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Sgt Kirk
Fatal Absolution General Tso's Alliance
4627
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Posted - 2014.02.13 17:46:00 -
[1] - Quote
In DUST our Highslots are the equivalent to EVE's medium slots and Highslots are more like our weapons, equipment and grenades.
In that, Remote sensor dampening, which is a favored tactic among the Gallente, doesn't affect their low slot modules used for defense and whatnot.
Personally I feel this should be the same in DUST, along with the Range Extender. I would make a comment on Damage modifiers being moved to the Low Slots but I don't know what they have in store for damage mods. I'm hoping for modules that enhance certain characteristics of the weapon like Optimal Range, effective range, accuracy falloff and damage.
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Awry Barux
New Eden Blades Of The Azure Zero-Day
539
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Posted - 2014.02.13 18:08:00 -
[2] - Quote
I don't know why this never occurred to me before. Fantastic idea. +1 |
Darken-Soul
BIG BAD W0LVES
594
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Posted - 2014.02.13 18:25:00 -
[3] - Quote
Then scouts could tank, cloak, and not show up on scans while moving.
Who wants some?
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Arkena Wyrnspire
Fatal Absolution
9377
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Posted - 2014.02.13 18:27:00 -
[4] - Quote
Darken-Soul wrote:Then scouts could tank, cloak, and not show up on scans while moving. But without damage mods.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
717
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Posted - 2014.02.13 18:45:00 -
[5] - Quote
I like the idea, and we need more stuff in the high-slot anyway. |
Sgt Kirk
Fatal Absolution General Tso's Alliance
4630
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Posted - 2014.02.13 18:49:00 -
[6] - Quote
Darken-Soul wrote:Then scouts could tank, cloak, and not show up on scans while moving. So...in other words, a scout?
Sounds like a Covert Ops ship to me, which makes the scout even more awesome. |
Glitch116
On The Brink CRONOS.
63
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Posted - 2014.02.13 18:52:00 -
[7] - Quote
i really like this it has always bugged me how thing work great in eve and then ccp decide we're going to change everything! this makes perfect since and yes damage mods need to go to the low slots to help the hit and run shield tankers
I AM THE KING OF THE BLASTER!!!
deal with it
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
542
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Posted - 2014.02.13 19:34:00 -
[8] - Quote
nope, dampeners in the lows are the only thing balancing out a caldari scout ATM, and if put in the highs, they would only help the 2 best scout classes, caldari and gallente
Kills- Archduke Ferdinand
Balance!
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4635
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Posted - 2014.02.13 19:40:00 -
[9] - Quote
Gavr1lo Pr1nc1p wrote:nope, dampeners in the lows are the only thing balancing out a caldari scout ATM, and if put in the highs, they would only help the 2 best scout classes, caldari and gallente ??? what? You need to reword that. I assume you meant Minmitar and Gallente...which are probably the best because they are the only ones in the game right now?
As far as that goes, I don't see how. If Damage mod was moved in the lows you wouldn't have to sacrifice defense for damage also you don't sacrifice defense for speed. Also the Shield Recharge as well it makes the Caldari Scout Suit a damn good infiltrator. |
Glitch116
On The Brink CRONOS.
63
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Posted - 2014.02.13 19:50:00 -
[10] - Quote
Gavr1lo Pr1nc1p wrote:nope, dampeners in the lows are the only thing balancing out a caldari scout ATM, and if put in the highs, they would only help the 2 best scout classes, caldari and gallente
please explain your reasoning as i have no clue what you mean
I AM THE KING OF THE BLASTER!!!
deal with it
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BL4CKST4R
WarRavens League of Infamy
1902
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Posted - 2014.02.13 20:22:00 -
[11] - Quote
I would love for CCP to follow the Gallente profile from EVE more closely. Starting with this, although damage mods in the lows would help bring some balance there are some thing wrong with it. For example the HP of shield alone is way to high if you are planning on stacking 3 damage modifiers in tbe lows.That 27% damage is so much better than 200 HP.
For the Federation!
