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Thread Statistics | Show CCP posts - 25 post(s) |
Brokerib
Lone Wolves Club
1160
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Posted - 2014.05.22 10:25:00 -
[1] - Quote
I haven't done the maths, so just throwing it out there. How about reducing the Gal dampening bonus and Cal precision bonus to 2% a level, from 5%?
Would reduce the overall gap between the GAL/CAL and MIN/AMARR when it comes to passive vision, and somewhat reduce the effect the removal of the cloak bonus has on the MIN/AMARR. If the scaled dampening bonus as mentioned is included (0% at standard, 10% at advanced, 15% at proto), then it might work out.
I know this doesn't account for active scanners and Gal logi, but with the changes made to the active scanner in 1.8, I'm reasonably happy with a balance where the Gal logi is reasonably able to scan 90% of scouts for limited periods. Just so long as the 10% isn't only made up of Gal scouts...
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Brokerib
Lone Wolves Club
1170
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Posted - 2014.05.22 22:21:00 -
[2] - Quote
Magnus Amadeuss wrote:To follow up, what would I do?
Change HP modules to percentage based with stacking penalties. (this means you can put more HP on a scout, but you will never be HP competitive with a heavier suit)
Give each suit ONE ewar based bonus (remove the scan range from caldari/gallente and then give it to amarr)
Give each suit ONE other bonus (i.e. something to excentuate their racial profiles)
This may mean altering the base stats across entire suits in order to make the suits unique. (as has been shown before, the stamina/regen bonus to the amarr scout suit is completely pointless witht he way regen and speed interact) If you're going to change HP modules to % based, it should only be to plate armor. Have done the maths previously. % based for everything will destroy medium suits.
https://forums.dust514.com/default.aspx?g=posts&m=2169782#post2169782
Changing plate to % reduces their usefulness to scouts, and leaving fero/reactive as a straight number makes them viable.
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Brokerib
Lone Wolves Club
1173
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Posted - 2014.05.23 00:27:00 -
[3] - Quote
Oswald Rehnquist wrote:Just to throw it out there one last time for CCP, to keep it simple
You can't balance the gal dampening with the cal precision without the waves of opportunity provided by the cloak for the use of the other two scouts. The cloak dampening effect was thy only thing that allowed cal scouts to have their current racial. I'll tell you right now, its not possible to balance this without nullifying one or more variants of the scout.
By changing the cal racial to a non precision bonus, these will happen
1) Two scouts automatically become more viable, no longer needing to dampen so hard (since alpha is taking away their defense). Since they are not auto detected they can focus on their specialization (mins hacking, amars fitting)
2) The gal scouts utility drops since auto detection is not so prevalent, why have a high damp when the only thing that can possible catch you is a gal logi? It still has the range bonus, that can be debated if you want, but the result is that the gallente falls down with the other 2 scouts.
3) Last but not least, the cal scout utility is free to still make it relevant and on par with the scouts, also its changing one sinlge variable rather than another roll of the dice with a lot of changes in racial bonuses. What the cal scout racial could be is probably what my last response to this thread will be. After that point, its up to the powers that be to make a smart decision.
I will also say that the removal/reduction of dampening on cloaks gives you guys more work, but if this is happening then the cal precision has to go, and I don't say this with joy either, its just what is required for balancing given this direction and limited resources. Really good post. I only have one point of difference. Removing the need to the Gal to fit any dampening by reducing the effectiveness of the Cal leads to more plate stacking. So the Gal remains the prime scout, purely because it's bonuses are better than the Amarr, while both have the best slot layout in the current meta. That said, still seems like the best option I've seen so far.
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Brokerib
Lone Wolves Club
1178
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Posted - 2014.05.23 04:18:00 -
[4] - Quote
Magnus Amadeuss wrote:Brokerib wrote:Magnus Amadeuss wrote:To follow up, what would I do?
