boosted in speed because agility is their thing and right now they're on par with the agility of my ADV armor tanking Gallente suit.
Armor Regeneration and Shield Regeneration is just about making their survival rate higher.
:< I'm not that sure on racial set ups but I'm guessing:
Minimatar would focus on Armor and Shield Regen with the highest speed
Caldari would focus on shield regen with passive scanning(and maybe we'd get an active-dampener that's Caldari based) with the second highest speed
Gallente would focus on Armor Regen and passive dampening(because they Active Scanner is Gallente-based so I'm assuming they needed to fix their scanning ability) with the third highest speed
Amarr would have a focus on scanning and dampening(allowing for Armor Regen mods to be placed manually >.>) and the third lowest speed.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
155
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Posted - 2013.12.05 20:00:00 -
[41] - Quote
ALPHA DECRIPTER wrote:Yea, I get that. Your comments just lead me to believe you were confused. Keep in mind that the idea is giving scouts another slot (like most of us keep asking for) but limiting what they can equip so that logis are still the go to suits for equipment.
Personally, I kinda like your idea as it would give more of an incentive for scouts to stick with scout tactics and gear.
These ideas are like two sides of the same coin. Both give scouts purpose but they go about it in completely different ways.
I agree that they are two different ways to fix the same problem... However the "side-effect" of giving any suit an extra equipment slot is that you devalue the role of the logistics suit. That's why I'm against adding any kind of extra equipment slots to the scouts.
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Oswald Rehnquist
781
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Posted - 2013.12.05 20:03:00 -
[42] - Quote
Ander Thedas wrote:ALPHA DECRIPTER wrote:Oswald Rehnquist wrote:I prefer the active module slot idea more so than "scout only equipment", you can actually make lore sense with modules designed to fit into the scout suit. It is harder for me to picture an "scout scanner" with a handle that only a scout knows how to grip. ????? How much of the thread did you actually read? No one suggested anything about "Scout only equipment". Yeah, I don't understand why people keep reading that when it's no where near anything in this thread. It's like people are going out of their way to derail the conversation.
Quote:Add a new type of equipment slot. Specifically for scout related items.
....., perhaps I read this wrong?
I actual do agree with you with not stepping on the logi, which was why I was against a second equipment slot at one time and in favor of active modules.
Below 28 dB
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
157
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Posted - 2013.12.05 20:19:00 -
[43] - Quote
ALPHA DECRIPTER wrote:Oswald Rehnquist wrote:I prefer the active module slot idea more so than "scout only equipment", you can actually make lore sense with modules designed to fit into the scout suit. It is harder for me to picture an "scout scanner" with a handle that only a scout knows how to grip. ????? How much of the thread did you actually read? No one suggested anything about "Scout only equipment".
It's because the original post didn't break it down simply enough, so I will here just for clarification's sake. I do NOT support this idea, I instead support the idea of reworking the racial and role bonuses for ALL the suits instead.
So basically you divide equipment into TWO categories based upon size: large and small. A scout would only be able to fit like two smalls, while everyone else would have the same equipment slots that they have now and it would be counted as a large slot.
List of SMALL equipment items that a scout could carry: compact nano-hive (one instance with no armor repair) = small compact drop uplink (limited number of spawns) = small nanite injectors (all of them) = small scanners (all of them) = small compact repair tool (reps dropsuits only) = small compact remote explosive (half damage and area of effect of a normal RE) = small
Then everything else that is not in the above list is counted as a large equipment item and scouts could not use them. However any other suit could use any of the small equipment items because you would be albe to fit either a small OR a large item into a large equipment slot.
Why this is unbalancing? Because it effectively grants scouts a second equipment slot taking away from the purpose of the logistics suit. It also begs the question, why can't I put two small items into a large slot? It means that scouts become less dependent upon team-mates to coordinate and bring in the equipment that they are not providing for themselves.
Don't get me wrong. I fully believe that at some later date there can and should be a version of a light suit (not the scout) that lets you carry two or more equipment items. I just don't believe that the scout suit is it. To clarify that:
Light Suit ===> Scout Suit or Pilot Suit or some other suit (EWAR)? etc.
Medium Suit ===> Assault Suit or Logistics Suit or some other suit (cloaking)? etc.
A scout suit is for scouting and should do that, not become some kinda logistics suit. We already have one of those. |
Oswald Rehnquist
782
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Posted - 2013.12.05 20:59:00 -
[44] - Quote
Jadd Hatchen wrote:
It's because the original post didn't break it down simply enough, so I will here just for clarification's sake. I do NOT support this idea, I instead support the idea of reworking the racial and role bonuses for ALL the suits instead.
So basically you divide equipment into TWO categories based upon size: large and small. A scout would only be able to fit like two smalls, while everyone else would have the same equipment slots that they have now and it would be counted as a large slot.
List of SMALL equipment items that a scout could carry: compact nano-hive (one instance with no armor repair) = small compact drop uplink (limited number of spawns) = small nanite injectors (all of them) = small scanners (all of them) = small compact repair tool (reps dropsuits only) = small compact remote explosive (half damage and area of effect of a normal RE) = small
Then everything else that is not in the above list is counted as a large equipment item and scouts could not use them. However any other suit could use any of the small equipment items because you would be albe to fit either a small OR a large item into a large equipment slot.
The same weird concept applies, with scouts only able to touch a limited set of equipment for some unknown reason, while everyone else has full access to equipment.
Jadd Hatchen wrote: Why this is unbalancing? Because it effectively grants scouts a second equipment slot taking away from the purpose of the logistics suit. It also begs the question, why can't I put two small items into a large slot? It means that scouts become less dependent upon team-mates to coordinate and bring in the equipment that they are not providing for themselves.
Don't get me wrong. I fully believe that at some later date there can and should be a version of a light suit (not the scout) that lets you carry two or more equipment items. I just don't believe that the scout suit is it. To clarify that:
Light Suit ===> Scout Suit or Pilot Suit or some other suit (EWAR)? etc.
Medium Suit ===> Assault Suit or Logistics Suit or some other suit (cloaking)? etc.
A scout suit is for scouting and should do that, not become some kinda logistics suit. We already have one of those.
Really? Logis have near heavy ehp, same light weapon damage output as assaults, and can spam the most equipment, if we are talking about taking purpose away from other suits, you are barking up the wrong tree. And cloaking as a med frame specialty lol.
Despite your broken idea of balance, I agree in that I prefer an active module design over a second equipment slot but considering that active modules are more complex than what CCP will put into the suit, a second normal equipment slot is entirely within a reasonable realm of possibilities.
Below 28 dB
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