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CHANCEtheChAn
0uter.Heaven
22
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Posted - 2014.03.28 17:57:00 -
[1] - Quote
The problem with scouts (mainly ck.0 and gk.0) PLEASE READ AS IT MIGHT MAKE SENSE TO YOU
I love scouts this build. I do not love their bonuses Scouts have had problems being very effective the last 6 months or so in dust in which they were always a threat, and 1.8 has refined them with extra highs and lows, HP, equipment slot, and to top it all off bonuses which I think have made the scout suit the new assault suit.
Then you add the cloak.
My god.
Thanks to the caldari light and gallente light bonuses, scanners are no longer required as scouts have sucha high scanning range/and low precision that with scan range at lv5, and precision at whatever it seems with the scouts current base values, your effectively giving caldari/gallente scouts a 35 meter perm scan range with cald being able to see every suit in the game at that radius, except gal scout. I mean its pretty bad when your friends all say "why are you running scans anymore? Its useless, just look at our scout passive scans."
Which means CCP effectively gave extra highs and lows to scouts, while giving them and extra equipment slot, and then gave them all bonuses of modules which goes into those extra slots.... ( not to include Amarr and Minmitar scout in here as I believe their bonuses are balanced"
A. You essentially gave the first two scouts a full time 360, short range scanner of 35 meters (eliminating the need for a scanner in the equipment slot) B. You added a basic range amp which takes up a low slot C. You added a complex profile damp to gal scout which would normally take a low slot which makes them auto perm invisible to any proto scanner besides 1 D. Cal scout has a precision enhancer that would normally take up a high slot but instead its 25% enhance can't even be bough in the store due to the complex precision enhancer being only a bonus 20%
Thus when you think of cal scout and gal scout, you can think of them with
Cal scout - 5 highs with a perm BEYOND COMPLEX precision enhancer - 3 lows with a perm basic range amplifier - 3 equipment slots with a perm non-cooldown half range vehicle scanner
Gal scout - 2 highs - 6 lows with a perm basic range amp and a perm complex profile damp - 3 equipment slots with a perm non-cool down half range vehicle scanner
I believe this is broken as these bonuses give these two scouts (The most two prominently seen scouts in the game) module slot bonuses while every other single bonus in the game to any suit is skill based and only provide bonuses to specific things(aka commando only giving you attack bonuses to one type of weapon, logi only one type of equipment) while these bonuses give you the ability to see every suit in the game or hide from every suit in the game and see most of every suit besides scouts. This would be okay if these bonuses allowed just the scouts to see their scans, but no, it allows everyone on your team to see these passive scans.
I find it right in real life if scouts got these these bonuses as they are recon BUT in dust the way modules are set up, you are freeing up slots on the low end for gal scout allowing them to armor tank more
And are freeing up module slots on the low AND high end of cal scouts allowing them to armor and shield tank more
Everyone is complaining about tanked out scouts and this is the reason why, as amarr and minmitar have to fill up their slots to get these bonuses, they cannot tank as much, and min usually fills their suits with codebreakers or kinetic Kat's anyways making them fast and tactile at taking objectives and laying equipment in enemy territory, and Amarr can effectively tank for say going from one side of the city to the other with their stamina bonus or covering outside points. BUT they will not see you coming from 40 meters away on their minimap and won't be able to move as fast as other tanked out scouts to evade you or overtake you. WHICH IS BALANCED at least in a way as you can still scan these suits unless they fill up their valuable slots with appropriate modules taking away their overall effectiveness. (Oh you mean how scouts used to be, as they filled up their high and lows with appropriate gear for their roles? Like damps against scans, or codebreakers for hack speed, or range enhancements for recon. Allowing them not to tank but to simply to specific roles.)
And really CCP? 25% bonus to nova knife damage? Like really? Why not just give minmitar a 1% **** increase as their second bonus and call it a day.
CCP trying to force the use of one its most underused weapons in the game. Why not add %50 plasma cannon damage while your at it?
