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Thread Statistics | Show CCP posts - 10 post(s) |
Daxxis KANNAH
Distinct Covert Initiative
627
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Posted - 2014.01.13 17:16:00 -
[211] - Quote
Beren Hurin wrote:What if sidearms were replaced by knife slots? And knives were reclassified into their own class instead of being a sidearm.
So the guys that like using Pistols/SMG's would still be screwed???
#NoScraps!!!
In your blind spot
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
267
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Posted - 2014.01.13 17:26:00 -
[212] - Quote
Beren Hurin wrote:What if sidearms were replaced by knife slots? And knives were reclassified into their own class instead of being a sidearm.
I think all mercs should have a knife slot, what self respecting soilder would not have a knife on them. Could make a weker knife that takes almost no fitting and give like 5% melle damage buff when used to encorage its use, but leave it open to be replaced with knova knifes for real dedicated knife users |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
283
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Posted - 2014.01.13 18:04:00 -
[213] - 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.
Please do NOT take away the sidearm! You'll never see NK on a scout again (unless it's for laughs). And the SG fit will be pretty frustrating, especially when someone starts back peddling and you can't do anything about it. I'm really looking forward to a proto scout with the SG but I think this could ruin it. Personally i'd rather have the sidearm then an extra equipment slot.
Please fix the mic bubble bug...
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Stefan Stahl
Seituoda Taskforce Command Caldari State
381
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Posted - 2014.01.13 18:30:00 -
[214] - 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 would like this if it also affected hostile active scanners. Scan profile reduction also protects from active scanners, so scanning disruption should do so too.
By the way, there is no message that indicates that you've been passively scanned, yet some skinny dude keeps shooting you in the back of the head wherever you go. This is also rather confusing to new players. Not being able to scan medium suits with your advanced scanner at certain times definitely isn't more difficult to understand than learning why you're getting blown up by REs from someone standing 60 meters away. Just like with passive scanning the fact that they don't get an on-screen message is half the benefit.
Also: Remember to make an active variant that works as an anti-scanner for the Caldari Logibros to equip.
P.S.: I haven't used a side-arm on my Gallente Scout ever since I skilled into it. It just doesn't make sense. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
1204
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Posted - 2014.01.13 18:36:00 -
[215] - Quote
Stefan Stahl wrote:Also: Remember to make an active variant that works as an anti-scanner for the Caldari Logibros to equip.
Tacnet/IFF Jammers are something that should be implemented but that should not be for the logis. They can use it, but like the cloak it should be meant for the scout (along with webifiers and any other E-War thing ccp dreams up). Logis can have the rest of the equipment, but E-War proficiency should belong to scouts.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1577
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Posted - 2014.01.13 18:51:00 -
[216] - Quote
Three thoughts:
1) Min scout without a sidearm wouldn't make any sense, the knife bonus would be wasted.
2) I really really like the idea of having 2 light frame variants for each race, the current scout and the type 2 with no sidearm and 2 EQ. That would be a great addition. More diversity >> less.
3) If for some reason CCP doesn't want to have 2 light frame variants for everyone then perhaps they should split the races: 2 races get "regular" scouts with a sidearm and 1 EQ, and 2 races get the type 2 scout. I'd vote for adding the 2 new scouts as type 2's and keep the sidearms on the existing scouts to be consistent.
(That could even be done as a trial and CCP can see how often each type of scout gets used and how successful they are. If the demand is there, perhaps they will then go forward with both types for all 4 races.)
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior level 1
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Maken Tosch
Edimmu Warfighters Gallente Federation
6414
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Posted - 2014.01.13 19:02:00 -
[217] - 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.
That would seem ok for the Caldari Scout to have a bonus to passive precision scanning as long as it doesn't power creep into the Gallente Scout's role as a long-range passive range scanner.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
283
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Posted - 2014.01.13 19:02:00 -
[218] - Quote
John Demonsbane wrote:Three thoughts:
1) Min scout without a sidearm wouldn't make any sense, the knife bonus would be wasted.
