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Garrett Blacknova
Codex Troopers
5212
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Posted - 2014.04.25 13:19:00 -
[1] - Quote
Better option.
We used to have 45dB and it was awful because you literally couldn't hide from anything.
The best solution is to leave the profile as-is, but reduce the dampening bonus on cloaks to 10 or 15%, which would have the same result while weakning the cloak's advantages rather than negating most of the value of a lot of Scout fittings.
You're trying to nerf ALL Scout suits because of ONE specific fitting you don't like. Stop, think about it seriously, then come back with a good idea instead of one that's not only bad, but already been tried. |
Garrett Blacknova
Codex Troopers
5213
|
Posted - 2014.04.25 13:30:00 -
[2] - Quote
Ridire Greine wrote:Garrett Blacknova wrote:Better option.
We used to have 45dB and it was awful because you literally couldn't hide from anything.
The best solution is to leave the profile as-is, but reduce the dampening bonus on cloaks to 10 or 15%, which would have the same result while weakning the cloak's advantages rather than negating most of the value of a lot of Scout fittings.
You're trying to nerf ALL Scout suits because of ONE specific fitting you don't like. Stop, think about it seriously, then come back with a good idea instead of one that's not only bad, but already been tried. Only thing I couldn't hide from with a 45db was a Focused Scan. You only need one Basic, and one Complex dampener to dodge Non-Gallente Proto Scans with a 45db, thats two slots, 0 PG, and a low number of CPU. Scanners have been rebalanced since then, and so has the passive scanning on Scout suits, and you're assuming everyone is using the same Scout suit as you. Pro-tip: They aren't.
Also, on buffing Assaults, adding equipment slots would be a bad idea. Logis should be the equipment carriers, with occasional Scouts filling the role (most will use the extra slot for a cloak, as intended). Assaults are meant to be adaptable and heavily customisable. Reduce the PG and CPU on Logis slightly, add some HP and remove a couple of module slots from them, then give Assaults extra PG/CPU and modules. Logis get to customise more in the area of equipment while still having some flexibility with modules, and Assaults become what they were always supposed to be according to the lore. |
Garrett Blacknova
Codex Troopers
5214
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Posted - 2014.04.25 13:51:00 -
[3] - Quote
Ridire Greine wrote:Logistic suits don't need any kind of nerf or buff, I feel they're fine as is. I'm not proposing a nerf or buff. Just a shift towards their intended role, so they aren't doing everything they're meant to do AND everything and Assault is meant to do only better.
Quote:An increase to Module slots is a great way to go, but it won't fix the entire class.
Changing the bonus of both the Gal and Caldari Assault to something more fitting and less useless is another buff, but it still won't be enough to make Assaults worth picking over Scouts for an Assault role. I run a CalAssault on one of my characters, and I would really rather NOT see a change to the bonus, because it's very useful for me across several fittings. I know a few people who use the GalAssault bonus to effectively give their Shotguns slug rounds, which is REALLY nasty when you're on the receiving end.
Quote:But an increase in equipment slots I feel would bring the Assault in line with the Scouts, Logistics will still be able to use equipment more effectively, and due to their bonuses would be able to fit higher tier equipment. Whereas Assaults will be able to fit equipment to be able to actually effectively 'Assault' a position. An increase in module slots would bring Assaults better in line with other suits as well, by raising their potential eHP significantly enough to tip the balance away from brick-tanked Scouts without letting them infringe on the level Heavies can reach. Equipment doesn't help you "assault" a position, it helps you "support" people who are assaulting it. Your proposal would give Assaults the option of being weaker Logis, or weaker Logi slayers instead of specialising the Logi and Assault suits into their own unique roles. Having the ability to adapt your suit's capabilities to a situation with modules is more valuable in direct combat than having supporting equipment like a Logi suit is meant to be running. |
Garrett Blacknova
Codex Troopers
5214
|
Posted - 2014.04.25 13:58:00 -
[4] - Quote
Jack McReady wrote:buzzzzzzz killllllllll wrote:please stop making these threads? please learn to play without crutches please learn what the actual problem with something is before calling it a "crutch". |
Garrett Blacknova
Codex Troopers
5221
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Posted - 2014.04.25 15:01:00 -
[5] - Quote
Jack McReady wrote:NAV HIV wrote:Garrett Blacknova wrote:Jack McReady wrote:buzzzzzzz killllllllll wrote:please stop making these threads? please learn to play without crutches please learn what the actual problem with something is before calling it a "crutch". Thank you ^ translate: I am a lemming with no clue. there is no hope for you if you say thank you to someone claiming he can see standing still cloaked scouts at 40-50m ranges and then follows with that he "knows" the actual problem I've been running around in an Assault suit without any scanning skills on one of my alts lately. At more than 40m, I've seen a human shape standing in a corner near an objective, turned to verify and had my crosshairs light up to confirm a cloaked Scout. I've also had a few times where as I'm turning, there was a shimmer of blue and they ran off, obviously smart enough to suspect I saw them when I started to turn towards them. I haven't yet had a moment where I've turned towards what I thought I saw and NOT had something confirm a cloaker, so I'm not imagining it.
The problem with cloak is that there are glitches (which aren't a balance problem) which sometimes make the shimmer either not display or vanish from a cloaked player. I don't yet know if this is something players can intentionally manipulate or not, but I have reason to suspect it is. There are also glitches which allow cloaked players to draw their weapons while remaining cloaked (not sure if CCP have fixed this yet). This means that some Shotgunners, for example, are taking their first shot BEFORE the decloak animation begins, and simultaneously with the decloak sound being played. Often the sound of your attack will drown out the decloak sound or prevent it from playing in this instance, which makes this glitch the key problem with cloaks.
When CCP can fix the bugs, which interfere with the possible judgement of balance, but which aren't themselves relevant to how something is balanced, THEN we can talk seriously about whether or not the cloak is OP. |
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