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Thread Statistics | Show CCP posts - 25 post(s) |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
200
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Posted - 2014.05.26 04:01:00 -
[541] - Quote
CCP Rattati wrote: *Reducing GA regen to 1/hp from 3/hp
Please reconsider this change. It throws off the whole 3-2-1 reps thing with Gallente suits and seems like over-nerf. If you're going to change the scan radius bonus to be abysmal, switch the bonus to passive reps to compensate for the reduction, please.
I was going to use that Installation...
Flashlights: Good because yes.
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SponkSponkSponk
The Southern Legion Final Resolution.
819
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Posted - 2014.05.26 05:37:00 -
[542] - Quote
Samuel Zelik wrote:CCP Rattati wrote: *Reducing GA regen to 1/hp from 3/hp
Please reconsider this change. It throws off the whole 3-2-1 reps thing with Gallente suits and seems like over-nerf. If you're going to change the scan radius bonus to be abysmal, switch the bonus to passive reps to compensate for the reduction, please.
So, make it 1-2-3 instead.
Dust/Eve transfers
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SponkSponkSponk
The Southern Legion Final Resolution.
819
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Posted - 2014.05.26 05:38:00 -
[543] - Quote
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.
Dust/Eve transfers
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IgniteableAura
The Last of DusT. General Tso's Alliance
1171
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Posted - 2014.05.26 05:46:00 -
[544] - Quote
1% bonus per level.....lol. Might as well not even have a bonus.
That's insignificant.
At max skills that's 1.5m extra.
Youtube
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Cross Atu
OSG Planetary Operations Covert Intervention
2139
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Posted - 2014.05.26 06:15:00 -
[545] - 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 summery, the iterative approach to balance and the intent to take the time to see how changes effect things. I'm interested to see how this effects the meta.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 07:56:00 -
[546] - Quote
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 :(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 08:00:00 -
[547] - 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, :(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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nickmunson
Capital Acquisitions LLC General Tso's Alliance
17
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Posted - 2014.05.26 11:20:00 -
[548] - Quote
How about this ccp, first NO ONE has complained about dampened gallente scouts for the past year, i know ive played it for that long. so instead of listening to all the damn crybabies, you think what did you screw up to make it this bad. One either go tier system like you mention on cloaks and give dampened bonus, leave the cloaks alone cause its the only defense mim and cal scouts really get . go back to the way scans originally were, cause no one complained about not seeing my triple dampened scout on scans ever. and instead of stressing bs fixes, how about major crap like LAG and hit detection. cal scouts while cloaked and uncloaking break the hit detection vs shotguns, shows hit markers yet none or minimal damage is done. and this happens alot for shotguns, im nailing a guy he takes no damage and he one shots me, cause one the hit detection vs him as well as the server is more on his side so the hit detection for him hitting me is great. stabilize your game before you start changing attributes with in it. stop listening to all the damn cry babies and think o wait gal scouts have ALWAYS had the same dampened bonus, so why would we touch it when it was never an issue till now. and the only reason its an issue is you screwed with the equiptment so a logi has to have all 4 logi suits to be effective instead of just one suit, so a player who has worked soo god damn hard to get all his equiptment proto to be useful to his squad in every way is rendered useless except for his specific role. why should a scout or heavy or assault be able to good with every weapon yet a logi whos put 19 mil sp into core upgrades is garbage except for uplinks, scans or reps, fix your active scans the way they were with the 360 spin and watch how many people stop crying. tired of people qqing so damn much about scouts when NOTHING has changed about the gal scout in a year besides and extra high and extra equiptment. and if the cloak is the damn issue just remove the thing, the player base is obviously not ready for it. as well as it creates to many gliches with in. but definitly fix the hit detection, cause a good heavy doesnt fear scouts. he melts them. and your talking about screwing with the one thing gal has that makes them i viable role for stealth and sabotage. or you can continue to mess up the game make people crank numbers spec into crap and change it and make them regret like time after time youve done and then say they are stuck with it and no sp refund even though we just screwed your suit up . ill be damned if you mess with the one and only suit ive ever spect into fully and tried becoming the best at day after day. tired of your crap ccp. and how about fix payouts since people are supposively dieing more to cloak scouts they cant afford to run the equiptment they've worked so hard to freaken earn. specially the logis, adv still cost over 100k and they have no defense for e warefare except for gal logi. remove gal logi bonus, give it the old amar logi bonus to repair module effiency , and let everyone have the same old scans that made them happy. forces gal scouts to run triple damp, boom problem solved. let it be abused, just means they dont have ammo, or links or re. like is this really that hard to figure out ? also you screw with my gal scout that ive had since open beta i want a damn refund of isk,sp, and aur, cause ive enjoyed the role as a primary douche bag in game sabotaging tanks, equiptment (es[ecially uplinks) , stop giving assualt suits besides the ammar assault garbage bonuses, fyi that craps op , especially if you have the templar bps. give cal assault a rate of fire increas with rr, and gal increas rr with ar, and mim..... yeah unless u screw with their combat rifles they are fine with having extended clips. you touch my gal scout expect another biomass. its all ive ever played.
love me or hate me. you kill me i hunt you.
