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Iron Wolf Saber
Den of Swords
13792
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Posted - 2014.03.28 03:00:00 -
[1] - Quote
Couple dozen threads an hour is making it hard for me to keep up with so here's where I am garnering so far.
*Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles
I will agree these need to be fixed.
*Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
*Cloaks persist too well through damage or flux
I agree but a full disruption punishes pure blind luck of stray shots that can happen as well. I rather see a few tweaks instead such as cloak timer draining because of damage and longer lasting cloak scattering because of damage.
*Cloak Noise
Maybe for self sound its a bit too loud and out of balance but as a third person its balanced.
*Decloak to weapon swap speed
Seems a bit fast for my own tastes but we don't need to bring this far too high it becomes a frustration and cumbersome and ruin the edge of a surprise attack. 2.5 sec max and lets try it 0.5 increments at a time.
*Cloak timer at prototype
80 seconds is an eternity waiting for it to recharge. I think a second variant of cloaks is warranted, something with 30 second timer across all tiers and faster cooldown efficiency.
*Cloaked hacking
I see no problems currently with this.
*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus.
=Anything else did I miss?= Will update points and discussion if new things are brought to my attention. I know with the 1.8 patch then 1.8 hotfix this week and the follow up tonight and possibly more on the way lots of crap flying around and my time is split between paying attention to you guys and working with fanfest build.
OT posts will not be tolerated. I know vehicle rebalancing just hit but I feel that there hasn't been enough time to adapt around it yet to see if more follow ups are needed or if they went overboard.
As for Assaults there are discussions on how to buff them but the development team isn't ready to share them yet.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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DUST Fiend
OSG Planetary Operations Covert Intervention
12662
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Posted - 2014.03.28 03:03:00 -
[2] - Quote
Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes.
"It seems you've mistaken me for someone who cares"
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BL4CKST4R
WarRavens League of Infamy
2230
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Posted - 2014.03.28 03:08:00 -
[3] - Quote
DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes.
The damage and flux I like, the glitches needs to be fixed but this is just common sense.
As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules.
For the Federation!
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Iron Wolf Saber
Den of Swords
13794
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Posted - 2014.03.28 03:10:00 -
[4] - Quote
BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules.
True but HP is a hard weight, while sensors are a soft weight in a shooter, you cannot fully measure how useful a sensor module is vs HP. Does seeing through walls equal 100 hp? 50 damage? 0.5 seconds off shield recharge? that value of sensors vary from player to player. Then of course there is the other module and stats alterations. Simply bringing it to compete with HP from majority view may make some players play styles excessively out of reach due to the enabling caused by the module changes. This ain't eve. Where I can plug in a bunch of numbers and get the outcome of most scenarios.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
356
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Posted - 2014.03.28 03:12:00 -
[5] - Quote
Don't know if anyone else is having the problem, but when I use a cloak I cannot do anything while in it except move. I can't swap to a weapon or even equipment without instantly uncloaking. Even when swapping to a gun, it seems I can get a round or two off before I become fully visible, but if I use anything else like an RE it deactivates. I can't even just hold the RE and it'll turn off.
Always the last person to leave. Always the one cleaning up people's messes.
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Iron Wolf Saber
Den of Swords
13794
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Posted - 2014.03.28 03:12:00 -
[6] - Quote
LEHON Xeon wrote:Don't know if anyone else is having the problem, but when I use a cloak I cannot do anything while in it except move. I can't swap to a weapon or even equipment without instantly uncloaking. Even when swapping to a gun, it seems I can get a round or two off before I become fully visible, but if I use anything else like an RE it deactivates. I can't even just hold the RE and it'll turn off.
LOL
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Master Smurf
Nos Nothi
289
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Posted - 2014.03.28 03:13:00 -
[7] - Quote
Armor plates should be PG intensive
CCP made plates cheap and gave the lows slot suits alot of PG
I think weapon fire should cause a decloak animation and then it should recloak
In agreement on most other stuff though sometimes it can be difficult to pick up the shimmer - maybe its person's displays
"Shine bright like a diamond"
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Sinboto Simmons
SVER True Blood General Tso's Alliance
5369
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Posted - 2014.03.28 03:15:00 -
[8] - Quote
I'm already having problems fitting the cloak.
