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Cotsy8
the unholy legion of darkstar DARKSTAR ARMY
226
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Posted - 2014.04.04 17:08:00 -
[61] - Quote
Ok here we go,
@d1ck - SG + cloak are FOTM chasers because the combo is OP. Not because shotguns or speed SG or tanked SG are but because cloaks are. Nerf'ing cloaks would not hurt scouts for many reasons, but would solve two huge problems. As mentioned 1000 times scouts received a significant boost in 1.8 (and cloaks) which made them more viable, stronger , more flexible, more adaptable due to additional classes (their new roles), increases to slot layout (hi/low on current suits), and a second equipment slot. There is no disputing scouts have a unique role, a cloak is not required to play that role but rather skill, good decision making, strategy, patience and being selective (don't chase a 1600 heavy, don't take on 3 guys etc..). Quick recap, cloaks reward poor play and provide offensive and defensive advantage to player whose gameplay doesn't deserve such high rewards. Cloaks are low risk, high reward, no drawback easy buttons.
@toby - people who don't care aren't using precision and range mods... Okay so if you spec'd into a cal scout you can be a 220 eHP scout who sees people coming but due to 2 lows can't avoid being seen himself, or due to 650-850 eHP scouts and 1600 eHP heavies can't do much in a battle outside place a remote or hide. You aren't going to see many scouts regardless, cloak + 1 complex damp (plus Gal scout racial bonus), check the chart. A Cal scout need 4 precision to pick up a cloaked scout using 1 complex damp, and can't find a Gal. That means you are required to be a Proto Cal scout with no eHP, no stealth, no speed, just to stand around and passively scan.. Sounds fun being a fragile useless guy who has to be high enough SP (12-14m SP) to avoid being able to do this, sounds like NPE is great, sounds like its a fun time doing **** all and still not seeing 1/2 the scouts. You say it protects you from minja's, yes the least used scout class who due to their **** 3-2 adv slot layout and lack of PG can't avoid to use stealth and speed or anything but NK which insanely high PG to screw the rest of their suit. Yea protect against a class which is so niche and low in numbers, and whose suits are the weakest in its class. What you are saying requires too much SP, doesn't protect against 1/2 of the scouts, and turns your char into a boob that isn't exactly having fun.
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Cotsy8
the unholy legion of darkstar DARKSTAR ARMY
226
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Posted - 2014.04.04 17:27:00 -
[62] - Quote
Shayz makes some good points on both sides, but his argument isn't cloaks vs cloaking removal, it's how to nerf cloaks more or less which means people are starting to recognize that cloaks are a easy button. They are low risk, high reward, no drawback equipment slot (but logi don't have a bonus to it) that rewards bad gameplay, and doesn't punish a scouts mistakes.
I am not saying there are no reasonable points made by people, why doesn't a flux remove a cloak. Seems to be a no brainer. Shouldn't a certain damage% remove the cloaking feature, would make sense. Shouldn't cloaks last less time, or have longer cool downs, i don't know about that.
Someone mentioned that scouts were better slayers than logi's now - I'm not sure about that, I can make a pretty damn good brick tank logi, all that CPU/PG and 4 or 5 lows means speed, stamina, high eHP. Sure it means you will be seen, but except for a Gal scout most scouts (Amarr maybe not at Proto) are being seen. Cal Proto and adv are being seen because they have two low slots so double dampening might not be an option, especially when they are using 3-4 hi's on enhancers. Min scouts are also not in the stealth game because 2 lows at adv and 3 lows at Proto seriously hurt their speed game. This is particularity a problem at adv, and a massive problem when equipping a high PG weapon like NK (no reduction skill, high PG in kin cats and cloaks as well).
Scouts are not the problem, the cloaks are. And yes, there are things you can do to nerf them but why not outright remove them? It's just a bunch of "elite" players who don't want to see their crutch go and the return to a high risk, high reward class based in skill and strategy and not easy button mode. At the same time, the middle of the road player who are struggling with being a scout have found their lack of skill doesn't apply here, and are fighting even harder to keep their **** gameplay relevant. From their mediocrity, cloaks have given these players the tool (singular) necessary to be a constant top 3 threat, given them the ability to slay all foes big or small, and given them the easy mode required so they are not punished for their many many mistakes.
