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Posted - 2014.05.22 15:07:00 -
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@ Scouts For now, the GalScout and CalScout will remain PC viable. Why aren't we discussing how to make the others PC viable? Why are we discussing additional nerfs?
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Posted - 2014.05.22 15:41:00 -
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Spartan MK420 wrote: because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
4 months? It was a nearly a year last time. How soon we forget.
FoTM "slayers" prefer the GalScout today, but they will not tomorrow if required to Dampen. In other words, Rattati appears to have solved the brick-tanked Scout problem. Though in doing so, he has (1) tipped the eWar scale in favor of Caldari Scout and (2) further marginalized the Minmatar Scout.
So, if I get only one change, I'd ask it to be:
Let the Minmatar Scout keep the cloak's dampening bonus. Let him be the knife-wielding assassin in the shadows.
And if by chance I were permitted a second change:
Give the Amarr Scout a meaningful bonus. Something to set him apart from the others.
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Posted - 2014.05.22 16:38:00 -
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Starfire Revo wrote: The ability for scouts to passively scan wide areas for their squad means that they're essentially a walking, permanent wall hack for 5 other people. After the cloak change, the Gal scout will be able to see everything above 23.79db within 75m while being undetected himself (if he builds for it). The Cal scout will see everything above 14.91 for the same radius, which creates a barrier that most scouts can't enter unless they get torn to shreds by the 5 other people.
If you want Cal scouts to remain as the hunters of other scouts, then they should have to hunt down enemies themselves. So aside from removing the shared passive vision, I'd suggest the following changes (based loosely on Jebus' suggestions).
Cal scout: short range precision scout hunter 25% precision 25% reduction to nova knife charge time (nova knives are a cal weapon)
Gal scout: ghost 25% dampening 25% cloak regen
Min scout: hack and run 25% hacking speed (Min scouts get a higher base stat for this anyway, no need to buff it more) 10% bonus to biotics (with their high base melee damage and speed, this opens up a lot of options) edit: Someone pointed out the numbers on +25% on biotics, so changed it to +10%
Ama scout: squad scan support, scans most suits except scouts 25% bonus to ferroscale and reactive plates (I've heard changing movement penalties is hard to make work, so this makes more sense) 25% scan range (gives Amarr their own E-war role and makes sense considering their weapon choices hit out to similar ranges)
Also, I'd like to note that while balancing around PC makes some sense considering it's the only full team vs full team mode right now, it has the issues of a limited map pool and limited playerbase. If they're serious about balance changes, I'd rather see full team FW enabled and have them take those figures into consideration too. FW is open to far more people and uses maps outside just the limited large socket selection.
I like how you're thinking, but I'd like to point two major concerns.
1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our best to stop sh!tting on Minmatar Scouts.
2) eWar-focused Recon Scouts are highly specialized and fairly tough to keep alive. The Recon Scout's maximum passives are well within range of hostile CRs and RRs; at ~250HP getting spotted means getting insta-gibbed. Recon Scouts pickup one another; no one dampens when trying to optimize scan range. The Recon Scout is too squishy to takedown targets from range and is too squishy to survive protracted CQC engagements (i.e. Sentinel assassination). The only point to running a Recon Scout is to try to benefit one's squadmates; remove shared squad sight and there will be no point to this specialist.
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Posted - 2014.05.22 17:22:00 -
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Starfire Revo wrote:Adipem Nothi wrote:1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our best to stop sh!tting on Minmatar Scouts. Do you really want the Min scout's role to revolve entirely around the use of another race's weapon? The other changes I proposed would give them more breathing room when up against other scouts and biotics gives them options to build on their strengths (speed and melee damage). Quote:2) eWar-focused Recon Scouts are highly specialized and fairly tough to keep alive. The Recon Scout's maximum passives are well within range of hostile CRs and RRs; at ~250HP getting spotted means getting insta-gibbed. Recon Scouts pickup and expose one another; no one dampens when trying to optimize scan range. The Recon Scout is too squishy to takedown targets from range and is too squishy to survive protracted CQC engagements (i.e. Sentinel assassination). The only point to running a Recon Scout is to try to benefit one's squadmates; remove shared squad sight and there will be no point to this specialist. The question is, do pure recon scouts benefit the strategy of how the game gets played? The Cal scout's ability to nullify other scouts by simply existing is causing balance issues.
1) What I really want is irrelevant. If this is your angle, it makes more sense to recast Nova Knives as Minmatar technology. The biotic bonuses would no doubt be well received; but Minmatar mobility makes them best suited for knifing. Let them keep their knives.
2) Recon Scouts are not causing balance issues. They are already easily countered. They are easily killed. And once the dampening bonus is removed from cloak, GalLogi's will pick up them up with near minimal effort. As for "Benefit the strategy of how the game gets played?" I have no idea what that means.
