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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1054
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Posted - 2014.05.18 15:51:00 -
[31] - Quote
I have previously played the amarr scout quite extensively, I also created some charts that were linked previously (thanks for linking that by the way).
Honestly the Amarr scout just doesn't have a role, that is the biggest issue.
Right now you have:
Gallente : 2 ewar bonuses (range and dampening) with built in reps Caldari : 2 ewar bonuses (range and precision) with amazing shield recharge Minmatar : 2 stealthy bonuses (suit innate hack bonus and per level hack bonus) an assassination bonus (Nova knife damage) and insane stamina recharge along with great speed Amarr : stamina bonus that doesn't bring it up to speed with the other suits base performance
You can see the roles from there
Gallente: stealthy scout/assault hybrid meant that is self sufficient (inate armor reps) Caldari : intel gathering/scout hunter Minmatar : assassination, quick hacks, fastest to any point on the map Amarr: ...........
How would I improve it? I really can't answer that. There is not a lot of ewar in Dust 514, and there is no plans for additional mechanics, so there is no role to fill for it.
I mean you could try to make it a better assault, but it is already a great assault (not as good as the gallente) as long as you do not use amarr weaponry. Adding HP just makes it a better assault, lessening armor penalty also just makes it a better assault.
Honestly as long as the game mechanics stay limited, there really is no need for the amarr scout other than for racial symmetry.
Fixing swarms
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Adipem Nothi
Nos Nothi
772
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Posted - 2014.05.18 16:00:00 -
[32] - Quote
Appia Vibbia wrote:Reducing the Scan Profile on Uplinks deployed by an Amarr Scout would be an amazing ability.
Celus Ivara wrote:A buff to its ability to armor tank (Possibly alongside a nerf to all other Scout's ability to armor tank.)
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2424
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Posted - 2014.05.18 16:26:00 -
[33] - Quote
Magnus Amadeuss wrote: If you:
Increase amarr scouts uplink capability - you marginalize the amarr logi, a suit with one use
Increase the armor tanking capabilities - you marginalize the all assault suits
This makes a good point. A very real problem here is the Assault and Logistic bonuses. Logistics need their bonuses that have have but also need a small bonus to all other equipment. The current design is detrimental to the Support (aka "Logibro") play-style. I means you need to have more Logistics suits on the field to cover what would have been the job of a single player last patch.
Assault suits are incredibly limited by their bonuses being restricted to their racial weapons. It took away customization to force them into using their racial weapons. The bonuses need to reflect the suit's play-style rather than the weapons attached.
You won't find a balance to scout's brick tanking as long as the Logistics and Assaults are in the place they are in now. +1 slot to Amarr Assault. Fix the bonuses to help any weapon they choose.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
96
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Posted - 2014.05.18 18:01:00 -
[34] - Quote
The big issue is the fact they are out shined by Gal scouts.
I posted I-Shayz-I's idea in the cloak thread for fixing this. Change the Galente and Caldari scout bonuses to bonuses that affect the relevant modules, forcing them to use those modules to benefit from the bonus.
Amarr scouts would still need another bonus though. I love the stealthy uplink suggestion, however that would kind of tread on the toes of logi suits.
I reckon a bonus to cloak duration would be best. This would fit with the amarr trait of persistence, that is also present in the stamina bonus. |
shaman oga
Nexus Balusa Horizon
2147
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Posted - 2014.05.18 18:34:00 -
[35] - Quote
Give them +1 low slot and -1 high slot at all tiers. This particular slot layout would be very appreciated for most specialized classes.
And eliminate the scan range bonus on caldari and gallente scouts (not precision/dampening, only range)
PSN: ogamega
I'm here to bla bla bla...
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2656
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Posted - 2014.05.18 20:58:00 -
[36] - Quote
I wouldn't mind a scrambler pistol related bonus. |
Llast 326
An Arkhos
3137
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Posted - 2014.05.18 21:53:00 -
[37] - Quote
This is a secondary thought that would improve the existing Amarr bonus, but may cause problems because it was removed before. Stamina limit on jumping currently functions as a percentage, you can get three jumps at full stamina regardless of how much you have. What would be the impact of removing the percentage and replacing it with a numerical value? The value would need to be hammered out by more math minded folks (MathpiaGǪ looking at you)
Edit: Not saying this would fix the Amarr scout completely but it would place more value on the existing bonus.
