The Robot Devil
Brave Bunnies Brave Collective
2275
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Posted - 2014.04.05 07:35:00 -
[1] - Quote
Good thread, not too much QQ and some good insight and suggestions.
I don't use cloaks or shotguns so I am only coming from a Minmatar logi point of view.
I like the cloaks how they are with the exception of bugs.
I am worried about shotgun damage sometimes. The other day a militia shotgun done 750+ damage to me in two shots and then dropped my squad mate before we could react, I am not saying they are OP because it could be a head shot but it just seems a little powerful to be able to drop two players in a second or two. The player may have been good but 325 damage per shot seems high.
I have shot up cloaked scouts and had them into armor only to have them turn around and drop me with a CR. I think the light frames ability to tank may be a bit too high because the cloak doesn't seem to have the disadvange that the counter to a cloak has. Passive scans take a slot where defense would go but the cloak takes an equipment slot that doesn't force the player to give up as much.
I am not QQing but I do want to share my opinions with this tread and it think that the shotgun cloak is very powerful with few drawbacks when compared to the counters available to other suits, like more HP or better passive. Team work and situational awareness does make a huge difference but being in a team shouldn't be required for a solo player to profiable.
I very much like the suggestion in this thread that flux should make scouts more visible, I don't think it should do anything to the cloak except make it more visible for a second or maybe even two. I would like to see a grenade introduced thats only job is to decloak, a decloak grenade would give us a very hard counter and help to disrupt cloak gameplay. There is absolutely nothing wrong with cloaky camping an objective but having a way to disrupt a cloak would be very fun and give us some more diversity to choose from.
Along with a decloak grenade I would also like to see a piece of equipment, like a nanohive, that creates a decloak field that allows us to set up "cloak free" zones that a squad could work in. I feel a piece of equipment like this would give us a better hard counter and make cloakers think a little more instead of giving them an almost risk free kill.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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The Robot Devil
Brave Bunnies Brave Collective
2275
|
Posted - 2014.04.05 09:12:00 -
[2] - Quote
The Robot Devil wrote:I am worried about shotgun damage sometimes. The other day a militia shotgun done 750+ damage to me in two shots and then dropped my squad mate before we could react, I am not saying they are OP because it could be a head shot but it just seems a little powerful to be able to drop two players in a second or two. The player may have been good but 325 damage per shot seems high. By "325 damage" you mean "not enough to kill even most non-brick-tanked Scout suits".
Pretty sure that SMALL an amount of damage is reasonable for a weapon with an effective range that competes with Nova Knives for shortest.
I agree, I am just saying that I am worried it is a bit high because in four shots tit did well over 1k damage in around two seconds. I don't necessarily think it needs a nerf or anything. I am just commenting on how much damage a militia shotgun can do in the amount of time that it does it.
Quote:I have shot up cloaked scouts and had them into armor only to have them turn around and drop me with a CR. I think the light frames ability to tank may be a bit too high because the cloak doesn't seem to have the disadvantage that the counter to a cloak has. Passive scans take a slot where defense would go but the cloak takes an equipment slot that doesn't force the player to give up as much.
If you were "shooting them up" while they're cloaked, and you're not in a Scout suit yourself, you should have comparable eHP at the very least, which means they managed to turn then MASSIVELY outmatch your damage output to catch up then exceed the damage you'd already put on them. Either you're using a sidearm and are a bad shot, or you're a terrible shot.
I think the GalScout at least has slightly better fitting capabilities than it actually deserves, but I haven't played enough with fittings on the others to judge if they also have the same problem. It's not as huge an advantage as some QQers are trying to make it out to be, but there's definitely that one area which could probably use another look over.
Quote:I am not QQing but I do want to share my opinions with this tread and it think that the shotgun cloak is very powerful with few drawbacks when compared to the counters available to other suits, like more HP or better passive. Team work and situational awareness does make a huge difference but being in a team shouldn't be required for a solo player to profiable. You don't need to be in a coordinated squad in order to run with teammates. It's a team game. Every game mode is team vs. team. You will ALWAYS be in a team when you're on the battlefield. As long as you're on the battlefield, there will be blue (or green) dots to stay with for that "safety in numbers" option.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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