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Posted - 2014.05.22 18:31:00 -
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Starfire Revo wrote:
Biotic bonuses make the knife bonus somewhat irrelevant as Min scouts get increased based melee damage anyway. Having bonuses to 2 different melee styles on a single suit is a bit pointless, especially when one of those bonuses is to another race's weapon. There's a debate to be had about which role the Min scout could benefit from more, I'm just going with the racial style ones.
Even with the cloak change, a single complex damp will still get you under gal/amarr scouts and 1c+1e will get you under everything else except gal logi focused scanners and cal scouts. You sacrifice range, but you're still spotting people for your squad in that situation. I'll rephrase my question that I asked: Does this make for interesting and engaging gameplay? Does squad view add more strategy to the game than it removes? Does it positively or negatively impact the game's balance?
We've entered into the realm of theorycraft. Here, I have no expertise. You win.
Scouts may need tweaking here and there, but for the most part they are not broken. There are things in Dust which are plainly broken.
I propose we focus our efforts and resources on prioritizing those things. Rather than waxing and waning on dreams utopian.
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Posted - 2014.05.22 18:44:00 -
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Cyrius Li-Moody wrote:
The Gallente is the true infiltrator which makes it the best at the "scout" role that has existed in Dust for a long time. The Gallente are the best at close quarters, at flanking, at ninja hacking, at dropping uplinks, at solo point defense, etc etc. They're the best for nearly everything because they are ghosts. They only have to give up 2 slots (a damp and a cloak) as opposed to 3 slots (2 damps and cloak) to become ghosts.
Caldari is at a close second because it forces Gallente and other scouts to lose a low slot for a damp to continue scouting. This is a fact that CCP should consider. A precision tanked Caldari is the norm in a competitive environment because THAT is the best counter to someone attempting to infiltrate
Arguably the BEST feature of a scout that should never be taken away from ANY of them is their ability to avoid detection. That's why you run a scout. To get behind enemy lines and hit them from where they least expect it.
If a scout fails to avoid detection they are a worthless asset on the battlefield because they cannot fulfill their role as a stealth unit. A scout who is constantly getting scanned via passive or active is better off in an entirely different suit or simply ehp tanking and playing the role of an assault because that's all they'll be good for.
Removing the ability for every scout to easily avoid detection is like removing a sentinel's ability to easily tank ehp.
Honestly it seems to me like they're not even sure how their game is currently played and why. I don't mean that to be rude. It just seems like they're out of touch with their own mechanics and player base.
For the sake of Dust, everyone please read this.
+1
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Posted - 2014.05.24 01:28:00 -
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Appia Vibbia wrote:CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus % Take away Gallente bonus to dampening. Make it a Scout skill instead. Take away Caldari bonus to Range to equal the two suits out. MM Nova Knife and Hacking AM Stamina and stealth uplink deployment CA Precision Bonus GA Range Bonus Scout -15% CPU/PG per level to cloak. -5% to profile
Looks really good, Appia. The only thing I'd change is AM as stealth ULS are likely not possible.
Scout - Cloak + Damp MM - NK + Hack AM - Biotics CA - Precision GA - Range
@ Rattati Most of those GalScouts are mercs waiting for better Assaults. The number will drop when we get a new slayer suit.
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Posted - 2014.05.24 04:25:00 -
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CCP Rattati wrote:Ok let me then put this out there,
for Hotfix Alpha, not the end of time
1) GA scout bonus from dampening to duration 2) Brick tanking should become more difficult with plate penalties and PG changes 3) Duration is shortened and has class progression 4) Dampening of cloaks is reduced and has class progression 5) Caldari passive scan range reduced
Later fixes intend to normalize PG/CPU so noone can fit anything he wants.
The highest possible dampening fit beats the highest possible scan fit Suggestion: Lvl(5) Scout+ 2 Cmp damps + proto cloak (on) = unscannable
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Posted - 2014.05.24 04:39:00 -
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Zatara Rought wrote:Adipem Nothi wrote:CCP Rattati wrote:Ok let me then put this out there,
for Hotfix Alpha, not the end of time
1) GA scout bonus from dampening to duration 2) Brick tanking should become more difficult with plate penalties and PG changes 3) Duration is shortened and has class progression 4) Dampening of cloaks is reduced and has class progression 5) Caldari passive scan range reduced
Later fixes intend to normalize PG/CPU so noone can fit anything he wants.
The highest possible dampening fit beats the highest possible scan fit Suggestion: Lvl(5) Scout+ 2 Cmp damps + proto cloak (on) = unscannable Completely disagree and by doing this you make Scouts OP. This negates counterplay and allows them to accomplish 2 much with 2 little. Exceptions: *CalScout w/ 4 cmp precision *GalLogi w/ focused AS
Response: Bullish, Zatara. Build for me a single OP Scout with 2 lows dedicated to Damps. Note that cloak cycles quickly, so this beast of yours will be vulnerable to scan more often than not. Go.
