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jerrmy12 kahoalii
The Phoenix Federation
343
|
Posted - 2014.01.13 07:49:00 -
[91] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. That works, though I still think there should be a scout with a hacking bonus. The bonuses from the test servers in general seem pretty good, though the assault ones are pretty bad. The ROF bonus buffs the AR, RR (and maybe the CR), but not the SCR (nerfing it by ommision). On top of that, the removal of the Amarr assault's heat buildup reduction bonus is a much bigger nerf. The ROF bonus would make a SCR disincentivized on an assault suit because the bonus is wasted on it. Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something... As for the role bonus, the 4 racial rifles should receive a 10% damage nerf, but the role bonus should give a 2% light weapon damage increase per level, so they will be as strong as they currently are to a maxed out assault, and ensure assaults are better slayers than logis without making the weapons overpowered and hurting TTK. Also back on scuts, I love the Caldari scout idea of increasing the enemy's precision (so counter-intuitive in regular language though that more precision means less effective at sensing). Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing). For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. Yay me is jelous me wants 1.8 nao
I use a tablet so beware of typos
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Oswald Rehnquist
1081
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Posted - 2014.01.13 07:49:00 -
[92] - Quote
Actually I just thought of a utility of a precision raiser, (while small, its something I guess), pending on how strong it is, it would allow you to bring in a team of mediums up undetected against passive scanning scouts.
Below 28 dB
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Jadek Menaheim
Xer Cloud Consortium
1681
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Posted - 2014.01.13 07:52:00 -
[93] - Quote
Aero Yassavi wrote:But what if having nova knives equipped automatically changed all your melees to knife swipes instead of needing to go through the process of switching weapons. It couldn't increase the melee damage, rather it would replace the melee damage with the nova knives damage. I'm sure they have the old codex and chromosome melee animation code buried somewhere?
Borne Velvalor, bested my last signature with style. I present a new challenge.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
117
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Posted - 2014.01.13 07:53:00 -
[94] - Quote
Oswald Rehnquist wrote:Actually I just thought of a utility of a precision raiser, (while small, its something I guess), pending on how strong it is, it would allow you to bring in a team of mediums up undetected against passive scanning scouts.
You just realized? |
Appia Vibbia
Ancient Exiles. Renegade Alliance
614
|
Posted - 2014.01.13 07:55:00 -
[95] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. That works, though I still think there should be a scout with a hacking bonus. The bonuses from the test servers in general seem pretty good, though the assault ones are pretty bad. The ROF bonus buffs the AR, RR (and maybe the CR), but not the SCR (nerfing it by ommision). On top of that, the removal of the Amarr assault's heat buildup reduction bonus is a much bigger nerf. The ROF bonus would make a SCR disincentivized on an assault suit because the bonus is wasted on it. Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something... As for the role bonus, the 4 racial rifles should receive a 10% damage nerf, but the role bonus should give a 2% light weapon damage increase per level, so they will be as strong as they currently are to a maxed out assault, and ensure assaults are better slayers than logis without making the weapons overpowered and hurting TTK. Also back on scuts, I love the Caldari scout idea of increasing the enemy's precision (so counter-intuitive in regular language though that more precision means less effective at sensing). Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing). For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
Oooh, a reduction to damage. That sounds really nice... so long as you don't decrease the damage on Sniper Rifle, shotgun, or nova knives, all of which are under-performing .
And it is really nice to see a Dev comment on this thread, however CCP Remnent are you aware that there is a 348+ page long thread by scouts and about scouts that exists on general discussion? Because coming in and talking on a thread by someone that has not been around very long nor no know place in the scout community really does not help balance or get the opinions of the majority of the players that use the Scout suit.
Appia Vibbia for CPM1
Cass Caul is no longer my alt
[email protected]
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2775
|
Posted - 2014.01.13 07:55:00 -
[96] - Quote
Aero Yassavi wrote:CCP Remnant wrote:Jadek Menaheim wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. Would there be any possibility of tying in a melee damage boost to an increased damage output of nova knives? It just feels logical. Well, charged nova knives already pack a whallop. Not sure I'd want to bump them up along with base melee (which was underwhelming even with the skill) But what if having nova knives equipped automatically changed all your melees to knife swipes instead of needing to go through the process of switching weapons. It couldn't increase the melee damage, rather it would replace the melee damage with the nova knives damage. And in addition to that, it would make more sense if nova knives damage output were increased by stimulants rather than sidearm damage modifiers, but I can see how they may be an issue relaying that information to everyone since technically the nova knives are a sidearm.
