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Ander Thedas
Subdreddit Test Alliance Please Ignore
33
|
Posted - 2013.12.02 09:10:00 -
[1] - Quote
Well, maybe it's not THAT little.
So, scouts have been hurting for a while now as where they currently stand is just a slightly faster medium suit with far less options. I see scout potential as being something tremendous when utilized properly, provided the opportunities existed for them to shine. That got me thinking about HOW to make that possible without disrupting the delicate balance between suit classes. Many people are calling for additional slots, additional PG/CPU or additional item slots, and adding any of these to the scout suits all present their own obstacles that don't effectively address the problem which is that of utility. Scouts needs to be more functional without stepping into the realm of the logi by adding another equipment slot. This is the solution that occurred to me:
Add a new type of equipment slot. Specifically for scout related items. Something along the lines of Gadgets or Devices. This equipment slot would be for items that specifically benefit the scout and that style of game play. The Device slot would work the same way sidearms work to Light Weapon slots, or Light Weapons to Heavy Weapon Slots. They would be a specific variant that can be equipped on their own special slot, but being as the still count as equipment then can ALSO be equipped to an equipment slot. This would allow for cross play between classes while specifically boosting scout abilities.
So, how will it be implemented? The immediate balance notion I considered was to have two scout suits with double device slots (probably the Gallente and Caldari, but CCP can handle balancing), one suit with the regular Equipment slot, and then one suit with a Equipment and a Device slot. This gives an amount of versatility and variables between the possible load-outs of the different suits.
So, what equipment would be Devices?
Active Scanners, for one. This would allow for Scouts to make use of and benefit from Active Scanners more than any other class by having a slot ready for their use.
Active Camouflage, when that is released, will absolutely fall under this category as well. It's 100% designed as scout equipment.
Certain variants of already available equipment can be amended as Device slots, as well. For example perhaps the Compact Nanohive would fit the concept really well while heavier nanohives would still be relegated to full equipment.
Another idea I had that would be ideal for a Device slot as well would be an EWAR item that interferes with and disrupts active scanning through use of misinformation. This would be with an ewar item that CREATES margin of error in scans. And generates false enemy chevrons as you increase from STD to ADV. So that way you're not always sure if your margin of error is accurate or the enemy messing up your scanning. Would very much fix the problem in an elegant way and maintains the information/counter information flow of the battlefield, ultimately leading to a much richer and complex environment. If Active Scanners defeat the items scan profile than the item location is shown instead.
And in addition most other EWAR related items would be Device candidates, as well.
I think this really opens up a lot of possibilities to help break the class wide open as one of utility and deceit by establishing the opportunities to make use of those categories without pushing the scout in a direction where it's encroaching on the territory of equipment based logistic suits. |
Blind Nojoy
G I A N T General Tso's Alliance
63
|
Posted - 2013.12.02 09:15:00 -
[2] - Quote
I could get on board with this idea. Giving scouts the exclusive ability to ...scout! I like it.
They still need core buffs tho. |
Blind Nojoy
G I A N T General Tso's Alliance
63
|
Posted - 2013.12.02 09:44:00 -
[3] - Quote
Bumping this because there's some good ideas here. |
Qn1f3
Gallente Federation
27
|
Posted - 2013.12.02 09:49:00 -
[4] - Quote
I'm aboard for this Scout ship, set sail for Stealthy Bay! |
rpastry
Carbon 7 CRONOS.
89
|
Posted - 2013.12.02 10:20:00 -
[5] - Quote
nerf aim assist.
make scouts suits cheaper. (or give them more cpu/pg)
make scouts spawn quicker. (they're less mass after all)
let scouts spawn anywhere, or within a ~50-100m radius of an uplink. (but with longer spawn timer as a result)
|
Ander Thedas
Subdreddit Test Alliance Please Ignore
34
|
Posted - 2013.12.02 10:33:00 -
[6] - Quote
rpastry wrote:nerf aim assist.
make scouts suits cheaper. (or give them more cpu/pg)
make scouts spawn quicker. (they're less mass after all)
let scouts spawn anywhere, or within a ~50-100m radius of an uplink. (but with longer spawn timer as a result)
I really don't feel like any of this addresses the issues, or even anything I said at all. But I'll indulge you.