KRRROOOOOOM
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ratamaq doc
Onslaught Inc RISE of LEGION
637
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Posted - 2014.05.18 22:11:00 -
[38] - Quote
Do the same thing you did to make the amarr Logi stand out when you gave that suit a sidearm. Give the Amarr the Black Eagle bonus of 2 light weapons and take away 1 equipment slot.
YouTube
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Alldin Kan
Imperfects Negative-Feedback
1082
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Posted - 2014.05.19 00:38:00 -
[39] - Quote
KAGEHOSHI Horned Wolf wrote:Solutin: Give it a better bonus. A bonus like "+10% biotic module efficacy per level" might make it more attractive. I give this post the Alldin Kan seal of approval.
Alldin Kan has joined the battle!
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Faquira Bleuetta
The Last of DusT. General Tso's Alliance
394
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Posted - 2014.05.19 01:24:00 -
[40] - Quote
Alldin Kan wrote:KAGEHOSHI Horned Wolf wrote:Solutin: Give it a better bonus. A bonus like "+10% biotic module efficacy per level" might make it more attractive. I give this post the Alldin Kan seal of approval. +1
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Adipem Nothi
Nos Nothi
801
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Posted - 2014.05.19 01:51:00 -
[41] - Quote
Alldin Kan wrote:KAGEHOSHI Horned Wolf wrote:Solutin: Give it a better bonus. A bonus like "+10% biotic module efficacy per level" might make it more attractive. I give this post the Alldin Kan seal of approval.
Theoretical Progression: Amarr Speedster Scout w/Kage Bonus 07.42 m/s - Base Sprint Speed 08.82 m/s - Cmp KinCat @ +18.90% = (+12.00%)(+5%)(+50%) 10.27 m/s - Cmp KinCat @ +16.44% = (+10.44%)(+5%)(+50%) 11.37 m/s - Cmp KinCat @ +10.77% = (+6.84%)(+5%)(+50%) 11.97 m/s - Cmp KinCat @ +05.29% = (+3.36%)(+5%)(+50%)
CCP wrote: [Paraphrased] Current dropsuit top speeds at around 11 m/s represent the absolute maximum we can support on the current engine. Anything faster breaks hit detection.
Maybe +5% per level instead of +10%?
Shoot scout with yes...
- Ripley Riley
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DeathwindRising
ROGUE RELICS
296
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Posted - 2014.05.19 03:08:00 -
[42] - Quote
BLOOD Ruler wrote:The Amarr should have a less speed penalty while equipping armor.Like the more armor the faster they get,that or they should not have their speed affected by armor at all.
All amarr suits should have zero movement penalty from armor honestly |
Prophet Endokush
The Church Of Endokush
10
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Posted - 2014.05.19 04:44:00 -
[43] - Quote
I was excited about amarr scouts when they first came out because I thought the racial bonus was to all of the juices and not just stamina. I wanted to build a ridiculous melee fit with cardiac regulators, kin cats, and the blue punch juice. When I then looked at the bonus, it was just stamina regen which was very unappealing.
BIOTICS BONUS! |
Night 5talker 514
Freek Coalition Freek Alliance
267
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Posted - 2014.05.19 08:51:00 -
[44] - Quote
KAGEHOSHI Horned Wolf wrote:Luther Mandrix wrote:Two things give bonus to Sniper Rifle. New idea make the amarr scout scan like a vehicle with a ring of circles coming out of it like a stone dropped in water to x amount of feet. A boosted Passive scan that makes them glow gold like a glorious angelic being. Long Live the Empress! Sniper rifle is Caldari, doesn't really make sense. Passive scan precision is already taken by Caldari. The scan ring thing gave me an idea though; what if it emanated a ring like you describe, but the ring was to buff nearby friendlies, and to debuff enemies? would make a great squad asset. The buffs to friendlies could be a decrease in signature profile, and fire rate increase, and the opposite for eneimes.
this could come in later, but would be like the tech 2 command ships in EVE. Perhaps a tech 2 dropsuit that has skills like in eve that impact the leadership modules you'd have to fit to it.
Gaming Freek DUST 514 YouTube Channel
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Night 5talker 514
Freek Coalition Freek Alliance
267
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Posted - 2014.05.19 09:03:00 -
[45] - Quote
I would say a two tiered approach could be good, like the minmitar frame.
1. A % increase to movement speed per level or a % increase to efficacy of biotics modules per level. 2. A % bonus to scrambler pistol rate of fire per level, bringing it back to what it was pre ninja nerf (as the amarr knives are not in the game yet).
I still think with it being an armour dependent scout it should still have massive natural stamina.
