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Text Grant
Death Firm. Canis Eliminatus Operatives
373
|
Posted - 2014.04.18 13:51:00 -
[1] - Quote
As a way to make assaults the primary players capable of assaulting, certain weapons should be for assaults only. Not to take away choices, but to keep players from fitting a scout, or logi with a better slayer than an assault.
So what I am proposing is to give all of the primary assault weapons medium weapon stats, while all of the other weapons keep light weapon slots. So, the assault rifle, scrambler rifle, combat rifle, and rail rifle would now fit in medium slots. While light weapons would be capable of being fit on anything else(light fits in heavy or medium), the medium weapons would only fit in medium slots.
This simple change would ease most of player frustration with many problems in the game currently, including heavies with rail rifles, invisible scouts and logi's with combat rifles, or worse scrambler rifles.
Also this will not remove any players from their capability to kill, as there are many weapons in the light category capable of killing. It just gives people a reason to skill into assaults again if they wish to assault instead of running around in another suit that is better at their role currently. |
Text Grant
Death Firm. Canis Eliminatus Operatives
373
|
Posted - 2014.04.18 14:01:00 -
[2] - Quote
Of course militia medium frames would change to medium weapons. Commando's would either change to 1 medium or 2 medium. Sorry, I forgot to mention those. |
DEZKA DIABLO
THE FOOTCLAN
655
|
Posted - 2014.04.18 15:45:00 -
[3] - Quote
So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all!
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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DEZKA DIABLO
THE FOOTCLAN
655
|
Posted - 2014.04.18 15:51:00 -
[4] - Quote
You wanna buff assaults, do it by actually buffing them not screwing over anyone else. Fast shield regens, weapon fitting reductions, a grenade and a flux nade slot, better precision , things like this not scrapping everyone's skill tree.
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10446
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Posted - 2014.04.18 15:59:00 -
[5] - Quote
DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher.
Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles. Scouts can tank nearly as much HP as the medium frames.
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 most 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
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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DEZKA DIABLO
THE FOOTCLAN
657
|
Posted - 2014.04.18 17:18:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher. Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles is not the problem. The problem is that scouts can tank nearly as much HP as the medium frames, while still being faster, stealthier, better at scanning, having a 2nd equipment, and cloaking bonus. 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 most 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 I agree, I'm not so sure about extra slots since the only high HP scouts I know of are the ones that are usually assaults anyway, so if they move back to assaults then the original low HP scouts will have much larger problems but it could balance it who knows. But what could and maybe would work is if shield or armored suits got a better efficiency to HP per level that turned a shield mod from 66 to 90 or something like that or a faster regen for min an cal, and the gal an amar assaults got either a speed and endurance increase to counter balance to the armor they stack or a reduction to speed penalty per level.
Something along those lines
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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deepfried salad gilliam
Sanguine Knights
656
|
Posted - 2014.04.18 17:45:00 -
[7] - Quote
wrong way to do it, since assaults get the reduction to cpu/pg of light weapon just increase the pg/cpu of weapons
It'll help define roles, i promise:)
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Text Grant
Death Firm. Canis Eliminatus Operatives
374
|
Posted - 2014.04.19 03:56:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher. Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles is not the problem. The problem is that scouts can tank nearly as much HP as the medium frames, while still being faster, stealthier, better at scanning, having a 2nd equipment, and cloaking bonus. 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 most 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 Medium basic frames, and commandos would have medium slots. (Not sure 1 or 2 for commando's) Why do you think this is too harsh? This would just force support roles to use support weapons and give assaults an advantage in 1 vs 1 engagements in medium range. |
AmlSeb
Molon Labe. General Tso's Alliance
58
|
Posted - 2014.04.19 06:49:00 -
[9] - Quote
NO, EVE is sandbox, nuff said
Exceptions are allowed if they are role specific like CovOps Cloak only for Black Ops, Recon ships etc.
EDIT: Assault role is dfined as highly agile damage dealer so give it damage bonuses!