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Texs Red
DUST University Ivy League
198
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Posted - 2014.02.13 20:31:00 -
[12] - Quote
For that to work a few things would need to happen: (1) Scout suit scan dB needs to match it's profile (35/35 in 1.8 instead of 35/45) (2) Precision enhancers need to be moved to low slots and have their bonus equal dampeners
This way the Caldari scout becomes the opposite to the Gallente scout, and if properly done it would be one of the only suits able to passively see them.
It was really irritated the other day because there was a shield tanked Caldari assault with double complex damps in his lows (I know because that made him able to avoid my ADV scanner). The problem is that dampening is supposed to be Gallente tactics and currently it works better on the Caldari. |
Glitch116
On The Brink CRONOS.
63
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Posted - 2014.02.13 20:42:00 -
[13] - Quote
BL4CKST4R wrote:I would love for CCP to follow the Gallente profile from EVE more closely. Starting with this, although damage mods in the lows would help bring some balance there are some thing wrong with it. For example the HP of shield alone is way to high if you are planning on stacking 3 damage modifiers in tbe lows.That 27% damage is so much better than 200 HP.
Not saying shields are OP or anything but that damage mods give way to much for no ddrawback. Even then armor tanking with damage mods is pretty OP to.
true but CCP has already said that they are reworking damage mods so i don't think it would be that big of a problem
I AM THE KING OF THE BLASTER!!!
deal with it
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JP Acuna
Pendejitos Canis Eliminatus Operatives
65
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Posted - 2014.02.13 21:10:00 -
[14] - Quote
Arkena Wyrnspire wrote:Darken-Soul wrote:Then scouts could tank, cloak, and not show up on scans while moving. But without damage mods.
Scouts have many weapons that don't need damage mods, because they're quick to kill. Shotguns, RE, NK... they don't need damage mods. |
Jebus McKing
Molon Labe. General Tso's Alliance
300
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Posted - 2014.02.13 21:29:00 -
[15] - Quote
No.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Arkena Wyrnspire
Fatal Absolution
9408
|
Posted - 2014.02.13 22:07:00 -
[16] - Quote
Care to elaborate? Ideally, include some nouns.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Jebus McKing
Molon Labe. General Tso's Alliance
300
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Posted - 2014.02.13 22:47:00 -
[17] - Quote
I need those high slots for my shields and damage mods and I think dampeners on a slow armor tanked suit are a waste.
And if you change damage mods to low slots what would an armor tanker use for the high slots instead if he doesn't wish to use dampeners?
I know that some things might make sense from an Eve point of view but this is not Eve and I don't think this would be a good change for Dust right now.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Killar-12
The Corporate Raiders Top Men.
2325
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Posted - 2014.02.13 22:55:00 -
[18] - Quote
Jebus McKing wrote:I need those high slots for my shields and damage mods and I think dampeners on a slow armor tanked suit are a waste.
And if you change damage mods to low slots what would an armor tanker use for the high slots instead if he doesn't wish to use dampeners?
I know that some things might make sense from an Eve point of view but this is not Eve and I don't think this would be a good change for Dust right now. I disagree, I think Damps are nice on a armor tanked suit, on my Gal Logi and Gal scout I do some major regen tanking which lets me get decent HP, great constant reps, and it is relatively fast still which helps out
I'd want hacking mods and sensor mods moved to highs if dam mods are lows.
Listen
I'll change the song every week
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Glitch116
On The Brink CRONOS.
65
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Posted - 2014.02.13 22:57:00 -
[19] - Quote
Jebus McKing wrote:I need those high slots for my shields and damage mods and I think dampeners on a slow armor tanked suit are a waste.
And if you change damage mods to low slots what would an armor tanker use for the high slots instead if he doesn't wish to use dampeners?
