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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
651
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Posted - 2014.04.13 20:32:00 -
[31] - Quote
Ander Thedas wrote:
That issue is simply this: The best counter to a play style should almost never be itself.
This one simple statement should be plastered on every single wall,in front of every single work station,above every toilet,in every closet,and in every parking space of every CCP employee,until they actually get the idea,and implement it into common practice within the game.
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General12912
Gallente Marine Corps
179
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Posted - 2014.04.13 20:43:00 -
[32] - Quote
Kristoff Atruin wrote:It's pretty simple, the only thing that can ever detect a standard or advanced scout suit (with level 5 skills) is another scout suit, or a gal logi with a proto scanner (a fitting that costs way more than the scout). One on one a scout has a slight advantage if you know he's there. The problem is squads of scouts. You see one and start planning to take him out, and the one behind you that nobody else saw takes you out first. A squad of scouts working together can dismantle an entire team and wipe their uplinks out, pushing them into the redline.
Rock / paper / scissors only works when rock isn't better than everything else.
that just shows how significant Electronic warfare is on any battlefield. be it here, or irl with troops fighting in afganistan.
scouts should be able to do all that. the thing they shouldnt be able to do is fight a large group of enemies. they need to be more of a lone-wolf fighter who can only take out the sick calf of the herd that is falling behind.
Every suit Gk.0 <3
Gallente Federation Patriot
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
35
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Posted - 2014.04.13 21:01:00 -
[33] - Quote
Ander Thedas wrote:A'Real Fury wrote:One concern that jumps out me here is that currently:
1. gal scout has the best ability to stay off the radar or to brick tank 2. The suggestion that gal logi should be granted an even greater ability to active scan their surroundings.
This is effectively changing the racial balance even more in the Gallentes favour. They will have the ability to see everybody with only their scouts being able to avoid the active scans.
I will add this, though: the Gallente already have the bonus to armor reps that no other suit seems to have matched. It's just a free thing they get that maybe all other races need an analog for. For the purposes of this topic if, hypothetically, all Caldari suits got a 10% bonus to scan precision (and the scout had it's bonus slightly reduced to compensate) then that might help shift the battle trends over to Caldari as your counter scout, even outside of the scout role itself. Amarr with a bonus of plate penalty reduction (maybe half the penalty other suits incur?) and Minmatar with let's say a 20% bonus to shield reps (either amount repped or delay time, could be either). Now everything has a very defined role that highlights their race's strengths and gives a bit more combat dynamics.
I totally agree with this idea. I believe this will add some flavor to each race. Maybe the change the current bonuses to this?
Please do not ignore helpful and constructive comments.
Amarr Victor
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Doshneil Antaro
Dem Durrty Boyz Dirt Nap Squad.
271
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Posted - 2014.04.13 21:18:00 -
[34] - Quote
@Ander Thedas: I believe that medium suits should both have the abilitiy for the idea I have brought up. It is for the good of rock, paper, scissors. If assaults are excluded from this, they would still be where they are now, which is inferior to all.
As far as my idea of percision mods the better balance is achieved vs the dampening mod, not the suits db. If a scout uses two complex dampeners, then he would still beat 2 complex precisions as I described. If it was vs suits themselves, than it would be pointless to run precision mods, as dampeners would still worth more than double of 1 precision.
Sage /thread
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Adipem Nothi
Nos Nothi
168
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Posted - 2014.04.13 21:18:00 -
[35] - Quote
How can you compare Scouts to Tanks in good conscience?
Anything and Anyone can take out a Scout. Lots of things can do it in under a second.
Bang?
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Ander Thedas
Subdreddit Test Alliance Please Ignore
464
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Posted - 2014.04.13 21:28:00 -
[36] - Quote
Adipem Nothi wrote:How can you compare Scouts to Tanks in good conscience?
Anything and Anyone can take out a Scout. Lots of things can do it in under a second.
Easily. Read the OP. That's how I did it.
As I said before what CAN take something out isn't always as important as what is currently happening statistically. Both examples are just two different variants of a similar balancing issue.
Omnia mutantur nihil interit
FW lvl10 reward
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D legendary hero
Ultramarine Corp
1850
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Posted - 2014.04.13 22:28:00 -
[37] - Quote
Ander Thedas wrote:1.7 the complaint was tanks. 1.8 it's scouts. There's a very large and fairly obvious shared issued with both these roles which exacerbates the problems to the level that it's in and is a FUNDAMENTAL balancing ideology that needs to be addressed for this game to reach the level I know it can and should be.
That issue is simply this: The best counter to a play style should almost never be itself.
With 1.7 tanks and the way that AV was currently being utilized the only thing that could really handle the tanks on the battlefield were other tanks. It was, to put it diplomatically, problematic. It hindered the general flow of play and having tanks on the field on either side proved to be more of a detriment to a battle than an improvement of variety and circumstance. Many people complained. Several switched to red line rail fits just to try to do something about it. The infantry was furious at the tanks, the vehicle pilots were furious at the red line rails. Not too many people were happy and it showed. The way to defeat tanks WAS tanks and the battle trends followed that logic to just compound the issue.