Change HP modules to percentage based with stacking penalties. (this means you can put more HP on a scout, but you will never be HP competitive with a heavier suit)
Give each suit ONE ewar based bonus (remove the scan range from caldari/gallente and then give it to amarr)
Give each suit ONE other bonus (i.e. something to excentuate their racial profiles)
This may mean altering the base stats across entire suits in order to make the suits unique. (as has been shown before, the stamina/regen bonus to the amarr scout suit is completely pointless witht he way regen and speed interact) If you're going to change HP modules to % based, it should only be to plate armor. Have done the maths previously. % based for everything will destroy medium suits. https://forums.dust514.com/default.aspx?g=posts&m=2169782#post2169782Changing plate to % reduces their usefulness to scouts, and leaving fero/reactive as a straight number makes them viable. Your math is full of assumptions and shortcuts. Explain why 20%? Explain why no stacking penalties? Would the non-stacking penalized modules multiply in a compounding way or be lumped together? Every other module in Dust suffers from decreasing return on investment, why should HP mods be any bit different? Even the speed penalties for the armor plates are percentage based!! The way it is now, the plates add a dispropotionatly large amount of HP (as a percentage gain) to smaller suits, allowing them to have all of the advatanges of the light suit but to circumvent the drawbacks (wet paper towels for HP). This flies in the face of any balancing attempts, and it also makes the base HP stat much less important (part of the reason why medium suits are so entirely compromised right now). All of that aside (including the maths, I can just throw more figures at you as well.) Is something that you have overlooked. Every other module in the entire game. Due to the percentage based modules, no other suit is really going to be even close to a scout in the scouts roles (scan radius, profile, precision, speed, stamina, stamina regen, shield recharge, and hitbox size). Sure a medium suit might be able to come close to the scout in ONE area, but not the other 7. The scout can become compettive with medium suits by fitting HP mods, while retaining ALL of those advantages above. This is the problem we must address. Scouts are already kings of 7 different base stats in a game largely dictated by percentile gains. The only base stat that it is truely lacking is easily made up for by module in which the scout (relatively) gains the most from. No, as long as the rest of the modules in the game only allow suits to be competitive (stat wise) with suits from their same class, HP should absolutely be no different. Correct, the maths is full of assumptions and shortcuts. The original example was put together as a hypothetical only and was intended to be indicitive, to answer a comment in the Barbershop about making all HP modules % based. The 20% was arbritary and used to model in a way that mimics the current end total HP of a Gal heavy, and HP were applied without stacking penalty and against base HP only to simplify the calculations. I am in no way suggesting that this is the correct % or implementation.
The intent of my post (as opposed to the execution), was to demonstrate that while % based increase would stop scouts from being able to brick tank, it also removes the ability for scouts to tank in any reasonable way. Assault scouts are a valid playstyle, and removing a valid playstyle due to issues with the current implementation of modules is a poor choice at best.
Making all HP modules % based would make them unusable for light suits, particularly for ferro and reactive plates. If we were to go down the path of % HP modules, it would be a better choice to make a % based module for high base HP suits, with static modules to alow scouts limited, but useful, HP gain. This would have the additional benefit of pushing scouts towards using ferro/reactive plate, thus increasing fitting options while maintaining the playstyle option.
Coupled with this, the current medium base HP totals would mean that they would be similarly affected by the change, nerfing an already underperforming class.
Your argument that all other modules are % based is invalid, as it's based on the falicy that all modules should work by the same mechanism. There's no reasoning behind that, just an assumption. Weapons aren't % based, and HP modules should be balanced around incoming damage and not other modules.
Your suggestion is only workable if every suit and every HP module is re-worked, which is unlikely in the current environment.
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Brokerib
Lone Wolves Club
1179
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Posted - 2014.05.23 05:31:00 -
[5] - Quote
XxGhazbaranxX wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus This would be very detrimental to gamepley. The viability of the gallente scout doesnt come from the ability to remain unseen; it's the tanking ability that makes it meta worthy. The only scout that can counter a caldari is gallente and vice versa but; with the proposed change to cloaks, this will no longer be the case. The minny and amarr , with the right modules, will be able to pick up the gallente scout once the cloak bonus is done away with. The problem with gallente and most other scouts is the equipment slots. They have two equipment slots in which they choose cloak and something else which is, IMHO, not right. All scouts should only have 1 equipment slot and choose if they want to use RE or cloaks.... Summary The problem with gallente scout is bricktanking and having the cloak on. It has nothing to do with the bonus which will be very necessary once the you eliminate the cloaks dampening effect. This will make it so that no scout is safe from caldari scouts no matter their skill level. Rethink this... Bricktanking is the problem not the dampening bonus. Agree that bricktanking is the problem. But bricktanking isn't a scout problem, it's a module problem. If it's just about bricktanking, then adjust the modules, and leave the cloak and scouts as they are.
