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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
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Posted - 2014.05.22 08:05:00 -
[1] - Quote
the point of the gallante scout is not to be seen.
the point of the caldari is to have good passive scans.
there is no point to amar
there is a slight point to matari, even though 2 lows, does not let them be the effective assassin/hacker
Boost the proto dampening module to a higher percentage maybe? so other scouts could remain unseen to a certain extent? Or nerf the cal precision.
once you make ferro/reactive plates worth using, and add a drawback to the basic/enhanced plates, the brick tanked scouts will primarily cease to exist. and perhaps if you even work on the shield extenders hp, so scouts wouldn't have to rely on their low slots for hp, but could instead focus on ewar.
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Spartan MK420
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Posted - 2014.05.22 11:06:00 -
[2] - Quote
1 change only?
I would boost the proto dampening up another 15% (5% per tier)
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Spartan MK420
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Posted - 2014.05.22 11:11:00 -
[3] - Quote
CCP Rattati wrote:Regis Blackbird wrote:They should remove the squad sharing passive scans (as was the idea in the first place) I need to follow up on this internally
Negative. Scouts are made for recon. This should stay as is, if not advance to team share instead of just squad share.
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Spartan MK420
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Posted - 2014.05.22 12:36:00 -
[4] - Quote
we still need more feedback, if they pick any of the options listed other than COMPLETELY REDOING all of the scout suits, we're boned for another 2 months.
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Spartan MK420
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Posted - 2014.05.22 12:51:00 -
[5] - Quote
Varoth Drac wrote:I was always against removing the cloak dampening as I always knew it would mess up the meta, particularly for the already underused min and Am scouts, I was also quite vocal about it. If it has to be done I suggest this:
Significantly increase the effect of profile dampeners. Make complex a 50% reduction or similar. I know sombody else suggested this. I also support changing the Gal and Cal bonuses to module bonuses.
I 2nd this.
Just remember tho, if it becomes a module bonus, the more modules they stack the better % overall. It could even rival/beat the current base bonus.
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Spartan MK420
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Posted - 2014.05.22 13:15:00 -
[6] - Quote
Jadek Menaheim wrote:I would support the plan put out by Revo and Jebus McKing.
i like everything but the amar layout tbh.
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Spartan MK420
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Posted - 2014.05.22 14:15:00 -
[7] - Quote
I remember back in the day we talked about giving the ability hack enemy equipment, maybe toss that in to the amar :p
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Spartan MK420
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Posted - 2014.05.22 14:17:00 -
[8] - Quote
Spectral Clone wrote:To all these stupid people trying to reduce the scan range of scouts - go DIAF. agreed
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Spartan MK420
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Posted - 2014.05.22 14:21:00 -
[9] - Quote
another option is to make the base gallante suit a bit slower than the others, so they have to put a speed mod in a slot to compensate.
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Spartan MK420
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Posted - 2014.05.22 14:27:00 -
[10] - Quote
Master Smurf wrote:Spectral Clone wrote:Regis Blackbird wrote:They should remove the squad sharing passive scans (as was the idea in the first place) Scouts do recon. Its their job to scan for the squad, just like logis ress/resupply/revive/occasionaly scan. While true it would be much better if just LoS targets show on squads tacnet than anything a Cal Scout is passively picking up. sounds better than removing it completely
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Spartan MK420
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Posted - 2014.05.22 14:32:00 -
[11] - Quote
give amar or matari 5% reduction to pg cost of shield extenders
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Spartan MK420
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Posted - 2014.05.22 14:37:00 -
[12] - Quote
Spectral Clone wrote:Aeon Amadi wrote:Spectral Clone wrote:Aeon Amadi wrote:Too many people to respond to.
Anyway, as in my edit I re-evaluated some of my perspectives and while I still think that Active Scanners should focus on Range and Caldari Scouts should focus on precision, there have been some interesting suggestions.
I don't think it's necessary to remove shared passive scan, but I do think that the Caldari Scout does have too much range for it's precision. It's a mobile radar that never goes away, which is a problem. A problem that could be easily tweaked by removing the range bonus on the Caldari Scout, but if you're going to do that you might as well remove it from the Gallente Scout because it contributes nothing to it's specialization of dipping under TacNet.
You could change the base range, but then you'd be singling the Caldari Scout out and giving the Gallente Scout even more range than it does. So, there's that.
