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Gavr1lo Pr1nc1p
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Posted - 2014.02.03 23:39:00 -
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Bojo The Mighty wrote:Do you speed tankers believe that 1.8 might kill speed tanking further? The common saying is "Speed tanking is fun but dead". Currently this is due to issues from back in Chromosome with the Keanu Reeves Scouts and hit detection. However speed is definitely useful, for instance escapes.
But that is currently one of the two best uses for speed tanking: Escaping and getting around. Other than that pretty useless given that Kin Cats only effect sprint. On the other side of things, Stealth and health are both good for escaping and attacking/biting back. Seeing as how vehicles offer the best mode of getting around anyways, Speed has the short end of the stick (strictly infantry)
I don't see many speed tanked suits unless they are completely CQC oriented but even then it's a rarity. Seeing as 1.8 CCP plans to make a big push for more Stealth/EWar, while giving bonuses to suits for health/resistance, is it a fair assessment to say that 1.8 will cut out half of speed tanking?
I can see speed tanking in the sense of Codebreakers still viable but other than that will it last in the game of mighty HP and super sleuths? I haven't seen anyone discuss the outcomes of speed in 1.8 and how it will effect the Bottle Users, while obvious buffs in Stealth and Health are made.
I like this game in it's 3 ring approach, stealth health and biotics. But currently even biotics are dwarfed by the other rings and while they still have a use it's slowly being encroached upon by the Stealth and Health rings. Minmatar Scout may be the last bastion of Speed tanking in 1.8 with it's innate code breakers but after that pfft.
I'd like to see speed mean something more in this game. I think the scout community agrees that Stealth > Speed, but to all others do foresee the 1.8 threat to your speed-tanking way of life? Most definitely. Aim assist itself is a direct nerf to speed tanking. I say this- Minmitar scout is THE speed tanker, give them a 5% buff to sprint and move speed, and to help all scouts who stack kin cats make a better calculation for strafe speed, and reduce aim assist by about 50%.
proposed equation= sprint speed+movement speed/ constant k (which will be some number in between 2.5 and 3)
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 03:18:00 -
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Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote: Most definitely. Aim assist itself is a direct nerf to speed tanking. I say this- Minmitar scout is THE speed tanker, give them a 5% buff to sprint and move speed, and to help all scouts who stack kin cats make a better calculation for strafe speed, and reduce aim assist by about 50%.
proposed equation= sprint speed+movement speed/ constant k (which will be some number in between 2.5 and 3)
Yes but speed tanking should not really be limited to one suit/frame. I mean I've seen some really fast heavies and they are a force not to be reckoned with. Speed tanking a heavy as long as you pack a logi is a pretty solid set up. But not so much viable in other suits where they don't have such high HP to buffer out.
Agreed, but min scout should be the best speed tanker in the game right? its kinda what they are designed for i believe
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 03:21:00 -
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Bojo The Mighty wrote:Lightning xVx wrote:I have used NOTHING BUT SPEED, since Closed Beta. Still efficient and deadly, those who say otherwise are honestly doing it wrong. The question is do you think that the Minmatar scout losing the profile reduction bonus will be the killer of the minmatar scout speed tanking, and thus Stealth > Speed, except you do gain a low slot in 1.8. But still the fact that you can't speed tank without stealth says something. The gallente scout will be the speed tanker of 1.8, which is kind of sad. They just have to fit and ADV plat, a proto extender, 3 kin cats, and a damage mod, and they are the best suit in the game. They get 4 free low slots, while minmitar only has 2. Fully shield and speed tanked minmitar that can dodge proto scanners is slower and has less HP than a speed tanked gallente than i mentioned above which passively dodges proto scans.
As a min scout who specced into the role for speed tanking, i don't think this is very fair to the minmitar scouts. We get stuck with the lowest base HP, are forced to use an inferior HP source, and have fewer useful slots (lows) than gallente. In addition, gallente get better fittings, so they can fit a cloak on the aforementioned build if they want an shotgun and SMG and stable scanner, however a minmitar scout cannot if they want to run ishnoks and a basic SMG or stable scanner. This is with fitting skills maxed.
