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Aeon Amadi
Edimmu Warfighters Gallente Federation
5704
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Posted - 2014.05.22 09:54:00 -
[61] - Quote
Spectral Clone wrote:Aeon Amadi wrote:Spectral Clone wrote:Aeon Amadi wrote:Too many people to respond to.
Anyway, as in my edit I re-evaluated some of my perspectives and while I still think that Active Scanners should focus on Range and Caldari Scouts should focus on precision, there have been some interesting suggestions.
I don't think it's necessary to remove shared passive scan, but I do think that the Caldari Scout does have too much range for it's precision. It's a mobile radar that never goes away, which is a problem. A problem that could be easily tweaked by removing the range bonus on the Caldari Scout, but if you're going to do that you might as well remove it from the Gallente Scout because it contributes nothing to it's specialization of dipping under TacNet.
You could change the base range, but then you'd be singling the Caldari Scout out and giving the Gallente Scout even more range than it does. So, there's that.
EDIT: To elaborate more for CCP Rattati, I think the general concensus is that the Caldari Scout having the capabilities of such a low precision (as low as 15db) accompanied by a high range (50-75m) is completely usurping the use of Active Scanners and by default, Gallente Logistics. By removing the scan range bonus, you reduce the maximum range by 25% and force them to focus more on their precision abilities while not extremely limiting their range capabilities. Although, the gallente scouts are the range masters ;) 4 low slots you know. Im running 150m scan diameter: http://www.protofits.com/fittings/view/565/2658 Part of the problem >_>; No, its a scouting role that spots enemies, but dont kill as effectively as a slayer scout.
I suppose but it being entirely passive at that range is why we're so pissed off at the Caldari Scout stepping on the toes of the Gallente Logistics O.o;
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shaman oga
Nexus Balusa Horizon
2166
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Posted - 2014.05.22 10:12:00 -
[62] - Quote
CCP Rattati wrote:SponkSponkSponk wrote:shaman oga wrote:Eliminate caldari and gallente scan range bonus. This would alleviate the problem a fair bit. Please elaborate Basically, if you can always see where the enemy is looking, you can avoid is line of sight, you enemy will not be able to see you, scan you, because you are out his field of view / cone of scan. That is what it makes cal and gal scout so powerful, they always know where you are, inside their 40 meters.
Dampening is not the real problem, in my opinion, the war is only between cal and gal scout, none of the other suits can scan like them or be invisible like them. So, nerf one of them will only make players shift from one to another (if they can see me now, i want to see them too). The only way to nerf them is to decrease their passive scan range.
It's the same problem of scanners before 1.8, cal and gal scouts can permascan, but it's even worse, because you don't know if you are scanned or not.
PSN: ogamega
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Oswald Rehnquist
1395
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Posted - 2014.05.22 10:23:00 -
[63] - Quote
Aeon Amadi wrote:
I suppose but it being entirely passive at that range is why we're so pissed off at the Caldari Scout stepping on the toes of the Gallente Logistics O.o;
I don't think everyone is pissed off at cal scouts stepping on a toes of a class that disappeared once scanning required some skill due to a function that quite a few don't know about.
Your arguing a precision v precision meta, but the recent changes have zero to do with that. I think your more shocked with your revelation more so than what is being balanced here.
What is changing is the the precision vs dampening meta, which has the potential to throw one of two scouts as thy scout and nullifying the other 3 suits.
Going with a high precision and low range for the caldari scout, has us treading into extremely unfamiliar territory in regards to balance as we now open an entirely new front where the drop in range may not justify the amount of precision or where the amount of precision is too higher to be functional for the other scouts to function against.
Or is you are just talking about just a flat removal of of that bonus and nothing else, given the present data and the changes, suggesting an effective removal of a ghost slot from the caldari scout will somehow balance scouts is a little hard to comprehend considering that the current changes still favor the gal scout even without the scanning range.
Below 28 dB
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Brokerib
Lone Wolves Club
1160
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Posted - 2014.05.22 10:25:00 -
[64] - Quote
I haven't done the maths, so just throwing it out there. How about reducing the Gal dampening bonus and Cal precision bonus to 2% a level, from 5%?
Would reduce the overall gap between the GAL/CAL and MIN/AMARR when it comes to passive vision, and somewhat reduce the effect the removal of the cloak bonus has on the MIN/AMARR. If the scaled dampening bonus as mentioned is included (0% at standard, 10% at advanced, 15% at proto), then it might work out.
