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Thread Statistics | Show CCP posts - 25 post(s) |
HOWDIDHEKILLME
Dying to Reload
149
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Posted - 2014.06.01 03:34:00 -
[601] - Quote
Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally
Lonewolf till I die
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Brokerib
Lone Wolves Club
1270
|
Posted - 2014.06.01 23:58:00 -
[602] - Quote
HOWDIDHEKILLME wrote:Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally So what's the counter measure for a proto gal logi runnning 4 focused scanners?
Knowledge is power
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Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
119
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Posted - 2014.06.02 02:45:00 -
[603] - Quote
Brokerib wrote:HOWDIDHEKILLME wrote:Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally So what's the counter measure for a proto gal logi runnning 4 focused scanners?
BPO shotgun to the back of the head? |
Scheneighnay McBob
T.R.I.A.D Ushra'Khan
5130
|
Posted - 2014.06.02 02:58:00 -
[604] - Quote
Remove the built-in reps.
They've allowed the gallente scouts to bypass fitting musts that other scouts couldn't, therefore essentially giving them an additional lowslot.
péñpâ¦pé+pâìpââpâêpü«tÄﵺÿpüïpéÅpüäpüä
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Valko Maddog
The Awesome Gang
6
|
Posted - 2014.06.02 03:18:00 -
[605] - Quote
Brokerib wrote:HOWDIDHEKILLME wrote:Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally So what's the counter measure for a proto gal logi runnning 4 focused scanners? Everything from assault to scout can kill him and with the hot fix it will be either armored and slow or normal speed but less HP. A scout 1 vs 1 kills gal logi because of the speed. A focused scanner costs 30K x 4 = 120K only the scanners. The scan duration is 7.5 sec only Recharge is 40sec. There are also other roles in the game than scouts. Kill the gal logi with an assault.
Also gal logi bonus is the least rewarding. And don't forget that in this game there are not only scouts. A logi alone is dead. Even a heavy alone is dead. Why a scout alone should be OP??? |
HOWDIDHEKILLME
Dying to Reload
165
|
Posted - 2014.06.02 05:31:00 -
[606] - Quote
Brokerib wrote:HOWDIDHEKILLME wrote:Everything needs one counter measure. Make the focused scanner scan to 14 db. On a proto galante logi. Paper rock scissors <---- caldari logi personally So what's the counter measure for a proto gal logi runnning 4 focused scanners?
Waiting for Cool down ... 7.5 sec scan with proto bonus 30 sec total 40 sec cool down. Ten secs he's blind. Running 4 scanners will leave him with almost no pg left, weak as a kitten = dead logi
If they had more time then they could scan nonstop that would suck.
Oh and just the suit and scanners are 176k
Lonewolf till I die
|
emtbraincase
Savage Bullet
177
|
Posted - 2014.06.02 14:31:00 -
[607] - Quote
My $0.02 would be to make plates slow down a suit more when stacked on lighter fittings (meaning real-world implications to encumbrance). A scout with 3-4 plates should actually move slower than a heavy with those same 3-4 plates because it is less encumbered by that weight.
Think of it this way, if you weigh 145 lbs vs someone at 215 lbs, and someone else hands each of you a 250 lbs sack, the 145 lbs person would possibly not even be able to move, let alone quickly, while the 215 lbs individual may move slower but likely can move closer to their norm.
Most people aren't having problems with what is being discussed, it is the fact that they can do it with 700 hp of armor while retaining their speed. If you make them slower, then their major benefit is removed and all you had to do was what makes sense from a physics standpoint.
I doubt that many people would be as upset by the undetectable scout if all they had to do was sneeze toward it to put it down. I definitely think the problem is too many people use the minimap instead of their eyes. |
Korvin Lomont
United Pwnage Service RISE of LEGION
962
|
Posted - 2014.06.02 14:58:00 -
[608] - Quote
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 = ??? |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
461
|
Posted - 2014.06.02 15:32:00 -
[609] - 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.
Support Balancing scouts
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
897
|
Posted - 2014.06.02 16:01:00 -
[610] - Quote
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.
Shut your dirty mouth!
:)
CCP continues to make the wrong choices, one choice at a time.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
897
|
Posted - 2014.06.02 16:02:00 -
[611] - Quote
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.