I know that some things might make sense from an Eve point of view but this is not Eve and I don't think this would be a good change for Dust right now.
armor tankers would then have all of the scanning and utility mods to help them they would be slower and tanker but better able to see what is going on around them
shield tankers are meant to be hit and run fighters but how can they do that if damage mods are highs damage mods they need to be in the lows
damps in the highs would really help armor tankers as it would let them get closer to their target before being noticed this would help make up for what they lack in speed
you still get shield mods as well to put on top of your armor you just cant have the best ehp in the game and the highest damage we need to trade for one or the other that is not balanced this is where fitting comes into play pick one you shouldn't get both
this works in EVE and while these are to different games they are designed around the same idea what works in EVE is a fantastic modal for dust to use while yes i agree some other things would have to be tweaked to match this it would be a great way to finally get closer to a solid base
I AM THE KING OF THE BLASTER!!!
deal with it
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Jebus McKing
Molon Labe. General Tso's Alliance
300
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Posted - 2014.02.13 23:51:00 -
[20] - Quote
What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Texs Red
DUST University Ivy League
199
|
Posted - 2014.02.14 00:26:00 -
[21] - Quote
Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast
You over generalize, shields are not exclusively hit and run nor armor stand and deliver. According to combat definitions in EVE the Caldari and Amarr are defensive fighters therefore have the largest amount of shields/armor of any other race, the Gallente and Minmatar are skirmish warfare fighters so while they have less armor/shields they are supposed to have the best regeneration of their chosen defense (while Minmatar can do either armor or shields the EVE bonuses clearly show they favor shield boosters when they do get a defensive bonus).
Therefore; The Caldari is more of a hunter-seeker who aims to see and kill his prey before they have the chance to get close. You see this in the Caldari scout bonus where they get a bonus to scan precision.
The Gallente focus on stealth and devastating CQC. They may not know where you are but you can't see them either before it's too late.
Now to balance this the Gallente need dampeners in their high slots, otherwise a shield tanker can make better use of them while retaining tank. In return the Caldari get precision and range enhancers in their low slots, this allows them to either see the Gallente coming regardless of dampeners or have greater battle awareness of those not dampened. The upcoming scouts are imbalanced, the Gallente has a better ability to hide than the Caldari can see. To fix this scouts need to have even scan/profile dB values and precision enhancers need to match profile dampeners. |
Glitch116
On The Brink CRONOS.
65
|
Posted - 2014.02.14 00:27:00 -
[22] - Quote
Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast
while yes fights maybe "different" in the sence that this is space combat vs ground warfare but the same ideas and principles still apply i see the same tactics i use in EVE being applied in DUST they use the same ideas armor in both games is meant to be slow but defensive in nature where as shields are meant to be more hit and run an armor tanker be it dust or eve uses their greater EHP to out last and hold their ground shield tankers use speed and damage to quickly take down a target and GFTO
is is the same in eve as it is in dust there is no difference in the tactics behind it while the manner in which they are done is the core concept is the same
in eve what what you use is decided not by your race but by what you decide to train the same as it is in dust a player could chose cal as their race but then turn around and train up their armor skills one of the great things about both EVE and DUST is you don't have to stick with a certain style just because of your starting race while your race my give you an advantage towards a certain style to begin with you are not stuck with that if you dont want to
as for shields having more damage means that they can quickly take down a target and move on armor has better senors to give better utility to spot targets
this is balance both have their advantages over the other but do so in their own way each tanking style has its strengths and weaknesses this is where player skill comes in being able to know your weaknesses and try to limit them is part of the games no one suit is going to be able to beat every thing you can't win every fight with the same set up this is the whole point of DUST adapt to what your enemy is doing or die
I AM THE KING OF THE BLASTER!!!
deal with it
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BL4CKST4R
WarRavens League of Infamy
1902
|
Posted - 2014.02.14 00:46:00 -
[23] - Quote
Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast
Fine but keep damage mods in the highs ;)
For the Federation!
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Travis Stanush
GunFall Mobilization Covert Intervention
9
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Posted - 2014.02.14 00:48:00 -
[24] - Quote
Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast
No if they moved the damage mods to the low slots it would be: Armor= High HP, Slow, Damps Shields= Low HP, Fast, High damage
See how that would balance out?
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BL4CKST4R
WarRavens League of Infamy
1902
|
Posted - 2014.02.14 00:55:00 -
[25] - Quote
Travis Stanush wrote:Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast No if they moved the damage mods to the low slots it would be: Armor= High HP, Slow, Damps Shields= Low HP, Fast, High damage See how that would balance out?
