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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
pseudosnipre
551
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Posted - 2014.01.17 19:51:00 -
[151] - Quote
Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters...
maybe keep your panties on and dont let them near you or your precious objectives?
Today is the sort of day where the sun only comes up to humiliate you.
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Jacques Cayton II
Fatal Absolution Covert Intervention
548
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Posted - 2014.01.17 19:56:00 -
[152] - Quote
Disturbingly Bored wrote:Couple things:
1) HOLY CRAP AWESOME THANK YOU CCP!
2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
3) Minmatar Sentinel is going to have massive CPU problems, while at the same time having more PG than any heavy suit could ever need. Unless you're going to lower the CPU and increase the PG of the Heavy Machine Gun, please reconsider this. Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
548
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Posted - 2014.01.17 19:59:00 -
[153] - Quote
Dirks Macker wrote:Scalesdini wrote:Why does the Winmatar sentinel have more armor than shield? Shouldn't it be the other way around?
Why are heavies still getting the short end of the stick on slot counts?
For the sacrifice in ehp the Minmatar sentinel is giving up vs other suits, shouldn't it be a whole lot faster than the other suits? 385 vs 405 does not seem significant. The speed boost makes it as fast or faster than the Non-Minmatar commando suits. I'm guessing they wanted to make shield tanking unique to the Caldadi heavy so logis have more armor to heal. I like you you understand. 1 point for you
We fight for the future of the State not our
personal goals
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 20:01:00 -
[154] - Quote
NEW SIDEARM WEAPON RELATED POST
Awesome job with the suits, CCP...I like the overal theme that you are going for. Lots of great comments about the suits and role bonus concepts so i didn't want to touch on that.
I would like to make a couple comments on the new sidearms (which is very nice way to fill out the racial armories).
1) Awesome that you've added these; gives some great flavor and racial playstyle options.
2) Holy ****! at the charge up times for sidearms! The MagSec has a LONGER charge up time than the Rail Rifle (.3 vs .25) and it's intended as the shorter range / CQC offering for the Caldari? I absolutely don't see the point of this; I would think the sidearm of a given race would try to fill gaps or provide options that would work in concert with the primary or special weapons fo the given race. I'm all about the long range but I have ZERO incentive to use this or the bolt pistol with the Caldari primary rifle.
3) The Bolt pistol is also listed as a "full- auto" weapon with a .25sec charge time and it has very similar ranges with the MagSec...what's the difference in the weapons? It does 140+ dmg per shot and its full-auto...typo? By nomenclature and manufacturer the both appear to be Caldari....are they both Caldari?
4) Ion pistol... 1.45sec charge up time...WTF!? It also has by far the shortest range of any of the new sidearms. My guess is that the alpha dmg from the Bolt pistol should go with this weapon, correct?
Overall, really glad these offerings are on the table but i'm not really sure how they are intended to mix with the existing weapons. Sidearms when laid next to light weapons and special weapons (shotgun, sniper, MD, Laser) should give a race a full suit of options for the battlefield.
Example, with the long range power of my RR and how the disadvantages of the weapons come into play in shorter engagements the sidearm should be optimized to help out there...you could maintain the low ROF, high dmg model but why the charge up time and particularly the charge up time longer than the RR? Is the intent to nerf the RR with a higher charge up time? Right now the SMG is my goto for shortrange or CQC engagements instead of the RR...seems like that's kind of the design theory and I am confused by how these weapons complement or give tactical options to the racial armories.
"Third star to the right...straight ahead 'till morning."
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Lavirac JR
DUST University Ivy League
163
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Posted - 2014.01.17 20:07:00 -
[155] - Quote
So much to sift though... but so far.... shmexy.....
A would be logi looking for heavies in all the wrong places.