Prior to that ninja nerf I was going to skill into amarr scout and purely use sidearms on it, but sadly that didn't seem as viable. So I didn't skill into scrambler pistols and my wolfmans are all collecting dust (no pun intended).
As an Amarr proto scout user I reckon that the above bonuses with a large natural stamina level would help immensely to get others using it.
Gaming Freek DUST 514 YouTube Channel
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3339
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Posted - 2014.05.19 14:14:00 -
[46] - Quote
Rattati, while I appreciate that the best use of what limited resources CCP has given you is to fix small things that have larger impacts, I think that GÇ£fixingGÇ¥ the Amarr scout is not a single process. (IGÇÖm about to make another thread to expand on this, so IGÇÖll cut to the chase)
As one of the few hardcore Amarr loyalists left on the forums, IGÇÖm honor bound to take a moment to harp on what has been noted already, we damn well told CCP months ago that this would happen. There were literally hundreds of posts on dozens of threads about this.
My favorite: Aero had a thread where he basically challenged all comers to build an Amarr scout suit fitting that he couldnGÇÖt make better by using the Gallente scout. Nobody could!
Anyway, my main point: You canGÇÖt (or at least shouldnGÇÖt) fix the Amarr scout just in the context of your analysis that itGÇÖs the least used. ThatGÇÖs not news to anyone, and would not have been surprising if you told us that 3 months ago. We all know it sucks. The slots are OK but the bonus is crap and like a lot of the Amarr suits, the improved base stats donGÇÖt always compensate for the bonuses or slot counts.
So fix the Amarr scout while fixing GÇ£allGÇ¥ scouts. Shooting while cloaked is obviously a bug, IGÇÖll ignore that. So the main problem: Brick tanked scouts. A simple way this could potentially be done is a variation of something already mentioned.
DeathwindRising wrote:BLOOD Ruler wrote:The Amarr should have a less speed penalty while equipping armor.Like the more armor the faster they get,that or they should not have their speed affected by armor at all. All amarr suits should have zero movement penalty from armor honestly
I actually propose the opposite. While I think making this a feature of, say, the Amarr Commando (or even assault) would actually be a brilliant idea, I donGÇÖt think itGÇÖs right for any scout, even the Amarr. It would only make the issue of brick tanked scouts worse.
Instead, give all scout suits a penalty to armor modules. Instead of HP, IGÇÖd suggest a larger movement penalty.
It makes sense from a physics standpoint: If you put 130 pts of armor on a sentinel frame, itGÇÖs gonna shrug it off, but have you seen the Gallente stripper scout suit? It should be heavily weighed down by that much plating. (Another alternative would be to simply make it so that scouts canGÇÖt fit standard plates at all, only reactive/ferroscale but that opens up a whole other discussion. ..)
You could play with the numbers, but just to spitball, letGÇÖs say the movement penalty for armor plates is 50% higher when placed on a scout suit. Now, a complex plate gives you a 7.5% movement penalty. You could also make a stacking penalty on top of it to discourage straight up max tanking.
How does this fix the Amarr scout? Everyone sort of agreed that it was supposed to be the light assault suit, but the Gallente is just better at it. So, to bring it in line with the other scouts and give it itGÇÖs intended role, you make the aforementioned penalties to armor either not apply to the Amarr scout, or perhaps a better way would be to make it a second bonus, such that at level 5 the penalties are pretty much gone.