High damage at long range, Gallente would maintain high damage but at short range.
For the Federation!
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Travis Stanush
GunFall Mobilization Covert Intervention
9
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Posted - 2014.02.14 01:01:00 -
[26] - Quote
BL4CKST4R wrote:Travis Stanush wrote:Jebus McKing wrote:What armor tankers lack in speed they gain in total HP, so they don't really need damps to compensate for anything.
These things work in Eve because it is a totally different game. Fights work totally different in Dust than they do in Eve.
In Eve the choice between armor and shields is mainly decided by your race / preferred ship / the kind of weapon you expect your enemies to use etc.
In Dust though they serve different roles. Armor is there to stand and fight / be less mobile but hit harder and defend, where shield tankers are fast and trying to cap objectives while not being seen. In a game like Eve where there is no cover, no objectives to be capped, no equipment to be deployed or destroyed, it might make sense to balance those tanking types by making one hit hard and run and the other one have high HP and good sensors. In Dust it does not.
What is doing more damage good for when your enemy can see you through the wall? With your low HP you will be dead before you realised there was an armor tanker around the corner. And to make it worse, if you want to use damps you will further decrease your total HP as a shield tanker. The margin for errors as a shield tanker would be very small while it would not be so bad for armor tankers.
And what if you are an armor tanker and neither using damps nor scanners? A mobile shield tanker with damage mods will just rip you apart because you are too slow to react to him attacking from different positions in quick succession.
Therefore: Armor = high HP, high damage, slow Shield = low HP, damps, fast No if they moved the damage mods to the low slots it would be: Armor= High HP, Slow, Damps Shields= Low HP, Fast, High damage See how that would balance out? High damage at long range, Gallente would maintain high damage but at short range.
Exactly |
Sgt Kirk
Fatal Absolution General Tso's Alliance
4662
|
Posted - 2014.02.14 01:37:00 -
[27] - Quote
Great stuff guys. I'd be more involved in the conversation if I didn't work at Best Buy. o7 |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
2975
|
Posted - 2014.02.14 02:01:00 -
[28] - Quote
Sgt Kirk wrote:In DUST our Highslots are the equivalent to EVE's medium slots and Highslots are more like our weapons, equipment and grenades.
In that, Remote sensor dampening, which is a favored tactic among the Gallente, doesn't affect their low slot modules used for defense and whatnot.
Personally I feel this should be the same in DUST, along with the Range Extender. I would make a comment on Damage modifiers being moved to the Low Slots but I don't know what they have in store for damage mods. I'm hoping for modules that enhance certain characteristics of the weapon like Optimal Range, effective range, accuracy falloff and damage.
I would be fine with this.
Gal Scouts would run a more armor regen oriented fit, which could actually be beneficial. (IMO)
They would use the two high slots for a single Range amp and Profile Damp (65m scan radius)
This frees up their four low slots.
They could run 1x Complex Plate, 1x Complex Speed, 2x Complex Armor rep and have 87 shields, 311 armor with 15.5 armor rep a second. (Sprints at 8.5)
If they really wanted to, they could even go 1x Complex Ferro, 2x Complex Rep, and 1x Complex Reg. Dump the dampening and pick up shields.
160 shields, 245 armor, sprint at 8.01 and run a dual regen fit.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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The dark cloud
The Rainbow Effect Negative-Feedback
2200
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Posted - 2014.02.14 02:11:00 -
[29] - Quote
No cause then shield tankers would cry all day why they can only use biotics or armor mods in the lowslots. So i think they can keep them right where they are.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Ekrano Fergus
Molon Labe. General Tso's Alliance
31
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Posted - 2014.02.14 02:21:00 -
[30] - Quote
What i would like to see is:
Low slots- Damage mods, Armor Mods, Range amps, Kin Cats, cpu and pg upgrades, Shield Regs, and maybe shield energizers.
High slots- Profile dampeners, Cardiac regulators, Precision Enhancers, Shield extenders and rechargers, and Hacking mods.