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NextDark Knight
Hellstorm Inc League of Infamy
127
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Posted - 2014.01.17 20:09:00 -
[156] - Quote
I think people are having a hard time understanding the 1 second depleted delay which I support. Still people need something to rally behind and complain about so caldari is a easy target. With the low stamina and the lack of low slots, once the shields are gone the caldari suit is going to die super fast.
Caldari suite is a little on the week side at least the 1 second delay is a small bone to help us if we get put into armor.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
337
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Posted - 2014.01.17 20:24:00 -
[157] - Quote
pseudosnipre wrote:Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters... maybe keep your panties on and dont let them near you or your precious objectives?
How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Dustbunny Durrr
ReD or DeaD
51
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Posted - 2014.01.17 20:27:00 -
[158] - Quote
IAmDuncanIdaho II wrote:This looks interesting...does this sound right? Not that good with the maths side of stuff.
(Assume level 5 racial scout skill)
- Caldari Scout: 25% bonus to scan precision of 45 taking that down to 36, means they can't see any other scout? (all scouts have base suit profile of 35)
Yeah, not sure if this is intentional or not. It would provide incentive to train the skill that gives precision if it is intentional though.
IAmDuncanIdaho II wrote: - Gallente Scout: cannot be seen by any suit in the game due to profile lowering from 35 down to 28
Looks intentional again, need proto scanners to see em assuming they aren't using their lows for damps.
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NextDark Knight
Hellstorm Inc League of Infamy
127
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Posted - 2014.01.17 20:32:00 -
[159] - Quote
Also, plugged in a few fittings for caldari.. looks like I'm 3.5 CPU short of a "ok" proto fit with two standard modules using max skills.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
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Fire of Prometheus
DUST University Ivy League
3025
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Posted - 2014.01.17 20:34:00 -
[160] - Quote
I can't wait for 1.8!!!!!!!!!!!!!!!!!!!
Can we get some pics/art of the new suits? Pleaaaaassseeeeee?????
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
Forum warrior 3
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Cerberi Sangnoir
MEUTE URBAINE
0
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Posted - 2014.01.17 20:39:00 -
[161] - Quote
Lot of new thing, really enjoying all this new stuff. when are you planning to release this update.
Are CCP thinking about doing a respect since lot of players as been wainting for the ravila suit and the new weapons (even with 1.7) has changed the way to play. I think it might be wll received by player you still went to play and go on with the new update and make some change on there game play or evolve in it. As well as the old player who left the game because they lost interest. Both will be able to do the change they wish for without having the hawkyard feeling to have lost there time or to start back from scratch.
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Dustbunny Durrr
ReD or DeaD
51
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Posted - 2014.01.17 20:44:00 -
[162] - Quote
Magnus Amadeuss wrote:pseudosnipre wrote:Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters... maybe keep your panties on and dont let them near you or your precious objectives? How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this: Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia) This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses. This is a thread for feedback, and here is mine: Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod.
You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP.
Excluding the amarr scout, am really liking the changes though. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
338
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Posted - 2014.01.17 20:51:00 -
[163] - Quote
Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though.
No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP.
I must have edited after you quoted, but here is what I think.
Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod)
Gallente: are fine, leave them alone
Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv)
Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale)
I am not sure about the second amarrian one, I am open to suggestions.
This would equalize the amount of "free" modules per suit.
The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Disturbingly Bored
The Strontium Asylum
1442
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Posted - 2014.01.17 21:08:00 -
[164] - Quote
Jacques Cayton II wrote:Disturbingly Bored wrote: 2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there
Dude, I'm fine with it being shield dependent. I'm probably going to skill into it myself for Forging. But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Jacques Cayton II
Fatal Absolution Covert Intervention
548
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Posted - 2014.01.17 21:11:00 -
[165] - Quote
I see nothing wrong if a shield heavy stacks shields his depleted delay to recharge time goes up. Simple logic
We fight for the future of the State not our
personal goals
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Zahle Undt
Bullet Cluster Legacy Rising
555
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Posted - 2014.01.17 21:21:00 -
[166] - Quote
It hard to really say without looking at how the med. frames will be reworked and I also understand that we have received most of the love so far. However.....
