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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
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Posted - 2013.12.05 19:16:00 -
[2] - Quote
Reserved for future post. Please post your comments after this one.
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Maken Tosch
DUST University Ivy League
5598
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Posted - 2013.12.05 19:23:00 -
[3] - Quote
1. It makes no sense that an Allotekl Nanohive has more EHP than the scout suit. 2. It makes no sense that I can't continue sprinting while initiating a nova knife quick slash. 3. It makes no sense that I can't sprint with the nova knife charge held. 4. It makes no sense that we still didn't get any cloaking equipment. 5. There are very little to almost no maps in the game that favor scouts. Even the cities are becoming less safe for scouts. Often times, I'm thrown into matches that never favor scouts. 6. Back Pedaling is the same speed as forward movement speed. This shouldn't be the case.
OK, CCP. When are knives finally going to be improved?
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Krom Ganesh
Holdfast Syndicate Amarr Empire
793
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Posted - 2013.12.05 19:24:00 -
[4] - Quote
Scouts lack a useful function on the battlefield that cannot be executed better by another role (aside from running to null canons at the start of a match)
The Gallente scout progresses from 1H/2L to 2H/2L from STD to ADV. The gallente's specializes in modules only available in the low slots. This means the Gallente scout does not get as much benefit as it should by using an Adv suit over a Std suit.
!
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knight of 6
SVER True Blood Public Disorder.
775
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Posted - 2013.12.05 19:27:00 -
[5] - Quote
higher ehp, our ttk is too low. I am tired of shooting people in the back just to have then turn around and redecorate the room with me.
faster, we traded off our ehp for speed and stealth. we aren't really any faster than med frames.
stealthier, we traded off our ehp for speed and stealth. yet at maxxed out dampening we can't push below active scanners passively. and don't have the slots to dampen avalible.
BONUS POINTS: give the shotgun a longer range and higher rof so it is more useful.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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noob cavman
A.N.O.N.Y.M.O.U.S. Renegade Alliance
256
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Posted - 2013.12.05 19:33:00 -
[6] - Quote
Less chopped framerate when going for knifing duty and tracking a target. More pg/cpu to help with survivability or alpha damage capabilities speed to be a thing again and not for nostalgic memories wouldn't say no to the basic specialist shotgun making a return Less penalty on stacking kincats extra slot on each proto type wouldn't be too bad. To show the true damage on the shotgun and not by pellet return of two equipment slot scouts more shotguns
My view on knives..... I DON'T KNOW WHAT IM DOING @_@
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Atiim
Living Like Larry Schwag
1608
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Posted - 2013.12.05 19:35:00 -
[7] - Quote
I think a real problem is the fact that there is practically no maps that favor Scouts.
Everything is either in a city or complex, where explosive spam makes you useless; or in an open field where you have barely any cover whatsoever.
And when you have no cover, it's impossible to remain stealthy and sneak up on people. That and your extremely low eHP means that when anyone even looks at you, your dead.
My Very First Thread About Tanks
-HAND
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Rich o
United Pwnage Service RISE of LEGION
119
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Posted - 2013.12.05 19:36:00 -
[8] - Quote
It makes no sense that the gallente suit looses 1 high slot from ADV to PRO It makes no sense that only the gk0 with profile dampening at 5 is able to avoid the most powerful active scanner A scan profile of 45 makes no sense It makes no sense that can be outperformed by meds and logis at what scouts are ment to do It makes no sense that installations can scan everyone It makes no sense that you need more than 2 shots with a proto-shotgun to drop proto-suits The "marginal error" message makes no sense A scan range oft 16m makes no sense It makes no sense that heavies can turn around as fast as scouts. It makes no sense that most suits can backpedal nearly as fast as a scout can walk forward
That's pretty much everything i can think oft right now. Maybe i will add more points after a few games
2nd place in EU squad cup
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Shotty GoBang
Pro Hic Immortalis
2633
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Posted - 2013.12.05 21:22:00 -
[9] - Quote
Quil Evrything wrote:It is a specialist suit, without an actual specialty.
This one's my favorite |
Tch Tch
Red Shirts Away Team
43
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Posted - 2013.12.05 21:43:00 -
[10] - Quote
Well I'm a noob but I do play stealthy. At the moment my stealthiest suit isn my basic Gallente suit on my ALT. It is my MLT medium on my main with 3 enhanced Dampeners... Sure I give up armour but it has more eHP then my scout does.