*sigh* the joys of being minmatar.
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
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Vell0cet
SVER True Blood General Tso's Alliance
1288
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Posted - 2014.03.28 03:17:00 -
[9] - Quote
I think decloaking on taking damage with some recloaking delay penalty (maybe 5 secs) is a reasonable nerf. Hacking while cloaked also seems excessive. But I think they seem reasonably balanced otherwise. If people want to burn ammo spraying randomly to try to decloak people, I don't think that would be game breaking (it might even expand the LR's niche a bit).
I think the dampening reduction from the cloak might be decreased. This would force scouts to invest more in damps, and stack less armor, or risk being easier to scan. That would be balanced IMO.
Looking to the future, it would be nice if you could deploy a piece of equipment that would decloak anything that comes within a 15m radius (or so) until destroyed. There are plenty of more important priorities than this though.
Best PvE idea ever!
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BL4CKST4R
WarRavens League of Infamy
2232
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Posted - 2014.03.28 03:19:00 -
[10] - Quote
Iron Wolf Saber wrote:BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules. True but HP is a hard weight, while sensors are a soft weight in a shooter, you cannot fully measure how useful a sensor module is vs HP. Does seeing through walls equal 100 hp? 50 damage? 0.5 seconds off shield recharge? that value of sensors vary from player to player. Then of course there is the other module and stats alterations. Simply bringing it to compete with HP from majority view may make some players play styles excessively out of reach due to the enabling caused by the module changes. This ain't eve. Where I can plug in a bunch of numbers and get the outcome of most scenarios.
I don't mean it in such a general way, but for example in EVE what generally goes in your lows as an armor tanker? Tackle, and EWAR you close quickly to lay down tons of damage. This outweighs the value of the higher HP from shields (discounting the large sig radius). As a shield tanker what do you use? You boost your repair or you boost your damage you try to kill the enemy to keep that distance.
In Dust there is a backwards balance, from EVE. There are opportunities and rewards going to the wrong side, to a side that just doesn't need them. For example look at kinetic catalyzers, why would a shield tanked suit want to rush into battle? Look at damage modifiers, why would you give the highest HP suit the best damage also?
The value of a module does vary from player to player, but the mindset of that player (assuming he knows the role of his suit) is counter acted by the modules being on the wrong side.
For the Federation!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
450
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Posted - 2014.03.28 03:20:00 -
[11] - Quote
Just accessed a C-1 scout and I'm not seeing my 15% for cloaks that was mentioned .
Wasn't it suppose to be 15% decrease in fitting cost ?
If I'm wrong please correct me and did you know that the C-1 and series heavy has the same stats ?
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Iron Wolf Saber
Den of Swords
13797
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Posted - 2014.03.28 03:23:00 -
[12] - Quote
BL4CKST4R wrote:Iron Wolf Saber wrote:BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules. True but HP is a hard weight, while sensors are a soft weight in a shooter, you cannot fully measure how useful a sensor module is vs HP. Does seeing through walls equal 100 hp? 50 damage? 0.5 seconds off shield recharge? that value of sensors vary from player to player. Then of course there is the other module and stats alterations. Simply bringing it to compete with HP from majority view may make some players play styles excessively out of reach due to the enabling caused by the module changes. This ain't eve. Where I can plug in a bunch of numbers and get the outcome of most scenarios. I don't mean it in such a general way, but for example in EVE what generally goes in your lows as an armor tanker? Tackle, and EWAR you close quickly to lay down tons of damage. This outweighs the value of the higher HP from shields (discounting the large sig radius). As a shield tanker what do you use? You boost your repair or you boost your damage you try to kill the enemy to keep that distance. In Dust there is a backwards balance, from EVE. There are opportunities and rewards going to the wrong side, to a side that just doesn't need them. For example look at kinetic catalyzers, why would a shield tanked suit want to rush into battle? Look at damage modifiers, why would you give the highest HP suit the best damage also? The value of a module does vary from player to player, but the mindset of that player (assuming he knows the role of his suit) is counter acted by the modules being on the wrong side.