All due respect I'd rather hit R2 then R1 than jam R3 to knife someone. Stick presses wear out controllers really bad and it's uncomfortable.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4453
|
Posted - 2014.01.13 07:55:00 -
[97] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. That works, though I still think there should be a scout with a hacking bonus. The bonuses from the test servers in general seem pretty good, though the assault ones are pretty bad. The ROF bonus buffs the AR, RR (and maybe the CR), but not the SCR (nerfing it by ommision). On top of that, the removal of the Amarr assault's heat buildup reduction bonus is a much bigger nerf. The ROF bonus would make a SCR disincentivized on an assault suit because the bonus is wasted on it. Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something... As for the role bonus, the 4 racial rifles should receive a 10% damage nerf, but the role bonus should give a 2% light weapon damage increase per level, so they will be as strong as they currently are to a maxed out assault, and ensure assaults are better slayers than logis without making the weapons overpowered and hurting TTK. Also back on scuts, I love the Caldari scout idea of increasing the enemy's precision (so counter-intuitive in regular language though that more precision means less effective at sensing). Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing). For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. I like the sound of that! It would reward players for speccing into a weapon while still keeping it in its intended role and damage profile.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8009
|
Posted - 2014.01.13 07:55:00 -
[98] - Quote
I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4835
|
Posted - 2014.01.13 07:57:00 -
[99] - Quote
CCP Remnant, if you are looking for ideas regarding suit bonuses, check out this for Assaults and this for Commandos.
The Assault bonuses are as KAGEHOSHI Horned Wolf described, fitting reductions to weaponry and racial bonuses to make certain weapons operate better. The Commando bonuses are to actually make it a suppression fighter by giving it a large increase to ammo capacity so it can focus on providing suppression fire instead of trying to conserve ammo because of how little ammo we normally get. Giving them the damage bonus to specific weapons is nice, but it encourages them to be more like Assaults than suppression fighters.
ARC Commander
CPM Info and Q&A - Status: Open
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CCP Remnant
C C P C C P Alliance
590
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Posted - 2014.01.13 07:58:00 -
[100] - Quote
Appia Vibbia wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. That works, though I still think there should be a scout with a hacking bonus. The bonuses from the test servers in general seem pretty good, though the assault ones are pretty bad. The ROF bonus buffs the AR, RR (and maybe the CR), but not the SCR (nerfing it by ommision). On top of that, the removal of the Amarr assault's heat buildup reduction bonus is a much bigger nerf. The ROF bonus would make a SCR disincentivized on an assault suit because the bonus is wasted on it. Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something... As for the role bonus, the 4 racial rifles should receive a 10% damage nerf, but the role bonus should give a 2% light weapon damage increase per level, so they will be as strong as they currently are to a maxed out assault, and ensure assaults are better slayers than logis without making the weapons overpowered and hurting TTK. Also back on scuts, I love the Caldari scout idea of increasing the enemy's precision (so counter-intuitive in regular language though that more precision means less effective at sensing). Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing). For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. Oooh, a reduction to damage. That sounds really nice... so long as you don't decrease the damage on Sniper Rifle, shotgun, or nova knives, all of which are under-performing . And it is really nice to see a Dev comment on this thread, however CCP Remnent are you aware that there is a 348+ page long thread by scouts and about scouts that exists on general discussion? Because coming in and talking on a thread by someone that has not been around very long nor no know place in the scout community really does not help balance or get the opinions of the majority of the players that use the Scout suit.
That's the problem... it's a 350-odd page thread :) I meant no disrespect to anyone. Just saw a question I could and answered it. I tend to ninja answers in and get out otherwise I'd never get any work done. |
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4837
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Posted - 2014.01.13 07:58:00 -
[101] - Quote
Cyrius Li-Moody wrote:Aero Yassavi wrote: But what if having nova knives equipped automatically changed all your melees to knife swipes instead of needing to go through the process of switching weapons. It couldn't increase the melee damage, rather it would replace the melee damage with the nova knives damage.
And in addition to that, it would make more sense if nova knives damage output were increased by stimulants rather than sidearm damage modifiers, but I can see how they may be an issue relaying that information to everyone since technically the nova knives are a sidearm.
All due respect I'd rather hit R2 then R1 than jam R3 to knife someone. Stick presses wear out controllers really bad and it's uncomfortable. It would be an alternative. So R2 + R1 would be option 1, R3 would be option 2, but would work on one control scheme. You decide how you want to do it.
ARC Commander
CPM Info and Q&A - Status: Open
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jerrmy12 kahoalii
The Phoenix Federation
344
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Posted - 2014.01.13 07:59:00 -
[102] - Quote
KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche.
I use a tablet so beware of typos
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Oswald Rehnquist
1081
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Posted - 2014.01.13 08:00:00 -
[103] - Quote
Asha Starwind wrote:Oswald Rehnquist wrote:Actually I just thought of a utility of a precision raiser, (while small, its something I guess), pending on how strong it is, it would allow you to bring in a team of mediums up undetected against passive scanning scouts.
