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Shutter Fly
molon labe. Public Disorder.
169
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Posted - 2014.01.14 08:15:00 -
[301] - Quote
Maken Tosch wrote:Shutter Fly wrote:Maken Tosch wrote:Last time I checked, you can still fit a Nova Knife on the light-slot even though you lose a sidearm slot. Hell, you can still fit any sidearm into the light slot for that matter. You just aren't able to fit a light weapon like the AR into the sidearm slot. I have been keeping tabs with the patch notes and so far CCP hasn't changed that.
With CCP Remnant's suggestion, you'll just have to decide whether to go with light weapon only or sidearm only but at least you get two equipment slots for the scout. Wow...I can run a NK as a primary with no sidearm...yay... I totally didn't see that as a possibility . I know you have a history of forcing UP fits just because you are determined to use them, but some of us actually want to be objectively viable and versatile in high level play. The only reason NKs aren't completely viable is because they lack the ability to sprint with the charge held. Regardless of how viable any particular sidarm is/isn't, the issue isn't what you can/can't put in the weapon slot, it's the resulting loss of versatility.
Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. |
voidfaction
Void of Faction
95
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Posted - 2014.01.14 08:32:00 -
[302] - Quote
Shutter Fly wrote:Maken Tosch wrote:Shutter Fly wrote:Maken Tosch wrote:Last time I checked, you can still fit a Nova Knife on the light-slot even though you lose a sidearm slot. Hell, you can still fit any sidearm into the light slot for that matter. You just aren't able to fit a light weapon like the AR into the sidearm slot. I have been keeping tabs with the patch notes and so far CCP hasn't changed that.
With CCP Remnant's suggestion, you'll just have to decide whether to go with light weapon only or sidearm only but at least you get two equipment slots for the scout. Wow...I can run a NK as a primary with no sidearm...yay... I totally didn't see that as a possibility . I know you have a history of forcing UP fits just because you are determined to use them, but some of us actually want to be objectively viable and versatile in high level play. The only reason NKs aren't completely viable is because they lack the ability to sprint with the charge held. Regardless of how viable any particular sidarm is/isn't, the issue isn't what you can/can't put in the weapon slot, it's the resulting loss of versatility. Imagine this situation, one that is incredibly likely and often unavoidable. Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage. If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. So what your saying is you should be able to take on 2 assaults and win even though it was you that made the first wrong decision of attacking the 2 assaults standing next to each other? Stealth and cloak will allow the scout to choose when and who to attack and let's not forget you still have grenade slot and or re's.
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Shutter Fly
molon labe. Public Disorder.
170
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Posted - 2014.01.14 08:49:00 -
[303] - Quote
voidfaction wrote:Shutter Fly wrote:Maken Tosch wrote:Shutter Fly wrote:Maken Tosch wrote:Last time I checked, you can still fit a Nova Knife on the light-slot even though you lose a sidearm slot. Hell, you can still fit any sidearm into the light slot for that matter. You just aren't able to fit a light weapon like the AR into the sidearm slot. I have been keeping tabs with the patch notes and so far CCP hasn't changed that.
With CCP Remnant's suggestion, you'll just have to decide whether to go with light weapon only or sidearm only but at least you get two equipment slots for the scout. Wow...I can run a NK as a primary with no sidearm...yay... I totally didn't see that as a possibility . I know you have a history of forcing UP fits just because you are determined to use them, but some of us actually want to be objectively viable and versatile in high level play. The only reason NKs aren't completely viable is because they lack the ability to sprint with the charge held. Regardless of how viable any particular sidarm is/isn't, the issue isn't what you can/can't put in the weapon slot, it's the resulting loss of versatility. Imagine this situation, one that is incredibly likely and often unavoidable. Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage. If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. So what your saying is you should be able to take on 2 assaults and win even though it was you that made the first wrong decision of attacking the 2 assaults standing next to each other? Stealth and cloak will allow the scout to choose when and who to attack and let's not forget you still have grenade slot and or re's. I'm saying that a shotgun scout sneaking up cloaked on two assaults standing near each other, should have a decent chance of killing both.