Now with 1.8 most people complain about scouts. And there's a problem with cloak times, sure, and brick tanking a scout, fine. But those are NOT the main issues. The problem with scouts is that the things that best counter a scout is another scout. The main weakness of a scout is being seen and not having the option to cherry pick their fights and dictate the battle conditions. The only suits that can rob a scout of his or her ability to do so reliably is another scout suit that's kitting ewar modules, and therein lies the problem almost entirely. People hate having to deal with scouts so in an effort to combat them their option is to become the thing on the battlefield that bothers them. It's the same with the way tanks progressed in 1.7. And with everyone converting over to scouts to solve their own personal scout problem it just adds more to the battlefield, increasing other peoples issues with them.
The solution is one that creates a healthy dynamic of game play and allows for fluidity across play styles: the best counter to a scout needs to be a different suit, which is then countered by something else entirely and so the clockwork mechanisms of war spin.
My personal thought on the issue is that the logical heir to the mantelpiece of counter-scout is the logistics suit. The Gallente is already semi-poised in the right direction with having a bonus to active scanners, but largely speaking it's not enough. I run scout suits (not Gallente) undampened and uncloaked and I get under more than 50% of all scans without too much issue. A think a smallish buff in passive scanning on a logistic suit might go a long way into making passive modules more functional for them (small steps here, it would be way too easy for the pendulum to swing the other way and make the scouts undesirable, too), or even a small buff to the angle that active scanners can sweep, which would make them more reliable without necessarily making them any stronger, which incentiveizes using them more.
All in all there are options, for sure, but the bigger issue to be addressed here is the crux of my argument. When the best counter for a play style is the same play style then the battle trend will always settle there. When you keep the gears moving you keep the fight fresh and I think most people will be happier with a robust theater of war.
^^All of this. +1+1+1+1+1+1+1+1+1
I will add that. Another problem with balancing which CCP has repeatedly proven to us they do not understand is the concept of "advantage vs. disadvantage" or "upside vs. downside".
basically, Everything has a purpose, and a primary mode/means of accomplishing said purpose. now if, the advantages said tool provides are too high inrelation to the goal it intends to accomplish, and it does not have enough downsides, then it is OP.
scouts are supposed to be fast. they are supposed to be hard to detect. however, the current scouts not only are fast and undetectable, they also, can carry extra equipment, essentially making them super logis/commandos, they can tank out almost like a medium frame with twice (thrice) the speed and can of course carry the same armaments. So, in actualty scouts have no downside, they tank ike medium frames, are invicible, can carry equipement and still are faster than everyone else.
so, to summarize, when balancing, buffing or nerfing anything. CCP must consider what is this objects goal/purpose, what are the advantges and what are the disadvantages. If something is to weak add advantages. if it is too strong add weaknesses.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
Ultramarine Corp
1850
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Posted - 2014.04.13 22:30:00 -
[38] - Quote
Th3rdSun wrote:Ander Thedas wrote:
That issue is simply this: The best counter to a play style should almost never be itself.
This one simple statement should be plastered on every single wall,in front of every single work station,above every toilet,in every closet,and in every parking space of every CCP employee,until they actually get the idea,and implement it into common practice within the game.
the only exception being snipers... but snipers are not one shot kills so its not that bad.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
654
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Posted - 2014.04.13 23:08:00 -
[39] - Quote
D legendary hero wrote:Th3rdSun wrote:Ander Thedas wrote:
That issue is simply this: The best counter to a play style should almost never be itself.
This one simple statement should be plastered on every single wall,in front of every single work station,above every toilet,in every closet,and in every parking space of every CCP employee,until they actually get the idea,and implement it into common practice within the game. the only exception being snipers... but snipers are not one shot kills so its not that bad.
And he did say "almost never".
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
36
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Posted - 2014.04.14 00:18:00 -
[40] - Quote
D legendary hero wrote:
I will add that. Another problem with balancing which CCP has repeatedly proven to us they do not understand is the concept of "advantage vs. disadvantage" or "upside vs. downside".
basically, Everything has a purpose, and a primary mode/means of accomplishing said purpose. now if, the advantages said tool provides are too high inrelation to the goal it intends to accomplish, and it does not have enough downsides, then it is OP.
scouts are supposed to be fast. they are supposed to be hard to detect. however, the current scouts not only are fast and undetectable, they also, can carry extra equipment, essentially making them super logis/commandos, they can tank out almost like a medium frame with twice (thrice) the speed and can of course carry the same armaments. So, in actualty scouts have no downside, they tank ike medium frames, are invicible, can carry equipement and still are faster than everyone else.
so, to summarize, when balancing, buffing or nerfing anything. CCP must consider what is this objects goal/purpose, what are the advantges and what are the disadvantages. If something is to weak add advantages. if it is too strong add weaknesses.