And this is the gritty part of design is where things become a mess, we could introduce new modules that help either side of the rack out but they too need to be balanced against existing modules. I know its a long discussed demand of the community to have modules in both highs and lows or having modules move from high to lows but there are considerations why they're made into some ways they are also not many do ask the what if question enough.
What if kinkats where high slots? Speed tanked Gallente with similar amounts of armor hp they enjoy now is almost just as scary of a thought as a cal scout with tri damage mods shotty cloak and shields to boot.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Cyrius Li-Moody
0uter.Heaven
4139
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Posted - 2014.03.28 03:25:00 -
[13] - Quote
Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely HP even weaker and harder to fit.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Iron Wolf Saber
Den of Swords
13797
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Posted - 2014.03.28 03:26:00 -
[14] - Quote
Cyrius Li-Moody wrote:Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely HP even weaker and harder to fit.
My question is should all scouts have similar fitting issues to the minmatar or should minmatar be brought up to the rest of the class?
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Alena Ventrallis
The Neutral Zone
1034
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Posted - 2014.03.28 03:27:00 -
[15] - Quote
Decloaking from damage is bad. Decloaking from fluxes is good.
Best PVE idea I've seen.
Fixed link.
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Paran Tadec
The Hetairoi
2086
|
Posted - 2014.03.28 03:28:00 -
[16] - Quote
I have found some issues. Naturally, those without gun game will complain about any changes to cloak.
However, I have proposed a few changes that should make cloak more balanced/skill based:
1. Either fix the decloaking animation to be faster, or add a delay on offensive capabilities other than hacking. ie, you have to fully decloak to fire. This is striaght from Eve. Allow the time to fire to decrease per level. 2. Lower the stupidly high uptime of the cloak and add a mandatory downtime. Such that, you can just one shot someone from behind and cloak, repeat, and take on multiple people. It'll force scout to chose targets smarter. Again, depending on SP investment, this can be lowered per level. 3. Heavily increase the fitting reqs for cloaks and give scouts a bonus that only allows them to fit them. Cloaks in Dust are essentially covert ops cloaks from Eve. Other cloaks in eve dont allow you to move very fast at all. 4. Decloak mandatory on flux. Cloak field shimmer on taking damage from other weapons.
Do this and cloak will still be powerful and fun.
Bittervet Proficiency V
thanks logibro!
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Alena Ventrallis
The Neutral Zone
1035
|
Posted - 2014.03.28 03:28:00 -
[17] - Quote
I think the minmatar needs to trade some CPU for PG and vice versa for the CalScout. Caldari are supposed to have the most CPU and the least PG.
Best PVE idea I've seen.
Fixed link.
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Paran Tadec
The Hetairoi
2087
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Posted - 2014.03.28 03:29:00 -
[18] - Quote
Sinboto Simmons wrote:I'm already having problems fitting the cloak. *sigh* the joys of being minmatar.
Min has needed more pg since...
Bittervet Proficiency V
thanks logibro!
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Iron Wolf Saber
Den of Swords
13809
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Posted - 2014.03.28 03:31:00 -
[19] - Quote
Paran Tadec wrote:I have found some issues. Naturally, those without gun game will complain about any changes to cloak.
However, I have proposed a few changes that should make cloak more balanced/skill based:
1. Either fix the decloaking animation to be faster, or add a delay on offensive capabilities other than hacking. ie, you have to fully decloak to fire. This is striaght from Eve. Allow the time to fire to decrease per level. 2. Lower the stupidly high uptime of the cloak and add a mandatory downtime. Such that, you can just one shot someone from behind and cloak, repeat, and take on multiple people. It'll force scout to chose targets smarter. Again, depending on SP investment, this can be lowered per level. 3. Heavily increase the fitting reqs for cloaks and give scouts a bonus that only allows them to fit them. Cloaks in Dust are essentially covert ops cloaks from Eve. Other cloaks in eve dont allow you to move very fast at all. 4. Decloak mandatory on flux. Cloak field shimmer on taking damage from other weapons.