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Brokerib
Lone Wolves Club
1180
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Posted - 2014.05.23 09:17:00 -
[6] - Quote
Magnus Amadeuss wrote:Brokerib wrote: Assault scouts are a valid playstyle...
...current medium base HP totals would mean that they would be similarly affected by the change, nerfing an already underperforming class.
Weapons aren't % based, and HP modules should be balanced around incoming damage and not other modules.
No, my assertion that all other modules in this game are based upon a STANDARD design philosophy that only two types of modules break, shield HP and armor HP modules. It is further reinforced by the fact that CCP has knowlingly designed suits that certain modules are just downright useless on. Your assumption that the"assault scout" as a viable playstyle is 100% opinion and with numerous counter examples in CCP game design. For instance, on heavy suits(i.e. commandos and sentinels) damps, scan range and scan precision mods are next to useless because of the incredibly poor base stats of these suits. Actually, Scan range mods are more or less useless on all suits but the scouts. You also convieniently skip over the fact that the "assault scout" is hands down better than an assault is given the current meta. The "assault scout" can come within ~1-200 eHP while having greater scan radius, scan precision, profile dampening, movement speed, sprint speed, strafing speed, jumping ability, stamina pool, stamina regen, shield regen and an extra equipment slot. This suit is only competitive because of the ludicrous amount of relative HP a scout can get from set value armor plates. No, we do not need a jack of all trades, master of most suit (what the scout is now). We need a return to suits competing with eachother (stat wise) within their own class, as all of the rest of the suits do. Your argument stems from the belief that you would increase fitting options for one class of suit, you totally disregard the fact that having one suit class that is superior to another in nearly every facet destroys variety it doesn't increase it. You rally for less of a meta, not more of one. Scout suits should be just that... scout suits. Just like how logi suits should be logisuits and assault suits should be assault suits and so on. The great fitting system that we have allows a large variety of fits within each class, and yes to allow each class to perform (with lesser efficiency) roles it is not intended for. Absolute value HP modules directly contradict that. Base stats SHOULD matter. EDIT: Or are you arguing that there should be a "Scout sentinel" role? Yes, base stats should matter. I don't believe that my posts in any way indicated otherwise. I just don't beleive that suits should be wholy beholden to them.
The crux of my arguement is that we shouldn't break the scout, but that we should instead fix the systemic issues that have caused the abuse of the frame, while maintaining class versatility and playstyles.
I've left the pertinent sections of my post above. I acknowledge Assaults are broken. The need to be fixed to be viable in the the 1.8 scout/heavy world. This, along with the nature of armor plate, the broken implementaiton of cloaks and the Gal bonus and slot configuration, is why Gal scouts are being abused currently. I don't see any complaints that Minmatar or Amarr scouts are OP or being abused. Which is interesting when you consider that the Amarr has the same slot layout with more base health, and only lacks the EWAR bonus.
You state suit modules are all % based with the exception of HP modules, this is correct as far as it goes. But it is also a moot point, as HP modules are designed to counter weapon modules, that are static. There is no inconsistency in design philosophy.
I agree that range amps are useless on heavies and assaults, and to a lesser degree presicision mods. This is an artefact of the limited scan radius that all suits up until 1.7/1.8 suffered from. Dampeners, however, are not. A single complex and single basic will get a heavy under an advanced scanner. Similarly, I see heavies using biotic modules to enhance their speed. Assaults have been able to do the same quite sucessfully prior to 1.8. Under the design philosophy you're arguing, none of this should be possible, because it 'breaks the mould'.
This is a rough visual representation on what I would like to see.
We currently have this:
Sc ____XXXXXX_____ Logi ____XXXXX_____ Ass _____XXX______ Com ______XX____ Sen ________XXX___
Where scouts are able to compete at too many levels due to the way suit modules are setup, Logi's are still over powered compared to Assaults, and Commando's are limited in their versatility.
The changes you're advocating make the meta begin to look like this, assuing assaults are fixed and not further marginalised:
Sc ____XX___________ Logi _____XX_________ Ass _______ XX______ Com _________XX____ Sen ___________XX__
Where every suit has a defined role that makes it difficult for them to cross over. In this situation there is no reason to play outside your 'role', which reduces diversity.
And what I'm talking about looks something like this:
Sc ____XXXX__________ Logi ____XXXX________ Ass ______XXXX_______ Com _______XXXX_____ Sen _________XXXX___
Where you have freedom in fitting so you can compete with other suits in their own speciality, but if they choose to fit to highlight their strengths, then they will be more effective in that role.