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
553
|
Posted - 2014.04.19 07:57:00 -
[10] - Quote
Lol another thread about some special weapon slot. So you basically want to have assault suits to be the only suit that can use so called medium weapons. Even a heavy can't use these medium weapons but we could use light weapons. Here is my issue with all threads similar to this. The dropsuits only have weapon fittings as more a place to store the weapon when not in use. When in use the weapon is not mounted it is held by the hands of the dropsuit. Until there is a socket or something or interface between the weapon and the suit there is no reason i heavy can't wield every weapon that is on the market. |
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DEZKA DIABLO
THE FOOTCLAN
661
|
Posted - 2014.04.19 20:37:00 -
[11] - Quote
Text Grant wrote:KAGEHOSHI Horned Wolf wrote:DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher. Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles is not the problem. The problem is that scouts can tank nearly as much HP as the medium frames, while still being faster, stealthier, better at scanning, having a 2nd equipment, and cloakingdredats bonus. I think scouts should be able to bricktank if they want to, but the HP gap between scouts and medium frames should remain significantsxeeesr. 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 most 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 Medium basic frames, and commandos would have medium slots. (Not sure 1 or 2 for commando's) Why do you think this is too haredxssh? This would just force support roles to use support weapons and give assaults an advantage in 1 vs 1 engagements in medium range. And make it certain death Any where we go against 1000 HP assaults from any range outside 20/30 m, sounds totally fair, how did you think of such a idea?
I was wondering tho, in the armed forces when everyone loads out do you really think they kick the scouts out the truck and say" HERE'S A SHOTGUN AND A PISTOL SOLDIER, GO GET EM!"
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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CHANCEtheChAn
0uter.Heaven
64
|
Posted - 2014.04.19 23:26:00 -
[12] - Quote
What I am about to post next will be oddly long for the forums, as many of the simpletons on here have the attention span of a gerbil, but I am a closed beta, open beta, and Uprising A team vet, and I'm pretty sure I know what I am talking about when it comes to things in DUST, so I urge you all to read on, as it will only take a few minutes of your time...
Oddly, after much thought, I agree with this proposition. Simply because the scout, since Chromosone has played its role quite well as a close range, "I'm about to **** all over you" kind of suit. Meaning if you see a scout, odds are he's got a shotgun or nova knives or REs and he is a major threat. But, due to lack of low/high slots, low HP, and bad passive scanning stats, the scout was severely hurt in all categories pre-1.8 Then CCP had the bright idea of fixing this ALL at once, or overbuff the scout as they so usually do, AND give it access to a new equipment at the same time. Thus making scouts a slayer, which it should not be.
CCP just doesn't learn. I'm saying this in the case of me having two fully specced proto scout suits, and a Nerf like not being able to use the major rifles in DUST is the Nerf that I would welcome following a respec. The role setup SHOULD be as follows
Heavies-the kings of cqc and vehicle demolition with heavy weapons. The heavies are pretty balanced, except for the HMG now being overpowered making heavies being able to go 3 vs 1 against any other class of suits in the game and survive, I know this because I have a cal heavy BASIC frame, not even SENTINEL. If this is to be true, Heavy suits or heavy weapons need to require more ISK to pay for (like really they are 5 times bigger than a scout suit and you say the manufacturing costs are the same?). Require constant supervision from ranged attacks and constant upkeep to hold or push objectives successfully. (You simply cannot hold an objective from 2 or 3 slayers with a light weapon on a heavy suit, the heavy weapon is the only thing capable of letting a sentinel be the objective holder it is, even with 1600+ ehp, if I EVER see a heavy with a light weapon equipped, even in my basic gear he's a dead man. So why give it the ability to use a current light weapon when it limits the classes potential drastically?)
Logis- kings of team upkeep, healing, and WP whoring. Needed to help squads keep at tip top shape going from one objective to another and still be able to hold their own somewhat at range. The medics, and a heavies lifeline. Should be your squad leaders.