I know this doesn't account for active scanners and Gal logi, but with the changes made to the active scanner in 1.8, I'm reasonably happy with a balance where the Gal logi is reasonably able to scan 90% of scouts for limited periods. Just so long as the 10% isn't only made up of Gal scouts...
Knowledge is power
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BL4CKST4R
WarRavens Final Resolution.
2701
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Posted - 2014.05.22 10:33:00 -
[65] - Quote
The Gallente scout changes should honestly be held off until after hotfix alpha drops, the benefit of a Gallente scout is stealth but that really is its only benefit. Reducing it's ability to stealth opens up the doors for the meta to shift from the Gallente to the Caldari.
If the Gallente cannot passively hide from an equally stacked Caldari scout then the Gallente has now become obsolete. At the same time a Gallente scout shouldnt be able to pick up a Caldari scout with equal dampeners than he has precision enhancers. It should work out as in a situation were a Caldari scout has 3 precision enhancers and 2 damps a Gallente has 3 profile dampener and 2 enhancers, none will be able to passively scan each other. Leaving just the two to go unaware of each others presence or let their eyeballs do some work.
As for the Minmatar and Amarr scout the issue is that they cannot hide very well either, I think a good change for them could be removing one of their bonuses and swapping it with either a profile dampening bonus and a scanning bonus.
Markdown:
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Xx-VxF-xX
Void of Faction
26
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Posted - 2014.05.22 10:54:00 -
[66] - Quote
BL4CKST4R wrote:The Gallente scout changes should honestly be held off until after hotfix alpha drops, the benefit of a Gallente scout is stealth but that really is its only benefit. Reducing it's ability to stealth opens up the doors for the meta to shift from the Gallente to the Caldari.
If the Gallente cannot passively hide from an equally stacked Caldari scout then the Gallente has now become obsolete. At the same time a Gallente scout shouldnt be able to pick up a Caldari scout with equal dampeners than he has precision enhancers. It should work out as in a situation were a Caldari scout has 3 precision enhancers and 2 damps a Gallente has 3 profile dampener and 2 enhancers, none will be able to passively scan each other. Leaving just the two to go unaware of each others presence or let their eyeballs do some work.
As for the Minmatar and Amarr scout the issue is that they cannot hide very well either, I think a good change for them could be removing one of their bonuses and swapping it with either a profile dampening bonus and a scanning bonus.
So your fix to Minmatar and Amarr is making them gal and cal scouts, lol
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
361
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Posted - 2014.05.22 11:06:00 -
[67] - Quote
1 change only?
I would boost the proto dampening up another 15% (5% per tier)
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Ryme Intrinseca
The Rainbow Effect
1240
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Posted - 2014.05.22 11:11:00 -
[68] - 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! You are also nerfing armour plates. Combine the two and you've got a pretty big Gallente scout nerf on your hands. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
361
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Posted - 2014.05.22 11:11:00 -
[69] - Quote
CCP Rattati wrote:Regis Blackbird wrote:They should remove the squad sharing passive scans (as was the idea in the first place) I need to follow up on this internally
Negative. Scouts are made for recon. This should stay as is, if not advance to team share instead of just squad share.
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Xx-VxF-xX
Void of Faction
27
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Posted - 2014.05.22 11:12:00 -
[70] - Quote
I like how this has become all about cal vs gal scout who cares what removing the dampening to cloak does to minmatar and amarr. the 2 that has no scan, range, or dampening bonus. the 2 that relied the most on the dampening of the cloak so they could equip mods to enhance there bonuses (kincats/hacking minmatar) amarr well they need all the slots they can to compensate for lack of bonuses. with the change they will be even more limited because they will need to use another slot for dampener. |
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Arkena Wyrnspire
Fatal Absolution
13612
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Posted - 2014.05.22 11:43:00 -
[71] - Quote
Please don't replace the dampening bonus with something like a cloak duration bonus.
The cloaks have such a long duration that such a bonus would be useless. With a proto cloak I have yet to encounter the situation in which I need more cloak time, even when I'm sitting cloaked for hugely extended periods of time.
I don't see the dampening bonus as being the problem so much as I see the absolute EWAR system. If you're damped enough to evade something, you evade it completely. If not, regardless of whether the precision is vastly better than your profile or -just over- you're lit up perfectly. Also, squad vision. Squad scan vision is what makes dampening so crucial - if a Calscout stacks precision enhancers and picks you up their entire squad can see you.
You have long since made your choice. What you make now is a mistake.
