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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  SEVENTY 6
 Fatal Absolution
 Dirt Nap Squad.
 
 11
 
 
      | Posted - 2014.04.04 18:23:00 -
          [1] - Quote 
 With 1.8 almost everyone has gone to heavy or scout. I have been a great player so far because of my gun game, and tactical knowledge. With the implementation of cloaked scouts with shot guns, my class has become obsolete. I am now forced to play the scout or heavy game, and I feel alienated.
 
 DE OPRESSO LIBER | 
      
      
        |  Rannici
 Ancient Exiles.
 Dirt Nap Squad.
 
 159
 
 
      | Posted - 2014.04.04 18:26:00 -
          [2] - Quote 
 https://www.youtube.com/watch?v=DksSPZTZES0
 
 
 ...seriously though i agree.
 but what do you expect of CCP? broken game remains broken.
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        |  Lightning xVx
 R 0 N 1 N
 
 518
 
 
      | Posted - 2014.04.04 18:31:00 -
          [3] - Quote 
 I LOVE being right and no one believes me til it happens to them. Like my thread while your at it too prove my point.
 
 https://forums.dust514.com/default.aspx?g=posts&m=1955409#post1955409
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        |  HYENAKILLER X
 WILL FIGHT ANYONE
 
 695
 
 
      | Posted - 2014.04.04 18:37:00 -
          [4] - Quote 
 On std gal assault:
 
 Sb
 Smg
 Cmplx dmg mod
 2x cmplx profile dampener
 1 enhanced rep/kin kat.
 
 If you cant fight with that...
 
 Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory. | 
      
      
        |  Heimdallr69
 Heaven's Lost Property
 
 2001
 
 
      | Posted - 2014.04.04 18:38:00 -
          [5] - Quote 
 
 SEVENTY 6 wrote:With 1.8 almost everyone has gone to heavy or scout. I have been a great player so far because of my gun game, and tactical knowledge. With the implementation of cloaked scouts with shot guns, my class has become obsolete. I am now forced to play the scout or heavy game, and I feel alienated. I still run cal assault with rr.. I don't need too scoop too that level. Even though a lot of heavies are starting too use the rr like wtf? GG ccp. Give assaults a DMG bonus towards their racial rifles.
 
 Removed inappropriate content - CCP Logibro | 
      
      
        |  137H4RGIC
 SVER True Blood
 General Tso's Alliance
 
 140
 
 
      | Posted - 2014.04.04 18:39:00 -
          [6] - Quote 
 HTFU. You're slightly less mobile than a scout, and you hold more long range damage potential than a heavy, and are much more mobile than a heavy. You're a jack of all trades who specializes at nothing. If you're really upset about heavies, don't want to spec into HMGs, go Commando. Try that.
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        |  Heimdallr69
 Heaven's Lost Property
 
 2002
 
 
      | Posted - 2014.04.04 18:41:00 -
          [7] - Quote 
 From what I see assaults are the frontline.. Frontline soldiers specialize in rifles do they not? That's why they're frontline...
 
 Removed inappropriate content - CCP Logibro | 
      
      
        |  Tectonic Fusion
 
 1396
 
 
      | Posted - 2014.04.04 18:47:00 -
          [8] - Quote 
 Gallente Medium Frame G-1
 1 Complex Shield Extender
 2 Basic Armor Plates
 1 Enhanced Armor Plate
 SB-39 Rail Rifle
 GN-20 Specialist Flaylock Pistol
 Basic Flux Grenade
 Compact Nanohive
 
 Works like a charm.
 
 Solo Player Squad status: Locked | 
      
      
        |  Yan Darn
 Science For Death
 
 515
 
 
      | Posted - 2014.04.04 18:50:00 -
          [9] - Quote 
 This, x1000 - for all the times I've tried explaining it in nerf scout/heavy threads. It makes no sense to make nerfs to either while assaults (and regular armour plates) are left unbalanced.
 
 Been scouting since I started in...1.2? I recognise a frame that is generally outperformed in its role (whatever that is) by other frames.
 
 
 
 The Ghost of Bravo | 
      
      
        |  LUGMOS
 YELLOW JESUS EXP FORCE
 
 422
 
 
      | Posted - 2014.04.04 18:51:00 -
          [10] - Quote 
 Rifle damage suit bonus.
 
 Greater tank penalty fo scouts.
 