EDIT: To elaborate more for CCP Rattati, I think the general concensus is that the Caldari Scout having the capabilities of such a low precision (as low as 15db) accompanied by a high range (50-75m) is completely usurping the use of Active Scanners and by default, Gallente Logistics. By removing the scan range bonus, you reduce the maximum range by 25% and force them to focus more on their precision abilities while not extremely limiting their range capabilities. Although, the gallente scouts are the range masters ;) 4 low slots you know. Im running 150m scan diameter: http://www.protofits.com/fittings/view/565/2658 Part of the problem >_>; No, its a scouting role that spots enemies, but dont kill as effectively as a slayer scout. yea, i'm just spamming, but him using all those range amps is the opposite of the brick tank problem.
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Spartan MK420
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Posted - 2014.05.22 14:38:00 -
[13] - Quote
Spartan MK420 wrote:Spectral Clone wrote:Aeon Amadi wrote:Spectral Clone wrote:Aeon Amadi wrote:Too many people to respond to.
Anyway, as in my edit I re-evaluated some of my perspectives and while I still think that Active Scanners should focus on Range and Caldari Scouts should focus on precision, there have been some interesting suggestions.
I don't think it's necessary to remove shared passive scan, but I do think that the Caldari Scout does have too much range for it's precision. It's a mobile radar that never goes away, which is a problem. A problem that could be easily tweaked by removing the range bonus on the Caldari Scout, but if you're going to do that you might as well remove it from the Gallente Scout because it contributes nothing to it's specialization of dipping under TacNet.
You could change the base range, but then you'd be singling the Caldari Scout out and giving the Gallente Scout even more range than it does. So, there's that.
EDIT: To elaborate more for CCP Rattati, I think the general concensus is that the Caldari Scout having the capabilities of such a low precision (as low as 15db) accompanied by a high range (50-75m) is completely usurping the use of Active Scanners and by default, Gallente Logistics. By removing the scan range bonus, you reduce the maximum range by 25% and force them to focus more on their precision abilities while not extremely limiting their range capabilities. Although, the gallente scouts are the range masters ;) 4 low slots you know. Im running 150m scan diameter: http://www.protofits.com/fittings/view/565/2658 Part of the problem >_>; No, its a scouting role that spots enemies, but dont kill as effectively as a slayer scout. yea, i'm just spamming, but him using all those range amps is the opposite of the brick tank problem. ewar ftw
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Spartan MK420
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Posted - 2014.05.22 14:54:00 -
[14] - Quote
raise their base precision so they only pick up commando's/heavies without putting precision enhancers :p
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Spartan MK420
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Posted - 2014.05.22 15:22:00 -
[15] - Quote
Adipem Nothi wrote:@ Scouts Gal will remain PC viable, though they'll likely become less common. Cal will remain PC viable, due primarily to shared squad sight. Why aren't we discussing how to make the other Scouts PC viable? Why are we discussing additional nerfs? because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
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Spartan MK420
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Posted - 2014.05.22 15:52:00 -
[16] - Quote
Adipem Nothi wrote: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.
alot of the slayers like the cal scout too, because of they buggy detection, fast main health rejuv, and good base passive scans/ not to mention the cbr does less dmg to them, and more to their counter-part. I die alot 1v1 vs a cal scout with a cbr, just because most of preliminary hits don't register, then the ones that do, are decreased by the shields resistance to the most op weapon. lol
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Spartan MK420
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Posted - 2014.05.22 16:11:00 -
[17] - Quote
my proto gall ewar suit has 394 hp :( less if i take away the 2 complex shield extenders for prec. enhancers.
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Spartan MK420
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Posted - 2014.05.22 16:14:00 -
[18] - Quote
maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P
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Spartan MK420
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Posted - 2014.05.22 16:16:00 -
[19] - Quote
Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P
example gall scout
2 highs, 2 ewar, 3 lows
cal
3 highs 2 ewar 2 lows
strictly examples.
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Spartan MK420
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Posted - 2014.05.22 16:35:00 -
[20] - Quote
Master Smurf wrote:Spartan MK420 wrote:Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P example gall scout 2 highs, 2 ewar, 3 lows cal 3 highs 2 ewar 2 lows strictly examples. Please complete So you are taking one slot away and giving two ewar slots?