I would like my scouts profile to lower when walking.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Sinboto Simmons
SVER True Blood Public Disorder.
2815
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Posted - 2013.12.05 21:45:00 -
[11] - Quote
Minja melee bonus is lacking, we're supposed to be 'near unmatched' in hand to hand combat.
Sinboto - The True Blood Minja
Forum Warrior level 2
STB-Infantry (Demolition)
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Boot Booter
Omega Elite Mercs INC.
209
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Posted - 2013.12.05 21:54:00 -
[12] - Quote
OK first off all I wouldn't use the minmatar medium frame as reason why the scouts are 'too slow'. The minmatar medium suffers from the same problems that scouts do as it is somewhat of a hybrid between normal medium and light frames. Following the logic on the speed of suits, the ammar scout for example should have the same speed as the minmatar medium. I think the speed of scouts does make sense in this regard.
What the real problem is
1) hit detection was improved to the point where sometimes it feels like if you shoot close to you're target the game says 'meh close enough' and you get a hit marker. OK fine, we can all live with this because it's better than the opposite but it definitely has lower TTK.
2) The auto aim. This thing is so ridiculously good it's not funny. I have turned it on once to test whether the QQers had a point. They do. It actually aims for you at certain ranges. The worst part is it seems to do a really great job when the enemy is running perpendicularly to you aim, something scouts rely on to escape. It kinda makes me sad to know so many continue to use it and think they are good.
3) the dispersion on hip fire is totally wrong. I don't know exact numbers but get a friend and hip fire with the center of the cross hairs just to the side of the target but with the target still within the cross hair section. What you will find is that very few bullets hit the target. I've actually found that most bullets follow along the exact center of the hip fire cross hairs.
Combine these three things and you have a recipe for disaster for scouts. Numbers 1 and 2 drastically lower TTK and reduce escapability. The third point makes it easy for enemies to shoot quite accurately while bunny hopping and two step strafing in turn making it hard for low HP suits to finish off an enemy before their high HP and DPS catch up.
Mix all of this in with a clearly OP active scanner...
Remove AA and reduce weapon damage (or increase suit hp).
Fix hip fire dispersion so that AR scrubs can't melt people as easily from hip fire.
Stick with what you like and don't fall into the FOTM crowd. These are just tryhard scrubs who want to feel good about themselves even if that means using OP gear and switching playstyles. The scout will rise again. |
Cass Caul
439
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Posted - 2013.12.05 21:57:00 -
[13] - Quote
Back on the roll of Scanning. That's the Gallente Scout's niche. Active scanners have a scan angle, yet this has no bearing on actually using it as twirling around in a circle gives you a perfect 360-¦ vision A single equipment slot item completely invalidates passive scanning. the lowest precision a Gallente scout can have is 32.4, the longest range a Gallente Scout can have is 102 meters using 4 complex range amplifiers, the lowerst profile signature is 14.2 using 4 complex profile dampeners Precision on scanners: 46 for STD, 36 for ADV, 28 for PRO and 15 for PRO. Range on scanner: lowest is 75 highest is 200, nearly all are at 100m
The Scout suit that's role is about passive scanning needs to dedicate all five modules it has, to be as effective as an ADV Active Scanner that only takes a single equipment slot and sacrifices stealth to do it.
[Side Note: people! quit complaining about the ADV Gallente Scout slot layout. it is a hold over from Chrom/Beta where slot layout progression was 1/2. 2/2, 3/3. It is not "losing a slot" it should have been 1/3 from the beginning]
Things that Scouts lost since Chromosome: Speed, base movement and sprint was reduced significantly. Scan Radius: original value was 25 meters. 1 Second delay in Stamina Regeneration after sprinting.
Slot values! Original prototype scout suit had 6 slots, all scouts only have 5 slots now.
Sugestion/Hope: Like with Afterburners put a limit of 1 on Kinetic Catalyzers per suit and raise Scout sprint speed and Scout movement speed by 15% As well as a limit of 1 on Cardiac Regulators while increasing Scout Stamina and Stamina Regeneration by 20%
An Amarr Assault suit should not have the same base Stamina as a Scout. don't reduce the Amarr Assault's stamina but increase the Scout's
Remove Installations' innate scanning. period. AT MOST it should have a 1 meter range an a Precision of 46db
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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Tch Tch
Red Shirts Away Team
43
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Posted - 2013.12.05 21:59:00 -
[14] - Quote
Make AA only available if you could normally scan the suit. If your suit lacks enough precision you can't get an auto aim lock.