 QQ? Boo Hoo [Q] <-- Drink Moar Quafe | 
      
      
        |  KAGEHOSHI Horned Wolf
 Dominion of the Supreme Emperor God-King KAGEHOSHI
 
 10288
 
 
      | Posted - 2014.04.04 19:03:00 -
          [11] - Quote 
 I think the main issue with the scout vs assault thing is the HP gap not being significant enough when a scout is fitted for HP.
 
 I think scouts should be able to bricktank if they want to, but the HP gap between scouts and medium frames should remain significant. Right now the HP gap isn't, and an Amarr scout actually has more module slots than an Amarr assault at STD-ADV for example and allows the scout to out-tank the assault, while still being faster, stealthier, better at scanning, have a 2nd equipment etc. The issue is less pronounced with the other assaults, but the gap is too small.
 
 The problem is the medium frame slots, and slot progression. Like every other frame size, mediums should gain only 1 module slot from one tier to the next, and the upper limit should be 8 (like mos current logis). So it should be 6 module slots STD, 7 ADV, 8 PRO. I say let scouts tank if they want to, as long as they don't start usurping the role of assaults.
 
 My thread on the subject: [Request] Medium frame (basic/assault/logi) slot changes/incease
 
 KAGEHOSHI Horned Wolf wrote:The 6 at STD, 7 at ADV, 8 at PRO mod slot plan would make mediums competitive, & slayer brick-tanked scouts won't be able to out-tank and outperform medium frames at their own jobs. There is no need to nerf scouts, simply raise mod slot count on medium suits and the brick-tanked scouts won't be an issue. This thread was created before the brick-tanked scout problem, but I strongly believe my proposed slot layout solution for mediums will solve the issue. Read on, I will explain. [UPDATE]: There are big problems with the medium frame slot layouts that need to be addressed. "Too long; didn't read" (TL;DR) version on post 2 (click here ). [Assault & logistics issues] Slayer logi issue originates from the logis to tank more HP than their assault counterparts, allowing them to be more survivable killing platforms. This problem won't truly go away until the slots are handled correctly, just right now brick-tank scouts are bigger issue. Logis sacrifice sidearms, mobility, & base HP in exchange for for 2-3 more equipment (equip) slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equip slots, there is some crazy weirdness with the slot layouts that leads to imbalance.  - At standard (STD) tier all logis (with the odd exception of the Amarr (Am) one) have inferior module (mod) slot layouts compared to the STD assault counterparts. - Advanced (ADV) tier logis either get equal or superior mod slot layouts compared to their ADV assault counterparts. - Prototype (PRO) tier logis all gain an extra low slot than their PRO assault counterpart, the caldari one also gains an extra high slot also. Summary: logis underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV, & all OP at PRO.
 No reason for the Caldari (Cal) logi only having 2 equip at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for the sacrifice. The STD Cal logi is UP even compared to the other UP STD logis. 
 There is also the issue of the Am medium slot layouts. 1.8 has Am mediums shifting from hybrid tanking (equal shields & armor) to predominantly having armor; this requires a slot layout change of more low slots for effective armor tanking. Right now the progression of Am mediums is odd, they start with more high slots (2 at militia (MLT) & STD).
 Am assault has less mod slots than other assaults. Yes it has a tiny 30 more base HP than the Caldari and Gallente assault, a small advantage already countered by being the slowest assault. It should be noted that the Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Am assault since the extra HP is already balanced by the speed loss. This problem makes the Am assault suffer the most from the brick-tanked scout problem, since the Am scout has more mod slots at STD-ADV than the assault, and same mod slot count at PRO; this allows the Am scout to surpass the Am assault in HP, while being faster, having a 2nd equip, stealthier, etc. [Solution]Part 1: assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange).
 Give all assaults the same number of mod slots.
 Equalize the mod slot layouts for assaults & logis of the same race & tier: Assault & logi STD (high/low) Am: 2/4  Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5  Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 [ REMOVED BASIC MEDIUM STUFF TO SAVE SPACE ]   Obviously PG/CPU should be tweaked  
 Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+ | 
      
      
        |  Taeryn Frost
 Zumari Force Projection
 Caldari State
 
 215
 
 
      | Posted - 2014.04.04 19:06:00 -
          [12] - Quote 
 Put all the damps and enhancers you want on your Assault....
 
 You're still getting shotgunned in the back.
 
 Hence, for the first time I've had to go FOTM scout.
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