Strictly examples. :)
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Spartan MK420
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Posted - 2014.05.22 17:21:00 -
[21] - Quote
well if matari ewar bonus is hacking, then maybe the amar can set up a "firewall" by "hacking an already hacked objective" Thus increasing the amount of time needed to hack for all other roles, except for the matari, which would be normal hacking speed?
Encrypting 5% per lvl :p
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Spartan MK420
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Posted - 2014.05.22 19:34:00 -
[22] - Quote
well....after smoking a bowl:
all suits get the 5% range amplification thingy mabobber
Cal +5% precision Gall +5% dampening Amar +5% Encypting Min +5% hacking
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Spartan MK420
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Posted - 2014.05.22 19:47:00 -
[23] - Quote
pretty sure that getting close to the enemy and reporting their position, is recon.
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Spartan MK420
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Posted - 2014.05.22 20:09:00 -
[24] - Quote
Spartan MK420 wrote:well....after smoking a bowl:
all suits get the 5% range amplification thingy mabobber
Cal +5% precision Gall +5% dampening Amar +5% Encrypting (ability to hack an owned objective, installation, supply depot, cru, and make it take longer for other roles to get a hack off, would need a new module introduced though.) Min +5% hacking
Edit: after smoking more:
Have the racial skills on gall/cal scouts (precision and dampening) apply to modules instead of base stats.
Let the encrypting/hacking bonus effect the amar/min base suit stats .
Passive scans are shared to your squad.
Active scans are shared team-wide.
and possibly lower matari base suit scan profile a bit?
sneaked some changes in
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Spartan MK420
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Posted - 2014.05.22 21:15:00 -
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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
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Spartan MK420
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Posted - 2014.05.22 21:26:00 -
[26] - Quote
Ghost Kaisar wrote: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. reeks of failure.
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Spartan MK420
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Posted - 2014.05.22 23:58:00 -
[27] - Quote
dwater wrote:Tallen Ellecon wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus No, boost active scanner duration, they're almost useless against scouts. WTF, are you stupid? Boosting active scan duration fixes nothing, most especially gal scouts being broken gall scouts aren't broken, armor plates and min/amar scouts are.
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Spartan MK420
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Posted - 2014.05.23 05:38:00 -
[28] - Quote
Cyrius Li-Moody wrote:Speaking of scanners. They should set a turn cap because I still see people 360 scanning. I see that k2dert or whatever his name is doing these insanely fast 360 spins when he scans. Kind of ridiculous. agreed, you can still kind of abuse the spin scans, but not as easily as before.
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Spartan MK420
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Posted - 2014.05.23 17:55:00 -
[29] - Quote
The arrow over their head is brighter :P
Not like they can't equip more than just 1 active scanner, including the type. It's equipment slots, not high and lows like scouts need to use. Thus you don't lose your survivability (hp) to perform scans.
We have to equip multiple modules to make our passives worth a ****, otherwise any medium with a brain can counter our passives.
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Spartan MK420
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Posted - 2014.05.24 04:47:00 -
[30] - Quote
Adipem Nothi wrote: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 * 2 Cmp damp + cloaked = unscannable @ Rattati Most of those GalScouts are mercs waiting for better Assaults. The number will drop when we get a new slayer suit. ^^^^this.
give the assaults an actual slaying bonus
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Spartan MK420
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Posted - 2014.05.24 04:58:00 -
[31] - Quote
hell just giving them the same slot count as logi's would be a good start.
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Spartan MK420
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Posted - 2014.05.24 05:29:00 -
[32] - Quote
CCP Rattati wrote:
Ok, scouts, please come back to me on this problem, exactly as I word it.
Here is the premise
1) I want to encourage stealth players to go to proto cloak 2) GA scout will be the only scout that is completely unscannable 3) Not let GA scouts be the only stealth scouts and use cloaks
So, I have been told, I can verify when I am back at work, that if we change the cloak to be at 10% dampening instead of 5% at PRO, at least 3 stealth scouts are viable with cloak, GA, CA and MM. I think that's fine, I don't think everyone should be equally good at everthing. Amarr will get a look soon.
Max scan precision from CA scout is 17 (if my math is correct), terrible close to 16.
Since I want the only thing to beat the 100% dedicated scout scanner to be a 100% dedicated stealth scout.
A triple complex dampened, GA scout with a cloak at the new 10% level is at 13.5 or 14 dB.