Makes precision modules more valuable. Means unadjusted a medium can't AA a scout but a scout can AA medium.
So roll it into the suit mechanics.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Cass Caul
439
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Posted - 2013.12.05 22:02:00 -
[15] - Quote
Also! I want increased sensitivity. I play on 100./100 on the DS3 and it feels horrible sluggish when I run around witha shotgun in a speed fit suit.
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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Quil Evrything
DUST University Ivy League
463
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Posted - 2013.12.05 22:05:00 -
[16] - 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. |
Niuvo
NECROM0NGERS Covert Intervention
845
|
Posted - 2013.12.05 22:05:00 -
[17] - Quote
Boot Booter wrote:OK first off all I wouldn't use the minmatar medium frame as reason why the scouts are 'too slow'. The minmatar medium suffers from the same problems that scouts do as it is somewhat of a hybrid between normal medium and light frames. Following the logic on the speed of suits, the ammar scout for example should have the same speed as the minmatar medium. I think the speed of scouts does make sense in this regard.
What the real problem is
1) hit detection was improved to the point where sometimes it feels like if you shoot close to you're target the game says 'meh close enough' and you get a hit marker. OK fine, we can all live with this because it's better than the opposite but it definitely has lower TTK.
2) The auto aim. This thing is so ridiculously good it's not funny. I have turned it on once to test whether the QQers had a point. They do. It actually aims for you at certain ranges. The worst part is it seems to do a really great job when the enemy is running perpendicularly to you aim, something scouts rely on to escape. It kinda makes me sad to know so many continue to use it and think they are good.
3) the dispersion on hip fire is totally wrong. I don't know exact numbers but get a friend and hip fire with the center of the cross hairs just to the side of the target but with the target still within the cross hair section. What you will find is that very few bullets hit the target. I've actually found that most bullets follow along the exact center of the hip fire cross hairs.
Combine these three things and you have a recipe for disaster for scouts. Numbers 1 and 2 drastically lower TTK and reduce escapability. The third point makes it easy for enemies to shoot quite accurately while bunny hopping and two step strafing in turn making it hard for low HP suits to finish off an enemy before their high HP and DPS catch up.
Mix all of this in with a clearly OP active scanner...
Remove AA and reduce weapon damage (or increase suit hp).
Fix hip fire dispersion so that AR scrubs can't melt people as easily from hip fire.
Stick with what you like and don't fall into the FOTM crowd. These are just tryhard scrubs who want to feel good about themselves even if that means using OP gear and switching playstyles. The scout will rise again. Will it be too much if they get rid of the crosshair in FW and PC? Another problem is when enemies go through you in cqc. It's absolutely ridiculous. Do you know what I mean? |
Niuvo
NECROM0NGERS Covert Intervention
845
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Posted - 2013.12.05 22:08:00 -
[18] - Quote
What the hell is CCP going to do about our role!!...*clears throat Sorry I lost it there for a second. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
160
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Posted - 2013.12.05 22:11:00 -
[19] - Quote
Since we are being so constructive... Some groundwork needs to be defined. First off there is a difference between a "light suit" and a "scout suit" and for that matter "pilot suit" should be included in this discussion. Additionally a clear understanding of the difference between a role bonus and a racial bonus is needed.
So to start off, the light suit. The light suit receives no bonuses (a mistake imo, as it should just receive its racial bonus). It is the model from whence all other derivatives are derived from. What do I mean by that? Well for medium suits you have:
Medium Suit ===> Assault Suit or Logistics Suit or some other future suits...
The basic medium suit skill is needed before you can move on to a more specialized variant like the Assault or the Logi. Similarly for the Scout you must first learn the light suit skill:
Light Suit ===> Scout Suit or Pilot Suit or some other future suits...
Why is this most obvious distinction being pointed out? Because currently if you ask 10 different people what a Scout suit is supposed to do, you will get 10 different answers BECAUSE they are not taking this idea of specialization for the light suit into account.
