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Thread Statistics | Show CCP posts - 25 post(s) |
Ghost Kaisar
The Last of DusT. General Tso's Alliance
4833
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Posted - 2014.05.22 14:15:00 -
[1] - Quote
Starfire Revo wrote:CCP Rattati wrote:Please elaborate 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 this as well. Mainly the Min, Gal, and Cal.
Cal suits SHOULD get the bonus to their knives. It only makes sense.
The Min scout is FANTASTIC with melee. Seriously. The speed bonus and melee makes them INSANE in CQC. I ran an empty PC with a friend (Was a no show), and he wanted to see what 11.11m/s was like. I ran circles around him, and punched with my 120 melee.
His reaction? "Dude, I can barely track you at this speed." If you can get the min Scout to hit 500 melee and 10.38 m/s or greater with 2x Melee and 2x Speed, you can make the Min Scout an amazing CQC fighter.
This also meshes well with their hack bonus. Since they are on the front lines more, they have more chances to help cap objectives. Makes them ideal to help a squad push a letter.
Gal Scouts can definitely use this bonus. They lose their range, but they can get it back with modules if they want. It also gives the Amarr a role that they desperately need.
Amarr have a role! They will be the extra support for assault squads. With enough HP to survive, and decent scanning ranges, they can pick up other med frames while avoiding their scans. They will be easy targets for scouts if they don't damp though.
In Short, I like these changes if they go hand in hand with scan changes.
Scanners are made to scan Medframes
Gal Scanners are made to scan scouts.
Cal Scouts are counter-scouts.
Gal avoid Scans of all kinds.
Min and Amarr are kind of a middle ground. They can avoid Med scans easily and non-cal scans, but they use slots to do so. Cal scout is the bane of their existence, and must be avoided or eliminated.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4837
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Posted - 2014.05.22 14:38:00 -
[2] - Quote
Starfire Revo wrote:
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%
The Min scout is FANTASTIC with melee. Seriously. The speed bonus and melee makes them INSANE in CQC. I ran an empty PC with a friend (Was a no show), and he wanted to see what 11.11m/s was like. I ran circles around him, and punched with my 120 melee.
His reaction? "Dude, I can barely track you at this speed." If you can get the min Scout to hit 500 melee and 10.38 m/s or greater with 2x Melee and 2x Speed, you can make the Min Scout an amazing CQC fighter.
This also meshes well with their hack bonus. Since they are on the front lines more, they have more chances to help cap objectives. Makes them ideal to help a squad push a letter.
HOWEVER
Can we change the biotic bonus a bit?
Even with 10% increase, since the base for kincats is so low, you only increase sprint speed by 0.7 m/s with 2x Complex Speed. This is almost nothing.
At 25%, you see this: 10.7 m/s after skills.
This translates to a 0.32 m/s increase which is a 3% difference in speed. This means that you cover an additional 3m every 100m.
It is also only 7% faster than a gal scout with 2x Speed.
If you really want to buff the minmatars speed, change it's base sprint value.
Change it's base sprint speed to 9m/s. With normal skills, this pushes 2x Speed to 11.12 m/s. A free kincat, as this is the speed value at 3x Speed.
This makes the scout NOTICEABLY fast for using 2 of it's three slots.
So, change base speed, leave out biotic bonus. Replace with Melee mod and stamina mod bonus.
2% per level.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4838
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Posted - 2014.05.22 19:28:00 -
[3] - Quote
Adipem Nothi wrote: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 you've proposed would no doubt be well received; but our current Minja Community are knifers by training and tactics; let them keep their knives. Mr Musturd and Cyrius Li-Moody (veteran Minmatar Scouts) are both in your corp. You should hit them up for input before sh!tting on them. 2) Recon Scouts are not causing balance issues. They are easily countered. They are extremely vulnerable. 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.
* I agree that CalScouts are at distinct advantage over Minmatar Scouts (and only Minmatar Scouts). * I agree that Hotfix Alpha will reinforce this CalScout advantage over MinScout. * Breaking everything to resolve one issue makes no sense; buff the MinScout, solve the problem.
Exactly.
Cal and Gal scouts will be in an excellent place after this hotfix. Their roles will be solidified.
However, the Amarr and Min HAVE to be brought up to par.
How this is done is what is being discussed. We know that something has to be done, but what?
Personally, I think they need bonuses that reinforce their role. So one must ask, what are their roles?
Minmatar Scout
CQC Scout, Hacker, and Assassin. Everything about these words screams creating chaos.
So how do we use bonuses to reinforce this?
Hacking is already done, and done well. Min Scout hacks are great in PC, as you can easily counter hack with someone watching your back. It also allows you to "ninja hack" if you manage to find an objective with a single guardian.