This is golden, couldnt have said it better myself. Listen CCP.
Amarr Victor
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1754
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Posted - 2014.04.14 00:42:00 -
[41] - Quote
There has been 20-30 players that have Used the Scout suit effectively for the last 9 months.
People just aren't used to fast little scouts moving around. The ones that have been here through the scout phase of Beta and the beginnings of Uprising don't really have a problem with them what so ever.
Cloaks are a new Feature in Multiplayer FPS games on the console in general.. People just aren't used to a Cloaking mechanic and are still adjusting... Most have, And are picking out full stationary cloaked targets like nothing and dropping them before the cloaker can even switch to a gun.
This "Nerf" "Buff" culture of DUST 514 has to stop. We have spent 1 year 6 months on it and we have removed as much content and items as we have added. People come on the forums and cry about what killed them and how it's OP, then cry that they couldn't kill someone so this thing is UP.
Other then general content implementation and balancing efforts done then, then bugs and glitches worked out subsequent. We Need to STOP Buffing and Nerfing things and just Accept DUST 514 For What It Is. |
Heathen Bastard
The Bastard Brigade
1256
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Posted - 2014.04.14 01:01:00 -
[42] - Quote
Bethhy wrote: We Need to STOP Buffing and Nerfing things and just Accept DUST 514 For What It Is.
Lemme translate: I like this particular patch's OP fit. Please don't ever balance it and put on level with everyone else.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
2067
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Posted - 2014.04.14 01:26:00 -
[43] - Quote
Just to illustrate the problem. Before the mouse controls got destroyed with the randomized wiggle in the mouse movement I had a 1.98 kdr (not something I give a damn about, but it's the easiest way to show the problem) runnnig logi with assault rifles. Since then, running logi still, my kdr dropped to around 1.3 or so.
In the past week I've been running a gallente scout with a cloak and a mass driver. First night I did this I lost two suits the entire night, racking at least 30 kills before I called it a night. My usual kdr, with me spending a lot of time placing links or reviving people (in a scout suit), in those matches is between 5.0 and 9.0. Technically, because I go the whole match without dying most of the time. I never even played scout before 1.8. It's the combination of the cloak and medium suit levels of hp causing this to happen, and I'm only running two enhanced plates on my tankiest fits. I use precision enhancers in the highs and 1 ewar in a low usually.
With the advanced cloak I'm pretty much untouchable unless I get unlucky with a bad spawn that places me near reds before my dampening skill turns on. In FW I've found that I'm at more of a danger of being run over by a friendly LAV than I am of getting killed by an enemy.
Here's how it typically goes: I start running toward an objective and cloak up when I get near. When the coast is obviously clear I may sprint to cover despite the blue shimmer. Then once I've established that I'm safe I'll turn off the cloak and let it recharge. While this is going on I keep a close eye on the radar and plan my attack, decloaking behind up to 4 enemies if nobody is looking my way. If there's 3 and only one is looking my way I yolo and kill him first (unless it's a sentinel, then I nope out of there). I kill one or two people then sprint behind cover and immediately cloak up. Because I'm using the advanced cloak it's extremely unusual for me to not be able to cloak up at will. This one aspect makes me nearly invulnerable, since very few people ever spot me.
If they do, moving at walking speed while changing directions is often enough to throw off their aim if I'm not highlighted on their radar. If they've got a good aim on me then I have tons of armor available to keep me alive until I can get behind cover. Then I turn off the cloak and sprint away keeping the cover between me and the bad guy and then recloak. If he didn't get eyes on me while I was decloaked they never find me again at this point. It's absurd how much damage I'm doing as a solo scout. Put another similar scout, or two with me, and we'd wipe out a full squad no problem. If the scouts use their second equipment slot for a nanite injector it'd be unlikely for anyone to lose a scout suit.
Observations: - It seems to be the combination of high tank and cloak that makes this so cheesy. Without the cloak I'm easily spotted at long range or in peripheral vision. With the cloak I never get spotted until I'm close, and then only if someone looks right at me. Alone this seems perfectly balanced and in keeping with the intent for cloaking - It's too easy to use the cloak for a long period, turn it off and then immediately recloak. This means that when I attack a small group of players they never have the opportunity to return fire. I'm gone and invisible before they ever get into a position to take me out. Increasing the capacitor requirement for the cloak to 75% would do a lot to balance that aspect of this game style. I could still do surprise attacks. - It's unusual for me to need a damper. I think logi suits fitted with precision enhancers should have a chance to actually detect me, especially given how short their scan radius is to begin with. At that range even if they did see me, it's likely because I'm about to attack. This would at least give his squad the ability to turn around and punish me for taking on a group solo. -Active scanners are just plain bad atm. |
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