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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Remnant
C C P C C P Alliance
620
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Posted - 2014.01.13 09:48:00 -
[121] - Quote
hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it.
Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) |
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hgghyujh
Expert Intervention Caldari State
215
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Posted - 2014.01.13 09:49:00 -
[122] - 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.
nice I like the Idea but I would also like to see equipment with this function, from deployable scanners, to scramblers that give false tacnet positives to jammers that drop the scan precision of suits in their range.
but ewar suits would be awesome. |
Syeven Reed
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
247
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Posted - 2014.01.13 09:50:00 -
[123] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Makes me happy
Gÿé Syeven 514
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Sinboto Simmons
SVER True Blood Public Disorder.
3989
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Posted - 2014.01.13 09:51:00 -
[124] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Pardon?
So no more NK/MD fits huh?
*cries a little*
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 09:52:00 -
[125] - 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.
any chance you could describe how passive suit scanners work, or at the very least a dev blog on the subject??? Its been the subject of some debate, and I would love a final answer. Even if that answer is, this is how it works now but its no what we want or plan to keep. |
George Moros
Area 514
274
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Posted - 2014.01.13 09:53:00 -
[126] - Quote
CCP Remnant wrote: 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.
Whatever you do to damage mods, please, please, PLEASE, don't make the bonus difference across tiers so enormous. The 3-5-10% is grossly rewarding people with skill at 5. Similar situation is also with shield extenders and some other modules.
Sorry for going off-topic.
Pulvereus ergo queritor.
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hgghyujh
Expert Intervention Caldari State
215
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Posted - 2014.01.13 09:57:00 -
[127] - 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.
have you guys talked about an increase to base suit HP? if so what was the fall out of that conversation?? |
Sinboto Simmons
SVER True Blood Public Disorder.
3989
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Posted - 2014.01.13 09:58:00 -
[128] - Quote
George Moros wrote:CCP Remnant wrote: 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.
Whatever you do to damage mods, please, please, PLEASE, don't make the bonus difference across tiers so enormous. The 3-5-10% is grossly rewarding people with skill at 5. Similar situation is also with shield extenders and some other modules. Sorry for going off-topic. Well isn't that what skills are for, to make improvements the more you invest?
I hate damage mods as much as the next guy but flatlining the a mod's bonus leaves it underpreforming, just look at shield extenders.
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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hgghyujh
Expert Intervention Caldari State
216
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Posted - 2014.01.13 10:02:00 -
[129] - Quote
George Moros wrote:CCP Remnant wrote: 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.
Whatever you do to damage mods, please, please, PLEASE, don't make the bonus difference across tiers so enormous. The 3-5-10% is grossly rewarding people with skill at 5. Similar situation is also with shield extenders and some other modules. Sorry for going off-topic.
I would like to see modules in this game be brought more in line with eve numbers of about a 33% increase from T1-T2, I mean how does a shooter mmo have a more drastic difference between high and low tier gear then a stat driven rpg mmp. doesn't really make sense gameplay wise. |
Broonfondle Majikthies
Dogs of War Gaming Zero-Day
710
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Posted - 2014.01.13 10:02:00 -
[130] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Hmmm... running around with just knives
..Sounds like fun
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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CCP Remnant
C C P C C P Alliance
623
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Posted - 2014.01.13 10:03:00 -
[131] - Quote
Sinboto Simmons wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Pardon? So no more NK/MD fits huh? *cries a little*
Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though. |
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hgghyujh
Expert Intervention Caldari State
216
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Posted - 2014.01.13 10:04:00 -
[132] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though)
have I ever told you you're my heeeeeeeerrrrrooooooooooooo.
side arm loss is gonna hurt but equipment was more important to me anyways. |
jerrmy12 kahoalii
The Phoenix Federation
358
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Posted - 2014.01.13 10:04:00 -
[133] - Quote
Broonfondle Majikthies wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Hmmm... running around with just knives ..Sounds like fun it is
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
358
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Posted - 2014.01.13 10:05:00 -
[134] - Quote
hgghyujh wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) have I ever told you you're my heeeeeeeerrrrrooooooooooooo. side arm loss is gonna hurt but equipment was more important to me anyways. inb4mltcloaks
I use a tablet so beware of typos
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Sinboto Simmons
SVER True Blood Public Disorder.