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Jebus McKing
Legio DXIV
475
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Posted - 2014.05.22 11:44:00 -
[72] - Quote
If you absolutely want to go with removing the dampening effect of the cloak and only change one more thing to balance things out then do the following:
Remove the damn chevrons over peoples heads when you passively scanned them. This way cloaked scouts would still be hard to spot even when scanned.
Also, remove the arrow on the red dots on the mini map, so it is more challenging for scouts to shoot people in the back.
Anything else would need a rework of all scout suits, which has to be done additionally IMHO.
Cal scout: short range precision scout hunter 25% precision 25% Max stamina
Gal scout: ghost 25% dampening 25% cloak regen
Min scout: hack and run 35% hacking speed 25% shield regen delay
Ama scout: squad scan support, scans most suits except scouts 25% bonus to movement penalty of armour plates 35% scan range
- 25-50% reduction to cloak time to make camping cloaked less effective
@JebusMcKing
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Regis Blackbird
DUST University Ivy League
247
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Posted - 2014.05.22 11:56:00 -
[73] - Quote
Spartan MK420 wrote:CCP Rattati wrote:Regis Blackbird wrote:They should remove the squad sharing passive scans (as was the idea in the first place) I need to follow up on this internally Negative. Scouts are made for recon. This should stay as is, if not advance to team share instead of just squad share.
But scouts are made for recon, they should just not rely on the TacNet to do the job for them. As stated before, the position and direction of a scanned player is visible on the TacNet, which gives a very low probability of survival if an entire squad (or worse: team) shares this information.
With the removal of this function, it boils down to three options: - The scout deals with the target himself, risking his own life but obtaining the element of surprise. - The scout verbally tells his squad about the position (to keep the element of surprise), but the squad will not have detailed info of the exact whereabouts and direction of the target. - The scout "paints" the target with his active scanner, but in doing so alerts the target that he is targeted for execution, which gives him a chance to defend himself.
I think the above scenarios are fair, but it is just my 2 ISK |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5704
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Posted - 2014.05.22 12:06:00 -
[74] - Quote
Oswald Rehnquist wrote:Aeon Amadi wrote:
I suppose but it being entirely passive at that range is why we're so pissed off at the Caldari Scout stepping on the toes of the Gallente Logistics O.o;
I don't think everyone is pissed off at cal scouts stepping on a toes of a class that disappeared once scanning required some skill due to a function that quite a few don't know about. Your arguing a precision v precision meta, but the recent changes have zero to do with that. I think your more shocked with your revelation more so than what is being balanced here. What is changing is the the precision vs dampening meta, which has the potential to throw one of two scouts as thy scout and nullifying the other 3 suits. Going with a high precision and low range for the caldari scout, has us treading into extremely unfamiliar territory in regards to balance as we now open an entirely new front where the drop in range may not justify the amount of precision or where the amount of precision is too higher to be functional for the other scouts to function against. Or is you are just talking about just a flat removal of of that bonus and nothing else, given the present data and the changes, suggesting an effective removal of a ghost slot from the caldari scout will somehow balance scouts is a little hard to comprehend considering that the current changes still favor the gal scout even without the scanning range.
Sure, it might be from the revelation - I won't lie. Although, when you're talking balance, it's a lot easier to balance something when it's role isn't contending with another role. The proposal was off-topic and wasn't meant to balance scouts, it was meant to give some separation between the capabilities of the Caldari Scout and the Gallente Logi. It was an extension of my previous comment in which I agreed with some of the other posters that you can't just change one stat and somehow achieve balance, it needs a more in-depth look.
Right now, the roles bleed into one another too much. You have Logis which are meant to support, with the Gallente Logi specializing in finding stuff using the Active Scanner. Then you have Scouts which are meant to not be found, with the Caldari Scout... specializing in finding stuff using it's passive scanning. To a lesser extent the Gallente Scout performs the same specialization by having a range bonus and more low slots to effectively turn it into a giant mobile radar on-top of being viable in it's own right by having the Scout's role bonus of cloaks -and- an inherent profile reduction.
And this isn't even covering the aspects of the other two scouts which fall short because they don't have such tactical viability in teamplay environments. Hacking is great and all but when you compare it to TacNet, it falls short. If they want the other scouts to be viable, they're going to have re-evaluate what their specialization is within the role.
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SponkSponkSponk
The Southern Legion Final Resolution.
812
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Posted - 2014.05.22 12:12:00 -
[75] - Quote
CCP Rattati wrote:SponkSponkSponk wrote:shaman oga wrote:Eliminate caldari and gallente scan range bonus. This would alleviate the problem a fair bit. Please elaborate
Others have made the point better than me, but a large part of the precision-vs-damps problem is spillover onto AK and MK due to ultra damped gal scouts vs ultra-scan cal scouts, leaving them as second-class citizens.