Commando-The camper. Able to sit behind front lines or above the enemy, and with two light weapons, rain down constant damage to infantry. big enough to need cover, but have enough HP to withstand enemy potshots to continuously rain cover fire. With the ability to swarm vehicles, and provide infantry fire, a must have AV deterrent in any capable squad. (Should get an AV bonus instead of the typical damage bonus and keep the reload bonus, maybe a 2%-5% extra damage to vehicles per level. This way while your front line infantry is on the ground and a tank or ADS roles up, instead of a squad wipe, the commando can effectively deter away a vehicle with a heap of swarms or plasma cannon fire and when the threat is gone, return to covering fire. This eliminates the need for other infantry to have to die off or find supply depot to switch their roles to deal with vehicle threats and become vulnerable. This would increase AV capability on the battlefield reducing the AV Nerf QQ)
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
64
|
Posted - 2014.04.19 23:29:00 -
[13] - Quote
Asssaults- The king of light weapons and medium ranges. The killers. Should be the best with rifle type weapons and be self sufficient enough to hold the front lines and push objectives with minimal help from other roles. The "Jack of all trades" of the fps. But a master of none. Simply where most of dust should be. This is where everyone should start in Dust, but still be strong enough as a slayer to be viable in PC and 20 MIL SP on up. Descent hack, descent speed, descent health, descent size, but an above average kill ability to round it out. (SHOULD be the class with the 10%-15% damage bonus with rifles, plus another survivability bonus such as 5%-10% shield extender efficiency per level, of shield extenders for Caldari, giving you a max health bonus of 66-132 shields if using all complex shield extenders on proto or a 1-2 hp/s armor rep per level for gallente repping 5-10 HP/s passively on armor . As "jack of all trades" SHOULD NOT have race specific attack bonuses such as I love Caldari for its shields, but I don't not use the rail rifle thus I do not get a bonus to anything. If general bonuses were given to all rifles, I could use my assault combat rifle, CR, AND duvolle with my caldari and still get bonuses. Maybe give an extra 1% bonus per level if you use the weapon for your race. Now some slayers and normal players return here to kill things at medium range. Would still be viable with a VIZIAM scrambler rifle Nerf of about 8-15% and a combats rifle Nerf of about 3-5%, AND and AR BUFF of 5-10%. NOW all rifles are pretty viable and balanced for all classes that can use them. Now everybody is getting close to even in killing power, pew pew)
Scouts-The kings of deception. Hacking/sabotaging, cloaking, fast shield regen, stamina, and passively scouting out enemies are just a few perks that come with a quick suit and a small hotbox. Add in your main rifles and you got yourself an OVERPOWERED suit CCP. Take out your main rifles but leave shotguns, lasers, Mass driver and sniper rifles, plus all your sidearms and you got yourself a specialized role here. By keeping your scout limited to short range weapons and specialized medium-long range weapons, and keep them able to sneak under the radar and semi invisible, you keep scouts out of the main firefight, but when they come back in they play a pivotal tipping role. Imagine a 5 vs 6 firefight in an Ambush, when suddenly a scout uncloaks above the 6 man squad with a laser rifle or mass driver, raining hell from above. Or uncloaks next to the ever pushing 6 man squad with a shotgun knova knife combo, 1 shot knova knifing the ever persistent healer logi and going to town on the overbearing sentinel with the shotgun. And with being the stealthy bugger he is, silently walking up to an objective high invisible to quick hack is very valuable in PC and skirmishes. ( Scouts have received a HUGE buff this build, and for ALL those scouts that have been QQing since Chromosome and have weathered the storm this much just to be OP for just one build isn't fair for them to be nerfed in 1.9. By keeping the scout stats the same but taking out mainstream rifle usage aka AR, CR, scrambler, etc, you limit the "slayer" ability but increase the role specific intentions of the scout, and honestly, by even JUST using the sidearms, the scout can be very proficient. During the week of the sidearm challenge, I did a weeks worth of JUST sidearm killing with an ADV magsec/Toxin SMG combo for the week. At the end of the week, after pubbing all game modes and even doing PCs, after over 1,200 kills, my KDR was at around 5.87 and my win/loss ratio was about 4.26. Which was an even better kdr than I normally receive with my CR or AR/SMG combo. By simply picking out my targets at more close range and better maneuvering, I was able to compensate for my weakness at mid-long ranges. Results may vary, but I'm stating its very possible JUST to use sidearms as a scout and be very successful still if you want to be a sort of slayer. By keeping the stats the same, you keep the scout still a viable class for all situations. But I believe base scout hacking multipliers should be increased to 1.25 instead of 1.1 across the board, and All racial scout bonuses to be redone to be more even. The main reason scouts were good recon before 1.8 was because with stacking mods like precision enhancers and dampeners, they were able to pick up others or stay hidden on others scans which limited their HP. With giving scouts a cloak which is a natural proto dampener, AND giving racial bonuses that used to take up scout low/high slots, a scout can now effectively HP tank in those slots, AND have increased slots to do so in. Taking away the racial bonuses make specialized role scouts, such as scouts that need to see others on passive scans need to fill their high/low slots with those corresponding modules now, lessening the amount of HP one can stack. But still allowing a scout to HP tank if he/she so wishes to, but are now vulnerable to being seen by scanners when not cloaked, thus bringing back the welcome use of scanners.)