Lets for the sake of argument just highlight the fact that cloaked scout is impossible for most new players to use due to the high SO requirements of max'ing out the scout (2.8m SP) to get reduction bonuses. |
Mahal Daj
Mahal Tactical Enterprises
44
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Posted - 2014.04.04 17:39:00 -
[63] - Quote
Cotsy8 wrote:Shayz makes some good points on both sides, but his argument isn't cloaks vs cloaking removal, it's how to nerf cloaks more or less which means people are starting to recognize that cloaks are a easy button. They are low risk, high reward, no drawback equipment slot (but logi don't have a bonus to it) that rewards bad gameplay, and doesn't punish a scouts mistakes.
I am not saying there are no reasonable points made by people, why doesn't a flux remove a cloak. Seems to be a no brainer. Shouldn't a certain damage% remove the cloaking feature, would make sense. Shouldn't cloaks last less time, or have longer cool downs, i don't know about that.
Someone mentioned that scouts were better slayers than logi's now - I'm not sure about that, I can make a pretty damn good brick tank logi, all that CPU/PG and 4 or 5 lows means speed, stamina, high eHP. Sure it means you will be seen, but except for a Gal scout most scouts (Amarr maybe not at Proto) are being seen. Cal Proto and adv are being seen because they have two low slots so double dampening might not be an option, especially when they are using 3-4 hi's on enhancers. Min scouts are also not in the stealth game because 2 lows at adv and 3 lows at Proto seriously hurt their speed game. This is particularity a problem at adv, and a massive problem when equipping a high PG weapon like NK (no reduction skill, high PG in kin cats and cloaks as well).
Scouts are not the problem, the cloaks are. And yes, there are things you can do to nerf them but why not outright remove them? It's just a bunch of "elite" players who don't want to see their crutch go and the return to a high risk, high reward class based in skill and strategy and not easy button mode. At the same time, the middle of the road player who are struggling with being a scout have found their lack of skill doesn't apply here, and are fighting even harder to keep their **** gameplay relevant. From their mediocrity, cloaks have given these players the tool (singular) necessary to be a constant top 3 threat, given them the ability to slay all foes big or small, and given them the easy mode required so they are not punished for their many many mistakes.
Lets for the sake of argument just highlight the fact that cloaked scout is impossible for most new players to use due to the high SO requirements of max'ing out the scout (2.8m SP) to get reduction bonuses.
I agree! Remove the cloak AND the rail rifle. I'd be happy with that.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Lightning xVx
R 0 N 1 N
516
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Posted - 2014.04.04 17:52:00 -
[64] - Quote
Well like I always say "There are Scouts, then there are those that use Cloak." |
Garrett Blacknova
Codex Troopers
4880
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Posted - 2014.04.04 18:06:00 -
[65] - Quote
Cotsy8 wrote:The same thing Cotsy always says. You know, you should probably go back to the thread where you tried to respond to me calling you out, and ACTUALLY DEFEND YOUR POSITION.
Otherwise your repetition of the same already-debunked argument will just continue to get the same counters that have already debunked it until you come up with a way to respond to the counter-arguments people keep bringing up.
I called you out, and while you responded to that calling out, you DIDN'T address any of the points I've made throughout all the other threads, and you tried to call me out in response but didn't stick around when I countered every point you tried to make.
So... Troll Try harder next time? |
Yan Darn
Science For Death
515
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Posted - 2014.04.04 18:07:00 -
[66] - Quote
Disclaimer: I'm the type of hipster scout everyone would hate - not only was I a scout before cloaks (or indeed tact-net changes) I have only ever invested in Gal-Scout (even now at 20mil+ SP).
I personally argued against tying our role bonus so intimately to just this one piece of equipment. So it'll be of no surprise that if CCP ditched cloaks tomorrow and replaced the 75% cloak reduction and gave us a 25% reduction to Biotics/electronics modules instead, I'd probably be happier.
That being said, I don't think cloaks are OP and do find them useful. My only real gripe would be the cloak shooting thing. Maybe less shimmer when crouch walking and more when sprinting? I dunno, I don't have a problem spotting cloakers normally.
If I'm really pessimistic though - the community will never accept cloaks. Too many 'stand and deliver' types who find bastardly scout tactics cowardly and for scrubs. People whinged about being shotgunned or knifed in the back pre cloaks, just never on forums for fairly obvious reasons. The Gank/Tank imbalance for so long just promoted this kind of narrow minded thinking.