I find Aim Assistance to be fairly tame compared to what it could be. Most other console based FPS games have stronger reticle adherence (and typically lower TTK, while we're at it). I don't feel that this in particular is the problem.
Scouts being cheaper would not directly address battlefield use. I haven't seen most scouts complain about ISK problems as paramount of their issues.
Spawning quicker is an interesting idea. Let's absorb that and instead make a Device that allows for decreased spawn times that scouts can make use of if they want to fit that in place of something else. This allows better diversity of suits and as mother always says: "Diversity of the battlefield is its own reward!"
Spawning anywhere wouldn't work from a design perspective. There are a lot of ledges, gaps, ceilings, overhangs, etc. Things of those natures require a very precise spawn location to know where to bring the players in. If the game had to guess based on solely a top-down location point then we'd have an entirely new bag of worms of players spawning in on top of things they didn't want to be on, NOT on top of things they DID want to be on, inside bugged places that would require suicide respawns. Right now the uplink based spawn system promotes smart play in location selection and that should continue to be rewarded. It also promotes uplink spam, but that's a different argument all together. |
Assert Dominance
0bamacare
513
|
Posted - 2013.12.02 10:56:00 -
[7] - Quote
db needs to be lowered to 30
strafe speed should be 6
should be able to jump 60% higher than med frames
^ I would be satisfied with this.
http://www.youtube.com/watch?v=BROWqjuTM0g < 1.7 leak!
|
Qn1f3
Gallente Federation
27
|
Posted - 2013.12.02 11:18:00 -
[8] - Quote
Assert Dominance wrote:db needs to be lowered to 30
strafe speed should be 6
should be able to jump 60% higher than med frames
^ I would be satisfied with this.
Don't forget lowered fall damage to be able to apply "Death From Above" in a more frequent fashion. Cause as of now, you have no EHP when engagement occurs, if you don't trigger the Inertia Dampener and if you do you have a short delay which you are a sitting duck. I'm not sure if this is something that would be balancing it out, but I feel that Scouts should be nimble nifty little bastards and therefore have attributes that matches such a small frame.
In short give us the manueverability, mobility, speed and stealth to carry out tactical operations. Give us the possibility to become real Scouts in every possible manner. |
4447
Resolution XIII
889
|
Posted - 2013.12.02 11:23:00 -
[9] - Quote
I got a ideaGǪ maybeGǪ just maybeGǪThey snipe
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
|
Ander Thedas
Subdreddit Test Alliance Please Ignore
34
|
Posted - 2013.12.02 11:38:00 -
[10] - Quote
4447 wrote:I got a ideaGǪ maybeGǪ just maybeGǪThey snipe
Sniping is still an option. This really doesn't effect that. If anything it just provides more countermeasures for those that do choose to snipe, while giving a adequate tool-bag of options for those who want to find other ways to use the suit without being forced into a singular play-style. |
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DEZKA DIABLO
Commando Perkone Caldari State
99
|
Posted - 2013.12.02 11:50:00 -
[11] - Quote
Plus 1 |
4447
Resolution XIII
889
|
Posted - 2013.12.02 11:54:00 -
[12] - Quote
Ander Thedas wrote:4447 wrote:I got a ideaGǪ maybeGǪ just maybeGǪThey snipe Sniping is still an option. This really doesn't effect that. If anything it just provides more countermeasures for those that do choose to snipe, while giving a adequate tool-bag of options for those who want to find other ways to use the suit without being forced into a singular play-style.
People who play scout want all options that are already filled by other classes. If scouts want to be frontline soldiers then they are going to have to deal with the problems the class has. I read all the threads about scouts have to little health,ECT, But you just can't have the cake and eat it.