/)_/)
( . .)
C(") (")
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4662
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Posted - 2014.02.14 03:17:00 -
[31] - Quote
The dark cloud wrote:No cause then shield tankers would cry all day why they can only use biotics or armor mods in the lowslots. So i think they can keep them right where they are. Regulators, code breakers, 2 biotics modules, PG extenders, CPU extenders and 4 different armor mods? That's still something to ***** at? |
Oswald Rehnquist
1242
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Posted - 2014.02.14 04:15:00 -
[32] - Quote
I don't even know who to reply to because you guys are suggesting so many different things
But one universal thing in here is that you guys would be screwing over the caldari scout majorly with this (considering minmatar layout is 3/3 they can survive this due to being adaptable)
Passive Scanning in 1.8 is going to be hard as hell as it is, 3 complex precision mods on the cal scout is countered by 1 complex dampener on a gal scout.
Cal scouts still need some dampening and still need some scan range to make use of that precision to be useful, if you throw those in the high slots then you essentially make the cal scout an impossible fit to function, it either A) ignores (can't capitalize on) its racial or B) Ignores the most basic defense of scouts which is signature tanking which under your suggestion would not even allow it to have any form of shield tank in tandem.
Though I do have to say you are quite talented if there was one suggestion which would literally neuter the cal scout entirely, it is this. 1 damp for basic signature defense, 1-2 precision mods to hopefully catch lightly dampened scouts, 1 range mod to make use of that precision, and you are looking at a bare minimal 3-4 required highs alone just to passively scan to make any use of that racial, which would require an advance or higher to fit its given racial role.
Whereas the basic gal scout does not even need to damp because the utility of its racial allows it to forgo dampening altogether or no more past 1 complex damp and no more than 1 complex scan range and this wouldn't even be dependent on having higher tiers to function.
Again I applaud you on your craftiness, passive scanning is already on an uphill climb in 1.8 (neigh impossible before then), it doesn't need to be thrown off a cliff again.
**You don't need any precision racials to pick up non scouts as it is or past 1.8.
Below 28 dB
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Oswald Rehnquist
1242
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Posted - 2014.02.14 04:21:00 -
[33] - Quote
Sgt Kirk wrote:The dark cloud wrote:No cause then shield tankers would cry all day why they can only use biotics or armor mods in the lowslots. So i think they can keep them right where they are. Regulators, code breakers, 2 biotics modules, PG extenders, CPU extenders and 4 different armor mods? That's still something to ***** at?
Regulators are a yes but not as useful unless you are stacking lots of shield extenders (otherwise the numbers are too low), and I suppose if cal scouts are required to duel tank then you have something there but your just turning it into a light assault.
Biotics are a waste on the cal scout, with so many low cpu/pg high slot requirements cpu/pg extenders are rendered mute, and you'll be out roled by the min scout on hacking mods (plus the speed difference)
Essentially you are left with ignoring the scoutly nature of the cal scout (and racial) and turning it into a light assault
Below 28 dB
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Texs Red
DUST University Ivy League
202
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Posted - 2014.02.14 04:40:00 -
[34] - Quote
Oswald Rehnquist wrote: Blah blah blah, the Caldari scout will be useless with these proposed changes.
If you had read what was already posted, I answer your concerns with my suggestion.
Texs Red wrote: Now to balance this the Gallente need dampeners in their high slots, otherwise a shield tanker can make better use of them while retaining tank. In return the Caldari get precision and range enhancers in their low slots, this allows them to either see the Gallente coming regardless of dampeners or have greater battle awareness of those not dampened. The upcoming scouts are imbalanced, the Gallente has a better ability to hide than the Caldari can see. To fix this scouts need to have even scan/profile dB values and precision enhancers need to match profile dampeners.