3989
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Posted - 2014.01.13 10:06:00 -
[135] - Quote
CCP Remnant wrote:Sinboto Simmons wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Pardon? So no more NK/MD fits huh? *cries a little* Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though. I take it back, the alternative sucks.
Edit: But damn it not having a primary because my bonus to NKs sucks harder.
I'm so confused!
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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hgghyujh
Expert Intervention Caldari State
216
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Posted - 2014.01.13 10:06:00 -
[136] - Quote
CCP Remnant wrote:Sinboto Simmons wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Pardon? So no more NK/MD fits huh? *cries a little* Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though.
damn it I want to scream no, but with mim bonuses being in NK it would be stupid to take their sidearms from them.........gah what ever ill adapt. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4871
|
Posted - 2014.01.13 10:10:00 -
[137] - Quote
CCP Remnant wrote:Sinboto Simmons wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Pardon? So no more NK/MD fits huh? *cries a little* Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though. Is it really necessary to remove the sidearm at all though? I mean, I see your reasoning that if they get a second equipment slot then got to take something away, but truth of the matter is one of those equipment slots needs to be filled with a cloak so you still only really have one.
I don't think scouts with sidearms and two equipment would be all that bad.
ARC Commander
CPM Info and Q&A - Status: Open
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Reav Hannari
Red Rock Outriders
2555
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Posted - 2014.01.13 10:12:00 -
[138] - Quote
CCP Remnant wrote:Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though.
I know the old type-2 suits were just for testing purposes but I'd love to see variants within each racial line. As a Minmatar the primary version should be focused on assassination but having an alternate that loses the sidearm and gains an equipment slot would be much appreciated.
Since the same assets are used it should be cheap to add and you could double the number of choices for scouts. Please bring back the Type-II!
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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George Moros
Area 514
276
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Posted - 2014.01.13 10:15:00 -
[139] - Quote
Sinboto Simmons wrote: Well isn't that what skills are for, to make improvements the more you invest?
I hate damage mods as much as the next guy but flatlining the a mod's bonus leaves it underpreforming, just look at shield extenders.
Of course skills are meant to improve your performance the more you invest in them. The problem is that 3-5-10 (or 22-33-66) spread makes lower tier gear totally worthless when compared to complex. This highly favors players with high SP amounts. If a certain module is only worth using at complex level (requiring skill at 5), then you are creating even more disparity between new and old players. As if there already isn't enough. Something like 5-7-10, or even 6-8-10 would be much more reasonable IMHO.
I also mentioned shield extenders, but in a different context. If you think shield extenders are under performing in general, that is an entirely different issue.
Pulvereus ergo queritor.
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DeathwindRising
ROGUE SPADES
196
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Posted - 2014.01.13 10:23:00 -
[140] - 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.
i vote C. |
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shaman oga
Nexus Balusa Horizon
1304
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Posted - 2014.01.13 10:33:00 -
[141] - Quote
CCP Remnant wrote: Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though.
Why not both? Type A and type B, like in chromo
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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Nestil
Seraphim Auxiliaries
99
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Posted - 2014.01.13 10:47:00 -
[142] - Quote
shaman oga wrote:CCP Remnant wrote: Well, the thinking was to give the second EQP slot to GA, CA, AM suits and leave the Minmatar with one EQP slot and its sidearm. Still debating that one though.
Why not both? Type A and type B, like in chromo
^ this!
limited only to one weapon could be terrible (like the SG has nearly no place in this game alone, since there are too open maps)... maybe CCP should remove the basic light frames (they are useless anyways in the age of the scanners) and give the type II Suits their appereance (so nothing gets lost :D).... well but then the scouts suits would be the only suits that have no basic frames... we would need then a higher SP requirement to get into Sout dropsuits (like 4 or 5) to compensate the save in SP.... |
BL4CKST4R
WarRavens League of Infamy
1561
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Posted - 2014.01.13 11:24:00 -
[143] - 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)
Even with that bonus a Gallente scout needs two dampeners to hide from a freaking Advanced Gallente scanner. And impossible to hide from a proto scanner. Please nerf scanners so the difficulty of dampening matches the difficulty of scanning... |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
118
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Posted - 2014.01.13 11:31:00 -
[144] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though)
Wat?.....you're joking right? Please, be joking. |
Korvin Lomont
United Pwnage Service RISE of LEGION
454
|
Posted - 2014.01.13 11:39:00 -
[145] - Quote
Asha Starwind wrote:CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot. (Also, I think people are gonna faint when they see the PG/CPU costs of cloak fields; Scouts'll be alright though) Wat?.....you're joking right? Please, be joking.
