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Thread Statistics | Show CCP posts - 7 post(s) |
Oswald Rehnquist
1371
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Posted - 2014.05.22 05:18:00 -
[1] - Quote
First bravo on the input-action of this thread
CCP Rattati wrote: GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr.
I can already tell you the meta.
Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche.
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Oswald Rehnquist
1374
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Posted - 2014.05.22 05:33:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:I am generally in favor of most of this, especially the removal of dampening from cloaks; players should not be able to tank ridiculous amounts of HP and still be so protected from scans, yet currently the cloak allows one to have the effect of a complex dampener without having to make the low slot sacrifice. Thank you for the dampening bonus removal.
You'd throw an entire system of balanced of cat and mouse gameplay between scouts rather than just directly attack/cut the root of the problem which is scout ehp or offense potential?
Scouts needed a shave, and out of the original scouts, most of them saw me as rather draconian in regards to unpopular slayer scout nerfs, but the worst possible way of shaving was done here and the scout meta just went out the door. By nerfing ewar (in this case dampening), I'm stuck with having to ignore dampening on the cal scout (thus more slayer scouts) or in regards to the min scout switching to gallente.
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Oswald Rehnquist
1375
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Posted - 2014.05.22 05:41:00 -
[3] - Quote
double post
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Oswald Rehnquist
1375
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Posted - 2014.05.22 05:45:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote: While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
Kincats have nothing to play into this equation (I never used them either), its the precision v damping meta game. And about the slayer vs ewar meta game.
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:06:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote: Not every single scout (mouse) is meant to be the mouse, the stealth oriented scout is the Gallente. The detector (cat) is the Caldari The speed hacker is the Minmatar
I don't see why every single scout need be equally as good when it comes to evading scans, they have different strengths for a reason.
And what you are missing is now is the fact that damping on a cal is pointless, cal scouts will now stack armor plates instead which is what the problem was before, the only way range extenders would be useful would be if you are sniping (which is a joke in the game).
This doesn't even go into the fact that cal scouts no longer need as many precision mods since the other scouts can't doge and you can't catch the gal, so now there is more space for stacking shield mods.
I don't think you are grasping the issue here, cal scouts become more slayer focus with this and this hurts my ewar purist goals.
The min scout also is nearly lacks a role with the change which is even a greater issue than the cal scout.
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:07:00 -
[6] - Quote
Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout?
Your math is wrong, 2 complex damps your your immune to all detection
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:10:00 -
[7] - Quote
Cat Merc wrote:Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Yes, with the dampening bonus. He's suggesting replacing it with a cloak duration bonus, which will push it to three damps.
oh dam, sorry, I don't know how I missed that
edit:
hence two complexes will bypass it, the value presented is one complex and one enchance
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:26:00 -
[8] - Quote
I-Shayz-I wrote:I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy.
so... downgrade the light weapon slot / decrease their ehp if that is the goal, I'd be in heaven if there was a debuffing / status effect role, but there isn't. Considering that slaying is thy only thing beyond buffing/support equipment, scouts do have to be able to kill things, regardless nerfing ewar isn't going to push scouts into ewar.
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Oswald Rehnquist
1379
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Posted - 2014.05.22 06:53:00 -
[9] - Quote
Spectral Clone wrote:Im happy to see that you want to buff the PLC!
What does increased damage for plasma cannon vs vehicles mean?
A straight buff to direct damage?
I can answer this one, there is a resistance stat for each weapon to prevent weapons like assault rifles from applying their dps to vehicles. Apparently the plc has some resistance on it as well (meaning it doesn't apply 100% of its damage), and it seems they are going to reduce that.
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Oswald Rehnquist
1379
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Posted - 2014.05.22 07:07:00 -
[10] - Quote
Zatara Rought wrote:Appia Vibbia wrote:Quote:GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so. I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information. You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now. I think it's only a bad idea IF they choose not to pair it with the end of squad vision. Make scanners the only way to relay location to squadmates.
While this will bring the caldari down to the ama/min plebs, the issue still stands that its gallente over the rest by leaps and bounds.
Also these changes are going to actually increase the amount of slayer fits since ewar is now a non competitive game, more ehp buffing will be taking its place, which is a 180 from what this change is suppose to do.
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