To answer your other point, Assault scout isn't an opinion, it's an existing playstyle. The Amarr is as a light assault suit. It loses out to every other scout in every other area, except when used as an assault frame.
I hear from a lot of people that scout suits should be scouts only. And by that, they mean exactly their definition of a scout. I disagree. A number of playstyles can be supported for each suit type, and enhances the game when possible.
Hopefully that clarifies my position.
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Brokerib
Lone Wolves Club
1192
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Posted - 2014.05.24 03:32:00 -
[7] - Quote
My 2c, as a bandaid fix.
Reduce the Gal dampening bonus to 2% a level.
Reduce the Cal precision bonus to 2% a level.
Remove the scan radius bonus from the Gal and Cal.
Gift the Amarr with the scan radius bonus, 5% a level.
Leave Minmatar as is, until a full balance pass can be made.
With the changes to cloak, plates, and limitations on the Gal dampening, they will be more visable, and will have to give up lows to be truely passively invisible to other scouts.
Cal precision is reduced so is not all encompasing, and removal of the range bonus means that they only have a limited radius in which they are able to scan. They can still stack precision, but only over a limited range, as they lack the lows to stack range amps without being glass.
Amarr gets a meaningful bonus that plays to their strenghts (light assault) as they will be able to view all medium and heavy suits, but are unable to stack precision to find scouts.
Min is ok at the moment, as their balanced slot layout allows them to chose either passive invisibility or vision.
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Brokerib
Lone Wolves Club
1195
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Posted - 2014.05.24 15:20:00 -
[8] - Quote
IgniteableAura wrote:CCP Rattati wrote: A triple complex dampened, GA scout with a cloak at the new 10% level is at 13.5 or 14 dB.
14dB means under the focused radar. Apologies, sidebar.
Wasn't there some discussion about whether these values ended up being round up by the system, as previously getting down to 17.8 profile would still be scanned by an 18dB scan? Is that still the case, and will 13.5 round up to 14, meaning that the Gal can't get below the scanner?
Just curious, as to the best of my knowledge the exact working of the mechanism has never been confirmed by CCP, so most of our calcs are working on assumptions and field work, not the actual details.
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Brokerib
Lone Wolves Club
1205
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Posted - 2014.05.25 04:31:00 -
[9] - Quote
CCP Rattati wrote:In summary Overall we generally agree that 1)GA scout could fit too much because of his native dampening 2)GA scout also got a free repair module on top of that 3)GA passive scan bonus doesnt necessarily make sense for role 4)CA scouts passive scan (fondly known as wallhacking) a tad too much 5)Cloak gameplay with dampening is a key factor in fun ewar 6)The need to specialize is enforced in a big way with power graduation 7)To not force equipment selection by having built in scout bonuses for the cloak specifically (such as duration for GA) Cloak keeps dampening, and at better rates than we originally proposed, 0-5-10 instead of 0-2.5-5 *GA scout damp bonus to 3% per level instead of 5% for a maximum bonus of 15% *Reducing CA passive scan to 3% from 5% *Reducing GA passive scan to 1% from 5% (I would think this gets changed to something more fitting later) *Reducing GA regen to 1/hp from 3/hp *Duration changes stay the same as original proposal with the same recharge ratio as the old cloak Updated Hotfix Alpha NumbersNo changes to shared group scans No changes to Gallogi FS, it is a very narrow scan with a limited steatlh counter by another role than CA scouts. I want to see how that plays out. No changes so bonuses affect modules fitted (a much bigger change) I have updated the google docs accordingly Thanks for the discussion on balancing Scouts CCP Rattati. Hopefully the Alpha patch will go some way towards reducing the abuse of the Scout frame. But it's only half of the equation.
For a complete solution, even if only as a temporary fix, the Assault frames need a buff to make them competitive.
I know you've only just gotten off the Scout train, but some suggestions below. [suggestion] Assault suit changes/medium balance
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Brokerib
Lone Wolves Club
1210
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Posted - 2014.05.26 00:14:00 -
[10] - Quote
Iron Wolf Saber wrote:I just simply do not believe in having stats and numbers equating to immunity; if there is any sort of immunity to be gained it should be from player skills and player skills alone.
If you want to be undetected it should be sourced from player skills not because you shoved on a harry potter cloak and some sneakers on.
