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Thread Statistics | Show CCP posts - 10 post(s) |
Quil Evrything
Triple Terrors
719
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Posted - 2014.01.13 19:05:00 -
[1] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot.
I am sad. No sidearm slot, means I will probably never run knives again. I've hitherto enjoyed having them as a sidearm, but I'd have to be insane to run knife-only.
Cloak will make stealth knifing ONE target possible.. (MAYBE. depends how bad the shimmer is).. but the cooldown time is going to make exfiltration a nightmare. Being able to switch to a sidearm made things more livable. Unless cooldown for scouts, is made very very short. Which, IMO, would be appropriate.
If you actually like seeing people using knives... how about an additional, knife-only slot? Either as a replacement for the scout sidearm slot, or as someone suggested, an all-suit knife-only configuration?
(but please dont make it a substitute for melee.. . mashing in R3 stick=bad bad bad)
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Quil Evrything
Triple Terrors
721
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Posted - 2014.01.13 21:48:00 -
[2] - Quote
Kato Ymmij wrote:...
Then you're scanned by a proto gal logi and your stealth link meant nothing. You're crossing a field and.......scanned by a proto gal logi.
Actually, it wont be that dificult for a scout to avoid scans, still. If they stick to the proposed 35dB default profile, then it only takes damping level3, and 2xadv damps, to avoid normal proto scanners, even with gallente logi bonus.
Your profile wil be 21.74dB, if I did the math right.
The focused duvolle will still be a problem of course. But if barely anyone runs them now, most likely barely anyone will run them in the future. I think CCP didnt do too badly with the scaling this time.
This part, actually IS a slight buff to scouts, in that it will be more difficult, if not impossible, for medium frames, to get under scans now. but not for scouts.
So in that sense, it would be good for scouts to see a bunch of gallente logi scanners in the field.
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Quil Evrything
Triple Terrors
721
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Posted - 2014.01.13 23:16:00 -
[3] - Quote
mollerz wrote:I'm throwing my hat in this eq slot ring:
2 sidearms and 2 EQ slots (for minja at least).
Would solve a lot of problems.
sure.
How about you post that on the main scout thread and see what they say?
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Quil Evrything
Triple Terrors
722
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Posted - 2014.01.13 23:20:00 -
[4] - Quote
Admonishment wrote:CCP Remnant wrote: Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though)
So what happens to Gallente scouts that use shotguns? I use the breach shotgun, I only get 2 shots a magazine with slow reload even with the skill points invested into rapid reload. If their side arm slot is being taken away wouldn't that limit people that use niche weapons? Are those type of weapons receiving a buff to make up for the lack of a side arm?
I guess their thinking is most likely, "if you miss the kill, use your cloak to run away", and that's the buff .
In other words, you can have cloak for getting into trouble, or cloak for getting out of trouble, but not both. (because of the cooldown. unless its just crazy short)
Now, in my opinion, that sucks.... but its still probably the way they're thinking :-/
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Quil Evrything
Triple Terrors
722
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Posted - 2014.01.14 00:18:00 -
[5] - Quote
mollerz wrote:Quil Evrything wrote: How about you post that on the main scout thread and see what they say?
I posted it in the quid pro by scouty or whatshisname.
Coward
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Quil Evrything
Triple Terrors
727
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Posted - 2014.01.14 16:38:00 -
[6] - Quote
TheD1CK wrote:... Then bring out 2 new suits that from the sounds of things will be better than both of the current scout options... This is a really nice way to reward players for skilling into a class
"better" is subjective. If the new suits were cloak optimized (and without sidearm), but the current suits stayed as-is.. it sounds like there would be a bunch of poeple who would stick to the old suits.
So, if they left them as-is, you wont be punished for your SP investment.... and as far as the new suits, you'll be on the same footing as anyone else who is interested in them.
I'm thinking this may be the best of both worlds these days:
Leave the old suits as-is. make the new suits 1LP/2EQ
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Quil Evrything
Triple Terrors
728
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Posted - 2014.01.14 18:48:00 -
[7] - Quote
Shutter Fly wrote: Personally, I don't really want a speed buff, just stamina (50-75% preferably).
pfft... I dont care that much about a sprint speed buff.. I DO want a walk speed buff though. This would definitely not "break the game" due to speed limits.. but it would make the scout a whole lot more useful in many ways.
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Quil Evrything
Triple Terrors
728
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Posted - 2014.01.14 19:24:00 -
[8] - Quote
Daxxis KANNAH wrote:Quil Evrything wrote:Shutter Fly wrote: Personally, I don't really want a speed buff, just stamina (50-75% preferably).
pfft... I dont care that much about a sprint speed buff.. I DO want a walk speed buff though. This would definitely not "break the game" due to speed limits.. but it would make the scout a whole lot more useful in many ways. How does sprint break it and not movement.
CCP has explicitly said in the past, that there was a problem with people being alowed to move faster than 11m/s or something, because that breaks hit detection. Anything slower than that -- ie: walking -- does not "break the game".
Your gripes about hyper-strafing, are not "breaking the game". Rather, it is an example of keyboard users exploiting bad coding. The problem there is simple bad game mechanics. Peple should not be allowed to jump from moving 5m/s west, immediately to moving 5m/s east, at the press of a keyboard key. There should be a mandatory transition period coded in of a few milliseconds, to emulate real-world physics, like most other things in the game.