2) I really really like the idea of having 2 light frame variants for each race, the current scout and the type 2 with no sidearm and 2 EQ. That would be a great addition. More diversity >> less.
3) If for some reason CCP doesn't want to have 2 light frame variants for everyone then perhaps they should split the races: 2 races get "regular" scouts with a sidearm and 1 EQ, and 2 races get the type 2 scout. I'd vote for adding the 2 new scouts as type 2's and keep the sidearms on the existing scouts to be consistent.
(That could even be done as a trial and CCP can see how often each type of scout gets used and how successful they are. If the demand is there, perhaps they will then go forward with both types for all 4 races.)
If you have to take the sidearm away on some (which is really wrong IMO) leave the Gallente his sidearm!
Please fix the mic bubble bug...
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Quil Evrything
Triple Terrors
719
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Posted - 2014.01.13 19:05:00 -
[219] - Quote
CCP Remnant wrote:hgghyujh wrote:im okay with it, how ever I would like to see other light frame variants for hacking, assassination and battlefield intel.
that said current iterations need two equipment slots more then ever and the pg/cpu buff to go with it. Done and done. Though, you're gonna be losing a sidearm slot.
I am sad. No sidearm slot, means I will probably never run knives again. I've hitherto enjoyed having them as a sidearm, but I'd have to be insane to run knife-only.
Cloak will make stealth knifing ONE target possible.. (MAYBE. depends how bad the shimmer is).. but the cooldown time is going to make exfiltration a nightmare. Being able to switch to a sidearm made things more livable. Unless cooldown for scouts, is made very very short. Which, IMO, would be appropriate.
If you actually like seeing people using knives... how about an additional, knife-only slot? Either as a replacement for the scout sidearm slot, or as someone suggested, an all-suit knife-only configuration?
(but please dont make it a substitute for melee.. . mashing in R3 stick=bad bad bad)
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
228
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Posted - 2014.01.13 19:10:00 -
[220] - Quote
i think we are pushing things to much for a single suit, my gameplay is assassinations and fast firing weapons with invisibility, to other people it maybe hacking or something else, and all of us (myself included) are trying to put all of our play styles in 1 suit, i love to kill quietly but i HATE nk, i know that so far every suit has 3 variants, and light has 2, maybe the light frame should be transformed into an all-round suit, while we get our specialized suits, the thing i really want CCP is to assassinate people with a decent light suit that i can customize for killing AND 360 degrees passive scanning, only scouts should be able to sneak up to scouts, and a wild idea: ferroscales now lower your scanning profile plus the armor, 10% basic lvl 15%advanced 20% proto? think about it
Dragons don't have friends. The nearest we can get to the idea is an enemy who is still alive.
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Kato Ymmij
The Exemplars Top Men.
18
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Posted - 2014.01.13 19:12:00 -
[221] - Quote
I would rather not have the cal scout locked into using sniper rifles or cloaks for that matter. I would prefer that scouts got fitting reduction bonuses for biotics/profile modules and kept their sidearm. I still feel that the best choice for cloaks is to make it scout only equipment so scouts will get decent passive bonuses and won't be forced to use a specific piece of equipment. |
Orin the Freak
The Solecism of Limitation
678
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Posted - 2014.01.13 19:21:00 -
[222] - Quote
Scout suit inherent bonus should be either a hacking speed buff, similar to that which the minmatar logi appears to be losing *sob* Or perhaps a reduction in CPU/PG usage of grenades/remote explosives per level. Furthermore, no scout suit racial bonus should be based on cloaking either. I always saw scout suits as the frigate of DUST. Cheap, expendable, quick, niggling, hard to pin down suits. you can put a cloak on them, but it gimps them more than anything. You only put a cloak on a rifter to be a spy. That said, in EVE there are Black-Ops frigates, which have bonuses for cloaks.