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
|
Ander Thedas
Subdreddit Test Alliance Please Ignore
34
|
Posted - 2013.12.02 12:15:00 -
[13] - Quote
4447 wrote:Ander Thedas wrote:4447 wrote:I got a ideaGǪ maybeGǪ just maybeGǪThey snipe Sniping is still an option. This really doesn't effect that. If anything it just provides more countermeasures for those that do choose to snipe, while giving a adequate tool-bag of options for those who want to find other ways to use the suit without being forced into a singular play-style. People who play scout want all options that are already filled by other classes. If scouts want to be frontline soldiers then they are going to have to deal with the problems the class has. I read all the threads about scouts have to little health,ECT, But you just can't have the cake and eat it.
I'm not advocating any of that at all. For the large part I think the actual stats of the class should remain pretty close to what it is now (you can see I didn't say anything about changing it at all and in fact specifically mention that adjusting those stats would be a detriment and approaching the problem from the wrong angles). A closer look at my post would reveal that what I'm suggesting is more of a espionage based counter play that would eschew the front-line style game play. I think the reason scouts feel the need to want all these things is because the role they were born to play isn't available, so their looking to fill the gap with the roles they do know ARE available in the game and somehow apply it to the scout paradigm. This is an ultimately unhealthy perspective that would just muddy up the gray areas that are already known to be problematic. |
Qn1f3
Gallente Federation
27
|
Posted - 2013.12.02 12:33:00 -
[14] - Quote
I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits. |
4447
Resolution XIII
889
|
Posted - 2013.12.02 12:53:00 -
[15] - Quote
Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits.
maybe the pilot suit should go through the scout tree.
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
|
4447
Resolution XIII
889
|
Posted - 2013.12.02 12:56:00 -
[16] - Quote
Ander Thedas wrote:4447 wrote:Ander Thedas wrote:4447 wrote:I got a ideaGǪ maybeGǪ just maybeGǪThey snipe Sniping is still an option. This really doesn't effect that. If anything it just provides more countermeasures for those that do choose to snipe, while giving a adequate tool-bag of options for those who want to find other ways to use the suit without being forced into a singular play-style. People who play scout want all options that are already filled by other classes. If scouts want to be frontline soldiers then they are going to have to deal with the problems the class has. I read all the threads about scouts have to little health,ECT, But you just can't have the cake and eat it. I'm not advocating any of that at all. For the large part I think the actual stats of the class should remain pretty close to what it is now (you can see I didn't say anything about changing it at all and in fact specifically mention that adjusting those stats would be a detriment and approaching the problem from the wrong angles). A closer look at my post would reveal that what I'm suggesting is more of a espionage based counter play that would eschew the front-line style game play. I think the reason scouts feel the need to want all these things is because the role they were born to play isn't available, so their looking to fill the gap with the roles they do know ARE available in the game and somehow apply it to the scout paradigm. This is an ultimately unhealthy perspective that would just muddy up the gray areas that are already known to be problematic.
Better level design would create better opportunities for scout. ccp has all read said that they want more E warfare.
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
|
Qn1f3
Gallente Federation
27
|
Posted - 2013.12.02 12:56:00 -
[17] - Quote
4447 wrote:Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits. maybe the pilot suit should go through the scout tree.
I'm not sure what you mean, also I'm not sure which role the Pilot is meant to fill. Or I can guess what the role will be but I'm unaware of which specific attributes and such it will have, to make it optimal for said role. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2013.12.02 19:43:00 -
[18] - Quote
Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits.
Couldn't agree more. Unfortunately everyone else in here is discussing issues with the scout that are addressed in other posts and not really anything I've talked about. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2013.12.02 21:51:00 -
[19] - Quote
Bump for feedback. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
93
|
Posted - 2013.12.02 21:59:00 -
[20] - Quote
Ander Thedas wrote:Well, maybe it's not THAT little.