Move knives will never be a PC viable or even pub viable weapon ever I don't believe
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
23
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Posted - 2014.03.28 19:31:00 -
[2] - Quote
THE PROBLEMS with cloaks that CCP can actually fix with simple code and numerical value changes. What you guys are saying in uses Of flux and such and shimmering when hit by bullets is coding that requires testing and as you all know, CCP is bad with coding at all levels and if its intensive will wait an entire patch to fix it when it needs a fix now.
Cloaks are hard to track and sometimes see Seeing a cloaked suit running across a dark hill in the middle of nowhere is pretty obvious to see at any range Yet a cloaked suit in front of me whenI'm in the daylight still can run right past me with little effort and me not see a thing. This is because the lighting effect of the cloak is too light blue, when it should be a darker color. And no this is not my brightness of anything of that factor as friends specifically ask me to bring over my ps3Dtv over when I go visit them to play their games on because its one of the best looking monitors around and I have fine tuned the options on the monitor to be thus good for every game that is played on it. I have my brightness in game specifically tuned to my moniter for best looking gameplay and yet sometimes a cloak is clear as day halfway across the map and is sometimes invisible right in front of my due to background, foregrounds, and sun lighting.
The main times I curse at dust now is when I have a scout in my crosshairs cloaked, and im so putting down the DPs, just for him to move in front of a brightly lit wall and me never to see him again, and good look scanning for him. This makes cloak tracking preposterous and nerve racking This can easily be solved by making the cloak a little bit darker in color shimmers so it can be seen in light and dark environments. I'm definitely not turning down the brightness on my game and tarnish the already mediocre graphical quality of Dust just to see a piece of equipment and neither should you. - make cloak shimmers darker,not a royal blue per say, but something a tad bit darker if this is too much add less shimmers but darker.
Cloaks are completely invisible while the user sits still. Puuuulllllease. Really? You mean a scout can sit next to an obj COMPLETELY AND UTTERLY INVISIBLE with REs, and or a shotgun/nova knives? And no one at CCP thought this a problem? LIke no one in the room stood up and was like "um, yeah like this MAY be a problem for some OP cqc weapons and equipment". - Take your 3D shimmer model and take all your shimmers down to about 10-25% for sitting still so that we can still see idle cloaked players, while still making them viably invisible to anyone not careful
Cloaks decrease your suits scan profile...WUT? So your saying that cloaks can not only make you invisiblewhile not moving, BUT also at the basic to proto level, give you an extra complex profile dampener? So this AND that? No no no CCP no no. Your equipment can't do this AND that. Your scanner can't scan AND deploy a portable rocket turret. Your RE's can't blow up a tank AND hack Bravo. Your Repair tool can't repair Armor AND shields (at least not yet wink wink CCP) Your uplink can't respawn clones AND provide ammo The only two equipment that can do this AND that are nanohives and nanite injectors In which nanite injectors are broken so their use is mainly invalid as they revive a clone AND health but bodies dissapear, half the time the auto inject doesn't work, you can never find where someone died, etc etc. And the second being the nanohive that gives ammo AND repairs armor and nearly broke DUST all to **** with slayer logo bonanzas. (Which I think should really just give you ammo this way the only way to get armor back effectively is by switching at a supply depot which makes them more valuable and more of a priority target than just being there and occasional person running past for a quick made or two, and repair tools which will bring back the logis of old like chromosome where all logis had a rep tool and where logis were thought of to be the glue that held a team together and in max condition like a healer should while logis of now are thought of assaults with more equipment.) This means that you are breaking DUST again with a cloak making you invisible AND more resistant to scans