CCP continues to make the wrong choices, one choice at a time.
|
Korvin Lomont
United Pwnage Service RISE of LEGION
963
|
Posted - 2014.06.02 17:30:00 -
[612] - Quote
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 |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
897
|
Posted - 2014.06.02 17:38:00 -
[613] - Quote
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?
CCP continues to make the wrong choices, one choice at a time.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
51
|
Posted - 2014.06.02 17:59:00 -
[614] - Quote
emtbraincase wrote:My $0.02 would be to make plates slow down a suit more when stacked on lighter fittings (meaning real-world implications to encumbrance). A scout with 3-4 plates should actually move slower than a heavy with those same 3-4 plates because it is less encumbered by that weight.
Think of it this way, if you weigh 145 lbs vs someone at 215 lbs, and someone else hands each of you a 250 lbs sack, the 145 lbs person would possibly not even be able to move, let alone quickly, while the 215 lbs individual may move slower but likely can move closer to their norm.
Most people aren't having problems with what is being discussed, it is the fact that they can do it with 700 hp of armor while retaining their speed. If you make them slower, then their major benefit is removed and all you had to do was what makes sense from a physics standpoint.
I doubt that many people would be as upset by the undetectable scout if all they had to do was sneeze toward it to put it down. I definitely think the problem is too many people use the minimap instead of their eyes. Or maybe make classes of plates-light, medium, and heavy (militia - pro of all). For example, a light proto plate only gives you 60 hp extra but has no movement penalty on heavy and very low on scout. On the other end of the spectrum proto heavy plate gives you 180 hp extra (per plate) but a 7% penalty to heavies and 10% to scouts. This would give more variation on speed vs ehp while balancing them on the scout, since a near undetectable Gal Scout running 1k EHP runs at the speed of a heavy, while scouts who want to speed tank could still add a light plate or two. This would mean a Gal Heavy stacking plates would be almost a god sticking on a single point, but in open terrain would be a sitting...er, waddling duck. I know the light plate is pretty much what Ferroscale is, but if you changed it to weight class plates, each weight class of plate could have a movement penalty to each weight class suit. |
Korvin Lomont
United Pwnage Service RISE of LEGION
965
|
Posted - 2014.06.02 23:40:00 -
[615] - 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?
To be honest I hate the cal scout as this suit seems extremely glitchi...the squad vision thing must be a bug (that CCP will probably never fix)
As I said by the fact both cal scouts bonusses strenghten each other that makes them soo powerful. My statement regarding the scanrange on the gal scout was really just related to the missing role. The role you mentioned can be performed way better by the cal scout (especially after the gal scout nerf).
So basically I want a different (unnerfed bonus that fits to a role). |
Korvin Lomont
United Pwnage Service RISE of LEGION
965
|
Posted - 2014.06.02 23:47:00 -
[616] - Quote
Argetlam Thorson wrote:emtbraincase wrote:My $0.02 would be to make plates slow down a suit more when stacked on lighter fittings (meaning real-world implications to encumbrance). A scout with 3-4 plates should actually move slower than a heavy with those same 3-4 plates because it is less encumbered by that weight.
Think of it this way, if you weigh 145 lbs vs someone at 215 lbs, and someone else hands each of you a 250 lbs sack, the 145 lbs person would possibly not even be able to move, let alone quickly, while the 215 lbs individual may move slower but likely can move closer to their norm.
Most people aren't having problems with what is being discussed, it is the fact that they can do it with 700 hp of armor while retaining their speed. If you make them slower, then their major benefit is removed and all you had to do was what makes sense from a physics standpoint.
I doubt that many people would be as upset by the undetectable scout if all they had to do was sneeze toward it to put it down. I definitely think the problem is too many people use the minimap instead of their eyes. Or maybe make classes of plates-light, medium, and heavy (militia - pro of all). For example, a light proto plate only gives you 60 hp extra but has no movement penalty on heavy and very low on scout. On the other end of the spectrum proto heavy plate gives you 180 hp extra (per plate) but a 7% penalty to heavies and 10% to scouts. This would give more variation on speed vs ehp while balancing them on the scout, since a near undetectable Gal Scout running 1k EHP runs at the speed of a heavy, while scouts who want to speed tank could still add a light plate or two. This would mean a Gal Heavy stacking plates would be almost a god sticking on a single point, but in open terrain would be a sitting...er, waddling duck. I know the light plate is pretty much what Ferroscale is, but if you changed it to weight class plates, each weight class of plate could have a movement penalty to each weight class suit.