Do this and cloak will still be powerful and fun.
I could work with these.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Rusty Shallows
1280
|
Posted - 2014.03.28 03:31:00 -
[20] - Quote
Iron Wolf Saber wrote:snip
*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus.
snip The innate fitting skill reduction looks really good. It could mess with fitting mobility mods on my Minja but I can live with that. I'm not sure if it is possible but splitting the bonus into two could work. Keep the current saved value for CPU, slash x percent from the saved PG. It could work so long as neither extenders or plates get pg reductions in the future.
If there is a goal to restrict cloaks from other classes then increase the all cloak fitting costs. If it isn't then don't do it. The current CPU/PG feel right when I look at them with a Medium Frame.
Iron Wolf Saber wrote:snip
As for Assaults there are discussions on how to buff them but the development team isn't ready to share them yet. Thanks for the heads-up. I don't even run Assaults and it's a concern.
Forums > Game: So here is a cookie and a Like. Please keep posting.
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Cyrius Li-Moody
0uter.Heaven
4142
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Posted - 2014.03.28 03:31:00 -
[21] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely HP even weaker and harder to fit. My question is should all scouts have similar fitting issues to the minmatar or should minmatar be brought up to the rest of the class?
I think most of the problem stems from plates. You can fit a caldari like an actual scout suit and come up with a good build (2 range amps, 2 shields, a precision and an adv/proto cloak. a real scout). You run out of resources but you have an actual scout build. Not a light assault build and you used your resources properly.
Plates require absolutely nothing in terms of fitting cost. As long as you have 2 to 3 PG left over you can stack an extra 200+ HP.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Paran Tadec
The Hetairoi
2087
|
Posted - 2014.03.28 03:34:00 -
[22] - Quote
Iron Wolf Saber wrote:Paran Tadec wrote:I have found some issues. Naturally, those without gun game will complain about any changes to cloak.
However, I have proposed a few changes that should make cloak more balanced/skill based:
1. Either fix the decloaking animation to be faster, or add a delay on offensive capabilities other than hacking. ie, you have to fully decloak to fire. This is striaght from Eve. Allow the time to fire to decrease per level. 2. Lower the stupidly high uptime of the cloak and add a mandatory downtime. Such that, you can just one shot someone from behind and cloak, repeat, and take on multiple people. It'll force scout to chose targets smarter. Again, depending on SP investment, this can be lowered per level. 3. Heavily increase the fitting reqs for cloaks and give scouts a bonus that only allows them to fit them. Cloaks in Dust are essentially covert ops cloaks from Eve. Other cloaks in eve dont allow you to move very fast at all. 4. Decloak mandatory on flux. Cloak field shimmer on taking damage from other weapons.
Do this and cloak will still be powerful and fun. I could work with these.
Also, this has more EHP than my proto min commando. :'(
Bittervet Proficiency V
thanks logibro!
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Iron Wolf Saber
Den of Swords
13809
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Posted - 2014.03.28 03:34:00 -
[23] - Quote
Cyrius Li-Moody wrote:Iron Wolf Saber wrote:Cyrius Li-Moody wrote:Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely HP even weaker and harder to fit. My question is should all scouts have similar fitting issues to the minmatar or should minmatar be brought up to the rest of the class? I think most of the problem stems from plates. You can fit a caldari like an actual scout suit and come up with a good build (2 range amps, 2 shields, a precision and an adv/proto cloak. a real scout). You run out of resources but you have an actual scout build. Not a light assault build and you used your resources properly. Plates require absolutely nothing in terms of fitting cost. As long as you have 2 to 3 PG left over you can stack an extra 200+ HP.
So the fitting on the sensor suite is too high. I'll bring that up in the next discussion see what the developers think since I do sort of agree those modules are nice to have but are very hard to fit.
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\\= Advanced Caldari Assault // Unlocked
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crazy space 1
GunFall Mobilization
2227
|
Posted - 2014.03.28 03:35:00 -
[24] - Quote
Flux grenades and only flux should deactivate cloaks and drain them 100% Maybe plasma cannon as well?