Next the distinction between a racial bonus and a role bonus. A racial bonus is one that is applied to a suit because its particular race favors it. So for Minmatar this would be a melee damage bonus for example because they favor strength and hand-to-hand combat with simple weapons. A role bonus is a bonus that is there because that is the specialization for which that suit was designed to do. For a piloting suit that could be a reduction in active vehicle module cooldown times. It's there to make the suit better at that one thing than any other suit (in this case piloting a vehicle).
So now that we have defined those two things, we can move forward with a common ground of understanding.
So first let's go over some racial profiling...
Minmatar Light Suit Skill = +5% melee damage bonus per level Galente Light Suit Skill = +10% bonus to dropsuit scan radius per level (should really be a shotgun bonus) Caldari Light Suit SKill = currently not defined, i would suggest a possible sniper rifle bonus Amarr Light Suit Skill = currently not defined, I would suggest a scrambler pistol bonus
Next let's go over role bonuses:
basic no-nothing light suit = nothing (should at least get the racial bonuses from above) Scout Suit Skill = 5% reduction to scan profile per level Pilot Suit Skill = (this is still rumored) +10% reduction in active vehicle module cooldown time per level
No the idea is that if you are a Minmatar Pilot you combine the Minmatar racial bonus for the light suit with the role bonus for the Pilot Suit to get = +5% melee damage bonus per level; +10% reduction in active vehicle module cooldown time per level
So using that as a guide I believe what players want are more light suit specializations. For instance, everyone seems to think that there should be a "Slayer" class for lgiht suits, so for that role maybe:
Slayer Suit Skill = 10% per level reduction to CPU and PG requirements of all biotics
Which results in a (theoretical) Amarr Slayer getting = {some scrambler pistol bonus}; 10% per level reduction to CPU and PG requirements of all biotics
Another role that seems to be missing is a more stealthy or cloaky role. Unfortunately this one would have to wait until a cloaking mechanic came out for the game but I would theorize something like:
Covert Operations Suit Skill = Ability to fit and operate active camouflage device. (or call it a personal cloaking device)
So now you get a (theoretical) Caldari Covert Ops getting = {some sniper rifle bonus}; Ability to fit and operate active camouflage device.
As you can see the ideas and possibilities are there, it just takes CCP to finally flesh out and define the roles and role bonuses better to make it work right.
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Boot Booter
Omega Elite Mercs INC.
211
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Posted - 2013.12.05 22:15:00 -
[20] - Quote
Tch Tch wrote:Make AA only available if you could normally scan the suit. If your suit lacks enough precision you can't get an auto aim lock.
Makes precision modules more valuable. Means unadjusted a medium can't AA a scout but a scout can AA medium.
So roll it into the suit mechanics.
That's an interesting and unique idea. I like it. Gives AA 'realistic' sense as if it were a computer aided aiming system within the suit. Would actually bring diversity to fittings as it would be a battle of accuracy, stealth, and HP instead of just HP. Too bad ccp will never do this. |
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Quil Evrything
DUST University Ivy League
466
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Posted - 2013.12.05 22:19:00 -
[21] - 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. |
Oswald Rehnquist
784
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Posted - 2013.12.05 22:22:00 -
[22] - Quote
This about covers all of it
Cass Caul wrote:
The original Archetype Scout was the Arbiter. That build is worthless now. Sniper Rifles don't do enough damage and with the size of the maps now, no one is going to be within scanning range for the "stealth" to be meaningful. So Sniping relies on Armor plates and damage mods. Scouts get 1 or the other.
The Hunter Scout: The role seems like a good idea, until you realize flanking doesn't work because you start shooting someone and it takes a full clip to kill them while they only need 10 bullets to kill you. While there are so many spots for uplinks that are simply impossible to destroy.
The Infiltrator Scout: Made useless by Installations have 0dB scanners that are somewhere in the range of 20 to 50 meters. Active Scanners being unbeatable makes it all the worse.
The CQC Scout. Same with Hunter, as the difference between the two is engagement range. Needs more raw damage output and the ability to avoid damage.
also lol KNs.
Below 28 dB
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Krom Ganesh
Holdfast Syndicate Amarr Empire
799
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Posted - 2013.12.05 22:24:00 -
[23] - Quote
Quil Evrything wrote: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.
However, one of the many things broken about scouts is we are missing nearly everything in one of our specialties, E-War, which would count as both a broken mechanic and a wishlist.
!