I have a feeling the scout is going to be the new main slayer on the battlefield as people ignore its "intended role" and stack plates (gallente and amarr) or shield extenders/damage mods (min and caldari) and pop a couple compact nanohives or a nano hive and scanner in the 2 equipment slots. It'll be the "slayer logi" phenomenon all over again.
A proto gallente scout (I think) will be able to put 3 enhanced plates and a complex repper in their lows. A complex extender and damage mod in their highs. Proto weapons, advanced grenade, 2 compact hives. So assault suits will have to compete with a suit that will still be faster than them, have a smaller hitbox, nearly the same tank, and they get an extra equipment slot. Oh and it will rep its 500-600 armor at 8 HP a second which is apparently a grave sin if a logi can do it but is cool for a scout.
Gallente scout will be OP |
LEHON Xeon
Pradox XVI Proficiency V.
78
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Posted - 2014.01.17 21:24:00 -
[167] - Quote
Zeylon Rho wrote:Cyrius Li-Moody wrote:Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not? Where do you see this? He was probably reading "Heal Armor" as "Heal Ammo". All the Gallente suits have innate armor reps though, which is pretty interesting. It seems like that'll make its way to the assault and logi suits too.
That is quite interesting that the suits have a built in ammo rep. If that carries over into logistics, I'll most likely just start up with that suit again as the armor rep bonus will still be there (which i found to be very useful), along with a fitting cost reduction for equipment. If the slots and pg/cpu levels stay the same, or the cpu/pg even decreases somewhat (which will be almost negated by the fitting cost reduction) I see very little difference from where we are now with logistics, which is fine by me as I try to help actually do a logistic role by carrying useful equipment.
Necrophillia: That Uncontrollable Urge To Crack Open A Cold One.
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pseudosnipre
558
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Posted - 2014.01.17 21:31:00 -
[168] - Quote
Magnus Amadeuss wrote:Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though. No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP. I must have edited after you quoted, but here is what I think. Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod) Gallente: are fine, leave them alone Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv) Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale) I am not sure about the second amarrian one, I am open to suggestions. This would equalize the amount of "free" modules per suit. The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout. I don't recognize your name from the scout registry thread...but I do recognize most of the changes being very close to what was suggested in that thread. Gal/Min scouts got excellent buffs based on a full year of field use. Cal/Amr scouts are brand new and, although I'm excited to skill into them, I have no idea how I will exploit their stats and use the cloak to extract your tears...but extracted they shall be.
On a side note, how many nova knife kills have you earned thus far for the Operation Shinobi event?
Today is the sort of day where the sun only comes up to humiliate you.
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2523
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Posted - 2014.01.17 21:51:00 -
[169] - Quote
Why not give back the intended cloaking bonus to Amarr scouts?
The stamina bonus is just so vanilla.
HellsGÇáorm, Director
Bringing the Wrath of God down on the Matari since YC114
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Goric Rumis
Dead Six Initiative Lokun Listamenn
324
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Posted - 2014.01.17 22:01:00 -
[170] - Quote
My first thought: You guys really need to work on that font. The 6 and 8 are much too hard to distinguish from one another. I have to look from one to the other back and forth to be sure I'm seeing a different digit. The 9 is also not great. And the a and the e could be clearer.
Other than that, I'd probably give it a 7 out of 10. Purely speaking readability.
I'll let you know if I come up with any useful thoughts on the content.
The Tank Balancing Factor No One Is Discussing
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Icarus DelSol
BIG BAD W0LVES
12
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Posted - 2014.01.17 22:06:00 -
[171] - Quote
What's the lore behind the Gallente scouts getting all that native armor repair? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3185
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Posted - 2014.01.17 22:11:00 -
[172] - Quote
I feel like the Minny Nova Damage boost IS pretty niche, even if it's a ridiculously high bonus. Rather than try to knock down the bonuses of the other scouts with their effective "multiple mods" worth of bonuses, I'd rather just beef up the Amarr Scout's bonus (and possibly the lower bonus the other two get, but only if it's changed to a niche-sort of thing like the 25% dmg knife bonus).