Even without cloaks there would still be scout QQ for this reason.
The Ghost of Bravo
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CRNWLLC
Screwy Rabbit ULC
166
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Posted - 2014.04.04 18:16:00 -
[67] - Quote
I agree that cloaking shouldn't grant a reduction to scan profile. Not only is it removing one of the actual counters to cloakers, it doesn't make sense--scan profile is determined by the amount of noise (ie, decibels) generated by a suit; since cloaks are electronic, activating one would increase the EM radiation/noise output, thereby increasing its profile. Just my opinion, but it makes sense to me.
I think keeping visual cloaking (cloaks) and radar cloaking (profile dampening) as separate strategies is a good idea. This forces interested scouts to sacrifice a low slot to a damp, which is actually preferable for a stealth role anyway, since its bonus is passive, not active, like the cloak's.
My other dropsuit is a Python.
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Tectonic Fusion
1394
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Posted - 2014.04.04 18:24:00 -
[68] - Quote
Toby Flenderson wrote:The people who are complaining don't care enough to counter cloaks using precision enhancers or scanners. A corpmate of mine uses to complex precision enhancers and manages to see most cloaked scouts. It might suck for health but that's the price you pay for countering basically an entire strategy of many enemies. Even if one person does this in a squad and sticks together, passive scans can protect you. Having a designated scan scout can save the squad from minjas easily.
I say let it play out and eventually if there is no nerf people will adapt and sacrifice their up tank for precision Tactic* Not strategy.
Solo Player
Squad status: Locked
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Toby Flenderson
research lab
450
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Posted - 2014.04.04 19:14:00 -
[69] - Quote
Dauth Jenkins wrote:Toby Flenderson wrote:I-Shayz-I wrote:TheD1CK wrote: Squad up, watch each others back, there's your cloak nerf right there
Then why don't scouts have to squad up in order to be effective? Why don't scouts have to look behind them and use their eyes? Yeah sure I could do all these things that people keep telling me to do, but instead I can skill into scouts in order to: -See where the enemy is at all times -Not be detected easily -Play by myself -Get kills before anyone else can -Run away without fear of someone chasing me -Counter other scouts easily Yet if I want to play ANY other roles I have to adapt in so many ways to counter scouts. Using tactics to counter scouts all the time is like carrying around swarm launchers or forge guns all the time because I have to always be prepared to counter a tank. Except the things that counter scouts counter every other infantry as well. SL/FG do not help you against anything but tanks (generalizing that most people aren't FG prodigies). Also you're basically listing the perks of being a scout. This could be done with any suit. Heavies never have to worry about grenades or explosives in general. They have the best CQC weapon available. They have enough health to drop just about any suit in a CQC. They're targets for logi support. Logis are still able to tank a ridiculous amount of health. They get more equipment and bonuses to them. They have back speed bonuses. They get the most WP in general. You could keep going. My point is that scouts are good for ewar. That's the point of using a scout. It really seems like they're all getting **** for finally having a strength to play against the med/heavy suits Lol, try tanking the minmatar suits that CCP has made most logis use
Aside from my token MLT FG fit, I'm pretty confident sure none of my fittings have more tha 400 ehp. I don't know what you consider a tank but any logi can be tanked by my standards. All you have to do is stack armor plates. If that's not enough then use shields too. If health is your priority then you don't also get to counter scout stealth
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Toby Flenderson
research lab
450
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Posted - 2014.04.04 19:22:00 -
[70] - Quote
Cotsy8 wrote:Ok here we go,
@d1ck - SG + cloak are FOTM chasers because the combo is OP. Not because shotguns or speed SG or tanked SG are but because cloaks are. Nerf'ing cloaks would not hurt scouts for many reasons, but would solve two huge problems. As mentioned 1000 times scouts received a significant boost in 1.8 (and cloaks) which made them more viable, stronger , more flexible, more adaptable due to additional classes (their new roles), increases to slot layout (hi/low on current suits), and a second equipment slot. There is no disputing scouts have a unique role, a cloak is not required to play that role but rather skill, good decision making, strategy, patience and being selective (don't chase a 1600 heavy, don't take on 3 guys etc..). Quick recap, cloaks reward poor play and provide offensive and defensive advantage to player whose gameplay doesn't deserve such high rewards. Cloaks are low risk, high reward, no drawback easy buttons.