That means we can reduce the GA Scout bonus to 15% to 25% and still stay under the CA scout at 15.3 or 16dB.
Thereby forcing the dedicate GA scout to sacrifice a low in most cases, so that he can't spend it on armor.
For the coup de grace, we can reduce the range of the CA passive scan a little bit because it's unnecessarily good.
Please respond to this in a civil manner, we are actively trying to listen and adapt our proposals based on your feedback.
+1
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Spartan MK420
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Posted - 2014.05.24 06:46:00 -
[33] - Quote
CCP Rattati wrote:THUNDERGROOVE wrote:CCP Rattati wrote: I am fine if we reduce the two free slots to one, at least to begin with.
So removing the innate 3 hp/s? or reducing it. -2
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Spartan MK420
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Posted - 2014.05.24 06:49:00 -
[34] - Quote
put the nerf hammer down before someone gets hurt
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Spartan MK420
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Posted - 2014.05.24 07:19:00 -
[35] - Quote
jerrmy12 kahoalii wrote:THUNDERGROOVE wrote:jerrmy12 kahoalii wrote: Um yes cal should be unscanable when maxed with all damps The whole point of specing scout is to avoid scans Otherwise I want my respec so I can bet the overpowered scout since scouts are meant to be scanned. Unless you dump millions more sp
*Sigh* A scout isn't necessarily about never being seen and if you're seen by a scout than so be it, you likely see him. I'm done replying to you as you completely skipped over any meaningful part of my post in order to find the one thing you can form the slightest opinion about. Everybody wants to butcher every scout but gallente Which is my problem And wow you are stupid I was replying to your post about me.
pretty sure this thread was explicitly made to butcher the gall scout.
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Spartan MK420
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Posted - 2014.05.24 12:20:00 -
[36] - Quote
makes sense that a cal scout could have high end precision at close ranges (referring to the cal range amp bonus thingy possibly being reduced) and a gall has low precision over a longer range.
but a gall scout with 2 prec enhancers should have issues finding a dual dampened/cloaked cal scout as well. Same goes with the cal scout with 4 prec enhancers, having a problem finding a gal scout with 4 dampening/cloak
But the amar/min with 3 prec enhancers, should be able to detect the cal scout, and the cal scout find them as well.
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Spartan MK420
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Posted - 2014.05.24 12:21:00 -
[37] - Quote
Spartan MK420 wrote:
makes sense that a cal scout could have high end precision at close ranges (referring to the cal range amp bonus thingy possibly being reduced) and a gall has low precision over a longer range.
but a gall scout with 2 prec enhancers should have issues finding a dual dampened/cloaked cal scout as well. Same goes with the cal scout with 4 prec enhancers, having a problem finding a gal scout with 4 dampening/cloak
But the amar/min with 3 prec enhancers, should be able to detect the cal scout, and the cal scout find them as well.
ignore me, just passing by
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Posted - 2014.05.24 12:30:00 -
[38] - Quote
Zatara Rought wrote:Spartan MK420 wrote:
makes sense that a cal scout could have high end precision at close ranges (referring to the cal range amp bonus thingy possibly being reduced) and a gall has low precision over a longer range.
but a gall scout with 2 prec enhancers should have issues finding a dual dampened/cloaked cal scout as well. Same goes with the cal scout with 4 prec enhancers, having a problem finding a gal scout with 4 dampening/cloak
But the amar/min with 3 prec enhancers, should be able to detect the cal scout, and the cal scout find them as well.
If you had to choose between a bonus that makes you uniquely adept at not being scanned by the gal or being adept at scanning longe range as opposed to a shorter more focused precision cal which would you choose? Both is not an answer.
that's not ignoring me :( *cloaks and runs away*
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Posted - 2014.05.24 12:35:00 -
[39] - Quote
Zatara Rought wrote:Spartan MK420 wrote:
that's not ignoring me :( *cloaks and runs away*
/me pulls out gal logi focused
*doh* (homer simpson voice)
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Posted - 2014.05.24 12:43:00 -
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What if I told you, that the only reason I skilled into the gk.0 scout is because that I thought the racial bonus' would apply to my dren scout? :p
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Posted - 2014.05.24 14:08:00 -
[41] - Quote
BlazeXYZ wrote:When will Hotfix Alpha being released Well considering that they haven't even figured out what they're going to do 100% yet, I would assume soonTM
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Posted - 2014.05.26 03:40:00 -
[42] - Quote
why the hell would you nerf the scan radius of the gall scout below the cal? we're suppose to be their polor counter, just makes sense.
