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Thread Statistics | Show CCP posts - 25 post(s) |
Xx-VxF-xX
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Posted - 2014.05.22 07:01:00 -
[1] - 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 cloak and change the gallente dampening bonus to something else. example gallente cloak duration bonus per level to go with the shorter cloak duration nerf.
keeps all the other scouts free and clear of a MAJOR nerf and nerfs the gallente inviso BRICK TANK |
Xx-VxF-xX
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Posted - 2014.05.22 07:12:00 -
[2] - Quote
Appia Vibbia wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus 1) No. This does not help balance the other Scouts. it only hurts Gallente Scouts 2) This is a terrible idea. What the hell happened to the "Don't force scouts to use the cloak" idea that we were desperate and asked the CPM to show the absolute level of need for? If your relying on the cloak for your dampening then you are already forced to use it.
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Xx-VxF-xX
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Posted - 2014.05.22 07:37:00 -
[3] - Quote
Oswald Rehnquist wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus The problem is that 1.8 really balanced each scout with each other, I mean the numbers were flawlessly reflected off of each other, but it was built like a house of cards, you pull one and it comes falling down. Currently in supremacy is 1) Gal 2) Cal 3) Min/Ama What this post is asking here is what scout do we want to be the op scout, the gal scout or the caldari scout? If you nerf the gallente, then its cal scout or go home. If you don't touch anything right now, its gal scout or go home.
the only reason its gal scout or go home is gal has more options like BRICK TANKING while remaining invisible to tac-net. keeping the cloak dampening and changing the gal scout bonus would force the gal use 2 slots to be invisible to tac-net and nerfs some of its options. doing so would also make the other scouts more in line. the cal scout will have a better chance of detecting the gal scout and the amar will be on equal footing to the gal because it will take the same dampeners to make it invisible to tac-net as the gal. same for min. the fact is the gal is just OP the other are close to being in line other than amar need a better bonus. |
Xx-VxF-xX
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Posted - 2014.05.22 08:00:00 -
[4] - Quote
Appia Vibbia wrote:Xx-VxF-xX wrote:Oswald Rehnquist wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus The problem is that 1.8 really balanced each scout with each other, I mean the numbers were flawlessly reflected off of each other, but it was built like a house of cards, you pull one and it comes falling down. Currently in supremacy is 1) Gal 2) Cal 3) Min/Ama What this post is asking here is what scout do we want to be the op scout, the gal scout or the caldari scout? If you nerf the gallente, then its cal scout or go home. If you don't touch anything right now, its gal scout or go home. the only reason its gal scout or go home is gal has more options like BRICK TANKING while remaining invisible to tac-net. keeping the cloak bonus and changing the gal scout bonus would force the gal use 2 slots to be invisible to tac-net and nerfs some of its options. doing so would also make the other scouts more in line. the cal scout will have a better chance of detecting the gal scout and the amar will be on equal footing to the gal because it will take the same dampeners to make it invisible to tac-net as the gal. same for min. the fact is the gal is just OP the other are close to being in line other than amar need a better bonus. This is EZ-mode pub match stuff. It is not PC meta. oh sorry maybe i would be interested in PC meta if it was balanced. gallente is obviously the PC meta FOTM OP scout cal is the #2 PC meta FOTM OP scout take away the dampening on cloaking only moves the 2 higher on the OP tree and pushes the other farther down. sorry I want to help bring the gal down a level while at the same time bringing the amarr up a level keeping the others the same.
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Xx-VxF-xX
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Posted - 2014.05.22 10:54:00 -
[5] - Quote
BL4CKST4R wrote:The Gallente scout changes should honestly be held off until after hotfix alpha drops, the benefit of a Gallente scout is stealth but that really is its only benefit. Reducing it's ability to stealth opens up the doors for the meta to shift from the Gallente to the Caldari.
If the Gallente cannot passively hide from an equally stacked Caldari scout then the Gallente has now become obsolete. At the same time a Gallente scout shouldnt be able to pick up a Caldari scout with equal dampeners than he has precision enhancers. It should work out as in a situation were a Caldari scout has 3 precision enhancers and 2 damps a Gallente has 3 profile dampener and 2 enhancers, none will be able to passively scan each other. Leaving just the two to go unaware of each others presence or let their eyeballs do some work.
As for the Minmatar and Amarr scout the issue is that they cannot hide very well either, I think a good change for them could be removing one of their bonuses and swapping it with either a profile dampening bonus and a scanning bonus.