So, scouts have been hurting for a while now as where they currently stand is just a slightly faster medium suit with far less options. I see scout potential as being something tremendous when utilized properly, provided the opportunities existed for them to shine. That got me thinking about HOW to make that possible without disrupting the delicate balance between suit classes. Many people are calling for additional slots, additional PG/CPU or additional item slots, and adding any of these to the scout suits all present their own obstacles that don't effectively address the problem which is that of utility. Scouts needs to be more functional without stepping into the realm of the logi by adding another equipment slot. This is the solution that occurred to me:
Add a new type of equipment slot. Specifically for scout related items. Something along the lines of Gadgets or Devices. This equipment slot would be for items that specifically benefit the scout and that style of game play. The Device slot would work the same way sidearms work to Light Weapon slots, or Light Weapons to Heavy Weapon Slots. They would be a specific variant that can be equipped on their own special slot, but being as they still count as equipment then can ALSO be equipped to an equipment slot. This would allow for cross play between classes while specifically boosting scout abilities.
So, how will it be implemented? The immediate balance notion I considered was to have two scout suits with double device slots (probably the Gallente and Caldari, but CCP can handle balancing), one suit with the regular Equipment slot, and then one suit with a Equipment and a Device slot. This gives an amount of versatility and variables between the possible load-outs of the different suits.
So, what equipment would be Devices?
Active Scanners, for one. This would allow for Scouts to make use of and benefit from Active Scanners more than any other class by having a slot ready for their use.
Active Camouflage, when that is released, will absolutely fall under this category as well. It's 100% designed as scout equipment.
Certain variants of already available equipment can be amended as Device slots, as well. For example perhaps the Compact Nanohive would fit the concept really well while heavier nanohives would still be relegated to full equipment.
Another idea I had that would be ideal for a Device slot as well would be an EWAR item that interferes with and disrupts active scanning through use of misinformation. This would be with an ewar item that CREATES margin of error in scans. And generates false enemy chevrons as you increase from STD to ADV. So that way you're not always sure if your margin of error is accurate or the enemy messing up your scanning. Would very much fix the problem in an elegant way and maintains the information/counter information flow of the battlefield, ultimately leading to a much richer and complex environment. If Active Scanners defeat the items scan profile than the item location is shown instead.
And in addition most other EWAR related items would be Device candidates, as well.
I think this really opens up a lot of possibilities to help break the class wide open as one of utility and deceit by establishing the opportunities to make use of those categories without pushing the scout in a direction where it's encroaching on the territory of equipment based logistic suits.
Your concept is ok, but your suggested executions don't mate well with current EVE universe logic...
What I mean is, in EVE any ship with enough CPU can fit a cloaking device. Hell battleships and captial ships often fit the things as well as various large transports etc. So by extension I could see medium and heavy suits getting them in DUST. Hell I could see a variant of the medium being the one to get a specific bonus for it.
Instead, for the scout how about thinking about the current issues people hate with the active scanner. The major reason to not want all that shield and armor that mediums and heavies carry is for faster speed and SMALLER SIGNATURE. So give the a signature bonus that makes them less likely to be actively scanned or impossible to be scanned by a medium, heavy, or vehicle active scanner.. But that's OP? Well to balance it out also give them a bonus to using active scanners that makes it so that only scouts are able to scan out scouts.
There ya go, now scouts are the only ones likely to sneak into place while at the same time still being needed to sacn out other scouts.
|
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Ivy Zalinto
Bobbit's Hangmen
63
|
Posted - 2013.12.02 22:06:00 -
[21] - Quote
I like the idea of the active camo for scouts but dont like it at the same time. I could hide from line of sight, but so could other scouts. I run pistol as well, so shotgun scouts can sit there and wait while cloaked just waiting for me to step into a quick sprint location. Its gonna be interesting unless they make it so it turns you completely invisible.
Dedicated scout.
Caldari loyalist.
Pistol supremacy.
|
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
131
|
Posted - 2013.12.02 22:27:00 -
[22] - Quote
Qn1f3 wrote:4447 wrote:Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits. maybe the pilot suit should go through the scout tree. I'm not sure what you mean, also I'm not sure which role the Pilot is meant to fill. Or I can guess what the role will be but I'm unaware of which specific attributes and such it will have, to make it optimal for said role.