Please feel free to file a bug report about that :)
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Quil Evrything
Triple Terrors
729
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Posted - 2014.01.14 19:35:00 -
[9] - Quote
Django Quik wrote:Been reading all of this over the last day or so and am frankly dismayed to see scouts themselves suggesting horrible "compromises". We don't deserve compromise in order to get the honestly tiny and long needed buffs we want. A second equipment slot added to our suits as they stand would not make them OP by a long shot.
Everyone needs to keep in mind that all along we've all said scouts need to be viable without relying entirely on cloaks. There are many current useful fits and playstyles that would disappear if our sidearm slots are taken away and that would be terrible for the game. New suits and equipment are supposed to add diversity to this game, not reduce it!
NO to any compromises!
You seem to be suffering under the interesting illusion that we actually have any power to say "NO". It seems quite obvious that we're not going to get the pure addition. It seems also quite obvious that if we cant make up our collective minds on what we'd prefer to trade... then CCP will pick the trade for us. |
Quil Evrything
Triple Terrors
730
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Posted - 2014.01.14 20:27:00 -
[10] - Quote
Daxxis KANNAH wrote:Quil Evrything wrote: CCP has explicitly said in the past, that there was a problem with people being alowed to move faster than 11m/s or something, because that breaks hit detection. Anything slower than that -- ie: walking -- does not "break the game". ...
But you know those vehicles we have.... They all move faster than 11 m/s
A problem with PEOPLE moving that fast. As in, infantry.
First of all, vehicles are bigger, therefore, bigger hitbox. So, harder to miss.
Secondly, they may well have a different collision detection mechanism.
Lastly... there may well be the same problems for vehicles. The thing is, it doesnt matter, if some anti-personel weapons miss them. They do almost no damage against vehicles. What matters, is the anti-vehicle weaponry. It seems reasonable to assume that the collission detection in that realm is handled differently.
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Quil Evrything
Triple Terrors
732
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Posted - 2014.01.14 21:25:00 -
[11] - Quote
Ghost Kaisar wrote: This is what I don't understand.
We get speed for a tradeoff in eHP.
The point of the speed and mobility is that we should be harder to hit, thus balancing the low eHP. Except now people don't want them to move faster. Why? CAUSE THEY GET HARDER TO HIT. ISN'T THAT THE FREAKING POINT!?!?!?!
there's a difference between, "that guy is moving so fast, it's difficult for me to keep my weapon pointed at him" vs "I have my weapon pointed at him, it's on target, but the hits arent registering".
The former, is okay. The latter, is a game engine bug, and the issue at hand here.
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Quil Evrything
Triple Terrors
733
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Posted - 2014.01.14 21:42:00 -
[12] - Quote
mollerz wrote:That argument fails when i hit vehicles and dropships as a scout running! Stop perpetuating that BS.
I dont think you read it carefully. What you just wrote, doesnt mesh with what I described. And even if it is BS -- it's what has been OFFICIALLY POSTED by a dev as the reason.
No i dont have a convenient reference, but I have seen a blue-tagged post myself, directly stating this as the reason. Having infantry running faster than (some specific number) breaks hit detection. That is to say, hit detection BY WEAPONS.
That's not the same thing as saying if you run really fast, you suddenly can run through walls. There are completely different mechanics involved. (although sometimes, it does also make you more likely to get stuck in scenery. But not neccesarily)
If you find this difficult to belive or understand, and you'd really LIKE to understand, then go spend a few months learning 3D engine programming. If you cant be bothered, then take my word for it. Because I've done the months of work learning it. (and lemme tell you, UnrealEngine internals are... indeed quite unreal) |
Quil Evrything
Triple Terrors
735
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Posted - 2014.01.15 02:40:00 -
[13] - Quote
Gavr1lo Pr1nc1p wrote:.... (lots of stuff...)
P.S. Just to show you guys what a 2% bonus to sprint speed per level would look like: 7.91x 1.05(biotics bonus)x1.1(minmitar racial bonus)x(1+(.12x2x1.05)) (kinetic catalyzers x2)=11.44 m/s, rounding up
For the record, I'd STILL rather have a walk-speed increase for scouts, than a sprint speed increase. Why?
- cant have a charged knife while sprinting - cloak gets all sparkly while sprinting - will finally be able to knife people who currently avoid it simply by WALKING BACKWARDS, Arrgg.... - shotgunners will like it for similar reasons |
Quil Evrything
Triple Terrors
735
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Posted - 2014.01.15 03:06:00 -
[14] - Quote
Gavr1lo Pr1nc1p wrote:
More than anything though, i would like strafing speed to be a function of sprinting speed,
ick. I would vote the other way. first of all, because that would be insanely fast. Secondly, because its completely inconsistent. firing, breaks you out of sprint. So it makes no sense that strafing would be at sprint speed.
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Quil Evrything
Triple Terrors
738
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Posted - 2014.01.15 15:12:00 -
[15] - Quote
Minor correction for you:
Django Quik wrote:
1) What weapons can realistically be used without a sidearm as back up? Or better, what weapons can not?
... Pistol - too little ammo
unless you skill it up to proto level. Then all scrambler pistols get 11 bullets. Fairly decent.
But generally speaking, yeah too little ammo to use as primary.
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