Verek Locusti
Storm Ventures For All Mankind
14
|
Posted - 2014.03.11 19:36:00 -
[1] - Quote
Texs Red wrote: Dual tanking isn't the problem, the lack of meaningful options is.
-Minmatar scouts are described as hand-to-hand specialists but would never use Myofibril Stimulants because it directly competes with their logical tank source. -Amarr are supposed to be endurance runners but Cardiac Regulators are low slots and they don't wan to give up their tank. -The Gallente make frequent use of afterburners in EVE and the Dust equal is Kinetic Catalyzers but they are low slots so they disrupt tank and have very difficult fitting requirements. -The Caldari scout would make the best use of Precision Enhancers but they interfere with shield tanking. -Passive scan modules in general aren't worth much to anyone other than a scout as base scan ranges are so short and the bonuses aren't enough to make up for it. -Codebreakers are Gallente tech but not Gallente would ever use them because they are low slots and yet its the Minmatar that gets suit bonuses to hacking. -Where is any Engineering modules? Currently we only have PG upgrades while Electronics has profile damps, precision enhancers, range amps, and codebreakers.
-I'd rather keep them in my high slots. If I'm playing my role well I'm approaching people undetected (not being shot), getting kills before red dots can retaliate (not being shot), and hauling ass if more opposition shows up (not being shot...too much). Having the extra shields would be useful, but I see it as a choice on scouts (especially with higher ttk and cloaks most likely, hopefully, letting us to occasionally avoid dying) between tank for a more aggressive play style or one that's made more for utility/versatility than pure attack. -Agree -Don't agree, don't play EVE but it seems to me kinetic catalyzers are in low slots precisely to disrupt tank, the speed penalty is meant to be there, you have to decide if you want reps or plates, and if you want plates how much speed you're willing to give up, having kincats in high slots would essentially eliminate the speed penalty for armor tankers (and possibly make them as fast or faster than shield tankers with less eHP). -Same as above, seems made to force a choice between utility and tank, which is a problem right now because of how extra eHP overshadows many utility modules (and the utility modules often not being effective enough for their cost vs tank). -Agree -Seems right, gallente can fit more codebreakers than the minmatar can. As for the bonus, *shrug* we've still got a bonus for caldari weapons, when we get more equipment in the game I assume our bonuses will be changed to favor whatever minmatar tech we get. -EWAR/active modules somewhere down the roadmap? |
Verek Locusti
Storm Ventures For All Mankind
14
|
Posted - 2014.03.11 19:50:00 -
[2] - Quote
RydogV wrote:Here is hoping reduced TTK will give folks the courage to mix it up a bit. The fact that other modules are not very 'sexy' doesn't help. The one thing I find strange about Dust is the way profile signature seems to be this big inconsistent and . For instance, I can play peek-a-boo with another infantry player as we both dance around a large crate or something. My passive scanning skills are decent and even though I cannot 'see' the other character, I can see his chevron and the direction he is moving. Now take the same situation but substitute the infantry player with a HAV. Here is this monstrous vehicle roughly the same distance as I hide behind some cover. Not only can I not 'see' any indication of the vehicle on the other side of the obstacle, it doesn't even show up on my mini map. It's ludicrous. Maybe have 2 different passive scans, suit & vehicle. Suit's what we have now, vehicle would have a much larger range and much worse precision (maybe allowing vehicles fit with stealth modules/stealth focused vehicles -if we get them- to still 'sneak' around the map). Vehicles could have this as well. |