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Thread Statistics | Show CCP posts - 0 post(s) |
Eric Del Carlo
0uter.Heaven
59
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Posted - 2014.03.20 03:14:00 -
[1] - Quote
I think a simple solution would be to simply add a severe penalty once a person fitting a scout puts more than one armor mod, perhaps say 50% effectiveness on the 2nd mod, then 25% effective on the third. None of the true scouts deserve to have the suits themselves nerfed because tourists will abuse the suit's ability to tank like crazy. I think this solution would be the best, because you'll still be able to gain a little survivability without going overboard.
GÖò Scout Shotgunner GÖò
ßâÜ(a¦át¢èa¦áßâÜ) ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... (pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+ ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... Gö¼GöÇGö¼n++ n+¦ /(.Gûí. \n+ë
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Eric Del Carlo
0uter.Heaven
60
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Posted - 2014.03.20 03:47:00 -
[2] - Quote
DJINN Marauder wrote:Eric Del Carlo wrote:I think a simple solution would be to simply add a severe penalty once a person fitting a scout puts more than one armor mod, perhaps say 50% effectiveness on the 2nd mod, then 25% effective on the third; it would ultimately discourage one from tanking a scout suit into an assault suit. None of the true scouts deserve to have the suits themselves nerfed because tourists will abuse the suit's ability to tank like crazy. I think this solution would be the best, because you'll still be able to gain a little survivability without going overboard. Would these also affect ferroscale and reactive plates? I'd be better with it if it only affected regular plates. Although then the reactive and ferroscale plates would need a serious drop in CPU/PG because they are a ***** to fit. Well I haven't really thought about the other plates, maybe reduce or negate the penalty on more specialized armor plates like the reactive and ferros, because they are indeed hard to fit :p
GÖò Scout Shotgunner GÖò
ßâÜ(a¦át¢èa¦áßâÜ) ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... (pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+ ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... Gö¼GöÇGö¼n++ n+¦ /(.Gûí. \n+ë
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Eric Del Carlo
0uter.Heaven
60
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Posted - 2014.03.20 03:53:00 -
[3] - Quote
This is going to be my gk.0 shotgunner fit if anyone is interested
Though I am nervous how the change in proficiency will impact the shotgun... I'm going to miss my high RoF
GÖò Scout Shotgunner GÖò
ßâÜ(a¦át¢èa¦áßâÜ) ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... (pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+ ... Gö¼GöÇGöÇGö¼ pâÄ( pé£-pé£pâÄ) ... Gö¼GöÇGö¼n++ n+¦ /(.Gûí. \n+ë
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Eric Del Carlo
Inner.Hell
133
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Posted - 2014.04.24 05:33:00 -
[4] - Quote
Odigos Ellinas wrote:How about activating the cloak shouts down shield extender and armor plates. This way cloaked scouts have to defend them self with speed and stealthiness. Deactivating the cloak shield extenders and armor plates are coming online again.
Other idea reduce cloak bonus PG/CPU. It was the right move to fix the assault logi.
The only sure thing is there is something wrong if you see 80% of players running scout. Seriously.... this has got to be one of the most radical decisions introduced to fix cloaks. Want to know why whenever CCP "rebalances" things people get frustrated and even leave the game? It's because they perform sweeping and radical changes to things that really only need a slight adjustment, which is why this game's progression is at a snail's pace. Really, just add a delay of being able to use your weapon after you've decloaked. Balancing needs to be done with a chisel, not with a freaking sledgehammer, which is what CCP and the community does when they feel something needs to be rebalanced.
GÖà One of the original scout bastards GÖà
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