Message from Godin: To answer your question, the Pilot suit is to boost the performance of vehicles. It doesn't have anything to do with the problem of Scouts.
Anyways, I would have rather taken:
1: Stamina nerf removal
2: Scout oriented weapons to be lowered in their fitting cost (like Shotguns, and maybe PLC, etc.)
3: added equipment slot (all of the suits should get this imo)
4: Anything EWAR related eq. gets nerfed
5: Based on racial preferences, each Scout Suit gets buffed for said equipment (ex. Gallente gets buffed for Active scanners. It should buff them near the strength as they are now.
It would basically do the same thing, but allow for roles that we can sorta do now such as the speedy medic, or the uplink placer/saboteur (RE's). That would mean that Scouts could have creative and fun roles that can't be topped by a Logi or Assault, making us useful. Although your idea is basically the same result, it limits everyone on what they could use for equipment, lowering diversity.
Also, as a side note this would start leading towards meaningful tech 2 frames, and hopefully soon after better Tech 1 suits, as well as tiercide. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2013.12.02 22:32:00 -
[23] - Quote
Jadd Hatchen wrote:Ander Thedas wrote:Well, maybe it's not THAT little.
So, scouts have been hurting for a while now as where they currently stand is just a slightly faster medium suit with far less options. I see scout potential as being something tremendous when utilized properly, provided the opportunities existed for them to shine. That got me thinking about HOW to make that possible without disrupting the delicate balance between suit classes. Many people are calling for additional slots, additional PG/CPU or additional item slots, and adding any of these to the scout suits all present their own obstacles that don't effectively address the problem which is that of utility. Scouts needs to be more functional without stepping into the realm of the logi by adding another equipment slot. This is the solution that occurred to me:
Add a new type of equipment slot. Specifically for scout related items. Something along the lines of Gadgets or Devices. This equipment slot would be for items that specifically benefit the scout and that style of game play. The Device slot would work the same way sidearms work to Light Weapon slots, or Light Weapons to Heavy Weapon Slots. They would be a specific variant that can be equipped on their own special slot, but being as they still count as equipment then can ALSO be equipped to an equipment slot. This would allow for cross play between classes while specifically boosting scout abilities.
So, how will it be implemented? The immediate balance notion I considered was to have two scout suits with double device slots (probably the Gallente and Caldari, but CCP can handle balancing), one suit with the regular Equipment slot, and then one suit with a Equipment and a Device slot. This gives an amount of versatility and variables between the possible load-outs of the different suits.
So, what equipment would be Devices?
Active Scanners, for one. This would allow for Scouts to make use of and benefit from Active Scanners more than any other class by having a slot ready for their use.
Active Camouflage, when that is released, will absolutely fall under this category as well. It's 100% designed as scout equipment.
Certain variants of already available equipment can be amended as Device slots, as well. For example perhaps the Compact Nanohive would fit the concept really well while heavier nanohives would still be relegated to full equipment.
Another idea I had that would be ideal for a Device slot as well would be an EWAR item that interferes with and disrupts active scanning through use of misinformation. This would be with an ewar item that CREATES margin of error in scans. And generates false enemy chevrons as you increase from STD to ADV. So that way you're not always sure if your margin of error is accurate or the enemy messing up your scanning. Would very much fix the problem in an elegant way and maintains the information/counter information flow of the battlefield, ultimately leading to a much richer and complex environment. If Active Scanners defeat the items scan profile than the item location is shown instead.
And in addition most other EWAR related items would be Device candidates, as well.