Make a "Black-Ops" variant of the scout suit, with all the cloaking-related bonuses. Also, give the minmatar racial scout a better bonus. Melee damage buff is just... dumb. Such a small amount of players use melee/nova knives. truthfully, since minmatar is all about projectiles and 'splosions, shouldn't their bonus have something to do with explosive damage? (MD, RE's, grenades, etc)? |
Garrett Blacknova
Codex Troopers
4313
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Posted - 2014.01.13 19:26:00 -
[223] - Quote
Scout Registry wrote:With respect, you're comparing Apples and Oranges that have "Apple" stickers on them. Fixed that for you. |
pseudosnipre
510
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Posted - 2014.01.13 19:38:00 -
[224] - Quote
Krom Ganesh wrote:Stefan Stahl wrote:Also: Remember to make an active variant that works as an anti-scanner for the Caldari Logibros to equip. Tacnet/IFF Jammers are something that should be implemented but that should not be for the logis. They can use it, but like the cloak it should be meant for the scout (along with webifiers and any other E-War thing ccp dreams up). Logis can have the rest of the equipment, but E-War proficiency should belong to scouts. THANK YOU!
Why precision AoE "jamming" is pffffbbbttt. Red's ability to see enemies on tacnet within his 10m range is hindered...OH NO! Except for red scouts who now cant see your team UNLESS someone in their squad has an active scanner which NEVER happens. SO, this suit is good at slowly escorting teammates behind enemy lines UNLESS they get LOS'd. The best part? No WP for babysitting SLOW suits! Plus you WILL eat an orbital from an FC with his map zoomed in...
Here's some AoE EWAR ideas from out of my ass: -IFF blocking: all reds and blues appear gray. Even better, no names either! -IFF hacking: all red's teammates now appear as hostiles too! How funny would that be in FW? -IFF spoofing: red now sees your team as blueberries. -Target lock: selected red's unique id/GPS coords uploaded to team tacnet. Good luck hiding.
With how desperately everyone clings to tacnet data and red/blue instead of situational awareness, the sky is the limit for ewar.
Today is the sort of day where the sun only comes up to humiliate you.
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pseudosnipre
510
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Posted - 2014.01.13 19:39:00 -
[225] - Quote
Garrett Blacknova wrote:Scout Registry wrote:With respect, you're comparing Apples and Oranges that have "Crapple" stickers on them. Fixed that for you. ditto
Today is the sort of day where the sun only comes up to humiliate you.
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Omareth Nasadra
The New Age Outlaws WINMATAR.
257
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Posted - 2014.01.13 19:41:00 -
[226] - Quote
so much win in this thread, tx remnant for taking the time to reply to the community
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
283
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Posted - 2014.01.13 19:41:00 -
[227] - Quote
Kato Ymmij wrote:I would rather not have the cal scout locked into using sniper rifles or cloaks for that matter. I would prefer that scouts got fitting reduction bonuses for biotics/profile modules and kept their sidearm. I still feel that the best choice for cloaks is to make it scout only equipment so scouts will get decent passive bonuses and won't be forced to use a specific piece of equipment.
I agree. I don't really love the role bonus pointing to a set piece of equipment and removing the sidearm will really mess up a lot of scout weapon fitting options. Specifically some sidearms you won't see on other fits and the SG as a primary becomes a death sentence in many situations (more so then currently).
Please fix the mic bubble bug...
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1628
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Posted - 2014.01.13 19:44:00 -
[228] - Quote
No to mn changes but yes to everythkng else
+5% move/sprint speed +5% DMG to knova knives
Charlotte O'Dell is the highest level unicorn!
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Driftward
Subdreddit Test Alliance Please Ignore
599
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Posted - 2014.01.13 19:56:00 -
[229] - Quote
I have no problem with removing sidearm slots to get a second equipment. Here's why.