Maybe you can introduce more de-cloaking weapons in the future. |
Yan Darn
Science For Death
421
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Posted - 2014.03.28 03:37:00 -
[25] - Quote
BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules.
This. The problem of cloaks isn't just abot cloaks. It's not even about scouts. It's about a lot of other issues with the fittings meta as well.
Also, assaults need to be better at assaulting - that would help alleviate scout/cloak spam. Without the spam, QQ should be reduced.
Just please - I'm sure I'm not the only scout who was apprehensive about our role bonus being tied to one specific piece of equipment. I'd seriously prefer CCP ditched it and gave us another role bonus, rather than watch it go through a ridiculous nerf/buff cycle.
Alternatively, create more ways to counter cloaks.
The Ghost of Bravo
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Bro-metheus
Storm Wind Strikeforce Caldari State
75
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Posted - 2014.03.28 03:41:00 -
[26] - Quote
Should be separate armor plates for every dropsuit type or it should be a % of dropsuit base Hitpoints. No way in hell should a scout suit be fitting the same plate as a heavy suit if they are then why cant they carry 0 plates and hmg?. That both makes more sense then the current system. This was suggested a long time ago but CCP never picked up on the idea.
other then that fix the glitches then re-playtest
Scanners should reveal the player on the hud IE he no longer looks cloaked or he is more visable/grayed out/ghost look.
Another prob is frendly cloaks in fraction warfare. When they are buzzing around a close in CQC firefight it is way to easy to shoot a frendly cloaked unit (they look exactly the same as a enemy cloak) and the trianger is way to far above the head. They should be greyed out or with a ghost/transparent look or something so I dont turn around with a burst hmg see a shimmer and merc a ally.
Almost forgot assault suits need a major buff. |
Iron Wolf Saber
Den of Swords
13811
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Posted - 2014.03.28 03:41:00 -
[27] - Quote
Yan Darn wrote:BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules. This. The problem of cloaks isn't just abot cloaks. It's not even about scouts. It's about a lot of other issues with the fittings meta as well. Also, assaults need to be better at assaulting - that would help alleviate scout/cloak spam. Without the spam, QQ should be reduced. Just please - I'm sure I'm not the only scout who was apprehensive about our role bonus being tied to one specific piece of equipment. I'd seriously prefer CCP ditched it and gave us another role bonus, rather than watch it go through a ridiculous nerf/buff cycle. Alternatively, create more ways to counter cloaks.
I agreed with the sentiment earlier; which is what helped killed the cloak racial scout specific bonuses early in development. (you can hate me for it)
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Skihids
Bullet Cluster
3182
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Posted - 2014.03.28 03:42:00 -
[28] - Quote
Hopping into a dropship while cloaked maintains the deadened sound level the rest of the match. |
Vell0cet
SVER True Blood General Tso's Alliance
1288
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Posted - 2014.03.28 03:45:00 -
[29] - Quote
An additional point to consider is I've heard the active scanner angles are bugged (i.e. they're scanning in a more narrow arc than they should). A big part of cloaking balance is having the counters to them functioning properly. I don't want to go off topic, but perhaps considering active scanner changes might be reasonable. Nobody wants a return to the "scannerina" debacle, but there may be some changes that could encourage damp fits over stacking plates, particularly with the Gal logi.
Best PvE idea ever!
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Iron Wolf Saber
Den of Swords
13811
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Posted - 2014.03.28 03:47:00 -
[30] - Quote
Vell0cet wrote:An additional point to consider is I've heard the active scanner angles are bugged (i.e. they're scanning in a more narrow arc than they should). A big part of cloaking balance is having the counters to them functioning properly. I don't want to go off topic, but perhaps considering active scanner changes might be reasonable. Nobody wants a return to the "scannerina" debacle, but there may be some changes that could encourage damp fits over stacking plates, particularly with the Gal logi.
Already complained about it but will throw it on top my burn pile since its a 1.8 related thing.
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