Now, the other scouts go back to being GÇ£lightGÇ¥ suits, Caldari as ewar, Gallente as stealth hunters, and Minmatar as speedy hackers/flankers. The Amarr becomes the light assault, a hybrid suit that is faster than the assault but not as durable and lacks the DPS bonus.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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CCP Rattati
C C P C C P Alliance
1248
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Posted - 2014.05.19 15:10:00 -
[47] - Quote
John Demonsbane wrote:Rattati, while I appreciate that the best use of what limited resources CCP has given you is to fix small things that have larger impacts, I think that GÇ£fixingGÇ¥ the Amarr scout is not a single process. (IGÇÖm about to make another thread to expand on this, so IGÇÖll cut to the chase) As one of the few hardcore Amarr loyalists left on the forums, IGÇÖm honor bound to take a moment to harp on what has been noted already, we damn well told CCP months ago that this would happen. There were literally hundreds of posts on dozens of threads about this. My favorite: Aero had a thread where he basically challenged all comers to build an Amarr scout suit fitting that he couldnGÇÖt make better by using the Gallente scout. Nobody could! Anyway, my main point: You canGÇÖt (or at least shouldnGÇÖt) fix the Amarr scout just in the context of your analysis that itGÇÖs the least used. ThatGÇÖs not news to anyone, and would not have been surprising if you told us that 3 months ago. We all know it sucks. The slots are OK but the bonus is crap and like a lot of the Amarr suits, the improved base stats donGÇÖt always compensate for the bonuses or slot counts. So fix the Amarr scout while fixing GÇ£allGÇ¥ scouts. Shooting while cloaked is obviously a bug, IGÇÖll ignore that. So the main problem: Brick tanked scouts. A simple way this could potentially be done is a variation of something already mentioned. DeathwindRising wrote:BLOOD Ruler wrote:The Amarr should have a less speed penalty while equipping armor.Like the more armor the faster they get,that or they should not have their speed affected by armor at all. All amarr suits should have zero movement penalty from armor honestly I actually propose the opposite. While I think making this a feature of, say, the Amarr Commando (or even assault) would actually be a brilliant idea, I donGÇÖt think itGÇÖs right for any scout, even the Amarr. It would only make the issue of brick tanked scouts worse. Instead, give all scout suits a penalty to armor modules. Instead of HP, IGÇÖd suggest a larger movement penalty. It makes sense from a physics standpoint: If you put 130 pts of armor on a sentinel frame, itGÇÖs gonna shrug it off, but have you seen the Gallente stripper scout suit? It should be heavily weighed down by that much plating. (Another alternative would be to simply make it so that scouts canGÇÖt fit standard plates at all, only reactive/ferroscale but that opens up a whole other discussion. ..) You could play with the numbers, but just to spitball, letGÇÖs say the movement penalty for armor plates is 50% higher when placed on a scout suit. Now, a complex plate gives you a 7.5% movement penalty. You could also make a stacking penalty on top of it to discourage straight up max tanking. How does this fix the Amarr scout? Everyone sort of agreed that it was supposed to be the light assault suit, but the Gallente is just better at it. So, to bring it in line with the other scouts and give it itGÇÖs intended role, you make the aforementioned penalties to armor either not apply to the Amarr scout, or perhaps a better way would be to make it a second bonus, such that at level 5 the penalties are pretty much gone. Now, the other scouts go back to being GÇ£lightGÇ¥ suits, Caldari as ewar, Gallente as stealth hunters, and Minmatar as speedy hackers/flankers. The Amarr becomes the light assault, a hybrid suit that is faster than the assault but not as durable and lacks the DPS bonus.
Thanks for that. I actually didn't read all feedback from months ago, so all the told you so's in the world can't help me now. We didn't react to that feedback and that's that. We will try to do better. And agree, we can't "fix" Amarr scouts, let's fix scouts in general first.
Now, does it boil down to something simple like this?
Armor plate scouts - higher speed penalty on normal plates. Ferroscale should be the go to plate option (given that we improve them a bit) or just rep modules. I don't think we can fix reactives, I just don't see the sense in them. Shield tanked scouts - extender stacking increases scan profile - again, encourage use of rechargers and energizers over stacking.
Let me know if I am way off base
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
301
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Posted - 2014.05.19 15:15:00 -
[48] - Quote
John Demonsbane wrote:Rattati, while I appreciate that the best use of what limited resources CCP has given you is to fix small things that have larger impacts, I think that GÇ£fixingGÇ¥ the Amarr scout is not a single process. (IGÇÖm about to make another thread to expand on this, so IGÇÖll cut to the chase) As one of the few hardcore Amarr loyalists left on the forums, IGÇÖm honor bound to take a moment to harp on what has been noted already, we damn well told CCP months ago that this would happen. There were literally hundreds of posts on dozens of threads about this. My favorite: Aero had a thread where he basically challenged all comers to build an Amarr scout suit fitting that he couldnGÇÖt make better by using the Gallente scout. Nobody could! Anyway, my main point: You canGÇÖt (or at least shouldnGÇÖt) fix the Amarr scout just in the context of your analysis that itGÇÖs the least used. ThatGÇÖs not news to anyone, and would not have been surprising if you told us that 3 months ago. We all know it sucks. The slots are OK but the bonus is crap and like a lot of the Amarr suits, the improved base stats donGÇÖt always compensate for the bonuses or slot counts. So fix