The main problem though is the superiority of a dampening bonus compared to a hacking bonus, and the disparity between armor and shields. Click my sig if you wanna know more about what could fix this
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 03:48:00 -
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Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote:Bojo The Mighty wrote:Lightning xVx wrote:I have used NOTHING BUT SPEED, since Closed Beta. Still efficient and deadly, those who say otherwise are honestly doing it wrong. The question is do you think that the Minmatar scout losing the profile reduction bonus will be the killer of the minmatar scout speed tanking, and thus Stealth > Speed, except you do gain a low slot in 1.8. But still the fact that you can't speed tank without stealth says something. The gallente scout will be the speed tanker of 1.8, which is kind of sad. They just have to fit and ADV plat, a proto extender, 3 kin cats, and a damage mod, and they are the best suit in the game. They get 4 free low slots, while minmitar only has 2. Fully shield and speed tanked minmitar that can dodge proto scanners is slower and has less HP than a speed tanked gallente than i mentioned above which passively dodges proto scans. As a min scout who specced into the role for speed tanking, i don't think this is very fair to the minmitar scouts. We get stuck with the lowest base HP, are forced to use an inferior HP source, and have fewer useful slots (lows) than gallente. In addition, gallente get better fittings, so they can fit a cloak on the aforementioned build if they want an shotgun and SMG and stable scanner, however a minmitar scout cannot if they want to run ishnoks and a basic SMG or stable scanner. This is with fitting skills maxed. The main problem though is the superiority of a dampening bonus compared to a hacking bonus, and the disparity between armor and shields. Click my sig if you wanna know more about what could fix this 3, you get 3 in 1.8
yes, but you need one for a dampener, while gallente doesn't. Thats the problem
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 03:55:00 -
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Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote:yes, but you need one for a dampener, while gallente doesn't. Thats the problem let's not try to nerf the galscout now.... and we are back at point A where Stealth > Speed
I never wanted to nerf the gal scout nononono. The problem is, the minmitar is made for hit and run and speed tanking, but doesn't have the fittings to do so, in other words, shields are not good enough, and their minuscule speed bonus over other suits isGǪ wellGǪ.a paltry way to make up for their suits being gimped in every other way. I seriously encourage you to read my sig link btw, its a long read, but if you stick it out, you'll like it
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:02:00 -
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Lightning xVx wrote:Gavr1lo Pr1nc1p wrote:Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote:yes, but you need one for a dampener, while gallente doesn't. Thats the problem let's not try to nerf the galscout now.... and we are back at point A where Stealth > Speed I never wanted to nerf the gal scout nononono. The problem is, the minmitar is made for hit and run and speed tanking, but doesn't have the fittings to do so, in other words, shields are not good enough, and their minuscule speed bonus over other suits isGǪ wellGǪ.a paltry way to make up for their suits being gimped in every other way. I seriously encourage you to read my sig link btw, its a long read, but if you stick it out, you'll like it I made this same argument with Gallente Scouts being OVERALL better (speed, stealth and health) and no one cared. Minmatar Scout (IMO) needs speed in every format. (Shield Recharge or Regulators, Speed and Firing) They are meant for speed and power and all we got was a TINY bit of speed boost and 1 extra low slot that can be pretty much be ran on a Gallente better.