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Niuvo
NECROM0NGERS Covert Intervention
846
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Posted - 2013.12.05 22:26:00 -
[24] - Quote
Boot Booter wrote:Tch Tch wrote:Make AA only available if you could normally scan the suit. If your suit lacks enough precision you can't get an auto aim lock.
Makes precision modules more valuable. Means unadjusted a medium can't AA a scout but a scout can AA medium.
So roll it into the suit mechanics. That's an interesting and unique idea. I like it. Gives AA 'realistic' sense as if it were a computer aided aiming system within the suit. Would actually bring diversity to fittings as it would be a battle of accuracy, stealth, and HP instead of just HP. Too bad ccp will never do this. Aim assist just sounds stupid. |
GRIM GEAR
NECROM0NGERS Covert Intervention
107
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Posted - 2013.12.05 22:29:00 -
[25] - Quote
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, Minmatar scout suit has 7.9 sprint speed. Gallente assault suit has 7.0 sprint speed and Gallente scout suit has 7.6 Sprint speed.
Now that's not a lot of deviation, considering the differences in totat ehp and module count when comparing the assault suit to the scout suit. Its seems really flawed to me it just does not make much sense the scout suits base movement and sprint speed should be at least 20% higher than their assault counterparts.
Which would make the Minmatar scout have 8.88 sprint speed compared to 7.4 for Minmatar assault. The Gallente scout would have a 8.4 sprint speed compared to the Gallente assaults sprint speed of 7.
Now buff wise the Minmatar scout suit would have a sprint speed increase of 0.98 and the Gallente scout would have a sprint speed increase of 0.80. That would certainly go a long way in helping to balance the scout suit and make it stand out from the med frames.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Quil Evrything
DUST University Ivy League
466
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Posted - 2013.12.05 22:34:00 -
[26] - 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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Morathi III
Holdfast Syndicate Amarr Empire
64
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Posted - 2013.12.05 22:40:00 -
[27] - Quote
Cass Caul wrote:Also! I want increased sensitivity. I play on 100./100 on the DS3 and it feels horrible sluggish when I run around witha shotgun in a speed fit suit. Plz make this not happen!!! I play with a sensitivity of 10/10, ill suggest to make more scale for sensitivity, every 5 instead of every 10 so i will be play at 5/5 and you on a higher scale, if they do your idea im doomed |
Draxus Prime
BurgezzE.T.F Public Disorder.
2091
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Posted - 2013.12.05 22:41:00 -
[28] - Quote
currently its just an assault suit with less hp... not very specelized
GǃWhat is life? life, n.: A whim of several billion cells to be you for a while." - Draxus Prime
Closed beta vet
Scout
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Suanar Daranaus
Seykal Expeditionary Group Minmatar Republic
74
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Posted - 2013.12.05 22:49:00 -
[29] - Quote
CPU/PG + Slots.
Scouts need more. Even with Eng and Elec cores to 5, Damp/Scan/Amp to 4's, Light weapons lvl 5 Dam mods lvl 5 side arm 4 and more I cant seem to fit or specialize to make an eff fit and remain sneaky and fast or anything.
Most seem to be noting Gal Scouts here but I run Min , (ADV ) atm. I feel for the Gal scouts but the Min seem to still be under the thumb of the Ammar in every rig they have.
That's why I run another suit equal to the Min Scout. The Ammar Senti. Thought that would be a bit of a balancer in my game but, NOPE. No love for the Fat boys ither.
Anyway's, off to DIE!
Have fun and CCP, Please give us some Loving!!!
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Tch Tch
Red Shirts Away Team
46
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Posted - 2013.12.05 22:58:00 -
[30] - Quote
Niuvo wrote:Boot Booter wrote:Tch Tch wrote:Make AA only available if you could normally scan the suit. If your suit lacks enough precision you can't get an auto aim lock.
Makes precision modules more valuable. Means unadjusted a medium can't AA a scout but a scout can AA medium.
So roll it into the suit mechanics. That's an interesting and unique idea. I like it. Gives AA 'realistic' sense as if it were a computer aided aiming system within the suit. Would actually bring diversity to fittings as it would be a battle of accuracy, stealth, and HP instead of just HP. Too bad ccp will never do this. Aim assist just sounds stupid.
It is, but might as well make it work for scouts and not against them.
Also EVE is 100% aim assist.
FYI I use MDs, REs and Nanite injectors... Only the last has AA ;)
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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