So your fix to Minmatar and Amarr is making them gal and cal scouts, lol
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Xx-VxF-xX
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Posted - 2014.05.22 11:12:00 -
[6] - Quote
I like how this has become all about cal vs gal scout who cares what removing the dampening to cloak does to minmatar and amarr. the 2 that has no scan, range, or dampening bonus. the 2 that relied the most on the dampening of the cloak so they could equip mods to enhance there bonuses (kincats/hacking minmatar) amarr well they need all the slots they can to compensate for lack of bonuses. with the change they will be even more limited because they will need to use another slot for dampener. |
Xx-VxF-xX
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Posted - 2014.05.22 15:57:00 -
[7] - 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.
Could solve the brink tank gallente by changing the racial dampening bonus to something else and leaving dampening on cloak to not tip eWar scale and at the same time not further marginalizing Minmatar or Amarr.
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Xx-VxF-xX
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Posted - 2014.05.24 03:32:00 -
[8] - Quote
Appia Vibbia wrote:The Amarr Assault is down a slot The Caldari and Gallente Assaults have bonuses that are ill-fitting and limiting to just racial weapons The Minmatar Assault still has the odd layout and is still CPU/PG starved.
And there is too much overlap between the role of an Assault and the role of Commando.
The Base HP between Light and Medium is not that great after multiple HP modules are added to both suits simultaneously in equal numbers.
The Gallente Scout is overly attractive because it has the highest base repair rate, much like the Logi was the most desirable frame before because it has a repair rate of 5hp/s. 1hp/s gives it flavor. 3hp/sec gives it utility.
Why, oh why, would people flock to scouts when Assault suits look so desirable.
You pointed out that Cirius Li-Moody was vocal about the changes. And for some reason you think an inconsequential 2 and 5% bonus on cloaks is a compromise.
Now you come around and say, "Gallente looks OP. They should be nerfed as well"
the 2 and 5% bonus will allow amarr and gallente SPECIALIZED in dampening/cloak to beat all scans when using 4x complex dampeners. balanced vs a proto gal logi SPECIALZED in active scanners and cal scout SPECIALIZED in precision using 4x complex precision.
Now on to the removal/trade of gallente dampening bonus. Can I (LOL) have a 2% hybrid-plasma weapon range bonus so I can make my TAC-AR competitive vs the range of the rail rifle/combat rifle/scrambler rifle since i'm going to be dead in .5 sec once I start shooting in the AR range. sarcastic but real example of what I would want.
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Xx-VxF-xX
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Posted - 2014.05.24 04:13:00 -
[9] - Quote
CCP Rattati wrote: Later fixes intend to normalize PG/CPU so noone can fit anything he wants.
If by noone you mean NOONE (scout, logi, assault, etc) then. YES YES YES. Making cpu/pg extenders useful/needed farther balancing everything armor tanked. I think i'm starting to see how shield tanking is going to work itself out from the other tweaks. my ar is looking better and better too. Guess its time to start leveling AR optimization that was useless before. Like the way the SPECIALIZATION is being rewarded even though at great costs. |
Xx-VxF-xX
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Posted - 2014.05.24 04:29:00 -
[10] - Quote
Appia Vibbia wrote:24CPU, 14PG, 1 EQ slot vs 215CPU, 19 PG, 1 EQ slot and 4 Low slots.
yep. Gallente Logistics are SPECIALIZE, with capitalization even.
1 low cost active modules can only be avoided by 4 low slots costing 33 CPU each and an active equipment slot that takes 87 CPU and 18 PG. Totally comparable.
short scan in one direction with hefty delay vs full tac-net invisability. yeah sounds balanced to me being fully tac-net invisible should come at a greater cost because there is no counter. now if your going to argue logi with 4 scanners to produce a 360 short scan with hefty delays. and even if that don't make you happy then
Xx-VxF-xX wrote:[quote=CCP Rattati] Later fixes intend to normalize PG/CPU so noone can fit anything he wants. |
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Xx-VxF-xX
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Posted - 2014.05.24 06:19:00 -
[11] - 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), terribly 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% from 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. Might have a problem with what you want to achieve due to stacking penalties and amar having 4 lows.
If my math/spreadsheet and rounding is right. cal scout with 4x complex precision is 14.91 = 15 an amarr with 4x complex dampeners would be at 14.73 = 15 profile without a cloak bonus so if you only want only 1 scout to be 100% undetectable you would have to remove the dampening to cloak.
a gallente with 4x complex dampeners would then need -.5% racial dampening bonus per level for 14.36 = 14 or 15 if rounded up. if rounded up the gallente would need -1% racial dampening bonus per level for a even 14 profile. if your only looking to force gallente into using 4 slots 3x complex 1 basic then it gets really tricky stacking a basic dampener on top of 3 others dampeners will not work as the stacking penalty is greater than the % forcing a enhanced dampener on the 3 not possible because then the racial bonus has to be changed and still only 3x complex is required. stacking penalties are a going to cause problems.