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Oswald Rehnquist
1242
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Posted - 2014.02.14 05:00:00 -
[35] - Quote
Texs Red wrote:Oswald Rehnquist wrote: Blah blah blah, the Caldari scout will be useless with these proposed changes. If you had read what was already posted, I answer your concerns with my suggestion. Texs Red wrote: Now to balance this the Gallente need dampeners in their high slots, otherwise a shield tanker can make better use of them while retaining tank. In return the Caldari get precision and range enhancers in their low slots, this allows them to either see the Gallente coming regardless of dampeners or have greater battle awareness of those not dampened. The upcoming scouts are imbalanced, the Gallente has a better ability to hide than the Caldari can see. To fix this scouts need to have even scan/profile dB values and precision enhancers need to match profile dampeners.
In my first bit I also stated that there were multiple suggestions, so I addressed the OP, I also also severely disagree with your suggestion, so I just left it because I didn't feel the need to beat up every idea in the thread.
What you suggest would literally be to blend the scouts way to close together making the racials less significant, but the major impact then is the slot costs of damps vs precision, the difference here is that you need 1 or 2 dampeners at most for functional dampening, while with precision mods you need 2 or 3 to make then useful let alone the range mods to go with it so that is 3 or 4 mods. Under your suggestion the gallente scout would get the needed dampening level plus better precision while the caldari would be able to get its dampening but not the precision level it needs.
You should have read a little more into the blah blah blah, where it goes into the module intensify of running passive scanning (I also offered a solution to this). Dampening is a one or two module bit (or none for some of the gal scout builds).
Below 28 dB
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Darken-Soul
BIG BAD W0LVES
650
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Posted - 2014.02.14 06:40:00 -
[36] - Quote
Arkena Wyrnspire wrote:Care to elaborate? Ideally, include some nouns.
**** you
edit: lol , couldnt resist.
Who wants some?
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Hagintora
Chatelain Rapid Response Gallente Federation
191
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Posted - 2014.02.14 07:07:00 -
[37] - Quote
Ok, I'm having a hard time visualizing this idea. Are you guys talking about altering the Slot Layout as well, or keeping it as is? Could someone perhaps post how this would look for a Gal Scout with current (or modified) Slot Layout? This would be helpful as I only play Gal Scout, and most posts seem to be focusing on Scouts in general. Also, I have never played EVE, so those references don't help me very much, unfortunately. |
Joel II X
Dah Gods O Bacon
1056
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Posted - 2014.02.14 07:24:00 -
[38] - Quote
I support this.
Caldari scout will have bonus to precision (which is based on their lows so they can shield tank)
But the Gallente have to sacrifice their tank for stealth (which are their nature. Stealth and armor).
Move dampners to high slot! |
Texs Red
DUST University Ivy League
208
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Posted - 2014.02.14 14:35:00 -
[39] - Quote
Oswald Rehnquist wrote: If you had read what was already posted, I answer your concerns with my suggestion.
In my first bit I also stated that there were multiple suggestions, so I addressed the OP, I also also severely disagree with your suggestion, so I just left it because I didn't feel the need to beat up every idea in the thread.
What you suggest would literally be to blend the scouts way to close together making the racials less significant, but the major impact then is the slot costs of damps vs precision, the difference here is that you need 1 or 2 dampeners at most for functional dampening, while with precision mods you need 2 or 3 to make then useful due to being tied to scan range mods. Under your suggestion the gallente scout would get the needed dampening level plus better precision while the caldari would be able to get its dampening but not the scanning level it needs.
You should have read a little more into the blah blah blah, where it goes into the module intensify of running passive scanning (I also offered a solution to this). Dampening is a one or two module bit (or none for some of the gal scout builds).
Here is how I see it:
Gallente: Profile damps in highs, armor in lows
Caldari: Shields in highs, scan precision or range in lows
Now both retain the tank they are supposed to have while allowing the racial bonus to bear. The Gallente will be very difficult to detect due to their bonus to damps and being able to fit them in highs, the Caldari (if suit scan/profile dB are the same and precision mods = profile damp mod values) will be their direct count but with more options. Both get a bonus to scan range so they are evenly matches there and their precision/dampening bonuses cancel each other out too. In the end the Caldari can either choose between a great passive scan range or a short range with the ability to see anything other than a double dampened and cloaked Gallente scout. If anything the Caldari have the advantage in my suggestion as they have more options. |
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