If you knocked the stamina bonus to 20% per level, you'd get 100%/100% at Rank 5, which would be the same as a complex cardiac regulator. That would be "parity" on the complex mod point, and I'd add that the move speed on the scout would still be lower than an Minmatar assault at that point.
For tossing in another bonus with that complex regulator, I'd suggest something like +1 Scrambler Clip-size, 3% Droplink fitting per level, 1-2% sprint speed (wouldn't change move speed, only sprint), or something exotic and oddly specific like 3% bonus to Burst Scrambler Damage or 4% bonus to Ferroscale/Reactive plate hp.
The bullet point is that a less-than-basic-module bonus is very crap compared to the other scouts. The Amarr will already be in the awkward position of being slightly less than top assault-speed. Boost the stamina bonus to complex levels like the other scouts get, and toss in something else as suggested.
Join my cult.
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Nocturnal Soul
Immortal Retribution
1610
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Posted - 2014.01.17 22:18:00 -
[173] - Quote
Make the Amarr scouts base speed faster than the minmatar assault and then it'll be in a better( not good) place.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Ninja Troll
16
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Posted - 2014.01.17 22:31:00 -
[174] - Quote
Zahle Undt wrote:It hard to really say without looking at how the med. frames will be reworked and I also understand that we have received most of the love so far. However.....I have a feeling the scout is going to be the new main slayer on the battlefield as people ignore its "intended role" and stack plates (gallente and amarr) or shield extenders/damage mods (min and caldari) and pop a couple compact nanohives or a nano hive and scanner in the 2 equipment slots. It'll be the "slayer logi" phenomenon all over again. A proto gallente scout (I think) will be able to put 3 enhanced plates and a complex repper in their lows. A complex extender and damage mod in their highs. Proto weapons, advanced grenade, 2 compact hives. So assault suits will have to compete with a suit that will still be faster than them, have a smaller hitbox, nearly the same tank, and they get an extra equipment slot. Oh and it will rep its 500-600 armor at 8 HP a second which is apparently a grave sin if a logi can do it but is cool for a scout. Gallente scout will be OP I agree the Gallente scout will be a beast if the 3 HP/s armor repair rate is given. I'm kind of surprised that Amarr or Minmatar didn't get armor repair.
My main character is a level 3 Minja, so the updated suit types are great. I'm glad that CCP are reducing the scout scan profile to 35dB.
Currently saving my SP on this character for the 1.8 release. I'll probably choose the Caldari or Gallente Scout.
[REQ] Infantry Only Mode or Option- No Vehicles
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Dremel wp
Shadow Company HQ
4
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Posted - 2014.01.17 22:32:00 -
[175] - Quote
I see scouts get built in hack bonus of 5%(10% for minmatar) |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
342
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Posted - 2014.01.17 22:44:00 -
[176] - Quote
pseudosnipre wrote:Magnus Amadeuss wrote:Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though. No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP. I must have edited after you quoted, but here is what I think. Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod) Gallente: are fine, leave them alone Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv) Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale) I am not sure about the second amarrian one, I am open to suggestions. This would equalize the amount of "free" modules per suit. The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout. I don't recognize your name from the scout registry thread...but I do recognize most of the changes being very close to what was suggested in that thread. Gal/Min scouts got excellent buffs based on a full year of field use. Cal/Amr scouts are brand new and, although I'm excited to skill into them, I have no idea how I will exploit their stats and use the cloak to extract your tears...but extracted they shall be. On a side note, how many nova knife kills have you earned thus far for the Operation Shinobi event?