Honestly its like CCP did not even attempt to try out a single scout suit after these buffs were applied.
Hmmm. The Meta is strong with this one...
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Lightning35 Delta514
Vendetta Reactionary Force
11
|
Posted - 2014.04.19 23:31:00 -
[14] - Quote
Hate this idea, that takes away one thing the game was supposed to be, different. It lets us have full customization. |
Lorhak Gannarsein
Science For Death
2753
|
Posted - 2014.04.20 00:06:00 -
[15] - Quote
Lightning35 Delta514 wrote:Hate this idea, that takes away one thing the game was supposed to be, different. It lets us have full customization.
Yep, turns out scouts CAN use HMGs!!!
I'd say commando would need two medium slots, then, instead of its two lights.
ak.0 4 LYFE
I am the Lorhak. I speak for the trees.
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Text Grant
Death Firm. Canis Eliminatus Operatives
374
|
Posted - 2014.04.20 14:15:00 -
[16] - Quote
DEZKA DIABLO wrote:Text Grant wrote:KAGEHOSHI Horned Wolf wrote:DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher. Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles is not the problem. The problem is that scouts can tank nearly as much HP as the medium frames, while still being faster, stealthier, better at scanning, having a 2nd equipment, and cloakingdredats bonus. I think scouts should be able to bricktank if they want to, but the HP gap between scouts and medium frames should remain significantsxeeesr. 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 most 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 Medium basic frames, and commandos would have medium slots. (Not sure 1 or 2 for commando's) Why do you think this is too haredxssh? This would just force support roles to use support weapons and give assaults an advantage in 1 vs 1 engagements in medium range. And make it certain death Any where we go against 1000 HP assaults from any range outside 20/30 m, sounds totally fair, how did you think of such a idea? I was wondering tho, in the armed forces when everyone loads out do you really think they kick the scouts out the truck and say" HERE'S A SHOTGUN AND A PISTOL SOLDIER, GO GET EM!" Shotgun, no. Sniper rifle and a pistol? Yes |
Text Grant
Death Firm. Canis Eliminatus Operatives
375
|
Posted - 2014.04.21 03:03:00 -
[17] - Quote
CHANCEtheChAn wrote:Asssaults- The king of light weapons and medium ranges. The killers. Should be the best with rifle type weapons and be self sufficient enough to hold the front lines and push objectives with minimal help from other roles. The "Jack of all trades" of the fps. But a master of none. Simply where most of dust should be. This is where everyone should start in Dust, but still be strong enough as a slayer to be viable in PC and 20 MIL SP on up. Descent hack, descent speed, descent health, descent size, but an above average kill ability to round it out. (SHOULD be the class with the 10%-15% damage bonus with rifles, plus another survivability bonus such as 5%-10% shield extender efficiency per level, of shield extenders for Caldari, giving you a max health bonus of 66-132 shields if using all complex shield extenders on proto or a 1-2 hp/s armor rep per level for gallente repping 5-10 HP/s passively on armor . As "jack of all trades" SHOULD NOT have race specific attack bonuses such as I love Caldari for its shields, but I don't not use the rail rifle thus I do not get a bonus to anything. If general bonuses were given to all rifles, I could use my assault combat rifle, CR, AND duvolle with my caldari and still get bonuses. Maybe give an extra 1% bonus per level if you use the weapon for your race. Now some slayers and normal players return here to kill things at medium range. Would still be viable with a VIZIAM scrambler rifle Nerf of about 8-15% and a combats rifle Nerf of about 3-5%, AND and AR BUFF of 5-10%. NOW all rifles are pretty viable and balanced for all classes that can use them. Now everybody is getting close to even in killing power, pew pew)
Scouts-The kings of deception. Hacking/sabotaging, cloaking, fast shield regen, stamina, and passively scouting out enemies are just a few perks that come with a quick suit and a small hotbox. Add in your main rifles and you got yourself an OVERPOWERED suit CCP. Take out your main rifles but leave shotguns, lasers, Mass driver and sniper rifles, plus all your sidearms and you got yourself a specialized role here. By keeping your scout limited to short range weapons and specialized medium-long range weapons, and keep them able to sneak under the radar and semi invisible, you keep scouts out of the main firefight, but when they come back in they play a pivotal tipping role. Imagine a 5 vs 6 firefight in an Ambush, when suddenly a scout uncloaks above the 6 man squad with a laser rifle or