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Posted - 2014.05.26 03:46:00 -
[43] - Quote
cal scout should scan more precise, gall scout should scan further
as of now my ewar fit will be 2 complex dampeners 2 complex range amps and 1 complex ferro plate.....sounds useless with having to waste an extra slot for range amps.
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Posted - 2014.05.26 07:56:00 -
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Spartan MK420 wrote:Ok...
Lets start off by saying this.
-The codebreaker modules need to be changed to high slot modules. (gives you more of a reason to be a racial min) -The caldari prec change is fine, but the gallantes range extension should be equal to it. 3% per lvl. - The gallante self rep at 3 is fine, with cal reps at 50 p/s, if you nerf one, you should nerf the other. -The gallante base precision should be lowered (to compensate for keeping the range amp bonus, and to help cal scouts out) -The gal scout should need 2 complex dampeners/cloak to evade a cal scout, and like wise for a cal with 2 dampeners/cloak to evade a gall scout with 2 complex precision mods -The ar needs a 4-5% buff, cbr -2% -The amar assault needs it last slot applied. -The proto cloak should be active at least 60s. Theres no way to hack an objective, let alone even run across the fields to get there with the current times.
CCP please reevaluate your proposed changes, and think it through a bit more.
I believe my ideas may be of use :(
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Posted - 2014.05.26 08:00:00 -
[45] - Quote
Ok...
Lets start off by saying this.
-The codebreaker modules need to be changed to high slot modules. (gives you more of a reason to be a racial min)
-The caldari prec at 5% preferably, but 3 would be fine, the gallantes range amps should be equal to it or higher. Perferably 5% per lvl for the gallante range amps. And the cal scouts should be 3% per lvl for range amps.
- The gallante self rep at 3 is fine, with cal reps at 50 p/s, if you nerf one, you should nerf the other.
-The gallante base precision should be nerfed to a higher number (to compensate for keeping the range amp bonus, and to help cal scouts out.
-The gal scout should need 2 complex dampeners/cloak to evade a cal scout with 4 complex precision mods, and like wise for a cal with 2 dampeners/cloak to evade a gall scout with 2 complex precision mods. The minmatar should have it's base dampening reduced so that it can hide from a cal scout with 3 precision mods. (assuming the matari scout has 3 dampeners and cloak activated) - The amar scout should have a 5% scan radius, and the ability to pick up a matari scout with 2 or 3 dampeners and cloak(not sure which one would work out the best without doing the math). (assuming the amar scout has their high slots completely filled with prec mods.) So maybe give the base precision of the amar scout a slight buff so that they can catch it (since they don't have the prec perks). But that it can't catch the gallante with 2 damps/cloaks, or cal scout with 2 damps/cloak.
-The ar needs a 4-5% buff, cbr -2%
-The amar assault needs it last slot applied.
-The proto cloak should be active at least 60s. Theres no way to hack an objective, let alone even run across the fields to get there with the current times.
CCP please reevaluate your proposed changes, and think it through a bit more.
I believe my overal ideas may be of use, just too lazy to crunch numbers, :(
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Posted - 2014.05.26 13:18:00 -
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do not touch the gall range amp, nerf my scan precision instead !:(
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Posted - 2014.05.26 16:51:00 -
[47] - Quote
Way to completely break a fit that was fine for 2 years, that no one complained of it's bonus' being op. And now you're just giving into a waterfall of tears from slayers who don't even understand the concept of the scout role.
They're just mad because the suit that was intended to counter them, actually does, now they want to nerf it. And will come up with any excuse that they can to see it through. These are the same people who logi slayed. 5 armor plates, 3 dmg mods for the logi, 4 armor plates 2 dmg mods, see a trend?
Congratz ccp. Pat yourself one the back, you just pulled the plug off of the life support system for any hope of having balanced roles.
You should build on top of your foundation, not a hump of sand fotm that people just chose because of it's bugged hit detection, and scans.
The cal scout should have less range amp bonus than the gallante, period. That is if you want the prec/amp to be balanced between the two.
