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Thread Statistics | Show CCP posts - 7 post(s) |
Sargon Akkadi
75
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Posted - 2014.05.22 05:43:00 -
[31] - Quote
Oswald Rehnquist wrote: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.
I am split about this, but am leaning to agree with Mr. Rehnquist. The Gal scout definitely benefits comparative to other scouts, as they can still be easily damped down with their bonus. There is also losing the neat bit about profile changing based on actions in game (made even more interesting with a shortened cloak duration). Cal scouts benefit slightly as it buffs the usefulness of their precision, but that does not counter-balance the de-buff on dampening. Maybe the dampening effect of the cloak can simply be reduced so as not to equal a complex damp?
Other changes to cloak make sense, and along with the changes to armor tanking can alter the tank-slayer-scout FOTM that pervades. Of course, the Devil is in the details. Thanks for sharing this info with us Ratatatati
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The Black Jackal
The Southern Legion Final Resolution.
1173
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Posted - 2014.05.22 05:43:00 -
[32] - Quote
I'd like to know what happened to the concept of changing the Swarm launcher Damage to Kinetic in line with the Caldari Ethos?
Once you go Black, you just never go back!
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Oswald Rehnquist
1375
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Posted - 2014.05.22 05:45:00 -
[33] - 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.
Below 28 dB
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
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Posted - 2014.05.22 05:45:00 -
[34] - Quote
Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus.
I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout.
There was never any reason for cloaks to have the dampening bonus to begin with.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Zatara Rought
General Tso's Alliance
3069
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Posted - 2014.05.22 05:45:00 -
[35] - Quote
Cyrius Li-Moody wrote:Aaaaaand Gallente scouts pulls further ahead as king scout.
Most everything else I'll comment on once I see some numbers.
Indeed. It'll take amarr scout all 4 lows to get under 3 cal precision or a gal focused. cal and min don't have 4 low and thus will likely be picked up in PC.
CEO of FA, Candidate for CPM1
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Cyrius Li-Moody
0uter.Heaven
5387
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Posted - 2014.05.22 05:46:00 -
[36] - Quote
Oswald Rehnquist wrote: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.
Trust me when I say I know the scout fitting meta better, and kincats have nothing to play into this equation, its the precision v damping meta game.
I agree. There is no reason to go anything but gallente now. Caldari maybe as a spotter but it's going to be an absolutely terrible scout. The only worthwhile scout is going to be the gallente.
My minmatar scout is already pretty worthless as it is. It's only good for spawning in, hacking something, then dying. There's literally no reason to run it otherwise.
With a nerf to the cloak dampening you're making every scout but the Gallente competitive. PC will now be like 12 gallente scouts instead of 6 caldari, 5 gallente and one minmatar.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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I-Shayz-I
I-----I
3435
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Posted - 2014.05.22 05:46:00 -
[37] - Quote
You're nerfing the minmatar commando because the other commandos aren't used?
How about realizing that the other commandos aren't used as much because the minmatar one is the only decent one.
Increasing the commando's effectiveness in general would have been the better option. Right now they are just decent slayers, while scouts and heavies are both more aggressive and better at slaying. Commandos are specialized support units right now, and that's sad. ____________________________________________________________________
Apart from that great stuff! Absolutely love the armor repair buff and can't wait to see the changes to ferroscale and reactive plates. Just keep in mind that the main reason people don't use reactives is just how little the reactives give in terms of extra armor.
Another thing, if you increase the armor repair values, then reactives need an armor repair buff too. That would increase their usability a ton if they were more of an "armor repair that increased your armor", rather than "a plate that repairs itself". You could then set the type of it to an armor repairer instead of a plate so that it would get the armor repair skill bonus instead of the plate bonus. __________________________________________________________________________________
Other than that, great stuff here and looking forward to this.
(but seriously... you guys couldn't increase the enhanced shield extenders to 44? It just makes sense to have extenders go 22, 44, 66...as complex extenders are obviously the best choice).
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Paladin Sas
Ancient Exiles. General Tso's Alliance
396
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Posted - 2014.05.22 05:47:00 -
[38] - Quote
i honestly think, this is the best series of changes ive ever seen in DUST... they "abandon" DUST for Legion, and yet, were seeing the changes we've needed from day one. Rattati, you sir, you have a definite +1 in my book. |
Cat Merc
Ahrendee Mercenaries
9858
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Posted - 2014.05.22 05:48:00 -
[39] - Quote
Both reactive and ferroscale plates are incredibly unattractive for more reasons than just "MOAR CPU/PG!?".
Their HP bonuses are pathetic, absolutely pathetic.
Armor plates NEEDS higher HP numbers than extenders, AT LEAST 1/3rd more, because armor plates don't self regenerate, so repairers are a must, an absolute must. And yet reactives give you less than shield extenders at proto. And no, reactives don't give enough HP/s to be comparable.
Ferroscale plates need 1/3rd more HP than extenders of the same level. Reactive plates need the same HP + increase their repair amounts to 2/3/4.
Feline overlord of all humans - CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
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Posted - 2014.05.22 05:49:00 -
[40] - Quote
Wolfica wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat. um cal scouts have 2 low slots, 1 I already am using for a enh PG upgrade and the other I am using for a basic plate, or complex CPU upgrade I have no sympathy for anyone stacking plated on a Caldari suit, especially if its a scout. Maybe... don't put armor plates? If you want both omniscient x-ray vision and perfect stealth, you have to make sacrifices.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Sargon Akkadi
75
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Posted - 2014.05.22 05:51:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with.