@toby - people who don't care aren't using precision and range mods... Okay so if you spec'd into a cal scout you can be a 220 eHP scout who sees people coming but due to 2 lows can't avoid being seen himself, or due to 650-850 eHP scouts and 1600 eHP heavies can't do much in a battle outside place a remote or hide. You aren't going to see many scouts regardless, cloak + 1 complex damp (plus Gal scout racial bonus), check the chart. A Cal scout need 4 precision to pick up a cloaked scout using 1 complex damp, and can't find a Gal. That means you are required to be a Proto Cal scout with no eHP, no stealth, no speed, just to stand around and passively scan.. Sounds fun being a fragile useless guy who has to be high enough SP (12-14m SP) to avoid being able to do this, sounds like NPE is great, sounds like its a fun time doing **** all and still not seeing 1/2 the scouts. You say it protects you from minja's, yes the least used scout class who due to their **** 3-2 adv slot layout and lack of PG can't avoid to use stealth and speed or anything but NK which insanely high PG to screw the rest of their suit. Yea protect against a class which is so niche and low in numbers, and whose suits are the weakest in its class. What you are saying requires too much SP, doesn't protect against 1/2 of the scouts, and turns your char into a boob that isn't exactly having fun.
The only thing I was thinking while reading your response to me was get gud. That's what I run. All of it. I have all 3 scouts mentioned above and I can with the help of a cloak, you don't need hardly any hp. Heavies don't have a clue when you come up behind them with no a knives. Caldari shouldn't be able to see everything, especially a scout who is using complex dampening and cloaks. But the thing is, if you're a scout using complex dampeners, you deserve to be invisible. You are complaining that they are all so fragile if they run scan mods and I agree. Just because you can't imagine being able to play this game without 600+ hp doesn't mean no one can. Seriously you just sound like an idiot crying about how you can't do something that a lot of us can pull off.
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pegasis prime
BIG BAD W0LVES Canis Eliminatus Operatives
1626
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Posted - 2014.04.04 19:24:00 -
[71] - Quote
Here's my view on cloaks ...... your all dam fuckinglucky my Gunnlogi do sent have one .
Other than that it's great for my e war cal scout as i can be a good target drop for my squad leaders ob it's fun when you run strait into a group of reds and Un cloak just as the ob comes downright on your head (not advisable for pc or fw ).
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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lordjanuz
Norwegian Dust514 Corporation Top Men.
310
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Posted - 2014.04.04 19:27:00 -
[72] - Quote
Cloaking are fine, as a heavy player they dont bother me much, some shotgun have taken me down, but now a wile after 1.8 release there is not much problem.
Mybe adjust so they cant fire until they are complete decloaked similar to EVE . |
Oswald Rehnquist
1325
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Posted - 2014.04.04 22:43:00 -
[73] - Quote
There are a lot of things to cover here from different people
TL/DR: A 1-3 second cloaking delay + Swapping Assault and Scout Regen Values would fix most issues.
Now for my other material
Part 1: Cloak Dampening Explanation and Bug Correction
First the dampening on the clock is ingenious and adds to good gameplay, creating submarine style tactics in Scout v Scout, which is very unique to dust and creates a special dynamic in scout v scout match ups, it is also a major balancing factor which balances scout line up between themselves. The biggest problem people have with scouts is their sheer offensive / defensive potential, and the first thing is the decloaking bug, which can be corrected by adding a 1-3 second firing delay to it, which will reduce the effect of the low skill tactics of Shotgun / Combat Rifle + Cloaks. Pre 1.8 active scanners made most medium frames secured in their false sense of security, cloaks just made it so scouts didn't get hit scanned on the way to a target.
Part 2: Old Scout Debate, Force Recon vs Light Assault
The biggest debate within the scout community has always been about where the scout should go and how it should be buffed. We are divided between our light assault community and our force recon community, for obvious reasons the slayer scout is more popular even prior to 1.8 (the rewards were greater and your personal Stats look better), but the recon subgroup still exists. In Eve, Cloaks take up space which are used for weapons, which directs Eve's cloaked units to more indirect combat role, particularly in the application of debuffs and status effects. Considering all "Recon" scouts have is hacking and uplink dropping, its not a very glorified or expansive role.