As for assassination. Hear me out, but I want to get RID of the knife bonus. Knives shouldn't need a bonus to be deadly. I honestly think that the base damage should be raised by 25%. Make them deadly for all. Dump the bonus. Nobody should have to sink huge SP into Knives just so that they can actually hurt people. They're freaking knives, if you get within the 2m it takes to hit them, they should deal insane damage.
CQC. Speed and Melee are what scream "CQC" to me. The ability to rush in, and quickly knock down targets point blank.
I would like to propose a 25% increase to base melee damage along with a increase in base sprint speed by 2% per level. This makes the Min scout have a 9.1 m/s base sprint after Biotic V and Scout V. With a Single Speed mod, you can make this guy sprint at 10.2 m/s. This makes the min scout the fastest scout, hands down, although you will be using low slots to do this.
Melee damage will increase to 150 after this bonus, making it on par with Heavy melee. With a single Mybo, this is pushed up to 263.
Now, in order to use these bonuses in conjunction, you will have to use those high and low slots. Melee only really shines after 400 melee, as you can 2 shot most med frames, and one shot most light frames.
So, the ideal build would be something like this:
1x Complex Shield 2x Complex Mybo
Weapon Sidearm Grenade
Cloak for dodging pesky med frames
1x Complex Speed 1x Complex Hack 1x Complex Damp or whatever you want.
The suit has really low eHP, but excels at point blank combat. It has 433 melee damage, and sprints at 10.2 m/s. It also hacks at a factor of 2.15, letting it hack objectives in less than 5 seconds.
eHP is 198 shields and 87 armor.
This is what I believe that the Min Scout will need to stay competitive (for me). It will have a role and will excel in it, and that role will have viable use in PC. It will be excellent at rapidly eliminating wounded med frames or quickly killing logis that rep heavies. They will also be viable rapid response for letters being hacked, able to quickly sprint up and melee the person to death. They can counter hack afterwards if needed.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4849
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Posted - 2014.05.22 21:19:00 -
[4] - Quote
Spartan MK420 wrote:Zatara Rought wrote:[quote=Zatara Rought] I absolutely think a dude specced into gal logi for the scan bonus and using a piece of equipment that only lights you up for 5 seconds should be the end all be all at counterplay to dampening. and that it should take an arm and a leg for scouts to get under a 4 precision cal scout, and give you pause when considering if it's worth it to get under a gal logi trying to pick you up with a focused. true, but a gall logi, hiding in a corner with 4 scanners=20 seconds of scanning
Sacrificing a gun on the field and a ton of equipment to do so.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4866
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Posted - 2014.05.24 01:32:00 -
[5] - Quote
Zatara Rought wrote:CCP Rattati wrote:Appia Vibbia wrote:Cyrius Li-Moody wrote:
My problem is by changing this one thing you have change so many other things. There's no magic bullet for this. It seems like you're making this far more complicated than it should be because "this is the way it's going to be." I really don't understand this mindset. However--
The most simple way: You'll need to change all scout suits base precisions so that with a max of 2 complex damps (caldari only has 2 lows) and a proto cloak active every scout can get under a gal focus scanner. You'll have to adjust the Gal's bonus for this accordingly so it doesn't get too low when it scales with all it's skills applied.
As for the Gal and Cal, move their bonuses to modules but have them at the same effectiveness as they do now so players have to equip them to use the bonuses.
Also you'll need to buff the Minmatar's PG because you are not going to fit a proto cloak on that thing. You can barely fit an adv cloak at proto level as it is with two damps.
You guys are making this way too hard on yourselves. There are a lot of things you're going to need to rebalance and a lot of numbers to crunch. I definitely feel as if you guys are taking the wrong approach to fix this problem and are going to cause more by taking this route.
Yep So what roles do Minmatar and Amarr have in this perfect scout/ewar/ PC equilibrium? NONONONONONONONONONONONO Giving all scouts EZ mode unscannable is stupid and broken You need to take the middle road and not fanatics who honestly wouldn't complain if all scouts just came unscannable and cloaks remained 90 seconds and all slots are available to use for other things. This is absolutely ludicrous.
Too Clutch Yo.
I agree with Zatara though. We don't want broken scouts.
We want balanced.
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4866
|
Posted - 2014.05.24 01:44:00 -
[6] - Quote
Starfire Revo wrote:CCP Rattati wrote:So what roles do Minmatar and Amarr have in this perfect scout/ewar/ PC equilibrium? Minmatar are great up close assassins. Their high base melee and movement speed would be amazing if they could capitalize on it more. They also bring great utility in the form of their better base hacking speed, which is further improved by their hacking bonus.
It's so hard for the Min to use these bonuses.
If they Melee tank, they lose the ability to have health, which is vital in CQC.
Speed tanking costs you your dampening, and it is INSANE on PG costs. 2x Speed costs 30 PG, which is more than 1/3 of our total PG off of two slots.
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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