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Thread Statistics | Show CCP posts - 25 post(s) |
MocHolliday
Ancient Exiles. General Tso's Alliance
34
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Posted - 2014.05.27 20:02:00 -
[571] - Quote
Nothing Certain wrote:The best option I see, which will be wildly unpopular is not to merely remove the dampening bonus of the cloak but to add a dampening penalty to the cloak. This only makes sense as a 160 cpu device should show up on scans. More importantly it forces people to make a choice between being seen on radar or being seen by the eye, being able to be able to be invisible to both is just too powerful an advantage and it requires no tactical decision making about which one to use when. It doesn't break the balance of scouts further and it does make other suits and fittings more viable.
Two, balance should absolutely be made around pub matches, not PC. PC players can adapt and change strategies as a team, pub players can't. There is no good reason, other than some elitist attitude that the 5% of the players that do PC should have more sway than the 95% who don't. Catering to the PC players has been fundamental to the collapse of Dust.
One can not fix stupid. 50% of public players in FW or pubs are terrible. They get less then 500 WP in a game. You can not measure balance with terrible player game play because they are not "playing"...they are taking up space. In PC you see how every suit and module works with players who are the best. If it is OP, PC finds out first. A mean tank can kill every noob in a pub...because they are not good and have not the SP to kill it? So if we balance to pubs we should remove tanks? Increase forge and swarms?....NO. That is why you balance against the best. |
Vordred Knight
Dark Pheonix Armada
190
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Posted - 2014.05.27 23:59:00 -
[572] - Quote
someone please tell me there going to buff armor reps
Markdown:
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knight guard fury
Brave Blueberries Inc
1042
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Posted - 2014.05.28 02:17:00 -
[573] - Quote
why not just reduce the cloak damp to 15-10%
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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knight guard fury
Brave Blueberries Inc
1043
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Posted - 2014.05.28 02:19:00 -
[574] - Quote
why not just make the cloak 10-5% damp instead of completely removing it.
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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Brokerib
Lone Wolves Club
1227
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Posted - 2014.05.28 02:27:00 -
[575] - Quote
knight guard fury wrote:why not just make the cloak 10-5% damp instead of completely removing it. It hasn't been removed completely. It will now be 0% at standard, 5% at advanced, and 10% at proto.
Knowledge is power
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Adipem Nothi
Nos Nothi
1079
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Posted - 2014.05.28 02:39:00 -
[576] - Quote
A kink in the plans?
Don't know about you guys, but I had assumed Spin Scanning was fixed. A GalLogi scanning 300 degrees every so often might make for problem.
I'm not saying that we should change anything. Only pointing out a potential issue.
Shoot scout with yes...
- Ripley Riley
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CCP Rattati
C C P C C P Alliance
1897
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Posted - 2014.05.28 04:03:00 -
[577] - Quote
Adipem Nothi wrote:A kink in the plans?Don't know about you guys, but I had assumed Spin Scanning was fixed. A GalLogi scanning 300 degrees every so often might make for problem. I'm not saying that we should change anything. Only pointing out a potential issue.
I have asked an engineer to take a look, I will keep you posted.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Godin Thekiller
shadows of 514
2456
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Posted - 2014.05.28 04:07:00 -
[578] - 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!
Make it to where like it was before only taking 2 damps to hide from any scans.
But force it to have on said 2 damps to do so. So make it as its bonus (a bonus to damps).
click me
Blup Blub Bloop. Translation: Die -_-
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Zatara Rought
General Tso's Alliance
3301
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Posted - 2014.05.28 04:11:00 -
[579] - Quote
CCP Rattati wrote:Adipem Nothi wrote:A kink in the plans?Don't know about you guys, but I had assumed Spin Scanning was fixed. A GalLogi scanning 300 degrees every so often might make for problem. I'm not saying that we should change anything. Only pointing out a potential issue. I have asked an engineer to take a look, I will keep you posted.
Now that was fast. At every turn you seem to be right on top of it. <3
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Haerr
Legio DXIV
745
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Posted - 2014.05.28 06:01:00 -
[580] - Quote
CCP Rattati wrote:Adipem Nothi wrote:A kink in the plans?Don't know about you guys, but I had assumed Spin Scanning was fixed. A GalLogi scanning 300 degrees every so often might make for problem. I'm not saying that we should change anything. Only pointing out a potential issue. I have asked an engineer to take a look, I will keep you posted.
Confirming that this is super easy if your mouse have a dpi switch. It would be better if you switched the scanners to have a duration of 1 sec and long scan time instead. And make it have the same mechanics as a cloak - have to hold it out to benefit from it.