Precise scans, shorter range Duller scans, longer range
de de de
while we're at it, can we fix the values of the dmg mods from select aurum packs to 5% instead of the original 10%? Ktnxbye
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Posted - 2014.05.26 17:36:00 -
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Xx-VxF-xX wrote:Protected Void wrote:What the hell. Really.
I stay off the forums for a few days, and apparently I've lost my chance to state my opinion about a four-way nerf to the suit I use 98% of the time. Well, I'm gonna state it anyway. So there.
I'm fine with the cloak nerf. I'm fine with the armor regen nerf in addition to the cloak nerf. It's starting to hurt when you add the dampening nerf, but I can see reasonable arguments being made for equipping another dampener.
When you add the scan range nerf on top of that, though, it gets a bit silly. 1 stinking percent per level? At level 5, that makes for a whopping 1 meter increase over the base scan range. Throw a complex range extender on, and the total range increase you get from that suit bonus is 1,45 meters. Woohoo.
You might as well just remove the whole bonus. It's useless anyway. If it's removed, at least I get to complain like the Amarr scouts have been doing over their single specialization bonus.
Seriously, it's like giving a waiter a 10 cent tip. It's an insult - it would be far better not tipping at all. Yeah, the range nerf is the ONLY one I don't really agree with at the moment but due to gallente slot layout we can achieve greater range than the other 3 scouts but at a cost. Not that we can get our precision low enough to detect anything that tries to avoid it but it sure helps for vehicle spam (when is that going to be fixed?). I think minmatar speed/hacking needs buffed and/or gallente speed/hacking reduced. yeah i'm asking for more gallente nerfs and I run gallente 99% of the time I just want minmatar to have there perks. I don't care if they remove the amarr religious nut job scum.
if hacking mods were in high slots, the matari would hack circles around the gallante, while still being dual/triple dampened (matari)
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Posted - 2014.05.26 17:50:00 -
[49] - Quote
Spartan MK420 wrote:Xx-VxF-xX wrote:Protected Void wrote:What the hell. Really.
I stay off the forums for a few days, and apparently I've lost my chance to state my opinion about a four-way nerf to the suit I use 98% of the time. Well, I'm gonna state it anyway. So there.
I'm fine with the cloak nerf. I'm fine with the armor regen nerf in addition to the cloak nerf. It's starting to hurt when you add the dampening nerf, but I can see reasonable arguments being made for equipping another dampener.
When you add the scan range nerf on top of that, though, it gets a bit silly. 1 stinking percent per level? At level 5, that makes for a whopping 1 meter increase over the base scan range. Throw a complex range extender on, and the total range increase you get from that suit bonus is 1,45 meters. Woohoo.
You might as well just remove the whole bonus. It's useless anyway. If it's removed, at least I get to complain like the Amarr scouts have been doing over their single specialization bonus.
Seriously, it's like giving a waiter a 10 cent tip. It's an insult - it would be far better not tipping at all. Yeah, the range nerf is the ONLY one I don't really agree with at the moment but due to gallente slot layout we can achieve greater range than the other 3 scouts but at a cost. Not that we can get our precision low enough to detect anything that tries to avoid it but it sure helps for vehicle spam (when is that going to be fixed?). I think minmatar speed/hacking needs buffed and/or gallente speed/hacking reduced. yeah i'm asking for more gallente nerfs and I run gallente 99% of the time I just want minmatar to have there perks. I don't care if they remove the amarr religious nut job scum. if hacking mods were in high slots, the matari would hack circles around the gallante, while still being dual/triple dampened (matari)
only problem is the cal scout with 4 codebreakers :p
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Posted - 2014.05.26 18:09:00 -
[50] - Quote
Xx-VxF-xX wrote:Spartan MK420 wrote:Xx-VxF-xX wrote:Protected Void wrote:What the hell. Really.
I stay off the forums for a few days, and apparently I've lost my chance to state my opinion about a four-way nerf to the suit I use 98% of the time. Well, I'm gonna state it anyway. So there.
I'm fine with the cloak nerf. I'm fine with the armor regen nerf in addition to the cloak nerf. It's starting to hurt when you add the dampening nerf, but I can see reasonable arguments being made for equipping another dampener.
When you add the scan range nerf on top of that, though, it gets a bit silly. 1 stinking percent per level? At level 5, that makes for a whopping 1 meter increase over the base scan range. Throw a complex range extender on, and the total range increase you get from that suit bonus is 1,45 meters. Woohoo.