Finally someone who sees the light :)
its very true, and also very unfortunate, and i agree 10000% with you on this
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:12:00 -
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Lightning xVx wrote:
Dear Sir, this argument was made long ago in a topic and it faded away as with every other idea I insisted on only to be resurrected again through another person. Perhaps I should be a complete *******? Seems thats the only way to get CCP's attention. Haha it worked when I talked about how **** Shotguns were awhile back. Oh yes I remember that topic title...."CCP WTF DID YOU DO TO MY SHOTGUN!?1" :)
Yeup iv made and helped several threads about SG's too. My proposed fixes are +2 pellets at ADV, +4 at proto, increase spread by a little, increase effective range by 5 meters, optimal by 2-3 meters
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:15:00 -
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Bojo The Mighty wrote:Lightning xVx wrote: I made this same argument with Gallente Scouts being OVERALL better (speed, stealth and health) and no one cared. Minmatar Scout (IMO) needs speed in every format. (Shield Recharge or Regulators, Speed and Firing) They are meant for speed and power and all we got was a TINY bit of speed boost and 1 extra low slot that can be pretty much be ran on a Gallente better.
While those are forms of speed tanking in a sense, I would call those regenerative tanking because I do it on my Galscout with armor reps. I don't I agree with the Minmatar Speed-Freak being so broad. I currently agree with their 1.8 bonus because having that fast of a hack on a scout would make CRU hacking way more viable, especially since all scouts get 1.1 bonus anyways. I believe all forms of scouts are about speed sort of. Regenerative Caldari, Gallente, and Amarr doing Shield Regen, Armor Regen, stamina regen respectively. While the Minmatar gets the cherry on top with sublime speed and hacking *******. And yes, currently the Gallente Scout is overall more viable but don't hold that against us or anyone really even if you weren't. With only two current scouts one was bound to outshine the other. Now with a variety mix and completely turned on its head the scouts will have to be reevaluated however speed tanking on a whole looks more and more unappealing to me, a stealth/scan "tanker?" in 1.8 because it looks so biased in my favor, especially if CCP wouldn't be reducing all scout profiles.
Gallente everything will be FoTM come 1.8, i can guarantee it. I just hope for your sake that nyan san doesn't decode to start running gk.0 scouts with 4x adv plates, and 2x damage mods with rail rifles and cloaks. However, this does seem like what will happen
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:18:00 -
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Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote: Gallente everything will be FoTM come 1.8, i can guarantee it. I just hope for your sake that nyan san doesn't decode to start running gk.0 scouts with 4x adv plates, and 2x damage mods with rail rifles and cloaks. However, this does seem like what will happen
Actually Caldari Scout will be FOTM 4 Shield Extenders, Shield Regulators, <2 seconds shield delay with the highest shield regen on a dropsuit. and they will be one shotted by a scrambler rifle on an amarr commando
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:42:00 -
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Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote:Bojo The Mighty wrote:Gavr1lo Pr1nc1p wrote: Gallente everything will be FoTM come 1.8, i can guarantee it. I just hope for your sake that nyan san doesn't decode to start running gk.0 scouts with 4x adv plates, and 2x damage mods with rail rifles and cloaks. However, this does seem like what will happen
Actually Caldari Scout will be FOTM 4 Shield Extenders, Shield Regulators, <2 seconds shield delay with the highest shield regen on a dropsuit. and they will be one shotted by a scrambler rifle on an amarr commando. Shields are not good enough to be FoTM but a cal scout with 1x PD, 1x range, 2x precision, and 2x extenders with a proto cloak will be really good IMO Hell I get charge sniper OHK'd right now anyways and I have run 4 enhanced plates on a scout before and really was nothing very FOTM appealing. Really it goes toe to toe but coming across any CR, HMG, railgun in the open pretty much negates it. That's a point where speed does come in handy, like previously mentioned, escape. But stealth will do in a snap if you are in the cities. I'm trying to look out for the sake of speed tanking in 1.8 Lightning and in your honest opinion, simple yes/no, do you think it will be viable in 1.8 without much mixing into HP or Stealth.