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Posted - 2014.05.24 11:24:00 -
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@ Zatara Beating scans isn't "have cake and eat it too" for a 250hp Scout; it is simply survival. A scanned Scout is a dead Scout (unless he's hp tanked).
@ Rattati The problem is a 600+ hp Scout beating scans. The proposed nerf-package is overkill. It will not permit stealth units enough free space to perform useful function. No room for Biotics, Scans, Hacks.
Suggestion: Lvl(5) Scout + 2 cmp damps + proto cloak (on) = *unscannable * Exceptions: CalScout w/4 cmp precision; max GalLogi w/duvolle focused
Reasoning: Solves the problem without creating new problems.
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Posted - 2014.05.24 12:05:00 -
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Izlare Lenix wrote:If your going to reduce the cal scout passive range bonus can you remove it completely from the gal scout. Why does a scout dedicated to dampening even have a scanning bonus? Nerf after unnecessary nerf. Removing range bonuses will make LS range extenders useless. They aren't worth using without the bonus.
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Posted - 2014.05.24 13:06:00 -
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Zatara Rought wrote:Adipem Nothi wrote:Izlare Lenix wrote:If your going to reduce the cal scout passive range bonus can you remove it completely from the gal scout. Why does a scout dedicated to dampening even have a scanning bonus? Nerf after unnecessary nerf. Removing range bonuses will make LS range extenders useless. They aren't worth using without the bonus. Rofl...how do you figure? Please tell me also LS? Low Slot
Check the math w/out bonus. Compare to range of any fine rifle.
Why nerf the CalScout? It isn't the problem.
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Posted - 2014.05.24 13:14:00 -
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Also, what's your angle Zatara?
You're parlaying an isolated OP item (bricked GalScout) into a nerf package for all Scouts. Next, we'll buff Assaults. Then Scouts will be wholly non competitive. Again.
Why?
Frack your ploys, Zatara. You've crossed my line. Accept my resignation from the corp.
- Shotty GoBang (an actual scout)
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Posted - 2014.05.25 22:03:00 -
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thecoolest guy wrote:Seriously, you're swinging the nerf hammer pretty hard at Gal Scouts. What happened to your policy of not nerfing more than one thing at a time and making minor tweaks to see how it goes? You're slamming Gal Scouts with:
Scan range decrease from 5% - 1% per level. (Why even give it at all?) Dampening per level from 5% to 3% And regen from 3hp to 1hp on top of that cloak dampening changes.
Pick 3 of the 4 - but adjust as you go. You're adjusting too much at once.
Compounded nerfs are dangerous, but this could've been a lot worse. Rattati did well. Scouts should be fine, Gal included.
Unless I'm missing something.
o7
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Posted - 2014.05.28 02:39:00 -
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A kink in the plans?
Don't know about you guys, but I had assumed Spin Scanning was fixed. A GalLogi scanning 300 degrees every so often might make for problem.
I'm not saying that we should change anything. Only pointing out a potential issue.
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Posted - 2014.05.28 12:19:00 -
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Haerr wrote:
Confirming that this is super easy if your mouse have a dpi switch. It would be better if you switched the scanners to have a duration of 1 sec and long scan time instead. And make it have the same mechanics as a cloak - have to hold it out to benefit from it.
You could also slow down aiming while you scan with an active scanner.
Thanks, Haerr. I was thinking the exact opposite ... If current scan duration is 0.3 seconds, I'd suggest reducing it to say 0.03 seconds.
Such that "snapshot" = snapshot =/= "try to spin faster"
That said, I freely differ to you and your German advisers :-) Do you think these mechanisms are accessible server-side?
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Posted - 2014.05.29 18:09:00 -
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TRULY ELITE wrote:I for one am not worried about my cal scout with dampening. On my advanced suit I use an adv dampener which is 20% from 35 which approximately brings me down to 25Db, in pub matches how many times do you see people running proto scanners? Even with an organised squad if they were to use one it is likely that only one person will use it so on skirmish that's not much of a problem. One person with a proto scanner can't cover the whole map. On domination however this still shouldn't be a problem because scouts are meant to flank not hit head on. This becomes apparent when running caldari because shields are made for hit and run tactics which is why I also run a basic cloak not only to back this up, but to prepare for the changes in hotfix alpha and to get new strategies and tactics ready. Also the standard cloak now and the advanced cloak after alpha, the after alpha cloak has an advantage due to the fact it has a 5 second less recharge time. Just my thoughts. Some things will need to be in place to help Minmatar and Amarr scouts in PC though to make them viable.
Just wait 'til those Focused Scanners pick up everything. People spam what works.
Even so, you will have a valid point if spin-scanning gets fixed.
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Posted - 2014.06.04 02:31:00 -
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Spartan MK420 wrote: Fix the assault suits before nerfing everything else into the ground.
That's exactly what I said, but I think its too late to change course.
If we must risk being broken, then so be it. Scouts have been through worse for longer.
The end-game is balance. Rattati may break us, but he won't leave us broken.
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