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Thread Statistics | Show CCP posts - 1 post(s) |
Absoliav
Tronhadar Free Guard Minmatar Republic
149
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Posted - 2014.05.18 06:51:00 -
[1] - Quote
Adipem Nothi wrote:Require users to manually deactivate; solve the "fire-from-cloak" problem.
* Addresses the biggest issue with cloak * Discourages "surprise" frontal assaults * Encourages old-school scoutly tactics
Alternative: Accelerate decloak animation speed (if possible).
Terrible idea, making it an inconvenience to use would just discourage people from using it all together.
Your alternative idea sounds fantastic, a combination of little changes like this would easily put cloaks in a more balanced position, to cloak should also be a bit longer, it currently takes as long to cloak as it does to decloak which doesn't seem right. |
Absoliav
Tronhadar Free Guard Minmatar Republic
149
|
Posted - 2014.05.18 07:07:00 -
[2] - Quote
SponkSponkSponk wrote: Cloak needs to lose the profile damp when activated. The extra damp essentially frees up a low slot so it's easy to be damped out, cloaked as well as have free slots for tanking.
Aside from that, the fact that +hp modules are a lot more attractive when
a) your base hp is so low, and b) you have copious amounts of speed and shield regen to sacrifice in the name of tank c) you have stupid amounts of fitting room left
then you can see why it's tempting to say 'screw assaults, imma making a slayer scout instead'. (note that I'm okay with scout ak.0 being the light assault suit)
IMO, revisiting how armour modules work will also radically change how armour scouts are fit and it's probably premature to adjust too much yet.
What you propose would quite the radical change and doesn't seem to factor in the problems Minjas are currently facing involving fitting req, I get what you're saying though, it shouldn't be this easy for most Scouts to tank and be stealthy at the same time.
But that freed up low slot is damn well necessary for us Minjas. |
Absoliav
Tronhadar Free Guard Minmatar Republic
149
|
Posted - 2014.05.18 09:10:00 -
[3] - Quote
CCP Rattati wrote:Can we get more feedback on the cloak? And maybe specifically on the racial roles. Right now the meta is bricktanked or undetectable Gallente Scouts which is a little concerning.
Since mostly everyone seems more interested about Scout changes than actually answering your question I'll give this a try.
To start, I feel the best way to balance the cloak is to give them a series of minor changes too how they currently function,
1. Shorter decloak time
2. A subtle noise should be emitted when active
3. Shields don't recharge while cloaked
It's the little things that make a difference, while on the topic of "little things" I also think we should have Cloak variants that not only different stats but also act differently, example a cloak with lower PG/CPU drain but has no Damp bonus and has a persistent shimmer effect , this is just an example of what could be.
As for Scouts skill bonus wise, there in a pretty good place with Amarr being the exception, but this is cause the other scouts cover every area of stealth/EWAR leaving the A-Scout in some sort of Assault/Scout limbo, looking at it's stats one can tell its made for fighting, it should get a bonus to support combat, -X% too weapon fitting cost, the ability to fire a weapon while cloaked (I don't think anyone would really like that for balance reasons, this is just an idea.), or some sort of innate ability that either buffs allies or debuffs enemies. Examples, the Amarr Scout could have some sort of passive disruptor that mess with enemies HUD(Or just their radar if that's too much), or a passive signature field where all allies within the A-Scouts radar range inherit the Scout's radar signature. Compared to the other Scouts the Amarr lacks any form of team synergy with it's bonus skill which is really holding it back as it lacks any serious edge in direct combat or for tactical support. |
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