Not guaranteed, and assuming all shots by the scout hit their mark perfectly with no mistakes. If the scout screws up, or the assaults play the situation properly, then the scout is as good as dead. If the scout is guaranteed not to have a sidearm, then he is almost guaranteed to die in such a situation, regardless of his own skill.
I want to see a Dust where there is high versatility in all fittings and only the most dire situations are a guaranteed loss. It promotes a game where the best player wins, in terms of both fps skill and fitting knowledge. Keeping the scout's sidearm is the best way to promote that ideal.
EDIT: REs are not viable in this situation, as the scout would have to decloak (making a noise), plant the RE (making another obvious noise), then back up and wait for it to arm, getting killed long before this is all complete. Grenades would result in the same situation, except having to stand and cook the grenade rather than waiting for arming time. |
Garrett Blacknova
Codex Troopers
4329
|
Posted - 2014.01.14 08:55:00 -
[304] - Quote
Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem.
Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job.
The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. |
Shutter Fly
molon labe. Public Disorder.
170
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Posted - 2014.01.14 09:01:00 -
[305] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem. Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job. The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. That's assuming a shotgun headshot will ohk an assault, which at the current time isn't always the case. If we're assuming all Proto on both sides, it often isn't the case, as it is nearly impossible to get a FULL headshot with the shotgun.
Since we can only consider what we currently know/have, then your proposed situation isn't necessarily viable, as Proto vs Proto means the shotgun would be 2HK or 3HK at best. |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
34
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Posted - 2014.01.14 09:09:00 -
[306] - Quote
voidfaction wrote:So what your saying is you should be able to take on 2 assaults and win even though it was you that made the first wrong decision of attacking the 2 assaults standing next to each other?
Yes, because the Scout used their EWAR powers to engineer a situation where they had the tactical advantage, the Scout should win.
I come out on top of the described engagement now despite not being able to turn invisible, and the Assaults are getting buffed as it is, so why should the Scouts be nerfed? (by being forced into cloaking and then hobbling cloaking devices) |
Piraten Hovnoret
molon labe. Public Disorder.
226
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Posted - 2014.01.14 09:41:00 -
[307] - Quote
Just want to say that a 16 page topic about scouts is AWSOME Scouts deserve some love
War never changes
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Garrett Blacknova
Codex Troopers
4329
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Posted - 2014.01.14 09:41:00 -
[308] - Quote
Shutter Fly wrote:Garrett Blacknova wrote:Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem. Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job. The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. That's assuming a shotgun headshot will ohk an assault, which at the current time isn't always the case. If we're assuming all Proto on both sides, it often isn't the case, as it is nearly impossible to get a FULL headshot with the shotgun. Since we can only consider what we currently know/have, then your proposed situation isn't necessarily viable, as Proto vs Proto means the shotgun would be 2HK or 3HK at best. I can OHK protosuits semi-regularly using a Militia Shotgun with no damage mods. If I don't OHK, either I missed (unlikely when hitting with the element of surprise on my side) or they're so close to death that I can go for the melee kill before turning to shoot the other guy.
When I bring a real Shotgun or my Militia fit with damage mods, only Heavies and supertank Logis take more than one hit. |
Wurm FOOD
The Southern Legion The Umbra Combine
23
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Posted - 2014.01.14 10:28:00 -
[309] - Quote
Seeing as scout slots may be 1L/2EQ, I was just wondering if the basic light frames would be the same or if they would be the normal eg. 1L/1S/1EQ?
Member of the Commando 6
All hail the Commando ak.0
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Shutter Fly
molon labe. Public Disorder.
172
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Posted - 2014.01.14 10:30:00 -
[310] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Garrett Blacknova wrote:Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem. Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job. The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. That's assuming a shotgun headshot will ohk an assault, which at the current time isn't always the case. If we're assuming all Proto on both sides, it often isn't the case, as it is nearly impossible to get a FULL headshot with the shotgun. Since we can only consider what we currently know/have, then your proposed situation isn't necessarily viable, as Proto vs Proto means the shotgun would be 2HK or 3HK at best. I can OHK protosuits semi-regularly using a Militia Shotgun with no damage mods. If I don't OHK, either I missed (unlikely when hitting with the element of surprise on my side) or they're so close to death that I can go for the melee kill before turning to shoot the other guy. When I bring a real Shotgun or my Militia fit with damage mods, only Heavies and supertank Logis take more than one hit. Assuming the average well fit proto has ~800 HP, then they weren't at full HP or weren't tanked properly. A militia shotgun cannot do 800HP of damage in a single headshot, not even to 100% shields, which in itself isn't possible. The proto shotgun has a bit more potential for an OHK, but it would still NEED a full headshot to do about 870HP of damage and would not OHK an armor tanked or dual tanked suit.