A heavy plated scout already is slow, very slow...but I am not against light medium and heavy plates I made supported this suggestion already elsewhere.
my suggestion would be: be light plates (like the current reactive ones without movement penalty) medium plates like ferroscales small penalty for light suits an no for med/heavy frames Heavy plates like std plates big penalty on scouts moderate on med/heavy frames |
Brokerib
Lone Wolves Club
1270
|
Posted - 2014.06.02 23:49:00 -
[617] - Quote
Argetlam Thorson wrote:emtbraincase wrote:My $0.02 would be to make plates slow down a suit more when stacked on lighter fittings (meaning real-world implications to encumbrance). A scout with 3-4 plates should actually move slower than a heavy with those same 3-4 plates because it is less encumbered by that weight.
Think of it this way, if you weigh 145 lbs vs someone at 215 lbs, and someone else hands each of you a 250 lbs sack, the 145 lbs person would possibly not even be able to move, let alone quickly, while the 215 lbs individual may move slower but likely can move closer to their norm.
Most people aren't having problems with what is being discussed, it is the fact that they can do it with 700 hp of armor while retaining their speed. If you make them slower, then their major benefit is removed and all you had to do was what makes sense from a physics standpoint.
I doubt that many people would be as upset by the undetectable scout if all they had to do was sneeze toward it to put it down. I definitely think the problem is too many people use the minimap instead of their eyes. Or maybe make classes of plates-light, medium, and heavy (militia - pro of all). For example, a light proto plate only gives you 60 hp extra but has no movement penalty on heavy and very low on scout. On the other end of the spectrum proto heavy plate gives you 180 hp extra (per plate) but a 7% penalty to heavies and 10% to scouts. This would give more variation on speed vs ehp while balancing them on the scout, since a near undetectable Gal Scout running 1k EHP runs at the speed of a heavy, while scouts who want to speed tank could still add a light plate or two. This would mean a Gal Heavy stacking plates would be almost a god sticking on a single point, but in open terrain would be a sitting...er, waddling duck. I know the light plate is pretty much what Ferroscale is, but if you changed it to weight class plates, each weight class of plate could have a movement penalty to each weight class suit. This already exists. Ferroscale plate. The problem is that, until the Alpha changes drop, plate armor gives more HP, costs less to fit, and has a nominal impact on speed. There is literally no reason to run 'light plate'.
The planned Alpha changes should go some way to addressing this, but I would have preffered the % reduction in speed to be increased for plate armor, to 4%/6%/8%.
Knowledge is power
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
461
|
Posted - 2014.06.03 01:48:00 -
[618] - Quote
or perhaps make movement accelerate the use rate of the cloaking duration
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
461
|
Posted - 2014.06.03 02:08:00 -
[619] - 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.
Support Balancing scouts
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Brokerib
Lone Wolves Club
1271
|
Posted - 2014.06.03 02:11:00 -
[620] - Quote
Spartan MK420 wrote:or perhaps make movement accelerate the use rate of the cloaking duration You know what else might have worked? The original implementaiton that was planned. If CCP had retained the ability to fire from cloak, with the associated drain on cloaks when firing, shot gun scouts would be naked after killing one player for at (minimum) 15sec while waiting for their cloak to charge back to half charge. We could have had 'waves of oportunity' and instead we a got broken implementation due to an pre-nerf forced by the community.
Knowledge is power
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
899
|
Posted - 2014.06.03 06:55:00 -
[621] - Quote
Brokerib wrote:Spartan MK420 wrote:or perhaps make movement accelerate the use rate of the cloaking duration You know what else might have worked? The original implementaiton that was planned. If CCP had retained the ability to fire from cloak, with the associated drain on cloaks when firing, shot gun scouts would be naked after killing one player for at (minimum) 15sec while waiting for their cloak to charge back to half charge. We could have had 'waves of oportunity' and instead we a got broken implementation due to an pre-nerf forced by the community.