no except for the very few like lighting and a few others, and even then it won't be as good as stealth
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 04:57:00 -
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i just want a bump to min speed and reduce the pg cost of shields (its ludicrous)
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 05:08:00 -
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unless we get reduced aim assist and a bump to minmitar scout speed and reduced fitting costs of shield extenders, it will be a dying and dead breed
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 12:22:00 -
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Lightning xVx wrote:Well I guess I am the ONLY dedicated Speed Tanking Scout then. And average deaths and kills normally DO NOT exceed over 15+ deaths. (For me) I have killed even numerous enemies IN WIDE OPEN spaces. And have succeeded, is Speed Tanking dead? NO. Is it poorly used? YES. While CCP should buff it with suits and just in general, it takes a different mindset when doing it. Im not saying its useless, i regularly go 15-3, 15-5, 25-4, etc with my basic minmitar scout suit speed tanking, however, its not as effective as it should be. By dead, i mean that no one will use it because of how much skill and practice it takes
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 12:24:00 -
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Appia Vibbia wrote:I have 2 speed suits. 2 reds, a green, and a codebreaker or 3 reds and a green. Flux uplinks to go with them. The suit has 1 job, to get to the uncapped points at the start of a skirmish. I'll hack the nearest objective, switch to a speed suit with gauged uplinks, and never use it again.
The first big hit to speed tanking was the change of a 1 second delay to stamina regen from sprinting, the second was aim assist, and now hit-detection is at its most effective ever. 5 rail rifle bullets or 2 bursts from a combat rifle kill my suits, all hit with enhanced accuracy.
The cloak will do well to bring back speed tanking. regardless of "shimmer" it is 30/60/80 seconds of electronic cloak without taking up a low slot for a dampener. Rumors of reduction to weapon damage, if proven true, will give everyone more time find cover if spotted. And fixing the scanners to work as originally intended, having a "snapshot" effect, will reduce the scan spam.
What I think will be a great incentive for me, though, is the return of the 6th slot of proto scouts. I've had the utmost level of hate for the Minmatar Scout since May. It is just such a bad suit. 1.8 makes me take back all my hate because it has become my lovely Scout Vk.0 again.
lol Gal Scout with 2 complex shield extenders will have 232 shields, 162 armor and 4 kincats bring it to 11.11m/s Min scout with 3 complex shield extenders will have 354 shields and 87 armor, and 3 kincats bring it to 11.11m/s
So max sprint will be the same while the Min scout gets 47 more HP. though change a red for a green and speeds drop to 10.37 and 10.72 respectively. Though unless you're using an Allotek Plasma Cannon and Core Flaylock pistol you won't be able to fit proto weapons or EQ other than a nanohive with an ADV cloak. thats the problem right there
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Posted - 2014.02.04 17:13:00 -
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Atiim wrote:As long as Aim Assist exists, speed tanking will always be UP.
I believe that removing AA, allowing Kinetic Catalyzers to affect strafing speed, and increasing TTK will bring speed tanking to a better place. Great ideas :) Thats what I've been advocating for for a while
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Posted - 2014.02.04 17:17:00 -