Eliminating the range bonus on gal/cal scouts reduces the range at which the other two scouts get caught in the crossfire, or at the least forcing them to devote yet more slots to get the current functionality.
Dust/Eve transfers
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Happy Violentime
OMFGZOMBIESRUN
630
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Posted - 2014.05.22 12:18:00 -
[76] - Quote
Haerr wrote:Anyone of these (alone without any other modifications) is a horrible idea which puts us right back into 1.7 where scouts were being perma scanned (bar a gal scout with 4 dampeners).]
You WHAT!!!???
In 1.7 you could run a medium suit with 2 complex damps and avoid proto scanners - If a scout was perma-scanned in 1.7 it had 0 complex damps on the suit.
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Spectral Clone
Dust2Dust. Top Men.
2857
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Posted - 2014.05.22 12:18:00 -
[77] - Quote
Regis Blackbird wrote:They should remove the squad sharing passive scans (as was the idea in the first place)
Scouts do recon. Its their job to scan for the squad, just like logis ress/resupply/revive/occasionaly scan.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
362
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Posted - 2014.05.22 12:36:00 -
[78] - Quote
we still need more feedback, if they pick any of the options listed other than COMPLETELY REDOING all of the scout suits, we're boned for another 2 months.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Haerr
Legio DXIV
658
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Posted - 2014.05.22 12:40:00 -
[79] - Quote
Happy Violentime wrote:Haerr wrote:Anyone of these (alone without any other modifications) is a horrible idea which puts us right back into 1.7 where scouts were being perma scanned (bar a gal scout with 4 dampeners).] You WHAT!!!??? In 1.7 you could run a medium suit with 2 complex damps and avoid proto scanners - If a scout was perma-scanned in 1.7 it had 0 damps on the suit.
I'm guessing you never played against Nyain San (or others... I was running a GalLogi with Focused Scanners when we were up against a lot of Scouts)
Besides I remember Appia sharing a GalLogi fit with 3 enhancers that could pick up those silly 2x dampened medium suits. Funny how the GalLogi of old was a better scout than scouts was.
Scanning table for 1.7: LINK
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
102
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Posted - 2014.05.22 12:47:00 -
[80] - Quote
I was always against removing the cloak dampening as I always knew it would mess up the meta, particularly for the already underused min and Am scouts, I was also quite vocal about it. If it has to be done I suggest this:
Significantly increase the effect of profile dampeners. Make complex a 50% reduction or similar. I know sombody else suggested this. I also support changing the Gal and Cal bonuses to module bonuses. |
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
363
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Posted - 2014.05.22 12:51:00 -
[81] - Quote
Varoth Drac wrote:I was always against removing the cloak dampening as I always knew it would mess up the meta, particularly for the already underused min and Am scouts, I was also quite vocal about it. If it has to be done I suggest this:
Significantly increase the effect of profile dampeners. Make complex a 50% reduction or similar. I know sombody else suggested this. I also support changing the Gal and Cal bonuses to module bonuses.
I 2nd this.
Just remember tho, if it becomes a module bonus, the more modules they stack the better % overall. It could even rival/beat the current base bonus.
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Beren Hurin
Onslaught Inc RISE of LEGION
2369
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Posted - 2014.05.22 12:53:00 -
[82] - 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
We aren't talking about completely taking off passive scans, right? That is a huge part of the scout role, and an incentive to NOT fit tank mods in the lows. I would agree that the range bonus for gal-scouts just seems like even MORE of a bonus to their role as a shotty scout, but really giving them basically a dual PRO module bonus to a suit that gets 4 lowslots at PRO level is like having 6 lowslots.
I would agree that taking out the range bonus on them, but not taking away the passive scan sharing on all scouts, would help to balance them. Scouts (and everyone) needs passive sharing to make the scout role viable.
I think the role spectrum that a gal scout should have to chose between would be a solo shotty with a limited enough detection range that lets them sneak around with a shotgun, or a highly stealthy scanner avoiding most dangers just through manauevering. |
Starfire Revo
Inner.Hell
268
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Posted - 2014.05.22 12:54:00 -
[83] - Quote
CCP Rattati wrote:Please elaborate The ability for scouts to passively scan wide areas for their squad means that they're essentially a walking, permanent wall hack for 5 other people. After the cloak change, the Gal scout will be able to see everything above 23.79db within 75m while being undetected himself (if he builds for it). The Cal scout will see everything above 14.91 for the same radius, which creates a barrier that most scouts can't enter unless they get torn to shreds by the 5 other people.
