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        | Author | Thread Statistics | Show CCP posts - 10 post(s) | 
      
      
        |  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 | 
      
      
        |  Oswald Rehnquist
 
 1081
 
 
      | 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 | 
      
      
        |  Jadek Menaheim
 Xer Cloud Consortium
 
 1681
 
 
      | 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. | 
      
      
        |  Asha Starwind
 VEXALATION CORPORATION
 Partners of Industrial Service and Salvage
 
 117
 
 
      | 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?
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        |  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] | 
      
      
        |  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. | 
      
      
        |  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 | 
      
      
        |  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+ | 
      
      
        |  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
 
 
  
 
      | 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
 
 
      | 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 | 
      
      
        |  jerrmy12 kahoalii
 The Phoenix Federation
 
 344
 
 
      | 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 | 
      
      
        |  Oswald Rehnquist
 
 1081
 
 
      | 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 | 
      
      
        |  Zeylon Rho
 Subdreddit
 Test Alliance Please Ignore
 
 3137
 
 
      | 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. | 
      
      
        |  Oswald Rehnquist
 
 1081
 
 
      | Posted - 2014.01.13 08:01:00 -
          [105] - Quote 
 double post
 
 Below 28 dB | 
      
      
        |  Appia Vibbia
 Ancient Exiles.
 Renegade Alliance
 
 617
 
 
      | 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] | 
      
      
        |  The-Errorist
 
 456
 
 
      | 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.
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        |  Oswald Rehnquist
 
 1081
 
 
      | 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
 
 
  
 
      | 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
 
 
      | 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 | 
      
      
        |  Cyrius Li-Moody
 The New Age Outlaws
 WINMATAR.
 
 2776
 
 
      | 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. | 
      
      
        |  Aero Yassavi
 Praetoriani Classiarii Templares
 Praetoria Imperialis Excubitoris
 
 4846
 
 
      | 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 | 
      
      
        |  Sinboto Simmons
 SVER True Blood
 Public Disorder.
 
 3983
 
 
      | 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) | 
      
      
        |  DeathwindRising
 ROGUE SPADES
 
 196
 
 
      | 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
 
 
      | Posted - 2014.01.13 08:59:00 -
          [115] - Quote 
 Just give scouts 2 e lots and I will be happy
 
 War never changes | 
      
      
        |  MrShooter01
 Storm Wind Strikeforce
 Caldari State
 
 411
 
 
      | 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
 
 
      | 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 | 
      
      
        |  THE GREY CARDINAL
 PSU GHOST SYNDICATE
 DARKSTAR ARMY
 
 360
 
 
      | 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 | 
      
      
        |  Sinboto Simmons
 SVER True Blood
 Public Disorder.
 
 3989
 
 
      | 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) | 
      
      
        |  hgghyujh
 Expert Intervention
 Caldari State
 
 215
 
 
      | 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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