mass driver, raining hell from above. Or uncloaks next to the ever pushing 6 man squad with a shotgun knova knife combo, 1 shot knova knifing the ever persistent healer logi and going to town on the overbearing sentinel with the shotgun. And with being the stealthy bugger he is, silently walking up to an objective high invisible to quick hack is very valuable in PC and skirmishes. ( Scouts have received a HUGE buff this build, and for ALL those scouts that have been QQing since Chromosome and have weathered the storm this much just to be OP for just one build isn't fair for them to be nerfed in 1.9. By keeping the scout stats the same but taking out mainstream rifle usage aka AR, CR, scrambler, etc, you limit the "slayer" ability but increase the role specific intentions of the scout, and honestly, by even JUST using the sidearms, the scout can be very proficient. During the week of the sidearm challenge, I did a weeks worth of JUST sidearm killing with an ADV magsec/Toxin SMG combo for the week. At the end of the week, after pubbing all game modes and even doing PCs, after over 1,200 kills, my KDR was at around 5.87 and my win/loss ratio was about 4.26. Which was an even better kdr than I normally receive with my CR or AR/SMG combo. By simply picking out my targets at more close range and better maneuvering, I was able to compensate for my weakness at mid-long ranges. Results may vary, but I'm stating its very possible JUST to use sidearms as a scout and be very successful still if you want to be a sort of slayer. By keeping the stats the same, you keep the scout still a viable class for all situations. But I believe base scout hacking multipliers should be increased to 1.25 instead of 1.1 across the board, and All racial scout bonuses to be redone to be more even. The main reason scouts were good recon before 1.8 was because with stacking mods like precision enhancers and dampeners, they were able to pick up others or stay hidden on others scans which limited their HP. With giving scouts a cloak which is a natural proto dampener, AND giving racial bonuses that used to take up scout low/high slots, a scout can now effectively HP tank in those slots, AND have increased slots to do so in. Taking away the racial bonuses make specialized role scouts, such as scouts that need to see others on passive scans need to fill their high/low slots with those corresponding modules now, lessening the amount of HP one can stack. But still allowing a scout to HP tank if he/she so wishes to, but are now vulnerable to being seen by scanners when not cloaked, thus bringing back the welcome use of scanners.)
Honestly its like CCP did not even attempt to try out a single scout suit after these buffs were applied.
I'm glad to see a true scout liking the idea
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Denn Maell
PIanet Express Canis Eliminatus Operatives
318
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Posted - 2014.04.21 03:20:00 -
[18] - Quote
This is curious, I have to ask:
When most of the complaints regarding Scouts are focused around their ability to combine brick tanking, stealth-ing, and equip an weapon with high alpha AND high DPS, all in one suit why would you think a balance suggestion which limits them to that weapon would beGǪwell received?
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Awry Barux
Ametat Security Amarr Empire
2029
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Posted - 2014.04.21 04:22:00 -
[19] - Quote
Text Grant wrote:As a way to make assaults the primary players capable of assaulting, certain weapons should be for assaults only. Not to take away choices, but to keep players from fitting a scout, or logi with a better slayer than an assault.
Are you kidding me? Do you even read what you write? What you are suggesting is precisely taking away choices. How is that not patently obvious? This is not the right way to make assaults viable. As Kagehoshi suggested, assaults need a module slot buff. I would also propose a moderate buff to the base main tank of assault suits, somewhere around +75, with a bit more for armor and less for shields, to allow them to either reach higher HP ceilings or have more utility modules without compromising on HP. I would also support a grenade ammo or radius boost as an additional assault bonus, or a major (i.e. 50%) boost to weapon swap speed.
Nerdier than thou
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Dunce Masterson
Savage Bullet
87
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Posted - 2014.04.21 06:39:00 -
[20] - Quote
DEZKA DIABLO wrote:You wanna buff assaults, do it by actually buffing them not screwing over anyone else. Fast shield regens, weapon fitting reductions, a grenade and a flux nade slot, better precision , things like this not scrapping everyone's skill tree.
