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Quil Evrything
DUST University Ivy League
451
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Posted - 2013.12.05 19:16:00 -
[1] - Quote
Hi folks, This thread is an attempt to put together a calm, rational list of scout underpoweredness. Please first note what this thread is NOT:
- It is not a place to rant.
- It is not a place to put in random pie-in-the-sky wishes for scouts.
This is a place to point out where *current mechanics and spec for the scout simply dont make sense.
Hopefully, the initial items set a clear example to follow. If you play scout, and have other basic things like this to point out, please add.
- It makes no sense that the gallente scout variant, has a walking speed, that is almost the same as a minmatar MEDIUM suit. 5.5m/s vs 5.3m/s
- It makes no sense that the gallente scout variant, has a sprinting speed, that is almost the same as a minmatar MEDIUM suit. 7.6m/s vs 7.4m/s
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Quil Evrything
DUST University Ivy League
451
|
Posted - 2013.12.05 19:16:00 -
[2] - Quote
Reserved for future post. Please post your comments after this one.
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Quil Evrything
DUST University Ivy League
463
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Posted - 2013.12.05 22:05:00 -
[3] - Quote
I'm going to post an additional "more details" post on my own thread :) because I want the higher level to stay clean.
More details for a scan precision and range comparison
The best combination of passive precision+ range a scout can do, with complex range, complex precision, is with the adv suit. complex range gives 45%, 101%, 153%, 185% complex precision gives -20%, -33.9%, -41.45% (numbers from http://wiki.dust514.info/index.php?title=Stacking_Penalties )
So, an ADV minmatar scout should be able to get 16* 1.5 * 2.01= 48m, @ (45 * .9 * (1-.33)) = 27.1dB
A gallente medium proto, with 3h/4l, should be able to get 10 * 1.5 * 2.85 = 42m, @ (55 * .9 * (1- .41)) = 29.2 dB
So.. Fairly comparable passive scan capabilities, but with 330HP instead of 170 yes, it's slower and more visible. That being said, it will be able to likewise see a very high number of scouts that attempt to sneak up on it.
The medium would, for example, be able to see the hypothetical ADV minmatar scout above, who would have a scan profile of, at best, 45 * .9 * .75 =30.3dB IF scout suit AND dampening skills were CAPPED!
From 40m meters away!!
Visible from 40m = Dead Scout. |
Quil Evrything
DUST University Ivy League
466
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Posted - 2013.12.05 22:19:00 -
[4] - Quote
Thanks for taking the time to write, guys. Please keep in mind, though, like the first post says: this is not a wishlist thread. This is a "what is broken about current mechanics for scout" thread. |
Quil Evrything
DUST University Ivy League
466
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Posted - 2013.12.05 22:34:00 -
[5] - Quote
GRIM GEAR wrote:I am concerned at how close the medium assaults suits movement and sprinting speed is compared to scouts for example: Minmatar assault suit has 7.4 sprint speed, ... ...Gallente scout suit has 7.6 Sprint speed.
And dont forget, a minmatar assault suit, with maxed biotics skill, has 7.7 sprint speed, no modules required.
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Quil Evrything
DUST University Ivy League
468
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Posted - 2013.12.06 01:37:00 -
[6] - Quote
ELITE INQUISITOR wrote:Why can't a proto scout with profile dampening 5 not beat the duvolle scanner? .
You can. IF you also stack 3 (?) proto dampeners on.
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Quil Evrything
DUST University Ivy League
469
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Posted - 2013.12.06 01:55:00 -
[7] - Quote
Poonmunch wrote: Perhaps some PG/CPU improvements or some slot improvements?
For the record, scout, and medium frame, have almost identical pg and cpu. So, it would have to be slot improvements of some type.
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Quil Evrything
DUST University Ivy League
472
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Posted - 2013.12.06 05:51:00 -
[8] - Quote
RedZer0 MK1 wrote:Besides the bonuses which need worked out across the board, the scouts need only two things. A second equipment slot and more CPU/PG. But not just enough to cover the equipment though. Enough to allow better modules and weapons to be fit.
more cpu/pg would not be balanced. unfair to other suits
more slots would be fair though.
another eq slot would be a fun alternative.
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Quil Evrything
Triple Terrors
640
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Posted - 2014.01.03 05:56:00 -
[9] - Quote
Bump to avoid thread locking just yet. At least until the devs get back from vacation and see this :-) The last dev weekly update, was around dec 6th I think
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