You might as well just remove the whole bonus. It's useless anyway. If it's removed, at least I get to complain like the Amarr scouts have been doing over their single specialization bonus.
Seriously, it's like giving a waiter a 10 cent tip. It's an insult - it would be far better not tipping at all. Yeah, the range nerf is the ONLY one I don't really agree with at the moment but due to gallente slot layout we can achieve greater range than the other 3 scouts but at a cost. Not that we can get our precision low enough to detect anything that tries to avoid it but it sure helps for vehicle spam (when is that going to be fixed?). I think minmatar speed/hacking needs buffed and/or gallente speed/hacking reduced. yeah i'm asking for more gallente nerfs and I run gallente 99% of the time I just want minmatar to have there perks. I don't care if they remove the amarr religious nut job scum. if hacking mods were in high slots, the matari would hack circles around the gallante, while still being dual/triple dampened (matari) +1 That would for sure be a much better option for the hacking. gallente should still not ever be able to come close to a speed stacked minmatar run/sprint speed IMO. the gallente slot layout just leaves so many options with there bonuses.
the problem is all variations of ew modules but 1 are all low slots, and 2 of the new scouts are shields. Bonus for the gall scout has been fine for over a year.
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Posted - 2014.05.26 18:11:00 -
[51] - Quote
put kin kats, and codebreakers in high slots, rest in low? :\
i dunno :p i just spam options.
(puts bowl down)
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Posted - 2014.05.26 18:18:00 -
[52] - Quote
Xx-VxF-xX wrote:Spartan MK420 wrote:put kin kats, and codebreakers in high slots, rest in low? :\
i dunno :p i just spam options.
(puts bowl down) Yeah, I think I broke my spreadsheet changing so many options trying different ideas. (puff puff pass)
It happens when you deal with *cough*
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Posted - 2014.05.26 18:20:00 -
[53] - Quote
i edited to throw in a few possibilities/examples
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Posted - 2014.05.26 18:31:00 -
[54] - Quote
well they're going to screw us anyways and not give us a respec. nothing to lose. lol
Lost my dignity along time ago.
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Posted - 2014.05.26 18:44:00 -
[55] - Quote
Ares 514 wrote:Spartan MK420 wrote:well they're going to screw us anyways and not give us a respec. nothing to lose. lol
Lost my dignity along time ago. Train into the cal scout and join the new master race! :) Edit: sarcasm / no plans to do this, also this is the new master race of SCOUTS... lets not do anything about those crazy heavies this build right guys? apply your knowledge to my thread sensai
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Posted - 2014.05.28 11:12:00 -
[56] - Quote
CCP Rattati wrote:We want to stick to the dampening removal on cloaks.
How, and you only have one stat to change, do we do that while not making Gallente scout the only viable (PC) meta?
Go!
Keep the dampening on cloaks to the extent that a gall with full skills, and proto cloak can be undetectable using only 2 dampeners. And leave the range amp bonus as is.
Then.....the 1 change?
Remove the 2nd equipment slot from gall scout only.
*Mind blown*
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Posted - 2014.05.28 11:27:00 -
[57] - Quote
SponkSponkSponk wrote:Remind me again what the Gal logistics bonus is for, if not for scanning scouts down? scanning 3 types of scouts and dampened mediums.
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Posted - 2014.05.30 07:28:00 -
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SponkSponkSponk wrote:Spartan MK420 wrote:why the hell would you nerf the scan radius of the gall scout below the cal? we're suppose to be their polor counter, just makes sense. Gal has more low slots and racial weapons with lower range. Deal with it.
And cal has more high slots, and higher dmg weapons with longer range.
Don't see your point at all, oh...there isn't one.