You could also slow down aiming while you scan with an active scanner.
I have Plasma Cannon Proficiency V, no jk.
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Haerr
Legio DXIV
745
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Posted - 2014.05.28 06:14:00 -
[581] - Quote
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.
I have Plasma Cannon Proficiency V, no jk.
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Xx-VxF-xX
Void of Faction
81
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Posted - 2014.05.28 07:08:00 -
[582] - Quote
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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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
466
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Posted - 2014.05.28 11:12:00 -
[583] - 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*
Support Balancing scouts
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
466
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Posted - 2014.05.28 11:27:00 -
[584] - 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.
Support Balancing scouts
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Adipem Nothi
Nos Nothi
1095
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Posted - 2014.05.28 12:19:00 -
[585] - Quote
Haerr wrote:
Confirming that this is super easy if your mouse have a dpi switch. It would be better if you switched the scanners to have a duration of 1 sec and long scan time instead. And make it have the same mechanics as a cloak - have to hold it out to benefit from it.
You could also slow down aiming while you scan with an active scanner.
Thanks, Haerr. I was thinking the exact opposite ... If current scan duration is 0.3 seconds, I'd suggest reducing it to say 0.03 seconds.
Such that "snapshot" = snapshot =/= "try to spin faster"
That said, I freely differ to you and your German advisers :-) Do you think these mechanisms are accessible server-side?
Shoot scout with yes...
- Ripley Riley
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Haerr
Legio DXIV
747
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Posted - 2014.05.28 12:43:00 -
[586] - Quote
Adipem Nothi wrote:Haerr wrote:
Confirming that this is super easy if your mouse have a dpi switch. It would be better if you switched the scanners to have a duration of 1 sec and long scan time instead. And make it have the same mechanics as a cloak - have to hold it out to benefit from it.
You could also slow down aiming while you scan with an active scanner.
Thanks, Haerr. I was thinking the exact opposite ... If current scan duration is 0.3 seconds, I'd suggest reducing it to say 0.03 seconds. Such that "snapshot" = snapshot =/= "try to spin faster" That said, I freely differ to you and your German advisers :-) Do you think these mechanisms are accessible server-side? I meant to say that the scanner should only light up things while you are scanning at them instead of painting them. Though your suggestion would work well, especially if you combine it with slowing down aiming so you can't spin around.
Probably. :-)
Edit1: @Xx-VxF-xX I wouldn't mind losing the scan range and the armour rep as long as I can keep some semblance of the dampeners.
I have Plasma Cannon Proficiency V, no jk.
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TRULY ELITE
WarRavens Final Resolution.
16
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Posted - 2014.05.28 21:38:00 -
[587] - Quote
I for one am not worried about my cal scout with dampening. On my advanced suit I use an adv dampener which is 20% from 35 which approximately brings me down to 25Db, in pub matches how many times do you see people running proto scanners? Even with an organised squad if they were to use one it is likely that only one person will use it so on skirmish that's not much of a problem. One person with a proto scanner can't cover the whole map. On domination however this still shouldn't be a problem because scouts are meant to flank not hit head on. This becomes apparent when running caldari because shields are made for hit and run tactics which is why I also run a basic cloak not only to back this up, but to prepare for the changes in hotfix alpha and to get new strategies and tactics ready. Also the standard cloak now and the advanced cloak after alpha, the after alpha cloak has an advantage due to the fact it has a 5 second less recharge time. Just my thoughts. Some things will need to be in place to help Minmatar and Amarr scouts in PC though to make them viable. |
Shadowdrake Drakus
RBAAlliance
2
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Posted - 2014.05.29 16:40:00 -
[588] - Quote
Make cloaks increase your profile and make the penalty progressively lower the better tear (ex: +20% standard, +10% advanced, +5% proto). Seriously part of an electronics profile is all the equipment you run generate a lot of noise that can be detected by specialized instruments, I never understood why cloaks lowered your profile when they should be stupidly noisy in trying to make people invisible. That or create two types of cloaking modules, one that is noisy and makes your profile bigger but can move at normal speed, and one that acts as a dampener but you lose 50% movement speed.
Then you can change Gallente bonuses to a reduction of the penalty by 10% per level for either type of cloaking or affect the dampener modules. Also probably change Caldari bonuses to apply to the precision mods. |
ANON Cerberus
Tiny Toons
781
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Posted - 2014.05.29 17:20:00 -
[589] - Quote
IgniteableAura wrote:1% bonus per level.....lol. Might as well not even have a bonus.