With the cloak as a pretty much "must" on the scout that removes a lot of pressure to have a secondary weapon that could "handle" ranged encounters (ie SMG/ScrPistol) as an alternative to a close range weapon (shotgun/NK) in case we got caught out in the open. I'm assuming that the cloak is a viable method of moving across open territory etc... with a timer that is long enough to make it worthwhile.
I rarely if ever run with a sidearm anyways, preferring to use my fitting for additional modules or higher tier modules. Personally, I think that the extra versatility you get from a second equipment (especially in placing covert uplinks, so forth) is worth so much more than a "hold-out" weapon.
Besides this also means that (with the buff to scout profile to 35 dB) you can forgo the cloak in some occasions to get maybe a RE and nanohive or multiple prox mine fits. So many options are opened up with 2 equipment slots.
I do agree that some of the racials should keep their sidearm and 1 equipment slots. I disagree with the idea of having multiple configs of dropsuits within one race. There should be a cost to having the increased variety (that cost would be SP investment for a different racial suit).
My two biggest concerns over the proposed update have just been allayed. Other items are still concerning but less difficult to adapt to. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
283
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Posted - 2014.01.13 20:10:00 -
[230] - Quote
Driftward wrote:I have no problem with removing sidearm slots to get a second equipment. Here's why.
With the cloak as a pretty much "must" on the scout that removes a lot of pressure to have a secondary weapon that could "handle" ranged encounters (ie SMG/ScrPistol) as an alternative to a close range weapon (shotgun/NK) in case we got caught out in the open. I'm assuming that the cloak is a viable method of moving across open territory etc... with a timer that is long enough to make it worthwhile.
I rarely if ever run with a sidearm anyways, preferring to use my fitting for additional modules or higher tier modules. Personally, I think that the extra versatility you get from a second equipment (especially in placing covert uplinks, so forth) is worth so much more than a "hold-out" weapon.
Besides this also means that (with the buff to scout profile to 35 dB) you can forgo the cloak in some occasions to get maybe a RE and nanohive or multiple prox mine fits. So many options are opened up with 2 equipment slots.
I do agree that some of the racials should keep their sidearm and 1 equipment slots. I disagree with the idea of having multiple configs of dropsuits within one race. There should be a cost to having the increased variety (that cost would be SP investment for a different racial suit).
My two biggest concerns over the proposed update have just been allayed. Other items are still concerning but less difficult to adapt to.
Edit: Also as to the caldari scout bonus. I'd much prefer a AOE profile decrease for friendlies. That would be a balance to the active scanners as well as passive scanning (which others have mentioned isn't used heavily enough to make enough of an impact to justify a racial suit that only effects that).
Otherwise if you're set on precision effects, then there has to be some method to also effect active scanning precisions.
Alternatively, I really like the UI effect of graying out / white noise on the Tacnet. That's a great visual and also very disturbing to the people it effects. It combines some psy-ops elements as well as eWAR. (make the skill increase radius by 5 m each level from a base of 10 out to perhaps 30 m at max skill) It could also depend on dropsuit precision to determine who it effects. So the Caldari (who would focus on high slots) have a reason to use a mix of precision enhancers as well as shield extenders.
With that idea in mind, an additional bonus of 2-3% precision enhancement per level might also be justified.
And one of the main problems is you are saying the cloak is a must. So we live and die by how well they do the cloak? That is something I personally do not want to bet on. Also, i think most would agree the Scout is UP so why does it become one or the other? Being forced to use one piece of equipment is bad design IMO.
Please fix the mic bubble bug...
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
30
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Posted - 2014.01.13 20:11:00 -
[231] - 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.
My first post ever on the forums and i get a dev response? You guys are awesome haha
And also that sounds even better than my sniper bonus idea.