Part 3 Inter Frame Comparative Performance and Utility
Sentinels and Scouts are roughly the same tier and are balanced between themselves with very dramatically different playstyles. Logis whether you consider them mules or spammers they are equipment kings, a role which can not be mimic to the same degree, it is also a very necessary/relevant role to winning matches. Add to this that they gained more scanning abilities, can use cloaks effectively, so essentially are solidified as support with offensive potential.
Assaults on the other hand are clearly outshined by scouts which can directly mimic their abilities. Even assuming all racial and role bonuses are of great and relatively equal value the scout outshines the assault. That is entirely due to the fact that the slot layouts between the two are too similar and the scout has a better array of innate stats, thus the question is how to differentiate the two. To make my point Assaults literally only have 130 ehp over a scout and loses in every other trait.
Part 4 Potential Changes
A high regen stat on scouts encourages brick tanking, a high regen is very much wasted if you can't survive an alpha attack or any short burst fire, thus more ehp is often chosen. If we were to switch scout and assault regen values, you essentially reduce assault downtime and reduce the effectiveness of brick tanking scouts, forcing them to choose their encounters more. Assaults could also use more slots and cpu considering they don't have any unique traits about them (no heavy weapons, no cloaking specialty)
If we are allowed to screw over the light assault scout community, I'd say demote the light weapon slot to a sidearm slot (currently loving my ScR/BP combo), which would fix quite a few issues, mainly having a suit in the game with the one of the best weapon options, best scanning options, bests cloak usage, and an equipment utility, AKA Cloaked Scanning Light Assault Units. You'd see a major exodus of both old and new scouts should this happen, especially with 1.8 increasing the gap between sidearms and light weapons.
So the question then turns to do we give assaults more relative power into the light assault role and siphon scouts into a more force recon role or do break up the scout into a light assault suit and a force recon suit.
Below 28 dB
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Tectonic Fusion
1407
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Posted - 2014.04.04 23:48:00 -
[74] - Quote
CRNWLLC wrote:I agree that cloaking shouldn't grant a reduction to scan profile. Not only is it removing one of the actual counters to cloakers, it doesn't make sense--scan profile is determined by the amount of noise (ie, decibels) generated by a suit; since cloaks are electronic, activating one would increase the EM radiation/noise output, thereby increasing its profile. Just my opinion, but it makes sense to me.
I think keeping visual cloaking (cloaks) and radar cloaking (profile dampening) as separate strategies is a good idea. This forces interested scouts to sacrifice a low slot to a damp, which is actually preferable for a stealth role anyway, since its bonus is passive, not active, like the cloak's. TBH I only use cloaks for the profile dampening. So it would be worthless for me if they do that.
Solo Player
Squad status: Locked
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Shion Typhon
Intara Direct Action Caldari State
458
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Posted - 2014.04.05 00:29:00 -
[75] - Quote
Almost OK but needs slightly less duration, fixing the sketchiness of the decloak noise and mild lengthening of the delay between decloak and firing. If those 3 things happen I'm perfectly fine with cloaks. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
992
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Posted - 2014.04.05 03:12:00 -
[76] - Quote
Maybe gal scout needs to lose a low slot? Allow gal scouts to respec after this of course.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
508
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Posted - 2014.04.05 04:09:00 -
[77] - Quote
Knight Solitaire wrote:CCP hasn't changed the Shotgun in months except for a few minor fixes, its the combination of the Cloak + Shotgun that is making the weapon look powerful.
In this case its the Suit + Cloak Combined with the Shotgun. But the Shotgun itself is not OP. It's not OP but it doesn't need a range buff either like I see most suggest and have done so before 1.8 .
Scouts have always been a threat with a shotgun and to hear the constant moaning about the shotgun , while they are 2 and 3 shot's to a heavy and 3 to 4 to a sentinel .
It's starting to get old . It's a CQC weapon and is the most dangerous weapon next to remote explosives and a headshot from a sniper rifle . Oh yeah being OKH'd by a forge and all that power lies in a scout's hand .
Stop whining about the shotgun . It's one of the few items in this game that has a defined role .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
530
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Posted - 2014.04.05 04:35:00 -
[78] - Quote
TheD1CK wrote:How far into 1.8 are we ??? This is way to early to call nerfs on Cloaking At the beginning of 1.7, HAV's were dominating by far, but due to players Adapting to using AV roles they were dealt with easily enough, bar some
Scouts are only learning how to use this cloak that for once, actually does what it should The Cloak/Shotgunners in majority are the same guys who would be stomping in any FOTM Nerfing cloaks hurts Scouts, who finally fill a unique role on the battlefield in Dust514 Rather than jumping straight on Forums to QQ for nerfs, try adapting....