The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. |
Cat Merc
Ahrendee Mercenaries
9860
|
Posted - 2014.05.22 05:51:00 -
[42] - Quote
KAGEHOSHI Horned Wolf wrote:Wolfica wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat. um cal scouts have 2 low slots, 1 I already am using for a enh PG upgrade and the other I am using for a basic plate, or complex CPU upgrade I have no sympathy for anyone stacking plates on a Caldari suit, especially if its a scout. Maybe... I don't know, don't put armor plates on your Caldari scout? If you want both omniscient x-ray vision and perfect stealth, you have to make sacrifices. My omniscient stealthy Gal Scout barely scraps together 300HP. With the cloak nerf I'll have to remove my only HP mod to keep myself unscannable.
Feline overlord of all humans - CAT MERC
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Nosid Katona
HavoK Core RISE of LEGION
177
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Posted - 2014.05.22 05:55:00 -
[43] - Quote
I am very pleased with 99% of this list, everything I can think of is good... except for your note about Assaults.
Really the rifle and tanking mod changes will do little for Assaults, who will remain without a place on the battlefield in the current meta. After 1.8 we were told "A change to medium suits didn't make it into the current build, we will take a pass at them in the next update." (So much for that... Really wish I could find a quote and ask a Dev. Would it be considered lying with the whole legion plan? But anyway that is for another discussion.)
So I will continue to wait I suppose, am I a madman for using a GalAss with Ss5-Pro5 AR and an IonP? Perhaps I am but that is what I use and not even being utterly underpowered will stop me! Mwahahahaha!
After this I am cautiously optimistic about you Ratti, don't let me down. +1
Vae Victis
Valor Vet, R.I.P MAG
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JIMvc2
UNREAL WARRIORS
154
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Posted - 2014.05.22 05:58:00 -
[44] - Quote
Can you guys fix the RDV bug in where the RDV is deploying but the engine animation neer shows. In other words, below the engines, the blue firey thing never shows up.
If you run proto gear, prepare to suffer the consequences. You've been warned.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10866
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Posted - 2014.05.22 05:59:00 -
[45] - Quote
Sargon Akkadi wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with. The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. 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.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Spectral Clone
Dust2Dust. Top Men.
2852
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Posted - 2014.05.22 06:00:00 -
[46] - Quote
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?
This message was brought to you by the PC master race.
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Arkena Wyrnspire
Fatal Absolution
13605
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Posted - 2014.05.22 06:01:00 -
[47] - Quote
Spkr4theDead wrote:Can't nerf pilot intelligence. Bring it on. It doesn't need nerfing.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Cyrius Li-Moody
0uter.Heaven
5388
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Posted - 2014.05.22 06:01:00 -
[48] - Quote
KAGEHOSHI Horned Wolf wrote:Sargon Akkadi wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with. The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. 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.
Do you even PC? Not to sound like a d-bag but this nerf will make all but one scout viable in a competitive setting. We can see the future of the meta. Trust us on this. This will further bring the gallente out as THE scout suit. Every other scout suit is worthless (sans the Caldari). Even in PC the awesome hackspeed of a minmatar is absolutely worthless because the suit is worthless. The bonus doesn't make up for the suit sucking.
Gallente scout will return to being the only viable scout suit in PC. Calling it.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Cat Merc
Ahrendee Mercenaries
9860
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Posted - 2014.05.22 06:01:00 -
[49] - Quote
Just FYI, none of these changes will change the meta of assaults being crap. Scouts just do it better, or a minmatar sentinel with a kin cat.
Feline overlord of all humans - CAT MERC
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Xx-VxF-xX
Void of Faction
19
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Posted - 2014.05.22 06:03:00 -
[50] - Quote
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. |
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Cat Merc
Ahrendee Mercenaries
9860
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Posted - 2014.05.22 06:04:00 -
[51] - Quote
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?
Feline overlord of all humans - CAT MERC
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:06:00 -
[52] - 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.
Below 28 dB
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
169
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Posted - 2014.05.22 06:06:00 -
[53] - Quote
I'm looking forward to the assault plasma rifle fix, hoping that an increase to optimal range made it in. The boost to reactive plates is a pleasant surprise. I've been considering them for my planned gal assault setup but haven't heard of anybody using them. I'm keeping an eye on assault suit fix plans though, I would hate to spec now and have it overhauled next hotfix.
AKA - StarVenger
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:07:00 -
[54] - 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
Below 28 dB
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Kevall Longstride
DUST University Ivy League
1344
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Posted - 2014.05.22 06:09:00 -
[55] - Quote
Who are you and what have you done with CCP?
A pretty solid list there. Couple of very minor concerns but nothing I'm not prepared to see how they play first before commenting.
A+ for effort guys?
CPM1 Candidate
CEO of DUST University
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Cat Merc
Ahrendee Mercenaries
9861
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Posted - 2014.05.22 06:09:00 -
[56] - Quote
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.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9861
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Posted - 2014.05.22 06:10:00 -
[57] - Quote
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 Cal + 4 precision = 14.91 gal 1 c +1 e = 14.64 (but since all values range up you need two complex damps) According to this math the Cal will still detect. They will both be rounded as 15dB.
Feline overlord of all humans - CAT MERC
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:10:00 -
[58] - 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
Below 28 dB
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Mrgugernaut
The Phoenix Federation Caps and Mercs
0
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Posted - 2014.05.22 06:11:00 -
[59] - Quote
I hope this hotfix improves the game . Ill be waitingfor it |
I-Shayz-I
I-----I
3435
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Posted - 2014.05.22 06:15:00 -
[60] - Quote
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.
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