Also, what were your personal opinions on the other ideas I had for alternate scout bonuses? I proposed these ideas to enhance the individual niches of the seperate racial suits. Just to reitierate, Ill repost my ideas (with a few edits)..
a universal buff should be given to the scout loadout by increasing equipment slots by 1, and reducing base porfile to 40db
Role bonus:5% reduction to scan profile per level (maybe put the current cpu/pg bonus in here as well, instead of my original idea of having it be an inherent trait of light suits, preventing it from being spammed)
The ideas i had for skills are as follows- Caldari: 5% to enemy scan precision/active scanner scan precision per level, keeps the current cloaking bonus Gallente: 5% bonus to scan precision, 10% bonus to scan range Minmitar: 5% assassination bonus to damage dealt to the sides and back of the target, 3% to movement speed and sprint speed Amarr: 10% to max stamina, and stamina regeneration, keeps current cloaking bonus
I love the feedback, and appreciate it a ton guys!
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Kato Ymmij
The Exemplars Top Men.
19
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Posted - 2014.01.13 20:15:00 -
[232] - Quote
Driftward wrote:I have no problem with removing sidearm slots to get a second equipment. Here's why.
With the cloak as a pretty much "must" on the scout that removes a lot of pressure to have a secondary weapon that could "handle" ranged encounters (ie SMG/ScrPistol) as an alternative to a close range weapon (shotgun/NK) in case we got caught out in the open. I'm assuming that the cloak is a viable method of moving across open territory etc... with a timer that is long enough to make it worthwhile.
I rarely if ever run with a sidearm anyways, preferring to use my fitting for additional modules or higher tier modules. Personally, I think that the extra versatility you get from a second equipment (especially in placing covert uplinks, so forth) is worth so much more than a "hold-out" weapon.
Besides this also means that (with the buff to scout profile to 35 dB) you can forgo the cloak in some occasions to get maybe a RE and nanohive or multiple prox mine fits. So many options are opened up with 2 equipment slots.
I do agree that some of the racials should keep their sidearm and 1 equipment slots. I disagree with the idea of having multiple configs of dropsuits within one race. There should be a cost to having the increased variety (that cost would be SP investment for a different racial suit).
My two biggest concerns over the proposed update have just been allayed. Other items are still concerning but less difficult to adapt to.
Then you're scanned by a proto gal logi and your stealth link meant nothing. You're crossing a field and.......scanned by a proto gal logi. They shoot you once and now you can't flee b/c of the stunlock effect. You sneak up on an unsuspecting victim and fire with a shotgun or slash with a nk, they're still alive thanks to the new health buffs and start to jump around like a monkey on crack. They get out of your 5m optimal b/c follow up shots fail to register and now you have to reload.....and you're dead from back pedal hip fire (an smg could have saved your life). |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
30
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Posted - 2014.01.13 20:15:00 -
[233] - 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.
I might be realtively new to this gmae/community, but do you still agree with my basic logic with all the improvements to the scout suit?
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
30
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Posted - 2014.01.13 20:18:00 -
[234] - Quote
Kato Ymmij wrote:I would rather not have the cal scout locked into using sniper rifles or cloaks for that matter. I would prefer that scouts got fitting reduction bonuses for biotics/profile modules and kept their sidearm. I still feel that the best choice for cloaks is to make it scout only equipment so scouts will get decent passive bonuses and won't be forced to use a specific piece of equipment.
I agree. Now that I think about it, its very similar to the minimitar scout knife bonus, which didnt allow for a lot of versatility, and was part of the reason why the Gallente scout suit was better in almost every single way than the minimitar suit, something that i dont want to see reoccur. Thanks for the input!
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
32
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Posted - 2014.01.13 20:23:00 -
[235] - 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)
Are you saying that scouts will be losing a sidearm slot, or will you be introducing a separate variant of light suit that lacks a sidearm slot?
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
32
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Posted - 2014.01.13 20:34:00 -
[236] - Quote
Scout Registry wrote: Remnant: 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.