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Appia Vibbia wrote:Lightning xVx wrote:Appia Vibbia wrote:Lightning xVx wrote:I have used NOTHING BUT SPEED, since Closed Beta. Still efficient and deadly, those who say otherwise are honestly doing it wrong. Says the guy that quit the game when Aim Assist was at its strongest I quit, because I was fed up with CCP's direction. Especially after talking with Jenza when she randomly joined a squad I was in. I asked her a few questions and her response to Scouts was unsatisfying. And Aim Assist is still a problem but I still almost always come first in every game. The point was not that you took a hiatus, but when you took it. I'd like to see how your speed tank fared then. But you're also confusing personal skill with viability. I can regularly get a 3.50+KDR with a plasma cannon and flaylock pistol on a C-1 Assault. Does that make it viable? No, it means that either I am a good play or that the other people are bad players. DTOracle wrote:With the 3rd low slot on my Min scout, I will definitely be speed tanking in 1.8. But whether it will be more viable than stealth, only time will tell. Though I doubt it personally. I'm telling you, 40 cpu and 9 pg is a cheap price to pay for 30 seconds of electronic invisibility to proto scanners. the cloak is going to be a great active dampener. You won't be able to fit it with 3x kin cats and 3x shields. not enough pg on minmitar. Go gallente if you want to be able to cloak and sprint fast
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Posted - 2014.02.04 17:23:00 -
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buff minmitar speed PLEASE. That is all i ask for, along with lower pg for shield extenders so that i can use kin cats and have more than 200 shield, and fit a cloak
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Posted - 2014.02.04 17:39:00 -
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Master Smurf wrote:Fiddlestaxp wrote:Best fix would be to lower HMG and AR/CR/SCR/RR damage. Would bring them more into line with other weapons AND help bring back previously viable play styles. You forgot SMG and the soon to be deployed MagSec The SMG is good DPS wise, given its short range, and its dps is actually really low (about 350, whereas the assault rifle is 420). The MAgsec has more dps than a gek-38 and more range to boot
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Posted - 2014.02.04 17:41:00 -
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Assault Chileanme wrote:So would speed tanking become worth it if scanners produced periodic pings of scanned targets rather than fixed location locks? By that I mean it only refreshes the scanned targets location every 1 second (depending on scanner used and such) so that if you are speed tanked you could still have a decent element of surprise vs scanners? You wouldn't have an element of surprise, they know where you are
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Gavr1lo Pr1nc1p
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Posted - 2014.02.04 17:49:00 -
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Gallente- best at everything compared to other scouts other than scanning Caldari- a Proto active scanner functioning at all times with best shields in the game Minmitar-The inferior gallente scout with a bonus to hacking and gimped weaponry Ammarr-The inferior gallente scout with a bonus to stamina and hp
But don't worry the minmitar scout can speed tank, and the ammar scout's extra health is super useful
The only reason the amarr scout is better than minmitar is because of its better slot load out. Gallente, however, has the best slot load out, the best fitting capabilities, the best stealth abilities, and the best hp and speed ratio.
Currently, all scouts except gallente have -1 low slot because a dampener is necessary for survival. the gallente can now put on an adv plate, and 3x kin cats, whereas the minmitar, the speed tanker, can only put on two. Now the gallente scout is faster than the min scout, and has inherent armor repair. Then, all they need is a shield extender and a damage mod. The gallente scout now has enough cpu and pg to fit a cloak and active scanner (stable). A minmitar scout now trying to catch up to the gallente scouts hp uses 3x complex shield extenders. Now, with maxed out fitting skills, they have 17 pg left, 11 if they want the scanner, whereas the gallente has 26. Now the basic cloak costs 9 pg with maxed out scout skills. The minmitar can now run a basic cloak and a flay lock pistol, and the gallente scout can run a proto specialist shotgun, an SMG, and a cloak.
Does this sound fair?
Amarr scouts at least have a better fitting option compared to minmitar
Had to post it here, for easy reading for the people who think that amarr and minmitar scouts are balanced against caldari and gallente.