Scouts being invisible adds a whole new layer of CQC to our gaming While being tough to deal with, this is early days yet....... Squad up, watch each others back, there's your cloak nerf right there Tanks are still op. Also tanks dominated because of lazy programming I think the militia fuel injector gave 100% boost instead of 10%. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
530
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Posted - 2014.04.05 04:37:00 -
[79] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Knight Solitaire wrote:CCP hasn't changed the Shotgun in months except for a few minor fixes, its the combination of the Cloak + Shotgun that is making the weapon look powerful.
In this case its the Suit + Cloak Combined with the Shotgun. But the Shotgun itself is not OP. It's not OP but it doesn't need a range buff either like I see most suggest and have done so before 1.8 . Scouts have always been a threat with a shotgun and to hear the constant moaning about the shotgun , while they are 2 and 3 shot's to a heavy and 3 to 4 to a sentinel . It's starting to get old . It's a CQC weapon and is the most dangerous weapon next to remote explosives and a headshot from a sniper rifle . Oh yeah being OKH'd by a forge and all that power lies in a scout's hand . Stop whining about the shotgun . It's one of the few items in this game that has a defined role . So its ok for scouts to have a ohk weapon but not for a slow moving heavy? For a heavy our ohk weapon takes 4 seconds to charge up and we are giant targets that pretty much nobody should miss.
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Dengar Skirata
The Third Day Galactic Skyfleet Empire
96
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Posted - 2014.04.05 04:53:00 -
[80] - Quote
I don't really have a problem with the cloak. I think it brought a new style of gameplay to the game, something that was badly needed. HOWEVER, I also believe that it is currently WAY TOO EASY to run around with a cloak and shotgun and destroy anything that gets in your way.
It has become far too common to see a proto heavy get gunned downing two shots by a standard scout with a cloak and militia shotgun. And yes, I think its safe to say that scouts are the new FOTM. I was running around in a skirmish the other day in my assault suit. I hack an objective and within 5 seconds I'm surrounded by 4 cloaked scouts armed with shotguns. Thats when I logged off for the day.
// Author of the Dust Spec Ops Tactics Handbook
// Templis Dragonaur
// Caldari Loyalist
// MAG Veteran (RAVEN)
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Garrett Blacknova
Codex Troopers
4902
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Posted - 2014.04.05 05:55:00 -
[81] - Quote
Thurak1 wrote:So its ok for scouts to have a ohk weapon but not for a slow moving heavy? For a heavy our ohk weapon takes 4 seconds to charge up and we are giant targets that pretty much nobody should miss. i want shotguns to have a 4 second charge up time to make them a more balanced weapon. Compare range on the Forge Gun to range on a Shotgun. The charge time is what makes the Forge not OP. The range restriction is what makes the Shotgun not OP.
Nobody's saying a Forge Gun shouldn't OHK another player (I hope... if they are, lol). We're also not stopping your Commando suit from equipping a Sniper Rifle and a Shotgun for one-shot goodness.
And for the record, against competently (not even heavily) tanked Heavy suits, a Shotgun WILL NOT INSTAKILL YOU. Unless they manage to land the entire spread of pellets onto your head, that is. In which case, you probably deserved it. And even then, some heavily-tanked suits will still be standing. |
Ivy Zalinto
Bobbit's Hangmen
354
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Posted - 2014.04.05 06:53:00 -
[82] - Quote
Garrett Blacknova wrote:Thurak1 wrote:So its ok for scouts to have a ohk weapon but not for a slow moving heavy? For a heavy our ohk weapon takes 4 seconds to charge up and we are giant targets that pretty much nobody should miss. i want shotguns to have a 4 second charge up time to make them a more balanced weapon. Compare range on the Forge Gun to range on a Shotgun. The charge time is what makes the Forge not OP. The range restriction is what makes the Shotgun not OP. Nobody's saying a Forge Gun shouldn't OHK another player (I hope... if they are, lol). We're also not stopping your Commando suit from equipping a Sniper Rifle and a Shotgun for one-shot goodness. And for the record, against competently (not even heavily) tanked Heavy suits, a Shotgun WILL NOT INSTAKILL YOU. Unless they manage to land the entire spread of pellets onto your head, that is. In which case, you probably deserved it. And even then, some heavily-tanked suits will still be standing. I know for sure that my breach shotgun will not ohk or even two shot a fully tanked sentinel. It irritates me.