I think this really opens up a lot of possibilities to help break the class wide open as one of utility and deceit by establishing the opportunities to make use of those categories without pushing the scout in a direction where it's encroaching on the territory of equipment based logistic suits. Your concept is ok, but your suggested executions don't mate well with current EVE universe logic... What I mean is, in EVE any ship with enough CPU can fit a cloaking device. Hell battleships and captial ships often fit the things as well as various large transports etc. So by extension I could see medium and heavy suits getting them in DUST. Hell I could see a variant of the medium being the one to get a specific bonus for it. Instead, for the scout how about thinking about the current issues people hate with the active scanner. The major reason to not want all that shield and armor that mediums and heavies carry is for faster speed and SMALLER SIGNATURE. So give them a signature bonus that makes them less likely to be actively scanned or impossible to be scanned by a medium, heavy, or vehicle active scanner.. But that's OP? Well to balance it out also give them a bonus to using active scanners that makes it so that only scouts are able to scan out scouts. There ya go, now scouts are the only ones likely to sneak into place while at the same time still being needed to scan out other scouts.
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. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2013.12.02 22:39:00 -
[24] - Quote
Roger Cordill wrote:Qn1f3 wrote:4447 wrote:Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits. maybe the pilot suit should go through the scout tree. I'm not sure what you mean, also I'm not sure which role the Pilot is meant to fill. Or I can guess what the role will be but I'm unaware of which specific attributes and such it will have, to make it optimal for said role. Message from Godin: To answer your question, the Pilot suit is to boost the performance of vehicles. It doesn't have anything to do with the problem of Scouts. Anyways, I would have rather taken: 1: Stamina nerf removal 2: Scout oriented weapons to be lowered in their fitting cost (like Shotguns, and maybe PLC, etc.) 3: added equipment slot (all of the suits should get this imo) 4: Anything EWAR related eq. gets nerfed 5: Based on racial preferences, each Scout Suit gets buffed for said equipment (ex. Gallente gets buffed for Active scanners. It should buff them near the strength as they are now. It would basically do the same thing, but allow for roles that we can sorta do now such as the speedy medic, or the uplink placer/saboteur (RE's). That would mean that Scouts could have creative and fun roles that can't be topped by a Logi or Assault, making us useful. Although your idea is basically the same result, it limits everyone on what they could use for equipment, lowering diversity. Also, as a side note this would start leading towards meaningful tech 2 frames, and hopefully soon after better Tech 1 suits, as well as tiercide.
I think we're coming from the same line of thought. My only issue is with increased equipment slots across the board the role and purpose of the logistic suit starts to get drastically diminished. Finding a way to open up more equipment options for scouts without hurting the logistics class as a equipment based class is a fine line to walk. I did mention that for certain some versions of the suit should have Equipment slots and one Equipment + Device slots so this would still very much be a possibility to open up options for any equipment you still want to run without giving complete turnover to all equipment possibilities. It's a really delicate balance that would be beneficial for one class by a long shot without having people jumping ship looking for the next big thing.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
132
|
Posted - 2013.12.02 22:52:00 -
[25] - Quote
Ander Thedas wrote:Roger Cordill wrote:Qn1f3 wrote:4447 wrote:Qn1f3 wrote:I'm also happy with the Scout as a whole, considering the EHP, slots and CPU/PG. With eventual minor adjustments, but the real problem is that the Scout as of now has no unique roll to fill which the other suits can't do better or equally good.
So there is no real benefit of playing the Scout as a Scout should be played.