Honestly a cloak is an equipment that surrounds the body with an image that allows outsiders to see right through a person. And that cloak emmits and electronic field around a person which you WOULD THINK means that that person would have a higher scan signature but SOMEHOW CCP decided it was a good idea to include in the description that the cloak "Absorbs electromagnetic emissions AND AND AND manipulates light." Making it able to make you invisible AND reduce your scan profile. No equipment should have AND in it. 1 equipment, 1 use AND breaks things. AND ruins dust. Dropsuit scan dampening is already a skill, a bonus to gal scout, AND can be fit into your low slot. 1.7 was scanner OP. So much so I specced into it as an assault. 1.8 Is nerf scan time, nerf scan look around, nerf scan recharge, AND Nerf scan with equipment like this so now the scanner is almost useless, plus buff scouts to be mid range perma scans. Another example of over-nerfing. So much so I feel like I need my sp back now for the trouble. So useless most of the people I know have switched from scanner to other equipment, so have I. -Cloaks should not give profile dampening, if anything give more suit profile. Change dampening from +25% to 0% or -25%
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
24
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Posted - 2014.03.28 19:51:00 -
[3] - Quote
CLOAK ISSUES CONTINUED
uncloak and cloak, uncloak and cloak, uncloack and cloak...OMG Really. Really really? The ONLY drawback with this is you have to have %50 of your charge left to go back cloaked. So let's see, enemies in range on passive e scans. Cloak with basic cloak. Wait 5 seconds, unlcloak on enemies with 5 second max firefight. Immediately recloak and become completely invisible again. Enemies come 3 seconds later uncloak, 8 second firefight, immediately cloak and run cause reinforcements are on the way, or to get in better position for attack.
You can do this all day with a basic cloak, much more not even worry about recloak times on an advanced or proto cloak. Let me give you a real worE scenario
Yesterday during PC I was in my new Cal heavy suit spawning on objective E of the bridge map with A, E, and D on outside and B/C inside the city. I spawned in the CRU at enemy controlled Echo. As soon as I spawned in, two cloaked Cal scouts sitting ON TOP OF E cargo hub spotted me on their passive scans while being cloaked, my logi in front of E had proto scanned then hub and reported no enemy precense there (due to the cloak giving a %25 scan profile reduction) So I turned to go hack and protect E when I heard a noise behind me, I turned to see nothing on the steps behind me. Little did I know there are two cloaked cal scouts idle in front of me staring at me and my deadly HMG. I then turned back to E just to be moved down from behind and killed in 2 seconds. The scouts then cloaked up again and ran to the cargo hubs laders. They then climbed cloaked up the ladders, and even though they were shimmering, I had a friendly proto sniper at Alpha looking at the ladders from Alpha and could not see the two cloaked cal scouts against the sky lit background. The scouts then uncloaked 8 seconds later as a friendly dropshit landed on top of the cargo hub carrying a speed hack logi. The scouts then ganged the logi, and then went back to cloak. Meanwhile my original logi had hacked echo with tank support and began to run to the other side of the hub with ladders to climb up. The scouts passively picked up my logi on scans, allowing one to jump down behind the logi and one to stay up top so they could both uncloak and gank my logi, just to cloak again. I then spawned on the cru just to have the cal scouts pick me up on scans AGAIN and both drop down to sit still invisible for about 3 seconds for me to run under the cargo hub just for them to watch me run right past them, then gnk me in the back again. They stayed uncloaked for about 5 seconds, then WITH MY TANK STILL ON E cloaked again and quick hacked E with the tank shooting into E, hacked it, then ran away still cloaked just to resecure the cru.
THIS IS THE POWER OF THE CLOAK It is in fact too much power for only one suit (scouts) to be able to weild, as it has nearly no shortcomings at all. And all this was probably just done with an advanced cloak. **** all over me if it was a proto cloak.
Scouts got a HUGE buff in 1.8 So much it pretty much made assault class useless Now they get a HUGE equipment buff basically only they can fit. -Make cloaks to where they are either on a small cool down like a scanner once uncloaked or two uses no matter how much of your cloak is left makes the cloak go into a full regen mode from 0 and needs 50% to come back up
Sorry my posts are so long but they needed to be to illustrate the power and overpowerdness of these cloaks. These are my opinions based on easy code fixes that could be applied to cloaks in a hotfix. It is mainly numerical changes where it doesn't require remodeling or making new coding or anything like that. Its simple numerical changes that can easily be applied.
Hmmm. The Meta is strong with this one...
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