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Posted - 2014.02.04 18:03:00 -
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OZAROW wrote:Gavr1lo Pr1nc1p wrote:Bojo The Mighty wrote:Lightning xVx wrote:I have used NOTHING BUT SPEED, since Closed Beta. Still efficient and deadly, those who say otherwise are honestly doing it wrong. The question is do you think that the Minmatar scout losing the profile reduction bonus will be the killer of the minmatar scout speed tanking, and thus Stealth > Speed, except you do gain a low slot in 1.8. But still the fact that you can't speed tank without stealth says something. The gallente scout will be the speed tanker of 1.8, which is kind of sad. They just have to fit and ADV plat, a proto extender, 3 kin cats, and a damage mod, and they are the best suit in the game. They get 4 free low slots, while minmitar only has 2. Fully shield and speed tanked minmitar that can dodge proto scanners is slower and has less HP than a speed tanked gallente than i mentioned above which passively dodges proto scans. As a min scout who specced into the role for speed tanking, i don't think this is very fair to the minmitar scouts. We get stuck with the lowest base HP, are forced to use an inferior HP source, and have fewer useful slots (lows) than gallente. In addition, gallente get better fittings, so they can fit a cloak on the aforementioned build if they want an shotgun and SMG and stable scanner, however a minmitar scout cannot if they want to run ishnoks and a basic SMG or stable scanner. This is with fitting skills maxed. The main problem though is the superiority of a dampening bonus compared to a hacking bonus, and the disparity between armor and shields. Click my sig if you wanna know more about what could fix this Trust me min scouts are gonna be deadly come 1.8, sure the gal has more lows an it's getting another high slot, but say speed tanking it isn't gonna be as viable as you think, the min got a base movement speed increase which leads one to believe our base sprint will be faster. So say you want 3x kinetics on a gallente, a regulator an 2x comp shields to make up for the armor that's gonna kill CPU an pg to fit 2 weapons an equip just to run aprox 10.73, the min runs 10.38 now without the base stat change, plus cloak has a 25% reduction to profile, so with skills up an a cloak an three kinetics an stacking penalties it's safe to say you could almost run 11.38? Won't know till we see the full stats but lets just say it does, an you can still fit 3x shields an be under 28 your still gonna have 400+ HP an be fast as hell, sure the gall has more lows an better base stats as far as its range, profile an 3 HP goes, but you gotta use the suit according to its bonuses, now that min is the hacker even if you get scanned you gotta just book if scanned but with a 35 base db an pd to 5 an a cloak it shouldn't be to hard hide. Personally I ll run armor on mine an 2 speed, still run + ten, 343 shields 180 armor with a cloak re knives an a CR BUT even in the gal I'd rather hide than be fast, it all depends on if you still die once you turned a corner.
Armor doesn't kill cpu/pg, shields do. armor you can use adv and its more effective and less damaging than a proto extender.
The problem is minmitar can't fit shields and kin cats, gallente can fit more hp and more speed, and a cloak, doesn't need a dampener, and can fit better weapons and a damage mod. Minmitar simply can't match gallente for speed tanking and raw EHP tanking and damage tanking and stealth without seriously killling the build
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Posted - 2014.02.04 18:07:00 -
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Gallente fittings and bonus>>>>>minmitar fittings and bonus
The problem isn't just with the suits themselves, its the pg cost on shields making them impossible to use in conjunction with biotics on a scout. The minmitar scout simply becomes an amalgamation of terrible bonuses and even worse fitting capabilities, while gallente can easily get fittings that are superior to Minmitar, and have base bonuses that are useful to being a scout (i.e. dampening and scan range). There is no reason to be minmitar at this point
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Posted - 2014.02.04 20:36:00 -
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and thats the problem. Minmitar need their racial bonus adjusted to a 5% bonus to gimped weaponry as the description
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Posted - 2014.02.05 04:01:00 -
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Master Smurf wrote:Gavr1lo Pr1nc1p wrote:and thats the problem. Minmitar need their racial bonus adjusted to a 5% bonus to gimped weaponry as the description You dont need 3 extenders, you dont need 3 catalysers 2 kin cats and a regulator or a kin cat, a reg and whatever can be a much better setup. A Scout shouldnt be in head on warfare so drop a shield for a lesser damage mod or energizer and put to use the extra CPU you have over some of the other suits. Also the Combat Rifle and Flaylock have less requirements by design and the basic SMG is fine at only 15/3 iirc. You also have the possibility of using PG upgrades now that the minnie pro has 3 lows. Far from doom and gloom
Compare the minmitar scout to the other races and you will soon see the disparity
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Posted - 2014.02.05 12:49:00 -
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I just started playing yesterday for the first time in a month, and I'm still a little rusty, but what I've noticed is how ineffective actually trying to dodge sprays without sufficient cover. The only thing you can really do is set your sensitivity high and jump over the enemies head, shoot them once in the air, and spin around fast and shoot them again. Its the only way i really started getting kills when speed tanking. Strafing only works in an aim assist free world,and jumping only if you can catch them by surprise when they round a corner
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Posted - 2014.02.06 02:43:00 -
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too true
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Posted - 2014.02.06 02:53:00 -
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Bojo The Mighty wrote:Texs Red wrote:
Did you even read my post? I suggested making base precision 35 and having profile damps and precision mods scale evenly. Your point is moot. Read please.