It should be because you poked the other guys eyes out; threw sand in their face and darted around like a wild illusioned shadow. It doesn't really matter what you believe, we're playing a game that is based on stats and numbers. As such, regardless of my skill, I can be detected even while at distance and concealed and there's no options for what ever the hell it was you wrote there.
Quote:If you want to detect players it should be sourced form player skill, not because you shoved on a magical scanning wand and waved it in the air.
It should be because you keep your head on a stick, watch your back, and check the points.
Invalid arguement is invalid.
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Brokerib
Lone Wolves Club
1227
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Posted - 2014.05.28 02:27:00 -
[11] - Quote
knight guard fury wrote:why not just make the cloak 10-5% damp instead of completely removing it. It hasn't been removed completely. It will now be 0% at standard, 5% at advanced, and 10% at proto.
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Brokerib
Lone Wolves Club
1270
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Posted - 2014.06.01 23:58:00 -
[12] - Quote
HOWDIDHEKILLME wrote:Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally So what's the counter measure for a proto gal logi runnning 4 focused scanners?
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Brokerib
Lone Wolves Club
1270
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Posted - 2014.06.02 23:49:00 -
[13] - Quote
Argetlam Thorson wrote:emtbraincase wrote:My $0.02 would be to make plates slow down a suit more when stacked on lighter fittings (meaning real-world implications to encumbrance). A scout with 3-4 plates should actually move slower than a heavy with those same 3-4 plates because it is less encumbered by that weight.
Think of it this way, if you weigh 145 lbs vs someone at 215 lbs, and someone else hands each of you a 250 lbs sack, the 145 lbs person would possibly not even be able to move, let alone quickly, while the 215 lbs individual may move slower but likely can move closer to their norm.
Most people aren't having problems with what is being discussed, it is the fact that they can do it with 700 hp of armor while retaining their speed. If you make them slower, then their major benefit is removed and all you had to do was what makes sense from a physics standpoint.
I doubt that many people would be as upset by the undetectable scout if all they had to do was sneeze toward it to put it down. I definitely think the problem is too many people use the minimap instead of their eyes. Or maybe make classes of plates-light, medium, and heavy (militia - pro of all). For example, a light proto plate only gives you 60 hp extra but has no movement penalty on heavy and very low on scout. On the other end of the spectrum proto heavy plate gives you 180 hp extra (per plate) but a 7% penalty to heavies and 10% to scouts. This would give more variation on speed vs ehp while balancing them on the scout, since a near undetectable Gal Scout running 1k EHP runs at the speed of a heavy, while scouts who want to speed tank could still add a light plate or two. This would mean a Gal Heavy stacking plates would be almost a god sticking on a single point, but in open terrain would be a sitting...er, waddling duck. I know the light plate is pretty much what Ferroscale is, but if you changed it to weight class plates, each weight class of plate could have a movement penalty to each weight class suit. This already exists. Ferroscale plate. The problem is that, until the Alpha changes drop, plate armor gives more HP, costs less to fit, and has a nominal impact on speed. There is literally no reason to run 'light plate'.
The planned Alpha changes should go some way to addressing this, but I would have preffered the % reduction in speed to be increased for plate armor, to 4%/6%/8%.
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Brokerib
Lone Wolves Club
1271
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Posted - 2014.06.03 02:11:00 -
[14] - Quote
Spartan MK420 wrote:or perhaps make movement accelerate the use rate of the cloaking duration You know what else might have worked? The original implementaiton that was planned. If CCP had retained the ability to fire from cloak, with the associated drain on cloaks when firing, shot gun scouts would be naked after killing one player for at (minimum) 15sec while waiting for their cloak to charge back to half charge. We could have had 'waves of oportunity' and instead we a got broken implementation due to an pre-nerf forced by the community.
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Brokerib
Lone Wolves Club
1275
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Posted - 2014.06.03 08:05:00 -
[15] - Quote
superjoe360x wrote:Spartan MK420 wrote:still say just remove the 2nd equipment slot
if they want to run uplinks, they have to sacrifice the cloak. Removes alot of options for the gall scout, but still leaves doors open.
This is what I say needs to be done to balance scouts. No more cloaked RE guys. No more cloaked uplinkers. It forces you to use a gun with the cloak. Thus balancing the cloaked brick tanked shotgun scout once and for all! Oh...wait...
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