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Posted - 2014.05.30 22:35:00 -
[59] - Quote
voidfaction wrote:Spartan MK420 wrote:SponkSponkSponk wrote:Spartan MK420 wrote:why the hell would you nerf the scan radius of the gall scout below the cal? we're suppose to be their polor counter, just makes sense. Gal has more low slots and racial weapons with lower range. Deal with it. And cal has more high slots, and higher dmg weapons with longer range. Don't see your point at all, oh...there isn't one. The gal can use the same weapons as the cal so that means nothing Gal is polar counter vs Cal in dampening vs precision Gal with 2x complex range is 64m Cal with 2x complex range is 70m Not a big difference Gal with 4x complex range is 90m Cal is stuck at 70m Gal is range king Gal with 2x complex dampeners and proto cloak is 14 Cal with 2x complex dampeners and proto cloak is 17 Gal is profile king Gal can have 64m range and 14 profile with proto cloak at the same time Cal will need 1x enhanced dampener with proto cloak to hide form Gal with 2x complex precision Cal will need 1x complex and 1x basic dampener with proto cloak to hide from anyone with a proto focused scanner The polar balance (neither can scan each other) [edit] (unless gal is using proto focused scanner) Gal will have 64m range, 14 profile, and 24 precision = sees less at greater range and invisible to all Cal will have 50m range, 21 profile, and 15 precision = sees more at shorter range but not invisible to all Gal range bonus needs removed completely. not that it will make much of a difference. I have been Gal scout since open beta. Will be Gal scout when they shut the servers down.
I still agree that the cal should have small range precise scans, and the gall long range dull scans since they are "polar" counters to one another. It's not like a gall scout, with 2 precision mods, can pick up a cal scout with 2 dampeners/cloak.?
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Posted - 2014.05.30 23:17:00 -
[60] - Quote
The gall shouldn't be able to detect cal scouts, or the other scout suits, if they are properly dampened, that's probably where a hunk of the scout imbalance comes from.. The rest could be blamed on **** assault suits.
The range amp on cal could be 3, gall 5, with cal having the the best precision, and gallante being able to pick up undampened scouts/assaults etc.. =/
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Posted - 2014.05.31 02:31:00 -
[61] - Quote
Spartan MK420 wrote:
and gallante being able to pick up undampened scouts/assaults etc.. =/
That's if they use 2 precision mods...they should pick up scouts with 1 dampener, and find medium suits/heavies without dampeners (if they have no precision mods)
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Posted - 2014.05.31 05:49:00 -
[62] - Quote
Argetlam Thorson wrote:I
What if you didn't remove the dampening bonus from the cloaks, but when the cloak was active it nerfed your passive scans? This would hopefully turn the cloak from a spammed tactic into something strategically used. If you were cloaked up, you could hide on a point, run around, kill, etc....but then you open yourself up to being shotgunned/knifed in the back by a dampened suit. . +1 to this part
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Posted - 2014.06.02 15:32:00 -
[63] - Quote
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.
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Posted - 2014.06.03 01:48:00 -
[64] - Quote
or perhaps make movement accelerate the use rate of the cloaking duration
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Posted - 2014.06.03 02:08:00 -
[65] - Quote
Ares 514 wrote:Korvin Lomont wrote:Ares 514 wrote:Korvin Lomont wrote:voidfaction wrote: Gal range bonus needs removed completely. not that it will make much of a difference. I have been Gal scout since open beta. Will be Gal scout when they shut the servers down.
I agree i have never been a big fan of the scan range bonus on the Gal scout. For two reasons 1) the cal scout already has this bonus and I don't see any reasoning in giving two scouts the same racial bonus. 2) it does not work that well with the second bonus. If you look at that cal scout both bonuses make perfect sense in creating a unique role as both strengthen each other. That's pretty cool. Now the gal scout can equip two prec enhancers to make some use of the scanrange but for me this bonus does not fit to a role and makes little sense in combination with the profile dampening. I really have problems in finding the role CCP intended for the gal scout. There are of curse combinations that would make a great role: Dampening + NK or SG or sidearm damage bonus = stealthy assassin Dampening + Hacking bonus = the true hacker unseen and fast Dampening + Scanrange = ??? Obviously you're a cal scout. The cal scout racial bonus is OP with squad vision. Remove the bonus or remove squad vision. WTF how in hell did you come to this conclusion?? I am running gal scout since closed Beta more or less exclusively Well then you have a crush on the cal scout. The gal scout is about stealth and the SG in my opinion. The better range was to help you find targets to sneak up on. Of course everyone has their own views. Still any opinion on the cal scout racial bonus being to OP as I mentioned above? This is the main problem I have with the hotfix. Removing gall range bonus is stupid, and should be rethought carefully.
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Posted - 2014.06.04 02:14:00 -
[66] - Quote
Brokerib wrote: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...
Changing cloaking properties and such isn't going to stop people from tanking armor, it just hurts the ones who play the role correctly more than anything else.
Fix the assault suits before nerfing everything else into the ground.
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