In case you were going to try to argue it, it is entirely reasonable to say the average PRO med frame has 800eHP. I know that a minmatar assault with 3 complex SEs and 2 enh APs has approximately 810eHP (about 1:1 for S:A). Considering it has the lowest base HP, and that all other assaults usually fit either the same or more in modules, 800 is a fair and even conservative average. |
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OZAROW
Dem Durrty Boyz Renegade Alliance
1215
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Posted - 2014.01.14 11:42:00 -
[311] - Quote
I'm with shutterfly on this, I've damage tested all shotguns and if there was truth to Garets statement militia shotguns would be the Pc weapon of choice lol.
People are scared of scouts for one reason an one reason only:
MED FRAMES DON'T SPEND SP ON ELECTRONIC SKILLS OR WEAR ELECTRONIC MODS! PERIOD!
There all to concerned with dps an ttk, so when a tiny little fast basic suit sneaks up an mashes your 200000 isk suit with a 300hp suit that costs 10 000 isk your bent cuz he just embarrassed you infront of your peers, cuz the skinny little bastard flat out, trapped you an outsmarted you. Plain an simple, if med frames experimented with smarter stealth load outs they would find that it's better than a huge tank an dps, cuz if you get the drop you should win.
Med frames are scared that with added stealth good scouts will be great an actually show them how bad they are at this game once we have a equal advantage , an we should, scouts get pasted to the wall from 150m away by 3x damage on a pro 5 rifle in .02 sec, an that's fair but a scout catches you an ur buddy slipping an you gotta make sure he has no side arm so you can spin and pray?
GIVE ME A BREAK!
Assaults get a rof bonus an I'm force to lose a side arm because of a cloak mod? What if I don't use the cloak I still can't fit a sidearm but a assault can cloak with a shotgun an a smg?
A Amar logi with equipment bonuses can have a similar reduction to a scout an have two weapons, a scanner an links an his lows full of complex CPU an pg mods YET SCOUTS LOSE A GUN?!
Ya right!
SUPER NOVA KNIFE SAIYAN 4
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Garrett Blacknova
Codex Troopers
4330
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Posted - 2014.01.14 11:50:00 -
[312] - Quote
Shutter Fly wrote:Assuming the average well fit proto has ~800 HP, then they weren't at full HP or weren't tanked properly. A militia shotgun cannot do 800HP of damage in a single headshot, not even to 100% shields, which in itself isn't possible. The proto shotgun has a bit more potential for an OHK, but it would still NEED a full headshot to do about 870HP of damage and would not OHK an armor tanked or dual tanked suit.
In case you were going to try to argue it, it is entirely reasonable to say the average PRO med frame has 800eHP. I know that a minmatar assault with 3 complex SEs and 2 enh APs has approximately 810eHP (about 1:1 for S:A). Considering it has the lowest base HP, and that all other assaults usually fit either the same or more in modules, 800 is a fair and even conservative average. Assuming every protosuit uses all their slots for tanking isn't what I'd call "conservative" personally. Even "fair" is quite a stretch. Also, assuming enough protosuits are well fit to use that as an average is beyond ridiculous. Even assuming the majority of protosuits have full proto fits is questionable. |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4599
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Posted - 2014.01.14 12:33:00 -
[313] - Quote
Hypothetical situations and past experiences aren't good examples for future balancing for either argument. I, and many others in my circle, all agree that removing Sidearms from scouts to any degree is a bad move. There is no reason to automatically assume that something is going to be over-powered before the community has even gotten a chance to work with it and the Scout community has, ever since the beginning of Uprising in May, been asking for Scouts to have two equipment slots.