-1
If they increased the fitting requirements of the weapons then they would need to increase the fitting bonus on the assault suits.
here is my 2 cents;
how about adding the benefits of complex shield and armor modules without the penalties to the assault suits over the scout suits.
+66 shield hit points better recharge rate and a shorter delay in shield recharge time and +135 armor hit points and then give the Assaults 1 more module slot then their scout counter parts (the same amount on all of them 7).
I don't even know why I bother.
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Text Grant
Death Firm. Canis Eliminatus Operatives
375
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Posted - 2014.04.21 10:44:00 -
[21] - Quote
Denn Maell wrote:This is curious, I have to ask:
When most of the complaints regarding Scouts are focused around their ability to combine brick tanking, stealth-ing, and equip an weapon with high alpha AND high DPS, all in one suit why would you think a balance suggestion which limits them to that weapon would beGǪwell received? I don't care how well received it t is. I want better gameplay and I honestly believe this would help a lot |
Text Grant
Death Firm. Canis Eliminatus Operatives
375
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Posted - 2014.04.22 10:49:00 -
[22] - Quote
Dunce Masterson wrote:DEZKA DIABLO wrote:You wanna buff assaults, do it by actually buffing them not screwing over anyone else. Fast shield regens, weapon fitting reductions, a grenade and a flux nade slot, better precision , things like this not scrapping everyone's skill tree. -1 If they increased the fitting requirements of the weapons then they would need to increase the fitting bonus on the assault suits as they are now they can now fit a full proto set up with good fitting skills. here is my 2 cents; how about adding the benefits of complex shield and armor modules without the penalties to the assault suits over the scout suits. +66 shield hit points better recharge rate and a shorter delay in shield recharge time and +135 armor hit points and then give the Assaults 1 more module slot then their scout counter parts (the same amount on all of them 7). and to one of the above posters the SCR does not need another nerf the rail rifle is still op and is in need of the reduction you suggested for the SCR, now for the weapon specialization they should of done the opposite in my opinion. Assaults are supposed to be weapon masters. Heavies are supposed to be brick tanks. I don't agree with any idea to buff brick tanking medium or light suits |
Text Grant
Death Firm. Canis Eliminatus Operatives
377
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Posted - 2014.04.22 18:25:00 -
[23] - Quote
deepfried salad gilliam wrote:wrong way to do it, since assaults get the reduction to cpu/pg of light weapon just increase the pg/cpu of weapons
If this were to happen, then the assault bonus would change to a reduction to cpu/pg reduction to medium/light/sidearm weapons. So really no change to the assaults |
Text Grant
Death Firm. Canis Eliminatus Operatives
379
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Posted - 2014.04.23 02:31:00 -
[24] - Quote
Lorhak Gannarsein wrote:Lightning35 Delta514 wrote:Hate this idea, that takes away one thing the game was supposed to be, different. It lets us have full customization. Yep, turns out scouts CAN use HMGs!!! I'd say commando would need two medium slots, then, instead of its two lights. I think 1 medium 1 light would work fine, as I'd never put 2 assault rifles on a commando, but I'm not opposed to 2 mediums. |
McFurious
TeamPlayers Dirt Nap Squad.
714
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Posted - 2014.04.23 04:01:00 -
[25] - Quote
Commandos would get 2 mediums. Period.
I like the idea. Either this or an HP nerf. They need to be knocked down a peg in any case.
Half Irish. Often angry.
Closed Beta Masshole
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Auris Lionesse
Kang Lo Directorate Gallente Federation
749
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Posted - 2014.04.23 04:06:00 -
[26] - Quote
Google heavy assault cruiser.
There's the only plan we need for fixing assault suits.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Cyrus Militani
Leon Conglomerate
3
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Posted - 2014.04.23 04:07:00 -
[27] - Quote
Text Grant wrote:As a way to make assaults the primary players capable of assaulting, certain weapons should be for assaults only. Not to take away choices, but to keep players from fitting a scout, or logi with a better slayer than an assault.
So what I am proposing is to give all of the primary assault weapons medium weapon stats, while all of the other weapons keep light weapon slots. So, the assault rifle, scrambler rifle, combat rifle, and rail rifle would now fit in medium slots. While light weapons would be capable of being fit on anything else(light fits in heavy or medium), the medium weapons would only fit in medium slots.
This simple change would ease most of player frustration with many problems in the game currently, including heavies with rail rifles, invisible scouts and logi's with combat rifles, or worse scrambler rifles.