My 2 isk on the other arguments earlier in the thread: The argument that flux should disable a cloak entirely is also bs. It would render caldari scouts in particular exceedingly vulnerable and be a hard counter rather than a tactical one. It would be the same issue when av grenades could pop 800k tanks. The shield based scouts would cease to exist.
Armor scouts it wouldnt be so bad. I have played a gallente scout since the things were released. The speed on my suits are high enough to get out of the blast radius but honestly people just need to adjust. Cloaks arent the problem, I personally think fire rate on the shotguns are a problem. Drop the fire rate on all shotguns to that of the breach to simulate cycling another shell into the chamber and increase the breaches reload speed. Maybe a point or two more damage for breaches across the board to compensate for the low shell count. It needs to be able to kill a tanked sentinel in its magsize if shotguns are the counter to heavy suits. This isnt a must but would be nice.
just my 2 isk
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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Garrett Blacknova
Codex Troopers
4902
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Posted - 2014.04.05 06:55:00 -
[83] - Quote
Ivy Zalinto wrote:My 2 isk on the other arguments earlier in the thread: The argument that flux should disable a cloak entirely is also bs. It would render caldari scouts in particular exceedingly vulnerable and be a hard counter rather than a tactical one. It would be the same issue when av grenades could pop 800k tanks. The shield based scouts would cease to exist. My perspective on this is that I would only support a Flux disabling a cloak if having the cloak active prevented your shields from going down. |
Ivy Zalinto
Bobbit's Hangmen
354
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Posted - 2014.04.05 07:07:00 -
[84] - Quote
Garrett Blacknova wrote:Ivy Zalinto wrote:My 2 isk on the other arguments earlier in the thread: The argument that flux should disable a cloak entirely is also bs. It would render caldari scouts in particular exceedingly vulnerable and be a hard counter rather than a tactical one. It would be the same issue when av grenades could pop 800k tanks. The shield based scouts would cease to exist. My perspective on this is that I would only support a Flux disabling a cloak if having the cloak active prevented your shields from going down. I agree this could actually work but people would ***** about it. I dont see people happy until cloaking breaks both your weapons and slows your movement speed to a crawl for 30 seconds after you decloak. People are never really happy if something is killing them.
Personally I dont see cloaks as a problem at all currently. Shotguns need a slight tweak but you cant nerf a players mind...well...not without adding controller input lag or something.
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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HYENAKILLER X
WILL FIGHT ANYONE
697
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Posted - 2014.04.05 07:26:00 -
[85] - Quote
Kill zone 3 was substandard on every level compared to this game and it had cloaks. I personally hate them. Almost as much as tanks.
But clearly people love them.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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The Robot Devil
Brave Bunnies Brave Collective
2275
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Posted - 2014.04.05 07:35:00 -
[86] - 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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Garrett Blacknova
Codex Troopers
4910
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Posted - 2014.04.05 08:22:00 -
[87] - 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.
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 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. 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. |
The Robot Devil
Brave Bunnies Brave Collective
2275
|
Posted - 2014.04.05 09:12:00 -
[88] - 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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ANON Cerberus
Tiny Toons
469
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Posted - 2014.04.05 09:18:00 -
[89] - Quote
After reading replies in this thread I have many issues.
You cannot balance a weapon (in this case the shotgun) based off of cloaking.
All weapons and indeed all modules including the cloak, have to be balanced in their own right. By this I mean, if you go adjusting / nerfing the shotgun for instance, or even the scout for that matter, you are going to break gameplay for those that use the shotgun who ARE NOT cloakers. The same applies for balancing scouts around the cloak, this could impact non cloak users.
Everything has to be balanced in its own right. This game already has had many issues in terms of balance, I would hate to see it get broken further. |
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
403
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Posted - 2014.04.05 10:33:00 -
[90] - Quote
I personally think it's mostly protostompers but the cloak should be nerfed slightly by adding a cooldown timer or proximity deactivation. |
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