the Amarr scout while fixing GÇ£allGÇ¥ scouts. Shooting while cloaked is obviously a bug, IGÇÖll ignore that. So the main problem: Brick tanked scouts. A simple way this could potentially be done is a variation of something already mentioned. DeathwindRising wrote:BLOOD Ruler wrote:The Amarr should have a less speed penalty while equipping armor.Like the more armor the faster they get,that or they should not have their speed affected by armor at all. All amarr suits should have zero movement penalty from armor honestly I actually propose the opposite. While I think making this a feature of, say, the Amarr Commando (or even assault) would actually be a brilliant idea, I donGÇÖt think itGÇÖs right for any scout, even the Amarr. It would only make the issue of brick tanked scouts worse. Instead, give all scout suits a penalty to armor modules. Instead of HP, IGÇÖd suggest a larger movement penalty. It makes sense from a physics standpoint: If you put 130 pts of armor on a sentinel frame, itGÇÖs gonna shrug it off, but have you seen the Gallente stripper scout suit? It should be heavily weighed down by that much plating. (Another alternative would be to simply make it so that scouts canGÇÖt fit standard plates at all, only reactive/ferroscale but that opens up a whole other discussion. ..) You could play with the numbers, but just to spitball, letGÇÖs say the movement penalty for armor plates is 50% higher when placed on a scout suit. Now, a complex plate gives you a 7.5% movement penalty. You could also make a stacking penalty on top of it to discourage straight up max tanking. How does this fix the Amarr scout? Everyone sort of agreed that it was supposed to be the light assault suit, but the Gallente is just better at it. So, to bring it in line with the other scouts and give it itGÇÖs intended role, you make the aforementioned penalties to armor either not apply to the Amarr scout, or perhaps a better way would be to make it a second bonus, such that at level 5 the penalties are pretty much gone. Now, the other scouts go back to being GÇ£lightGÇ¥ suits, Caldari as ewar, Gallente as stealth hunters, and Minmatar as speedy hackers/flankers. The Amarr becomes the light assault, a hybrid suit that is faster than the assault but not as durable and lacks the DPS bonus.
one of the devs thought itd be interesting if plates were restricted to suit size. so light suits can only use basic plates, while medium suit could basic and enhanced plates while heavies could use anything.
then let amarr bonus be that they can use any plate they like on their suits or that they can use plates one "size" up
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Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.19 15:20:00 -
[49] - Quote
What about a 5% fitting cost reduction and 5% efficacy bonus to electronics modules per level. It still wouldn't beat a gallente damper, but could have the best combined range and precision after caldari and be able to hide from most stuff with an all sensor fit. |
M Zwei
Nyain San General Tso's Alliance
30
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Posted - 2014.05.19 15:28:00 -
[50] - Quote
CCP Rattati wrote: Armor plate scouts - higher speed penalty on normal plates.
maybe we can borrow the idea from EVE, big plate on small ship (400mm plate on frigate) slow down the acceleration.
plate on scout suit should be a much more speed penalty than that of medium or heavy |
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CCP Rattati
C C P C C P Alliance
1248
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Posted - 2014.05.19 15:46:00 -
[51] - Quote
That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Ryder Azorria
Amarr Templars Amarr Empire
990
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Posted - 2014.05.19 15:50:00 -
[52] - Quote
CCP Rattati wrote: Now, does it boil down to something simple like this?
Armor plate scouts - higher speed penalty on normal plates. Ferroscale should be the go to plate option (given that we improve them a bit) or just rep modules. I don't think we can fix reactives, I just don't see the sense in them. Shield tanked scouts - extender stacking increases scan profile - again, encourage use of rechargers and energizers over stacking.
Let me know if I am way off base
That does seem to be the jist of it, and it seems like a nice logical way solve the whole bricked tanked scout thing - ship it |
Ryder Azorria
Amarr Templars Amarr Empire
990
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Posted - 2014.05.19 15:53:00 -
[53] - Quote
CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow. Perhaps adding a negative role bonus to the light suits might be the way to go (similar to the old logi LAV negative damage bonus) - not as 'sexy' perhaps, but it'll get the job done.
EDIT: Negative as in bad, not negative as in less than zero - although the resulting speed boost from armour plates might be interesting (if horribly broken) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3341
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Posted - 2014.05.19 17:35:00 -
[54] - Quote
CCP Rattati wrote:Thanks for that. I actually didn't read all feedback from months ago, so all the told you so's in the world can't help me now. We didn't react to that feedback and that's that. We will try to do better. And agree, we can't "fix" Amarr scouts, let's fix scouts in general first. Now, does it boil down to something simple like this? Armor plate scouts - higher speed penalty on normal plates. Ferroscale should be the go to plate option (given that we improve them a bit) or just rep modules. I don't think we can fix reactives, I just don't see the sense in them. Shield tanked scouts - extender stacking increases scan profile - again, encourage use of rechargers and energizers over stacking. Let me know if I am way off base
No worries, sorry about the rant. Gotta vent some about Dust here and there. Obviously you're just the poor guy sent in to clean up the mess.I encourage you to read this, at least the first part.