So you are just writing whatever the hell you feel like right? I mean what you wrote there has zero bearing on anything at all that was being discussed so I figure you must be on some type of drugs.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Quil Evrything
Triple Terrors
767
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Posted - 2014.01.17 22:51:00 -
[177] - Quote
Mordecai Sanguine wrote:Quil Evrything wrote:For example, according to those units, caldari scout has walking speed of 5.4 ... which is virtually identical to a minmatar MEDIUM suit of 5.3 It's tough enough for scout-vs-medium, with the gallente currently at 5.5 (to use knives and shotguns vs anything but a stationary target) I'm thinking it will be out of the question to use knives on caldari on the run, with that speed. Which would be particuarly ironic given that they are supposedly a caldari weapon. Do you think we might get an across-the-board scout walking buff of 0.2 ? I think we should lightly nerf medium suits instead. We are in huge armors. Even with assisted help and assisted skeleton we're not supposed to be fast.
Interesting viewpoint. However, I think given the size of the maps, people would complain too much, so probably better/simpler to just increase scout walking speed. Especially since it doesnt impact anything else. ie: kincats work off sprint speed, not walking speed.
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Azri Sarum
BurgezzE.T.F Public Disorder.
260
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Posted - 2014.01.18 00:04:00 -
[178] - Quote
First off thank you guys for listening about the amarr / gallente armor tanking styles being backwards. Its been driving many of us crazy for quite some time. Its good to see gallente getting some regen while amarr ditching their evil dual tanking ways.
As for comments on the numbers...
I'm a bit dubious on the 2/3 split for the amarr sentinel, and a 1/4 for the gallente. I think reversing those might fit better, along with matching what you already have done with the armor values.
I think you have the listed heal armor bonuses switched. The gallente commando / sentinel have 3x the armor of the gallente scout, but the scout has 3x the heal armor.
I was expecting the caldari sentinel to have a greater spread between its armor and shields, not just a reversal of gallente. I was also not expecting minmatar to have more armor than shields. Having 3 heavies have more armor than shields is a red flag to me. I think minmatar needs to switch its armor and shield values, and i think you need to increase the spread of the caldari sentinels shield/armor spread.
spread aside, i think the minmatar sentinel is missing something. Its giving up a lot of hitpoints for quite frankly a rather minimal speed bonus. I think you should bump the speed even further. Take it to like 450. If they are going to be the fastest, make it fast enough to actually be noticeable.
EVE - Victor Maximus
DUST - Azri Sarum
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
240
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Posted - 2014.01.18 00:31:00 -
[179] - Quote
Disturbingly Bored wrote:Jacques Cayton II wrote:Disturbingly Bored wrote: 2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there Dude, I'm fine with it being shield dependent. I'm probably going to skill into it myself for Forging. But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem.
It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy. It's designed to be hit and run, while the others are stand and deliver. So it has a fairly high delay (4s) to prevent it from being able to stand and deliver like the armor heavies, while the depleted delay just gives it a fighting chance if the Caldari heavy makes a slipup because there is no shield repping nanohive, there is no shield rep tool, etc.
Remember, shields do not recharge under fire, so the Caldari heavy will still need to fall back if his shields are depleted - the low depleted delay just means it won't take an eternity for his suit to be able to get back in the fight - again, balanced by the fact that an armor heavy can retreat and get his armor repped but no such luxury exists for a shield tanker.
It seems very fair when you consider how the suit is supposed to be used and the fact that you can only ever equip a single shield regulator due to the suit only having one low slot. All other heavies will be vastly superior at stand and deliver style engagements while the Caldari suit will be more suited to brief skirmishes. |
NextDark Knight
Hellstorm Inc League of Infamy
127
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Posted - 2014.01.18 00:36:00 -
[180] - Quote
Iskandar Zul Karnain wrote:Why not give back the intended cloaking bonus to Amarr scouts?
The stamina bonus is just so vanilla.
I though you where staying off the forums?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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