CRNWLLC
Screwy Rabbit ULC
164
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Posted - 2014.04.03 17:26:00 -
[1] - Quote
Buster Friently wrote:Contaminator Aquarius wrote: I'm a cal heavy. I thoroughly enjoy the cloak. it does bring me some rage from time to time but that is just frustration that j get from playing this game. the reason so much complaints about cloaks exist is because it exacerbates the underlying problem. Scouts have the speed, hp, and dps. so here is my suggestion to fix the real problem. apply across the board the faster you move the wider the reticle. that way speed tanking is still viable but the scout can't apply dps as effectively. this reduces the effectiveness of strafe dancing around. alternatively CCP could just fix hit detection on fast moving targets and then drop auto aim assist effectiveness.
additionally suits that are lighter should be affected by stacking plates exponentially. suits intended to have armor tanking like heavy suits are less affected as they were designed to take extra plate and thus are less affected by extra weight.
but honestly my biggest point is that cloak is not the problem at the very least. maybe my ideas aren't the solution I can accept that but jeez fix the base issue not the surface problem. In general, I think this isn't too bad an idea. Make it some sort of gradual cooldown after sprinting, or based on absolute speed. personally, I like the idea of an accuracy penalty that builds as you sprint and then reduces as you stop sprinting/running.
There is currently a gradual cooldown after sprinting--it's your stamina recovery time.
The accuracy penalty is a bad idea, since what you're complaining about isn't relevant to proper scouts, ie, stealth/covops scouts. Nova knifers, pistoleros, and shotgunners are usually posted up right behind their target, standing still, before they strike. At least, I know this is usually the case when I roll my radar-invisible G/1 scout.
What you're complaining about is scouts outcompeting frontline suits at their own game. I agree that this is a problem, and it can be fixed by buffing all assault suits. So far, I haven't heard too many gripes about scout/heavy balance, which in my experience with 1.8, is great.
My other dropsuit is a Python.
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CRNWLLC
Screwy Rabbit ULC
164
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Posted - 2014.04.03 18:58:00 -
[2] - Quote
Buster Friently wrote:CRNWLLC wrote:Buster Friently wrote: In general, I think this isn't too bad an idea.
Make it some sort of gradual cooldown after sprinting, or based on absolute speed. personally, I like the idea of an accuracy penalty that builds as you sprint and then reduces as you stop sprinting/running.
There is currently a gradual cooldown after sprinting--it's your stamina recovery time. The accuracy penalty is a bad idea, since what you're complaining about isn't relevant to proper scouts, ie, stealth/covops scouts. Nova knifers, pistoleros, and shotgunners are usually posted up right behind their target, standing still, before they strike. At least, I know this is usually the case when I roll my radar-invisible G/1 scout. What you're complaining about is scouts outcompeting frontline suits at their own game. I agree that this is a problem, and it can be fixed by buffing all assault suits. So far, I haven't heard too many gripes about scout/heavy balance, which in my experience with 1.8, is great. No, what I mean is a cooldown of the aiming malus. Please make an effort to read what was written. I'm not talking about a sprinting cooldown, nor is the OP. The OP is talking about a malus applied to accuracy based on run speed. I was merely taking his idea and refining it to my tastes somewhat. So, I was presenting the concept of an aiming malus that builds up from sprinting (or possibly top speed) and slowly reduces after the sprint is over such that, after some time period, aiming is returned to normal accuracy. Regarding your concept of "proper" scouts. **** off. Any suit can be anything the player wants. The OP's suggestion is good because it makes high speed players less capable of immediately having pinpoint accuracy as well. This would encourage interesting dynamics and diversity on the battlefield. Please make an effort to express what you mean concisely, in order to avoid confusion. "Make it some sort of gradual cooldown after sprinting" is unclear--what is "it"? Since you were vague, I assumed "it" was a penalty generally; what you're talking about would be a delay between sprinting and using a weapon. A "cooldown" implies something has been used and is currently in a waiting state, to become reusable. In the example scenario, the scout was sprinting, not just using a weapon, so you're misusing the term.
And my concept of "proper scout" isn't just mine. Read the description of the suit:
In-Game Description wrote:The Scout dropsuit is a lightweight suit optimized for enhanced mobility, multi-spectrum stealth, and heightened awareness. Augmented joint servo motors give every movement extra speed and flexibility, while integrated friction and impact dampening materials reduce the overall sound signature.
This high-tech suit is coated in adaptive camouflage, a thin layer of bio-hermatic membranes interwoven with microscopic optical sensors that control millions of individual pigment ferro-crystals. An integrated AI-53 "All Eyes" sensor system wraps around the inside of the helmet, which also includes a chemically scrubbed atmospheric filtration system.
When missions call for speed and stealth, situations in which heavily armored suits would be more of a burden than an advantage, a scout dropsuit is the best option. The enhanced mobility it provides makes up for its relatively low protection, and when combined with stealth technology modules, the scout suit is the obvious choice for infiltration, counter-espionage and assassination. I was merely speaking to what it's intended for, pointing out that, using it as intended the issues the OP brings up are moot. Using it as an assault suit, yeah, we have problems. And these problems, IMO, would all be rectified by buffing assault suits. I never said anything about unintended uses being bad or stupid or anything--I always fully encourage people to fit whatever they want.
Building penalties into suits is a ridiculous solution--suits grant bonuses for certain play styles; they shouldn't penalize players for using it them an "unintended" way (this is sort of dealt with by each type of suit having different slot layouts and CPU/PG amounts); this is completely contrary to your stance that, "Any suit can be anything the player wants", which simply isn't true. Try fitting an HMG on a scout.
But thanks for handing out life lessons, Sweet D. Maybe you should try fecking off.
My other dropsuit is a Python.
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