I think that if you 'fixed' ferroscale plates and made it so that scouts could only use those and not "regular" plates that could work pretty well. As I mentioned in the previous post I didn't get into that because it was long enough already. But the nice thing about that type of module segregation is you could more easily use those to balance scouts without messing up sentinels, for example.
For the Amarr scout, you should give them an HP bonus for ferroscales in addition to the stamina bonus. Someone suggested allowing them to be an exception and use regular plates, that might work too, but I would guess the bonus would be easier to adjust/balance.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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ratamaq doc
Onslaught Inc RISE of LEGION
638
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Posted - 2014.05.19 19:09:00 -
[55] - Quote
CCP Rattati wrote:
I don't think we can fix reactives, I just don't see the sense in them.
Reactive plates are actually really good. The only problem is that the enhanced is garbage, not enough bonus to use over the basic, the complex it too much better. Same problem as the enhanced shield extender. If the enhanced was 2hp/s and the complex was 3 it woukd make the whole line more attractive.
YouTube
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
776
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Posted - 2014.05.19 19:17:00 -
[56] - Quote
Ahh finally.
After the countless pages and pages of posts telling you guys that you done did goof up it still got release and in fact I don't believe we ever got a blue tag in any of the 10+ page threads.
Welp now that you want our feedback months later.
- There is no bonus that you could give it that would make the suit even just as desirable as Gallente. There needs to be a lot change either 2-5 or 1-5
- The current bonus is just as laughable as the Caldari assault, at least theirs can't be mitigated by militia module
Let me give you some scenarios and maybe you might be able to fathom my frustration with you guys. There's me, at the start of a skirmish running to cut of a group of people moving to an objective when I get shotgunned in the back by a Scout C-1/Series.
Now how do you think that happened? Because despite my complex profile dampener and my complex kinetic catalyzer the Caldari scout is still faster and can passive scan me while damped and cloaked from 50+ meters away. I might as well give up at that point because you can't fight what you can't see, is faster than you and all they do is hunt you down.
The suit itself can't compete, it's up to the users of the suit to just be significantly better than whoever they're facing. I'm giving you a a week and a half to announce something about the Amarr scout, if I hear nothing I'm just speccing a different scout.
TDBS
"Does Krin want his gun back?" - sub random nub
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
776
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Posted - 2014.05.19 19:19:00 -
[57] - Quote
ratamaq doc wrote:CCP Rattati wrote:
I don't think we can fix reactives, I just don't see the sense in them.
Reactive plates are actually really good. The only problem is that the enhanced is garbage, not enough bonus to use over the basic, the complex it too much better. Same problem as the enhanced shield extender. If the enhanced was 2hp/s and the complex was 3 it woukd make the whole line more attractive. The complex are bad too. They need more HP and rep or cost half as much to fit. They're laughable.
TDBS
"Does Krin want his gun back?" - sub random nub
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
101
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Posted - 2014.05.19 19:27:00 -
[58] - Quote
CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow. I believe before 1.8 Amarr logis got a bonus to repair modules. This is an example of the suit you wear affecting the modules attached to it. So I would be surprised if this can't be done. Though you never know about the internal workings of these things. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3347
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Posted - 2014.05.19 19:33:00 -
[59] - Quote
Varoth Drac wrote:CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow. I believe before 1.8 Amarr logis got a bonus to repair modules. This is an example of the suit you wear affecting the modules attached to it. So I would be surprised if this can't be done. Though you never know about the internal workings of these things.
He's talking about variable bonuses(actually penalties in this case) based on suit size, not a bonus to an individual module. The latter are everywhere.
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Posted - 2014.05.19 19:38:00 -
[60] - Quote
CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow. If it's in the SDE I believe it can be done. efficacy bonus added to racial bonuses of all suits can't be done? Using the racial bonus a lot of things can be done for suit size because it is already being done.
scout armor plate efficacy bonus 0 logi armor plate efficacy bonus 2% per level assault armor plate efficacy bonus 3% per level commando armor plate efficacy bonus 4% per level sentinel armor plate efficacy bonus 5% per level
change plate values to balance
could do the same for cpu/pg of plates or near anything related to armor plates to do endless combinations.
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