You just realized?
While it is a team oriented buff it actually doesn't help the cal scout very much, again see my other post. Most don't fear scout passive scanning but active scanning, and most groups of medium frames don't actually fear scouts (1 v1 is different) they also dont' exactly sneak when moving, they just charge, which is easy to catch by LoS, and with with a 5% per level you get this 40.5 (1.25)=50.625, which is countered pretty easily.
Below 28 dB
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3137
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Posted - 2014.01.13 08:01:00 -
[104] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. That works, though I still think there should be a scout with a hacking bonus. The bonuses from the test servers in general seem pretty good, though the assault ones are pretty bad. The ROF bonus buffs the AR, RR (and maybe the CR), but not the SCR (nerfing it by ommision). On top of that, the removal of the Amarr assault's heat buildup reduction bonus is a much bigger nerf. The ROF bonus would make a SCR disincentivized on an assault suit because the bonus is wasted on it. Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something... As for the role bonus, the 4 racial rifles should receive a 10% damage nerf, but the role bonus should give a 2% light weapon damage increase per level, so they will be as strong as they currently are to a maxed out assault, and ensure assaults are better slayers than logis without making the weapons overpowered and hurting TTK. Also back on scuts, I love the Caldari scout idea of increasing the enemy's precision (so counter-intuitive in regular language though that more precision means less effective at sensing). Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing). For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
Oh God... finally. If nothing else, that will help the infantry game a lot (if the reduction to weapon damage is sufficient).
Join my cult.
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Oswald Rehnquist
1081
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Posted - 2014.01.13 08:01:00 -
[105] - Quote
double post
Below 28 dB
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Appia Vibbia
Ancient Exiles. Renegade Alliance
617
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Posted - 2014.01.13 08:04:00 -
[106] - Quote
also while Remnant is here... pleasepleasepleaseplesepleaseplease can scouts have their chromosome values for sprint, movement, scan range? And the 6th slot on proto? and type-ii variant of trading a sidearm for second equipment slot...
Do you guys realize how much that hurts ever day to see pictures of what we've lost?
Appia Vibbia for CPM1
Cass Caul is no longer my alt
[email protected]
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The-Errorist
456
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Posted - 2014.01.13 08:08:00 -
[107] - Quote
CCP Remnant wrote:Citpaan Hacos wrote:CCP Remnant wrote:I'd love to make the Caldari Scout a jammer suit, but without decent UI feedback it'd be more confusing than enjoyable. I'd say that's a point in a case to add EWar info to the HUD. Instant thoughts are maybe some small numbers around the map radar for Profile, Precision, and maybe Range. Perhaps have them change color (and/or blink) if the value changes from what you had when you spawned. Or perhaps an optional / toggleable element that's more substantial, though I'm sure that's quite a bit more work. You'll probably need some kind of similar way to deliver info for command suit bonuses to recipients as well, wont you? Definitely. UI feedback is something that's being addressed, but as someone primarily responsible for balance and working with what we have now it comes down to a) do we leave this role *cough* Scout *cough* languishing until we get the features we need b) do we band-aid it with a temporary adjustment that is better but not ultimately what's desired (and have players demanding respecs later ) or c) do we just do nothing until all the supporting features are in place to do it properly? In an ideal world, C would be the way to go, but game development is almost never ideal. What you should do is continue doing plan b and make an official statement on the forums and maybe even in the game, of your intention to make it something else when supporting features are ready. |
Oswald Rehnquist
1081
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Posted - 2014.01.13 08:30:00 -
[108] - Quote
Also since I didn't make it clear, especially with my inquiries, I can live with that bonus until future changes.
Below 28 dB
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CCP Remnant
C C P C C P Alliance
599
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Posted - 2014.01.13 08:36:00 -
[109] - Quote
jerrmy12 kahoalii wrote:KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche.
Scouts are a getting a buff to base scan profile (probably a reduction down to 35, though the exact number isn't final) |
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jerrmy12 kahoalii
The Phoenix Federation
348
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Posted - 2014.01.13 08:39:00 -
[110] - Quote
yay (ps3) caldari assault base recharge delay caldari assault base recharge rate shield regulaters Go
edit base profile should be 30 because doubvule focused active scanner
I use a tablet so beware of typos
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2776
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Posted - 2014.01.13 08:41:00 -
[111] - Quote
I'm really hoping scanners are getting rebalanced as well otherwise minmatar scouts are going to be ruined/made useless by gallente logis with their new bonus.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4846
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Posted - 2014.01.13 08:42:00 -
[112] - Quote
CCP Remnant wrote:jerrmy12 kahoalii wrote:KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche. Scouts are a getting a buff to base scan profile (probably a reduction down to 35, though the exact number isn't final) Anything about radius/precision, and not just for scouts? That's part of the issue with the proposed idea of making the Cal scout's bonus an increased scan precision to enemies within a certain radius; with only 10 meter passive scan radius on all other suits no one is really getting much benefit to passive scanning anyways or have the precision to pick anyone up (since precision is the same as profile signature on most suits). The bonus sounds cool, but it wouldn't have much effect.