Giving them the second equipment slot after all this time in tandem with cloaking (which automatically fills one slot) and removing the sidearm effectively gives them limited cloaking ability and less offensive capability. That's literally all it does. It's a buff and a nerf in the same hand-out and the last thing we need to be doing at this point is nerfing the Scouts any further. A much more elegant solution would be to provide Scouts with enough CPU/PG to choose between one or the other rather than force the decision upon them.
Let me be clear. Scouts are -not- easy to kill Logistics.
Useful Links
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Maken Tosch
Edimmu Warfighters Gallente Federation
6428
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Posted - 2014.01.14 15:27:00 -
[314] - Quote
Well, if we're going to lose a side arm but gaining an extra equipment slot, wouldn't that mean our CPU/PG should get buffed? Surely more equipment would require more CPU and PG, right? It would make sense if we get buff to that as well if we're going this route.
@Flutter Sh... err... Shutter Fly
I can see what you mean that if you are cloaked then you already setup the advantage and should have a greater likelihood of killing both targets if none of them knew you were there due to the cloak. The loss in the ability to have two optimal ranges could also be a factor.
In this case, perhaps a movement and sprint speed buff would be in order since scouts should be inherently faster to begin with. Unlike medium and heavy frames, we don't have that much stuff carrying around. Would you be ok with losing the sidearm slot if it meant being given a sufficient speed buff? If so, what would be the minimum buff you expect? If not, what other compensation would you work with?
EDIT: or would you rather not lose the sidearm slot at all?
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4605
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Posted - 2014.01.14 15:59:00 -
[315] - Quote
Maken Tosch wrote:Well, if we're going to lose a side arm but gaining an extra equipment slot, wouldn't that mean our CPU/PG should get buffed? Surely more equipment would require more CPU and PG, right? It would make sense if we get buff to that as well if we're going this route.
@Flutter Sh... err... Shutter Fly
I can see what you mean that if you are cloaked then you already setup the advantage and should have a greater likelihood of killing both targets if none of them knew you were there due to the cloak. The loss in the ability to have two optimal ranges could also be a factor.
In this case, perhaps a movement and sprint speed buff would be in order since scouts should be inherently faster to begin with. Unlike medium and heavy frames, we don't have that much stuff carrying around. Would you be ok with losing the sidearm slot if it meant being given a sufficient speed buff? If so, what would be the minimum buff you expect? If not, what other compensation would you work with?
EDIT: or would you rather not lose the sidearm slot at all?
And what of the Scouts who don't want to run cloaking devices?
Useful Links
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TheD1CK
Dead Man's Game
401
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Posted - 2014.01.14 16:08:00 -
[316] - Quote
The most appropriate way to implement this is to create variants.... Where all 4 races can choose between a 'regular scout' and a 'cloaked scout' (w/2eqp, no sidearm) I seem to be the only one suggesting this and that surprises me
CCP seem to think racist suit choices are the better option.... Which I get that there should be differences... but to have Gal/Min scouts struggle for months
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
Minmatar Demolitions Specialist
Plasma Cannon Pro
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
291
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Posted - 2014.01.14 16:29:00 -
[317] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Assuming the average well fit proto has ~800 HP, then they weren't at full HP or weren't tanked properly. A militia shotgun cannot do 800HP of damage in a single headshot, not even to 100% shields, which in itself isn't possible. The proto shotgun has a bit more potential for an OHK, but it would still NEED a full headshot to do about 870HP of damage and would not OHK an armor tanked or dual tanked suit.
In case you were going to try to argue it, it is entirely reasonable to say the average PRO med frame has 800eHP. I know that a minmatar assault with 3 complex SEs and 2 enh APs has approximately 810eHP (about 1:1 for S:A). Considering it has the lowest base HP, and that all other assaults usually fit either the same or more in modules, 800 is a fair and even conservative average. Assuming every protosuit uses all their slots for tanking isn't what I'd call "conservative" personally. Even "fair" is quite a stretch. Also, assuming enough protosuits are well fit to use that as an average is beyond ridiculous. Even assuming the majority of protosuits have full proto fits is questionable.
Let's end this. Taking away a side arm slot is a horrible idea that will seriously affect the scouts enjoyability and survivability. Regarding the SG a proto suit almost always takes more then one hit on anyone with any amount of skill. I have a ton of experience running the SG, even in PC to my folly these days :)
Please fix the mic bubble bug...