We had a scout back in chromosome that got + 1 equipment and lost the sidearm this suit was quite popular among scouts.. |
Korvin Lomont
United Pwnage Service RISE of LEGION
454
|
Posted - 2014.01.13 11:44:00 -
[146] - Quote
BL4CKST4R wrote: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) Even with that bonus a Gallente scout needs two dampeners to hide from a freaking Advanced Gallente scanner. And impossible to hide from a proto scanner. Please nerf scanners so the difficulty of dampening matches the difficulty of scanning...
Are you sure? The only suit that is able to detect a proto gal scout with advanced scanners would be the gal logi (and that just because the rounding mechanic) As soon as you get one level in profile dampening even the gal logi needs a pro scanner...
With one complex dampener on a gal scout even the gal logi will need the focussed scanner... |
BL4CKST4R
WarRavens League of Infamy
1563
|
Posted - 2014.01.13 12:22:00 -
[147] - Quote
Korvin Lomont wrote:BL4CKST4R wrote: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) Even with that bonus a Gallente scout needs two dampeners to hide from a freaking Advanced Gallente scanner. And impossible to hide from a proto scanner. Please nerf scanners so the difficulty of dampening matches the difficulty of scanning... Are you sure? The only suit that is able to detect a proto gal scout with advanced scanners would be the gal logi (and that just because the rounding mechanic) As soon as you get one level in profile dampening even the gal logi needs a pro scanner... With one complex dampener on a gal scout even the gal logi will need the focussed scanner...
When I specified Gal scanner I was referring to the Gal Logistics scanner. Also just redid my math and a Gallente scout can use 1 complex dampener to hide from an advanced Gal scanner but it's impossible to hide from proto. Based on the assumption CCP reduces scan to 35. |
THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
361
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Posted - 2014.01.13 12:30:00 -
[148] - Quote
BL4CKST4R wrote: When I specified Gal scanner I was referring to the Gal Logistics scanner. Also just redid my math and a Gallente scout can use 1 complex dampener to hide from an advanced Gal scanner but it's impossible to hide from proto. Based on the assumption CCP reduces scan to 35.
I dare say any math don off of current stats and partial stats from this thread won't be indicative of what we're getting in 1.8 which seems to be a complete overhaul of everything.
Also, FML...a logibro from the start, soon to be speccing balls deep into scout...I had dreams of FINALLY having a side arm So close and yet so far.
Electronic Warfare GOD in the making
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BL4CKST4R
WarRavens League of Infamy
1563
|
Posted - 2014.01.13 12:38:00 -
[149] - Quote
THE GREY CARDINAL wrote:BL4CKST4R wrote: When I specified Gal scanner I was referring to the Gal Logistics scanner. Also just redid my math and a Gallente scout can use 1 complex dampener to hide from an advanced Gal scanner but it's impossible to hide from proto. Based on the assumption CCP reduces scan to 35.
I dare say any math don off of current stats and partial stats from this thread won't be indicative of what we're getting in 1.8 which seems to be a complete overhaul of everything. Also, FML...a logibro from the start, soon to be speccing balls deep into scout...I had dreams of FINALLY having a side arm So close and yet so far.
I was going to spec I to scouts. But now I'm not because of the sidearm thing.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
121
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Posted - 2014.01.13 12:41:00 -
[150] - Quote
THE GREY CARDINAL wrote:BL4CKST4R wrote: When I specified Gal scanner I was referring to the Gal Logistics scanner. Also just redid my math and a Gallente scout can use 1 complex dampener to hide from an advanced Gal scanner but it's impossible to hide from proto. Based on the assumption CCP reduces scan to 35.
I dare say any math don off of current stats and partial stats from this thread won't be indicative of what we're getting in 1.8 which seems to be a complete overhaul of everything. Also, FML...a logibro from the start, soon to be speccing balls deep into scout...I had dreams of FINALLY having a side arm So close and yet so far.
Same here, I was planning on rolling a NK+weapon scout. NK only seems erm..... |
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