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Xx-VxF-xX
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Posted - 2014.05.24 07:00:00 -
[12] - Quote
CCP Rattati wrote:ok, I should have worded the first premise "at least one scout is unscannable", not "just one" Then you need to remove the gallente dampening bonus and give the cloak the bonus. only way to make the cloak needed and it will make the gallente and amarr 100% undetectable from all tac-net. -10 dampening on the cloak with 3x complex 1x enhanced 14.14 = 14 or rounded up 15. if rounded up -11 dampening on the cloak with 3x complex 1x enhanced 13.99 = 14 need to know how rounding works because only 3x complex at -11 = 14.11 forcing 4x complex only needs dampeing bonus of -5 on cloak for even 14 |
Xx-VxF-xX
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Posted - 2014.05.24 07:17:00 -
[13] - Quote
CCP Rattati wrote:To recap and please don't derail this
Cloak Dampening 0-5-10 STD-ADV-PRO
MM, AM, GA are unscannable if PRO cloaked with additional dampeners.
what does the GA scout dampening bonus of 25% need to be reduced by so GA scouts still have an advantage as the best stealth suit, without being OP? Take into account that the 3 hp/s is also making it very OP and that may be reduced and/or eliminated as well.
Please only answer that question for the time being.
Thanks
assuming the 3x complex dampeners and -10 on the pro cloak = 14.27 rounds down. reduce the gallente to 15% forcing 2x complex dampeners.
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Xx-VxF-xX
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Posted - 2014.05.26 17:31:00 -
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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. |
Xx-VxF-xX
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Posted - 2014.05.26 18:01:00 -
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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.
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Xx-VxF-xX
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Posted - 2014.05.26 18:10:00 -
[16] - Quote
Spartan MK420 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) only problem is the cal scout with 4 codebreakers :p a blind detectable cal hacker vs a blind undetectable minmatar hacker? so the minmatar would still need a slight buff to hacking and it hoses the Amarr (good lol)
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Xx-VxF-xX
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Posted - 2014.05.26 18:15:00 -
[17] - Quote
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)
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Xx-VxF-xX
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Posted - 2014.05.26 22:30:00 -
[18] - Quote
Lynn Beck wrote:What happened to 'one step at a time'?
Start with the cloak-to-firing nerf, couple with a reduction to 25/45/90
Dampening can be dropped, i agree with this. However it completely negates the use of Min Scout, who used to require 2 damps + cloak to be invisible, now it needs 3.
This nerf leaves minscout no capability to speed tank, instead requiring 3 damps.
I propose, for starters, we drop DB reduction to 15/20/25% between tiers.
This makes basic a usable entry tier, while Prototype is specialized(not to mention the fact that non-Gal scouts need to sacrifice very little) Based on other peoples facts 3x complex dampeners and a proto cloak still wont make minmatar invisible. Most say 14.27 is rounded up to 15 So only Gallente and Amarr will have the possibility to be fully invisible.
Everyone wants to be the Queen even though one Pawn can be the difference in winning and losing.
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Posted - 2014.05.28 07:08:00 -
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Haerr wrote:The case for having STD-ADV-PRO cloak fields at 0-7.5-15.
Reason for STD 0 - No dampening bonus from cloak means you have to give up low slots to gain max benefit.
Reason for ADV 7.5 - A slight dampening bonus means that a higher cpu/pg investment is slightly rewarded.
Reason for PRO 15 - It will allow Amarr & Minmatar Scouts that give up half of their module slots and uses the most cpu/pg intensive cloak to remain hidden. It allows Gallente the choice between using either half their module slots or 2/6 modules & the most cpu/pg expensive cloak field to remain hidden.
The scanners still win by: A) Detecting the scanee B) Forcing the scanee to make huge sacrifices in order to remain hidden.
On B): This is probably still severe enough for Scouts to warrant dropping their fits/suits (because they are not competitive) and either going light assault or switching suits. That is what I originally though we was going to end up with until looking at your GREAT scanning table and KNOWING you have done alot of testing on the subject. I posted that this would assume 14.27 would have to round down in order for MM to be unscannable before seeing your scanning table.
CCP Rattati wrote:To recap and please don't derail this
Cloak Dampening 0-5-10 STD-ADV-PRO
MM, AM, GA are unscannable if PRO cloaked with additional dampeners.
what does the GA scout dampening bonus of 25% need to be reduced by so GA scouts still have an advantage as the best stealth suit, without being OP? Take into account that the 3 hp/s is also making it very OP and that may be reduced and/or eliminated as well.
Please only answer that question for the time being.
Thanks
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