I also think shield modules should get their PG reduced and the HP increased at STD and ADV levels to aid shield tankers. I also suggested that speed on minmatar scout suits should go up slight which, with trading shield regen stats with the Caldari, with be able to do lightning quick hits on your opponents then regen quickly. Personally I don't see speed tanking as a primary form of defense because if you achieve it you become pretty much untouchable. The minmatar focus on skimish warfare, speed is to get them in, rain down a hail of bullets to kill, and regen shield tanking allows them to quickly recover when they leave. Those aspects combined make up the minmatar combat ideology, not speed tanking alone.
I don't care about your hypothetical scenario, we are talking about what CCP posted not what you want no offense. So you don't believe the speed tanking is viable alone, although it is one of the hardest modules to sink into? You believe that multiple regenerative modules should have to be applied as well to make up it's wake which would although add to the SP makes sense, though not to those who choose the path of speed tanking themselves perhaps.
I agree with Texas, but speed tanking should be viable in 1v1 scenarios only, but very viable in those situations. Past that its anyones game, and stealth should be more effective at getting behind and killing from a group of enemies, using tactics to pick off stragglers from the main group would require stealth to get in and speed tanking to survive
Thats how i believe speed tanking should work
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Gavr1lo Pr1nc1p
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Posted - 2014.02.07 02:38:00 -
[28] - Quote
aim assist needs to be turned down by like 50% too. It really really messes with rifles and similar weapons against speed tankers
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Gavr1lo Pr1nc1p
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Posted - 2014.02.07 02:49:00 -
[29] - Quote
Ares 514 wrote:Gavr1lo Pr1nc1p wrote:aim assist needs to be turned down by like 50% too. It really really messes with rifles and similar weapons against speed tankers I really don't think it's aim assist now. They have toned it down a lot from where they initially had it. I think the real issue is the damage output and low TTK. Fix that and I think you'll find the whole game experience much improved.
I dont think most people realize it, but aim assist is what makes ttk so low. The ability to hipfire with any rifle from 30-50 yards away and hit every shot without aiming is a problem. I agree, its gotten better, but it really does need another bit of improvement. If 50-60% of bullets hit while hipfiring, TTK would be fine. However, bullet magnetism causes slight errors that may result in a miss result in a hit for about 80 damage from a single rail rifle bullet, or 150 from a single CR burst. Add in aim assist automatically seeking the head for certain rifles (scrambler, combat), and you get a nasty combination.
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Gavr1lo Pr1nc1p
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Posted - 2014.02.07 02:50:00 -
[30] - Quote
Scheneighnay McBob wrote:The idea of speed tanking as infantry is a joke.
currently, yes it is. But i really dont think that the situation is very funny
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Gavr1lo Pr1nc1p
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Posted - 2014.02.07 02:56:00 -
[31] - Quote
Master Kail wrote:Lightning xVx wrote:I have used NOTHING BUT SPEED, since Closed Beta. Still efficient and deadly, those who say otherwise are honestly doing it wrong. Same here. Once AA was turned on.. harshly... I tried some other setups.. But still made it back to speed tanking as the most effective way to play as a Min Scout.
I speed tank too (you should know, you were squadding with me today lol) but it just doesnt seem as effective as it should be. The skill/luck to reward ratio just seems out of whack to me, especially when compared to armor tankers or any type of brick tanker
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