Also this will not remove any players from their capability to kill, as there are many weapons in the light category capable of killing. It just gives people a reason to skill into assaults again if they wish to assault instead of running around in another suit that is better at their role currently.
Um. A logi is a medium suit. The only difference is more health vs equipment slots. Restricting weapons further is just stupid. I'm sure most heavies would rather have more heavy weapons to choose from. And I'm skilled into Assault. I'm sure most assault players would like a little more health to not be one-shotted by Lights and Heavies. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
749
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Posted - 2014.04.23 04:08:00 -
[28] - Quote
McFurious wrote:Commandos would get 2 mediums. Period.
I like the idea. Either this or an HP nerf. They need to be knocked down a peg in any case.
Agreed commandos are battlecruisers not battleships they don't belong with heavy suits. They need an intermediate tier between heavy and medium.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Text Grant
Death Firm. Canis Eliminatus Operatives
380
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Posted - 2014.04.24 21:34:00 -
[29] - Quote
Cyrus Militani wrote:Text Grant wrote:As a way to make assaults the primary players capable of assaulting, certain weapons should be for assaults only. Not to take away choices, but to keep players from fitting a scout, or logi with a better slayer than an assault.
So what I am proposing is to give all of the primary assault weapons medium weapon stats, while all of the other weapons keep light weapon slots. So, the assault rifle, scrambler rifle, combat rifle, and rail rifle would now fit in medium slots. While light weapons would be capable of being fit on anything else(light fits in heavy or medium), the medium weapons would only fit in medium slots.
This simple change would ease most of player frustration with many problems in the game currently, including heavies with rail rifles, invisible scouts and logi's with combat rifles, or worse scrambler rifles.
Also this will not remove any players from their capability to kill, as there are many weapons in the light category capable of killing. It just gives people a reason to skill into assaults again if they wish to assault instead of running around in another suit that is better at their role currently. Um. A logi is a medium suit. The only difference is more health vs equipment slots. Restricting weapons further is just stupid. I'm sure most heavies would rather have more heavy weapons to choose from. And I'm skilled into Assault. I'm sure most assault players would like a little more health to not be one-shotted by Lights and Heavies. "just stupid" is not sufficient cause to keep something that is not a good game mechanic. Please provide reason |
DEZKA DIABLO
THE FOOTCLAN
672
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Posted - 2014.04.25 03:57:00 -
[30] - Quote
Text Grant wrote:KAGEHOSHI Horned Wolf wrote:DEZKA DIABLO wrote:So basically your nerfing scouts to side arms shotguns and plasma cannons? Really dude?
So does a full respec come with this plan since I ve always been a scout, have3 at proto, won't play another suit ,and you wanna trash all my points in scr, rr,Ar, and Cr, and leave me with NERFED useless sidearms like the faylock, scp, and have no range weapons whatsoever ?
So if I get spoted moving anywhere in the game at a distance greater than 20/40 m I'm dead, doesn't sound op at all! 1. Not just scouts, also logis, sentinels, commandos, and all size basic frames. 2. You're misrepresenting the amount of options. Non-assaults would be able to use mass driver, laser rifle, sniper rifle, shotgun, plasma cannon, swarm launcher. Anyway, I disagree with the OP on this, its way too harsh. The source of the scout problem is the inadequacies of the medium frames, scouts and other suits having access to the 4 main assault rifles is not the problem. The problem is that scouts can tank nearly as much HP as the medium frames, while still being faster, stealthier, better at scanning, having a 2nd equipment, and cloaking bonus. 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 most 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 Medium basic frames, and commandos would have medium slots. (Not sure 1 or 2 for commando's) Why do you think this is too harsh? This would just force support roles to use support weapons and give assaults an advantage in 1 vs 1 engagements in medium range. Because you don't go take light weapons away from a class two years after invention just because of cloaks! I'm sick of whinny assaults, ah my gun doesn't work like it used to so nerf all the other guns, my suit sucks so nerf all the other suits, MAN GET REAL!
You want a buff ; ask for a buff not the right to break my skill tree! So what your asking for is no sp refund, scrap my 15 mill in light weapons cuz I only play as a scout since beta, an waste money an time I spent on my character because scouts kill you with rifles?
What you gonna do when I'm wrecking you with two proto smgs, nerf those too?
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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