Interesting point.
CCP continues to make the wrong choices, one choice at a time.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
899
|
Posted - 2014.06.03 06:57:00 -
[622] - Quote
Korvin Lomont wrote:Ares 514 wrote:Korvin Lomont wrote:Ares 514 wrote:Korvin Lomont wrote:.....
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? To be honest I hate the cal scout as this suit seems extremely glitchi...the squad vision thing must be a bug (that CCP will probably never fix) As I said by the fact both cal scouts bonusses strenghten each other that makes them soo powerful. My statement regarding the scanrange on the gal scout was really just related to the missing role. The role you mentioned can be performed way better by the cal scout (especially after the gal scout nerf). So basically I want a different (unnerfed bonus that fits to a role).
Agree something is messed with the cal scout hit detection. After the nerf I agree the cal scout probably makes a better SG user. I wanted to have the fast gal scout SG fit but with the stun lock effect I have found this unusable.
CCP continues to make the wrong choices, one choice at a time.
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superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
347
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Posted - 2014.06.03 07:03:00 -
[623] - Quote
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.
Commander, Director of DL and Leader of The SS Elite Squad
*FIGHT THE POWER
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
899
|
Posted - 2014.06.03 07:05:00 -
[624] - Quote
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.
Check out my new sig :)
Overlord of Broman.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
899
|
Posted - 2014.06.03 07:05:00 -
[625] - Quote
Ares 514 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. Check out my new sig :)
Oh, and shut your dirty mouth!:)
Overlord of Broman.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
52
|
Posted - 2014.06.03 07:32:00 -
[626] - Quote
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. Actually, running as a heavy, I probably would have agreed that scouts have no need for two equip slots, but running as a Min Scout, I have changed my mind. Yeah, suicide killers suck (looking at you nickmunson), but the two slots allow me to really use my Min Scout. Cloak up, run to a point, hack it, drop RE, run away. I shouldn't be able/encouraged to actively defend a point, but that RE helps me ensure that my hack goes through. The suicide scouts aren't a big thing I've encountered, but I have a hard enough time making hacks go through with my Min Scout that if I didn't have RE's I don't know what I would do for WP since blueberries don't hack or defend objectives....I guess I could fit my scout suit for assault, but it shouldn't preform that role as well as the hacking ninja it is supposed to be. |
Brokerib
Lone Wolves Club
1275
|
Posted - 2014.06.03 08:05:00 -
[627] - Quote
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...
Knowledge is power
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emtbraincase
Savage Bullet
177
|
Posted - 2014.06.03 16:01:00 -
[628] - Quote
Korvin Lomont wrote:
A heavy plated scout already is slow, very slow...but I am not against light medium and heavy plates I made supported this suggestion already elsewhere.
my suggestion would be: be light plates (like the current reactive ones without movement penalty) medium plates like ferroscales small penalty for light suits an no for med/heavy frames Heavy plates like std plates big penalty on scouts moderate on med/heavy frames
I have one, and you are incorrect, sir. 3 complex plates and a complex kincat has the Galscout moving at almost the exact same speed, the same jumping, but has about 400HP more armor than before (which is more or it than most of my fits), and yet can still put RE and lvl 1 cloak.
P.S> you just agreed with what I originally said, but I did it by ignoring types of plates (no new client-side patches, so no change in their existance) and instead focusing on how a suit reacts to those plates already in place (which I hope doesn't require client-side patch). So I thank you for that, but you are wrong about an armor tanked Galscout being slow already, and please reconsider the option I put forth again with these factors included. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
461
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Posted - 2014.06.04 02:14:00 -
[629] - 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.
Support Balancing scouts
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Adipem Nothi
Nos Nothi
1335
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Posted - 2014.06.04 02:31:00 -
[630] - Quote
Spartan MK420 wrote: Fix the assault suits before nerfing everything else into the ground.
That's exactly what I said, but I think its too late to change course.
If we must risk being broken, then so be it. Scouts have been through worse for longer.
The end-game is balance. Rattati may break us, but he won't leave us broken.
Shoot scout with yes...
- Ripley Riley
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