On Minmatar: Thank goodness you've recognized the potential problem here. Please don't take away the Minmatar's knives. Please reconsider taking away the sidearms of others.
o7
Edit: If Cloak is potentially overpowered, then I can understand CCP needing to nerf Scouts to coincide with its release. Even so, it'll be a sad day when Scouts migrate further towards Rifles, which will likely occur if sidearms are removed. I've been running RR and NKs lately in preparation for upcoming event. Given the opportunity, I'll always stalk and kill a merc with knives rather than plugging him in the back of the head from safe distance. Style, excitement, challenge, fun ... killing with a knife is a quality experience. A quality experience I'll certainly miss as a Gallente Scout without a sidearm slot :-(
There's something special about killing with Nova Knives. You could -- in theory -- outfit all Scouts with Nova Knives. We are, after all, a 'bit like Special Forces :-)
I had a great idea for a solution to the knive problem/ lack of versatility that this bonus entails. I suggested an "assassination" bonus (i.e. 5% bonus to damage dealt from behind). This of course would probably only apply in distances<15 meters so that we dont have minjas running around wiht ars, 2 shotting everyone in the back. But, in my opinion, this would be not only keeping contiguous with the minimitars role as an assassin, but keeps the damage to nova knives and also offers increased versatility in minmatar builds. As a nova knife user, I get 99% of my kills from behind, and the only one from the front are on proto galogis that can survive a single slash. This would, in my opinion, be a great step towards putting the minimitar scout on the same level as a gallente scout, and increase the size of its niche :)
Thanks for the feedback
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Protected Void
Endless Hatred
230
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Posted - 2014.01.13 21:22:00 -
[237] - Quote
Losing the sidearm slot gets an absolute no from me - if it's the only alternative available. If we get two variants of the suits, where we can choose from one variant with sidearm and one equipment slot, and another one without sidearm and with two equipment slots, then sure. That would be great.
However, being forced to not have a sidearm no matter what is just terrible. It would ensure most scouts - including me - will never want to run with Nova Knives or Scrambler Pistols again. Shotguns also become a fishy proposition. I personally would have to either run SMGs all the time - boring - or give up my prof. 4 Scrambler rifle. The overheat and cooldown mechanic is just about tolerable on a scout suit when I can switch to a sidearm once I get near overheat. Being all out of options for seconds at a time while waiting for the ScR to cool down is just out of the question. |
Fox Gaden
Immortal Guides
2152
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Posted - 2014.01.13 21:39:00 -
[238] - 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. We need one Scout suit to keep its sidearm.
Fox Gaden: DUST Wall of Fame, 2014
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Quil Evrything
Triple Terrors
721
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Posted - 2014.01.13 21:48:00 -
[239] - Quote
Kato Ymmij wrote:...
Then you're scanned by a proto gal logi and your stealth link meant nothing. You're crossing a field and.......scanned by a proto gal logi.
Actually, it wont be that dificult for a scout to avoid scans, still. If they stick to the proposed 35dB default profile, then it only takes damping level3, and 2xadv damps, to avoid normal proto scanners, even with gallente logi bonus.
Your profile wil be 21.74dB, if I did the math right.
The focused duvolle will still be a problem of course. But if barely anyone runs them now, most likely barely anyone will run them in the future. I think CCP didnt do too badly with the scaling this time.
This part, actually IS a slight buff to scouts, in that it will be more difficult, if not impossible, for medium frames, to get under scans now. but not for scouts.
So in that sense, it would be good for scouts to see a bunch of gallente logi scanners in the field.
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Tch Tch
Red Shirts Away Team
118
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Posted - 2014.01.13 21:48:00 -
[240] - Quote
I can see it now Minnie scouts now with Nova Knife bonus but no sidearm slot to wield them.
Some of these bonuses are useful all the time (dampening, scan range amplification) some are very situational ie Nova Knives which requires one to get point blank (which then requires a bunch of skills such as dampening to pull off).
=][=
OT For role equivalent Light suits are the frigates, scouts are the interceptors and covert ops ships. Basic suits really should get a cost benefit and the skill in the basic should apply to the specialist suits ie 5% hacking per mini light suit skill level applies to both mini light and scout suits.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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