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Quil Evrything
Triple Terrors
727
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Posted - 2014.01.14 16:38:00 -
[318] - 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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Aeon Amadi
Ancient Exiles. Renegade Alliance
4606
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Posted - 2014.01.14 16:40:00 -
[319] - Quote
TheD1CK wrote:The most appropriate way to implement this is to create variants.... Where all 4 races can choose between a 'regular scout' and a 'cloaked scout' (w/2eqp, no sidearm) I seem to be the only one suggesting this and that surprises me
CCP seem to think racist suit choices are the better option.... Which I get that there should be differences... but to have Gal/Min scouts struggle for months
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
You're not the only one suggesting it, it's just that it's not the optimal solution and further complicates things. Instead of trying to balance out four scouts we'd then have to balance out eight - let alone all of the tiers (militia, standard, advanced and proto)
Useful Links
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1229
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Posted - 2014.01.14 16:46:00 -
[320] - Quote
Aeon Amadi wrote:You're not the only one suggesting it, it's just that it's not the optimal solution and further complicates things. Instead of trying to balance out four scouts we'd then have to balance out eight - let alone all of the tiers (militia, standard, advanced and proto)
Rather than variants, we need new classes. Currently there are too many playstyles that are looking to the scout to be their suit.
Scout - EWar focus (w/ 2x EQP) (Preferably w/ sidearm slot as well so specialist weapon users aren't left out in the rain) Assassin - T3 suit with CQC sidearm focus A T2 light suit with bonuses to sniping and AV. Can have 2x light weapons and 2x equipment.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S.
16
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Posted - 2014.01.14 17:44:00 -
[321] - Quote
While I haven't seen exactally what the cloak can do, I personaly would rather loose capacity of our future cloak than to loose a sidearm. If CCP feels that some trade off is required to justify the 'hugs' of 1.8 (which I disagree with in concept). Cut the cloak time in half... add my shimmer/glitter when it's activated... whatever.
Using my AR, CR, or MD I have had frequent occasion to call upon my SMG or pistol to help out. And I would rather keep the ability to finish off an opponent than to run away whilst glittering. |
Kato Ymmij
The Exemplars Top Men.
27
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Posted - 2014.01.14 18:01:00 -
[322] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Garrett Blacknova wrote:Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem. Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job. The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. That's assuming a shotgun headshot will ohk an assault, which at the current time isn't always the case. If we're assuming all Proto on both sides, it often isn't the case, as it is nearly impossible to get a FULL headshot with the shotgun. Since we can only consider what we currently know/have, then your proposed situation isn't necessarily viable, as Proto vs Proto means the shotgun would be 2HK or 3HK at best. I can OHK protosuits semi-regularly using a Militia Shotgun with no damage mods. If I don't OHK, either I missed (unlikely when hitting with the element of surprise on my side) or they're so close to death that I can go for the melee kill before turning to shoot the other guy. When I bring a real Shotgun or my Militia fit with damage mods, only Heavies and supertank Logis take more than one hit.
Which militia light frame allows you to stack damages mods, let alone good ones to make a difference (min light has zero highs and gal only has 1)? Now I know you're talking out of your ass if you expect me to believe that you're sneaking up on and killing tanked logis who are spin scanning or heavies who take around 3 shots nowadays to down regularly. Good heavies will also spin right around and mow you down in the blink of an eye. |
Shutter Fly
molon labe. Public Disorder.
177
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Posted - 2014.01.14 18:29:00 -
[323] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Assuming the average well fit proto has ~800 HP, then they weren't at full HP or weren't tanked properly. A militia shotgun cannot do 800HP of damage in a single headshot, not even to 100% shields, which in itself isn't possible. The proto shotgun has a bit more potential for an OHK, but it would still NEED a full headshot to do about 870HP of damage and would not OHK an armor tanked or dual tanked suit.
