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Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
92
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Posted - 2014.04.23 14:53:00 -
[1] - Quote
Just get rid of the cloak profile dampening and remove the scout bonus to cloak fits (and give them a real bonus instead).
Then it doesn't even matter if they fix the shoot while cloaking exploit. If you want to nerf scouts further, restore the movement penalties to armor to their previous levels. it was such dumb change anyway. |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
97
|
Posted - 2014.04.23 16:10:00 -
[2] - Quote
Varoth Drac wrote:So much rubbish.
Firstly there are not that many scouts. There are loads of heavies and similar numbers of scouts, assaults and logis.
Secondly, assault suits have much more hp than scouts, even brick tanked Gallente scouts.
Cloaks don't help much if you fit lots of armor and play like an assault, neither does avoiding scans. If you are using an assault suit, stick with your team-mates and you will be much more successful.
Scouts aren't much faster than assaults.
The only changes that possibly need to be made are:
-Re-balance assault suit module slots (as CCP have stated they intend to do) by adding one slot to std and adv assault suits, but not proto.
-Nerf armor plates slightly
-Remove Gallente scout scan range bonus to balance the suit with the other scouts.
argh, what
-scouts are extremely common, especially among high SP players
-It doesn't matter how much HP assaults have, scouts shouldn't be brick tanking because it comes with extremely minimum movement penalties and it furthers cloak abuse which...
-...is a big deal because cloaks are literally broken. they allow a full shotgun or knife attack while still invisible and allow scouts to be e-war invisible without even attempting profile dampening. this comes with no penalties or disadvantages.
-scouts should be faster than assaults so this is part of the problem too. scouts have needed a buffed base speed (or mediums a reduced one) since Uprising dropped.
so for your solutions.
- there is nothing wrong with the tiers of gear. it's all fundamentally wrong to begin with
- you are finally correct, armor plates need their old movement penalty back or less HP
-nah, that's dumb and completely ineffectual anyway. |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
97
|
Posted - 2014.04.23 16:28:00 -
[3] - Quote
stlcarlos989 wrote:Just make cloaks a light weapon
yes, awesome! great idea
stlcarlos989 wrote:and remove the extra equipment slot from scouts
no, awful idea!
scouts needed that extra equipment slot back when they were underpowered, don't drag them down because cloaks turned out just as ****** as everyone thought they would. |
Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
99
|
Posted - 2014.04.23 21:49:00 -
[4] - Quote
Varoth Drac wrote:- Scouts shouldn't be brick tanking - why not?
Because before bricktanking was a thing, everyone bitched about logi's being able to outperform scouts at everything, so now, as a scount, i'm perfectly happy to ***** about scouts outperforming assaults in their role. which they are, because they can drop a ridiculous amount of HP on a suit, only slightly less than an assault, and in turn still get a bonus to movement and access to the cloak, which is glitched into a slaying monster.
Varoth Drac wrote: - brick tanking furthers cloak abuse - errm what? Brick tanking limits the effectiveness of a cloak. Cloaks can't be used for frontal assaults as they are easily spotted at close range unless stationary. Cloaks are useful for flanking. Armour limits flanking ability as it slows you down and takes up slots that could be used for biotics or ewar, which are both useful for flanking.
Armor tanking doesn't meaningfully slow down flank speed, especially when it takes a single kin cat to negate the losses(nerf armor movement speeds don't nerf kincats). Nobody ever said with armor you can then get in someone's face with a cloak, but getting next to someone with a shotgun or far away, invisible with the opening burst of a CR is a pretty good edge in a fight, better than anything an assault suit can offer.
Varoth Drac wrote:- cloaks are broken - ok so maybe by abuse you meant people using cloaks for surprise frontal attacks not flanks. Is this really a big problem? My logi or assault suits very rarely get killed by people decloaking I front of me. Maybe the decloak to shoot time does need increasing, many people claim the current situation is a bug so maybe when that's solved things will be better.
Yes! Cloaks are glitched! That is why they are overpowered. but they will never, ever be fixed because the problem is across poor TV settings, the awkward lighting of several levels and the inherent glitchiness of the cloaking animation which has been a problem ever since people spawned in while invisible. CCP has never once shown the technical ability to fix this.
The reason your logi or assault suits don't die when a shotgunner decloaks in front of you is because you probably survive long enough to see him. Many players drop in one shot. I drop people in one shot before the decloak animation fires.
Varoth Drac wrote: - Swap scout's dampening for more speed.
I didn't actually say this? A base movement increase was necessary long before cloaking or even before passive scans were functioning. I think scout's inherently should be good at dampening, but to stay competitive to active scanners, gal logi's and Cal scouts, should always have to invest in dampening, and the cloak shouldn't count as an investment.
Varoth Drac wrote: - tiers - so you are completely fine with std and adv scouts having the same module counts are assaults?
Yep. Scouts inherently need those slots to balance and remain flexible in their roles. It works fine. If it doesn't, i still think it's a lower priority fix than fixing cloaks and brick tanking scouts. That said, they had less slots in 1.7 and that was better balanced than 1.8. |
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