ARC Commander
CPM Info and Q&A - Status: Open
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Sinboto Simmons
SVER True Blood Public Disorder.
3983
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Posted - 2014.01.13 08:43:00 -
[113] - Quote
CCP Remnant wrote:jerrmy12 kahoalii wrote:KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche. Scouts are a getting a buff to base scan profile (probably a reduction down to 35, though the exact number isn't final) fantastic was worried about that, is there any change to passive scan range as well?
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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DeathwindRising
ROGUE SPADES
196
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Posted - 2014.01.13 08:52:00 -
[114] - Quote
[KAGEHOSHI Horned Wolf wrote:Instead of HP/rep bonuses, assaults should have bonuses that enhance their race's weaponry. You guys had the right idea with the heat bonus. Amarr: 5% heat buildup per level of laser weapons per. Minmatar: 5% magazine size per level of projectiles and explosives per level. Gallente: 5% reload speed of hybrid-blaster weapons per level. Caldari: something...
give caldari a 5% optimal range bonus to hybrid-railgun weapons per level |
Piraten Hovnoret
molon labe. Public Disorder.
225
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Posted - 2014.01.13 08:59:00 -
[115] - Quote
Just give scouts 2 e lots and I will be happy
War never changes
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MrShooter01
Storm Wind Strikeforce Caldari State
411
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Posted - 2014.01.13 09:06:00 -
[116] - Quote
CCP Remnant wrote:So here's a question... would you like a Caldari Scout skill that actually increased the precision of anyone caught within the passive radius even if there was NO UI FEEDBACK telling you the adjusted scan precision/profile values? I'd love to make the Caldari Scout a jammer suit, but without decent UI feedback it'd be more confusing than enjoyable.
I'd personally love this, doubles as personal protection from hostile passive scanning while also indirectly helping nearby teammates
The language of scan precision is a bit confusing though, especially for people not familiar with the way scanning works. "increases scan precision" sounds like a benefit to the hostile players
I'd suggest wording that bonus if you decide to try it out like this: "Worsens the passive scan precision of enemy dropsuits within your passive scan radius by x% per level" |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
463
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Posted - 2014.01.13 09:11:00 -
[117] - Quote
CCP Remnant wrote:So here's a question... would you like a Caldari Scout skill that actually increased the precision of anyone caught within the passive radius even if there was NO UI FEEDBACK telling you the adjusted scan precision/profile values? I'd love to make the Caldari Scout a jammer suit, but without decent UI feedback it'd be more confusing than enjoyable.
So wait... Are you suggesting it would increase the precision of Allied or Enemy units within it's radius?
On another note, I think it would be interesting if there was a suit that changed it's DB profile depending on how far it is from the target... meaning if it's outside of the passive scan it's practically invisible, but if caught inside the passive, it lights up like a Christmas Tree.
Might be a risk/reward suit for shotgunners? Don't think knifers would like it though.
If you can read this, it means you are reading.
Unless you are skimming
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THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
360
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Posted - 2014.01.13 09:32:00 -
[118] - Quote
Really like a lot of what's being revealed in here.
I always wanted a covert ops suit that offered a scan profile reduction to squad members within a small radius surrounding the dampener merc .
Thanks for dropping in and giving us some info Mr Remnant.
Electronic Warfare GOD in the making
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Sinboto Simmons
SVER True Blood Public Disorder.
3989
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Posted - 2014.01.13 09:42:00 -
[119] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote:Minmatar scout melee bonus is still less than medium frame melee, even when maxed out; its also weird for it to get a bonus to another race's weapon (nova knives are Caldari). The 5% hacking speed bonus (which seems like its going to be removed from the Minmatar logi) would be perfect on a scout given that they have the speed to quickly and stealthily reach objectives.
An alternative would be to have the hacking bonus was the role bonus for all scouts, and the Minmatar scout bonus was to the efficacy of biotic modules (kinkats, stimulants, and myofibrals), 10% per level. The plan was to buff up the Minmatar Scout's base melee damage (right now light frames do 80, medium frames 110 and heavy frames 150) up to 120. I'll take it!
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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hgghyujh
Expert Intervention Caldari State
215
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Posted - 2014.01.13 09:43:00 -
[120] - Quote
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. |
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