In case you were going to try to argue it, it is entirely reasonable to say the average PRO med frame has 800eHP. I know that a minmatar assault with 3 complex SEs and 2 enh APs has approximately 810eHP (about 1:1 for S:A). Considering it has the lowest base HP, and that all other assaults usually fit either the same or more in modules, 800 is a fair and even conservative average. Assuming every protosuit uses all their slots for tanking isn't what I'd call "conservative" personally. Even "fair" is quite a stretch. Also, assuming enough protosuits are well fit to use that as an average is beyond ridiculous. Even assuming the majority of protosuits have full proto fits is questionable. Using 3H/2L isn't "all their slots" for any proto med dropsuit. Do you even have proto assault suits? The Minmatar has the least potential for total eHP, yet it can surpass 800HP while still fitting two DMs. Because the Minmatar Assault has the lowest base HP of all assaults, and it has the least lows, that means it is easily possible for all other proto assaults to surpass 800HP without going full tank. I can post fittings for all four suits proving this if you want, but it's pretty obvious as it is.
Why would anyone who isn't an idiot run a proto dropsuit that isn't fit in all proto gear? You're better off running an ADV suit if you don't have all the modules and equipment you need for a proto fit. There's no point in discussing it if we have to assume the suits in question are fitted with some random hodgepodge of Myofibril Stimulants and Codebreakers. |
Shutter Fly
molon labe. Public Disorder.
179
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Posted - 2014.01.14 18:45:00 -
[324] - Quote
Maken Tosch wrote:Well, if we're going to lose a side arm but gaining an extra equipment slot, wouldn't that mean our CPU/PG should get buffed? Surely more equipment would require more CPU and PG, right? It would make sense if we get buff to that as well if we're going this route.
@Flutter Sh... err... Shutter Fly
I can see what you mean that if you are cloaked then you already setup the advantage and should have a greater likelihood of killing both targets if none of them knew you were there due to the cloak. The loss in the ability to have two optimal ranges could also be a factor.
In this case, perhaps a movement and sprint speed buff would be in order since scouts should be inherently faster to begin with. Unlike medium and heavy frames, we don't have that much stuff carrying around. Would you be ok with losing the sidearm slot if it meant being given a sufficient speed buff? If so, what would be the minimum buff you expect? If not, what other compensation would you work with?
EDIT: or would you rather not lose the sidearm slot at all? Personally, I don't really want a speed buff, just stamina (50-75% preferably). The Minmatar could probably use a bit more speed as an addition to its increased melee damage. Although, that is just my personal preference, as I run a Gal Scout and rarely rely on speed tanking over other means of survival.
As I've said, I don't think the scout should lose a sidarm or a grenade. I don't really see the need for any kind of compromise here. Logis can complain, assaults can complain, I don't really care about people whining if they are wrong. I don't really give two ****s about what the forum thinks as long as the game is properly balanced and engaging. They can argue and complain all they want, that is no concern of mine, and if you care about this game or CCP cares about this game then I suggest you adopt the same attitude. |
Quil Evrything
Triple Terrors
728
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Posted - 2014.01.14 18:48:00 -
[325] - 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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GLOBAL RAGE
Consolidated Dust
11
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Posted - 2014.01.14 18:51:00 -
[326] - Quote
I use my Dragonfly to snipe, and want my Toxin SMG. |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
37
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Posted - 2014.01.14 18:51:00 -
[327] - Quote
Shutter Fly wrote:They can argue and complain all they want, that is no concern of mine, and if you care about this game or CCP cares about this game then I suggest you adopt the same attitude.
nononono
don't ever tell CCP to ignore community feedback they don't know what they're doing |
Daxxis KANNAH
Distinct Covert Initiative
645
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Posted - 2014.01.14 18:55:00 -
[328] - Quote
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.
Movement is how ppl strafe back and forth and look like the Flash when they are hacking objectives.
In your blind spot
No Quid Pro Quo
Line in the Sand
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Shutter Fly
molon labe. Public Disorder.
179
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Posted - 2014.01.14 19:11:00 -
[329] - Quote
Jotun Izalaru wrote:Shutter Fly wrote:They can argue and complain all they want, that is no concern of mine, and if you care about this game or CCP cares about this game then I suggest you adopt the same attitude. nononono don't ever tell CCP to ignore community feedback they don't know what they're doing Neither does the vocal majority of the forum community it seems, so...
I guess we're screwed |
Quil Evrything
Triple Terrors
728
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Posted - 2014.01.14 19:24:00 -
[330] - 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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