Even the role as a Sniper can many times be executed better with basically all the other suits. maybe the pilot suit should go through the scout tree. I'm not sure what you mean, also I'm not sure which role the Pilot is meant to fill. Or I can guess what the role will be but I'm unaware of which specific attributes and such it will have, to make it optimal for said role. Message from Godin: To answer your question, the Pilot suit is to boost the performance of vehicles. It doesn't have anything to do with the problem of Scouts. Anyways, I would have rather taken: 1: Stamina nerf removal 2: Scout oriented weapons to be lowered in their fitting cost (like Shotguns, and maybe PLC, etc.) 3: added equipment slot (all of the suits should get this imo) 4: Anything EWAR related eq. gets nerfed 5: Based on racial preferences, each Scout Suit gets buffed for said equipment (ex. Gallente gets buffed for Active scanners. It should buff them near the strength as they are now. It would basically do the same thing, but allow for roles that we can sorta do now such as the speedy medic, or the uplink placer/saboteur (RE's). That would mean that Scouts could have creative and fun roles that can't be topped by a Logi or Assault, making us useful. Although your idea is basically the same result, it limits everyone on what they could use for equipment, lowering diversity. Also, as a side note this would start leading towards meaningful tech 2 frames, and hopefully soon after better Tech 1 suits, as well as tiercide. I think we're coming from the same line of thought. My only issue is with increased equipment slots across the board the role and purpose of the logistic suit starts to get drastically diminished. Finding a way to open up more equipment options for scouts without hurting the logistics class as a equipment based class is a fine line to walk. I did mention that for certain some versions of the suit should have Equipment slots and one Equipment + Device slots so this would still very much be a possibility to open up options for any equipment you still want to run without giving complete turnover to all equipment possibilities. It's a really delicate balance that would be beneficial for one class by a long shot without having people jumping ship looking for the next big thing.
Message from Godin: It won''t be. 2 eq slots vs. 3-4. If anyone is smart, they'll go Logi for support. Scout is also weaker in terms of tank, so it can't be in the thick of things. So adding a slot won't hurt Logi's, as it'll still be able to survive in most situations, therefore being more of the norm in most situations.
Put it like this: In most common, everyday situations, if you hear someone calling for a medic, you'll see a Logi show up. Why? Because he/she has enough eq. slots to carry a injector to revive the fallen merc, a repair tool to heal the merc, and nanohives to give the merc ammo, as well as being able to tank any incoming fire and being able to fend it off long enough for you to rise and fight.. On the rare occasions, you might have less opposition, yet they are approaching and you would need to pick the merc up quickly to help in the fast approaching fight. What would you use? Currently Logi, and you would be late. But it's still better, as better to be slightly late with a fully capable merc than be on time with a half dead one. With this change I'm proposing, it would be Scout, as you could be on time with a fully capable merc.
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
95
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Posted - 2013.12.03 14:31:00 -
[26] - Quote
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. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
95
|
Posted - 2013.12.03 14:34:00 -
[27] - Quote
Ander Thedas wrote:I think we're coming from the same line of thought. My only issue is with increased equipment slots across the board the role and purpose of the logistic suit starts to get drastically diminished. Finding a way to open up more equipment options for scouts without hurting the logistics class as a equipment based class is a fine line to walk. I did mention that for certain some versions of the suit should have Equipment slots and one Equipment + Device slots so this would still very much be a possibility to open up options for any equipment you still want to run without giving complete turnover to all equipment possibilities. It's a really delicate balance that would be beneficial for one class by a long shot without having people jumping ship looking for the next big thing.
This, don't add in more equipment slots. Suits are not supposed to be "do it all by myself" in this game. That is counter productive to the spirit of teamwork and coordination needed for this game. Also don't add in some "new" category of equipment and call it something else, that's the same as adding in another equipment slot and you've already pointed out the problems with that. Just refine the role bonus for the scout suits better is all.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
39
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Posted - 2013.12.04 06:39:00 -
[28] - Quote
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. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
705
|
Posted - 2013.12.04 07:44:00 -
[29] - Quote
Basically what you are offering are class specific equipment. It has been suggested many times before. Right now the only such equipment are heavy weapons.
It does not really take any special equipment slots to accomplish this. Just give bonuses to all equipment types. For example: Repair tool + 40% efficiency on a logi type suit; uplink + 10 extra spawns when deployed by scout, green pill +30% effectiveness when equipped by scouts, weapon upgrades + 10% efficiency bonus for assaults.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
705
|
Posted - 2013.12.04 07:46:00 -
[30] - Quote
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.
In all fairness, the system already established is poorly thought out unworkable trash.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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ALPHA DECRIPTER
Dragon-Empire
616
|
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
|
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
|
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
|
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
|
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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