That's insignificant.
At max skills that's 1.5m extra.
Its almost like we have gone full circle and we are back to a TOTAL LACK OF BALANCE again. Just as I thought CCP were starting to 'get it'.... I guess you really cannot teach an old dog new tricks. |
Adipem Nothi
Nos Nothi
1154
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Posted - 2014.05.29 18:09:00 -
[590] - Quote
TRULY ELITE wrote:I for one am not worried about my cal scout with dampening. On my advanced suit I use an adv dampener which is 20% from 35 which approximately brings me down to 25Db, in pub matches how many times do you see people running proto scanners? Even with an organised squad if they were to use one it is likely that only one person will use it so on skirmish that's not much of a problem. One person with a proto scanner can't cover the whole map. On domination however this still shouldn't be a problem because scouts are meant to flank not hit head on. This becomes apparent when running caldari because shields are made for hit and run tactics which is why I also run a basic cloak not only to back this up, but to prepare for the changes in hotfix alpha and to get new strategies and tactics ready. Also the standard cloak now and the advanced cloak after alpha, the after alpha cloak has an advantage due to the fact it has a 5 second less recharge time. Just my thoughts. Some things will need to be in place to help Minmatar and Amarr scouts in PC though to make them viable.
Just wait 'til those Focused Scanners pick up everything. People spam what works.
Even so, you will have a valid point if spin-scanning gets fixed.
Shoot scout with yes...
- Ripley Riley
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
450
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Posted - 2014.05.30 07:28:00 -
[591] - Quote
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.
Support Balancing scouts
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Sequal Rise
Les Desanusseurs
25
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Posted - 2014.05.30 08:32:00 -
[592] - Quote
I disagree with you when you say that caldari has higher damage weapons. Dps are pretty much the same on gal/cal weapons. Moreover, caldari must sacrifice their HP(shield) in order to have damage mods while gallente can have both at the same time! |
voidfaction
Void of Faction
243
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Posted - 2014.05.30 08:39:00 -
[593] - Quote
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) Gal will have 70m range, 14 profile, and 24 precision = sees less at great range but invisible to all Cal will have 50m range, 23 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.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
453
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Posted - 2014.05.30 22:35:00 -
[594] - 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.?
Support Balancing scouts
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voidfaction
Void of Faction
246
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Posted - 2014.05.30 22:46:00 -
[595] - Quote
Spartan MK420 wrote: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.?
Thats just it. the cal is low/mid range precise scan gal is mid/long range with mid scan.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
453
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Posted - 2014.05.30 23:17:00 -
[596] - 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.. =/
Support Balancing scouts
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
453
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Posted - 2014.05.31 02:31:00 -
[597] - 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)
Support Balancing scouts
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
51
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Posted - 2014.05.31 05:10:00 -
[598] - Quote
I will start out by saying that I admittedly didn't read all thirty pages of this thread before posting, so I don't know if these have been proposed or not. I have been going Min Scout the past few days (previously never really getting into a scout role), so I don't have weeks of experience, but I've learned a few things and had some ideas.
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.
As for the brick and shield tanked scouts, what if (shield extenders hp hopefully being buffed first) shield extenders also lowered your precision of scanning and armor plates increased your suits profile? (Not my idea, but I liked it.) This would make the fittings more strategy based, as you could either fit for tank/slaying or E-war.
I feel that adding penalties such as these to spammed/ 'OP' modules and suits would be better than a straight up numbers nerf. It would mean you could easily still use the suit for slaying OR E-War. This would theoretically help bring the scouts out more into their specializations as opposed to invisible light assault suits, like they are now in PC. Then I believe Amarr would have the slayer scouts, Caldari-the passive scans, Gallente-the unseen ninja, and Minmatar-the ninja hacker. This would mean that you wouldn't have a ridiculous amount of scouts playing what assault would be, because they would be able to fill only one role at a time as opposed to the two we have now.
As a final note, I feel like a Proto GalLogi using the best scanner available (Focused, I believe. Correct me if I'm wrong.) should be able to detect a dampened Gal Scout, because the scanner is an active, not a passive, module. Using this module is not an automatic thing, and it opens you up to attack because your hands are full of scanner. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
453
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Posted - 2014.05.31 05:49:00 -
[599] - 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
Support Balancing scouts
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Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
119
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Posted - 2014.06.01 03:19:00 -
[600] - Quote
Why not change the scout's skills to affect mods that provide the desired bonus instead of a direct suit boost. |
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