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Protected Void
0uter.Heaven Academy
305
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Posted - 2014.05.26 12:10:00 -
[549] - Quote
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. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 13:18:00 -
[550] - Quote
do not touch the gall range amp, nerf my scan precision instead !:(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
885
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Posted - 2014.05.26 16:45:00 -
[551] - Quote
I tried to stop the madness. I failed.
So, the way I see the stats now it will rarely make sense to run any kind of 'balanced' scout fitting that I have loved and enjoyed for months. I usually only run with one Complex Shield Extender and one armour module (of some kind based on suit), the rest is all misc modules that should be on a scout. Given the changes that you are planning I only see one viable option left and that's to say screw every module except tank. So good work on wrecking my fit and making me tank it up, something I thought you wanted to discourage.
FYI, I would try speed tanking but with the amazing stun lock effect you guys designed it's just not viable.
CCP continues to make the wrong choices, one choice at a time.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
407
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Posted - 2014.05.26 16:51:00 -
[552] - 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
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Xx-VxF-xX
Void of Faction
69
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Posted - 2014.05.26 17:31:00 -
[553] - Quote
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. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
407
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Posted - 2014.05.26 17:36:00 -
[554] - Quote
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)
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
408
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Posted - 2014.05.26 17:50:00 -
[555] - 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
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Xx-VxF-xX
Void of Faction
70
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Posted - 2014.05.26 18:01:00 -
[556] - 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) +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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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
408
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Posted - 2014.05.26 18:09:00 -
[557] - 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.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Xx-VxF-xX
Void of Faction
71
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Posted - 2014.05.26 18:10:00 -
[558] - 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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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
409
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Posted - 2014.05.26 18:11:00 -
[559] - Quote
put kin kats, and codebreakers in high slots, rest in low? :\
i dunno :p i just spam options.
(puts bowl down)
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Xx-VxF-xX
Void of Faction
71
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Posted - 2014.05.26 18:15:00 -
[560] - 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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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
409
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Posted - 2014.05.26 18:18:00 -
[561] - 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*
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
409
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Posted - 2014.05.26 18:20:00 -
[562] - Quote
i edited to throw in a few possibilities/examples
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
886
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Posted - 2014.05.26 18:28:00 -
[563] - 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)
that would allow (matari to be faster, or hack quicker) that would allow (amar to be fast, and have room for stamina, good for uplink running?) would let gal scout have limited speed, and able to dampen/range amp would let cal scout go all prec. happen and dampen, or even super speedy scout with low stanima lolol
If they move modules around from highs to lows then they'd need some kind of respec since it would completely change how many would have skilled into. Personally i went gal scout because kin cats were lows.
I do agree some modules need to be moved around and more made to balance everything, but that's for them to sort out in Legion, so I don't really care.
CCP continues to make the wrong choices, one choice at a time.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
409
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Posted - 2014.05.26 18:31:00 -
[564] - 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.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
886
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Posted - 2014.05.26 18:36:00 -
[565] - Quote
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?
CCP continues to make the wrong choices, one choice at a time.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
410
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Posted - 2014.05.26 18:44:00 -
[566] - 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
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Lynn Beck
Heaven's Lost Property
1678
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Posted - 2014.05.26 22:18:00 -
[567] - Quote
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)
General John Ripper
Like ALL the things!!!
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Xx-VxF-xX
Void of Faction
75
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Posted - 2014.05.26 22:30:00 -
[568] - 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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The-DON of-DOT-MAFIA
The DOT MAFIA
3
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Posted - 2014.05.27 00:13:00 -
[569] - 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
please do, because in effect it's a wall hack.
The good use of comms, after all dust has the best VOIP ever, would create balance and authenticity would be enhanced.
The demand for " thinking " scouts would sky rocket, because verbal/informational comms would be needed.
It would appreciably make demands on the leadeship abilities of the squad leader.
active scans should be left on tacnet, unless the "CLAW BACK" of technology overhead could be used for things like vehicle sounds in sound scape, or making vehicles appear on tacnet. etc.
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Text Grant
Death Firm. Canis Eliminatus Operatives
383
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Posted - 2014.05.27 01:55:00 -
[570] - Quote
Give it a penalty for cloaking, and leave the dampening. Activation penalty 10 seconds from duration. |
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