If you want Cal scouts to remain as the hunters of other scouts, then they should have to hunt down enemies themselves. So aside from removing the shared passive vision, I'd suggest the following changes (based loosely on Jebus' suggestions).
Cal scout: short range precision scout hunter 25% precision 25% reduction to nova knife charge time (nova knives are a cal weapon)
Gal scout: ghost 25% dampening 25% cloak regen
Min scout: hack and run 25% hacking speed (Min scouts get a higher base stat for this anyway, no need to buff it more) 25% bonus to biotics (with their high base melee damage and speed, this opens up a lot of options)
Ama scout: squad scan support, scans most suits except scouts 25% bonus to ferroscale and reactive plates (I've heard changing movement penalties is hard to make work, so this makes more sense) 25% scan range (gives Amarr their own E-war role and makes sense considering their weapon choices hit out to similar ranges)
Also, I'd like to note that while balancing around PC makes some sense considering it's the only full team vs full team mode right now, it has the issues of a limited map pool and limited playerbase. If they're serious about balance changes, I'd rather see full team FW enabled and have them take those figures into consideration too. FW is open to far more people and uses maps outside just the limited large socket selection.
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Jadek Menaheim
Ancient Textiles.
3072
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Posted - 2014.05.22 13:07:00 -
[84] - Quote
I would support the plan put out by Revo and Jebus McKing.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
363
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Posted - 2014.05.22 13:15:00 -
[85] - Quote
Jadek Menaheim wrote:I would support the plan put out by Revo and Jebus McKing.
i like everything but the amar layout tbh.
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The-Errorist
Sver true blood
705
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Posted - 2014.05.22 13:16:00 -
[86] - Quote
With the proposed changes, here's what it would take to prevent being scanned by a someone with Gallente logi Lv5 using prototype scanners and what it would take for Cal scouts to scan at different dB.
[Prototype active scanner]: 21 dB Amarr: 1 complex profile dampener & 1 basic profile dampener Caldari: 1 complex profile dampener & 1 basic profile dampener Gallente: 1 basic profile dampener Minmatar: 1 complex profile dampener & 1 basic profile dampener
[Lv5 Cal scout w/ 2 complex precision enhancers]: 17.85 dB Amarr: 2 complex profile dampener & 1 basic profile dampener Caldari: Impossible Gallente: 1 complex profile dampener Minmatar: 2 complex profile dampener & 1 basic profile dampener
[Prototype focused active scanner] 15dB Amarr: 3 complex profile dampeners & 1 enhanced profile dampener Caldari: Impossible Gallente: 1 complex profile dampener & 1 enhanced profile dampener Minmatar: Impossible
[Lv5 Cal scout w/ 4 complex precision enhancers]: 14.91 dB Amarr: 4 complex profile dampeners Caldari: Impossible Gallente: 1 complex profile dampener & 1 enhanced profile dampener Minmatar: Impossible
Gal logis and Cal scouts specialize in scanning and low precision which counters dampening Gal scouts specialize in low profiles which counters precision
I think is fine; if other scouts that don't get a bonus to dampening were able to hide from those with a role bonus to precision, by only using one low slot dampening module, it would make those with precision bonuses not that competitive. Also the other scouts have other roles too (except for Amarr).
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Al the destroyer
NECROM0NGERS Caps and Mercs
137
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Posted - 2014.05.22 13:26:00 -
[87] - Quote
Starfire Revo wrote:CCP Rattati wrote:Please elaborate The ability for scouts to passively scan wide areas for their squad means that they're essentially a walking, permanent wall hack for 5 other people. After the cloak change, the Gal scout will be able to see everything above 23.79db within 75m while being undetected himself (if he builds for it). The Cal scout will see everything above 14.91 for the same radius, which creates a barrier that most scouts can't enter unless they get torn to shreds by the 5 other people. If you want Cal scouts to remain as the hunters of other scouts, then they should have to hunt down enemies themselves. So aside from removing the shared passive vision, I'd suggest the following changes (based loosely on Jebus' suggestions). Cal scout: short range precision scout hunter 25% precision 25% reduction to nova knife charge time (nova knives are a cal weapon) Gal scout: ghost 25% dampening 25% cloak regen Min scout: hack and run 25% hacking speed (Min scouts get a higher base stat for this anyway, no need to buff it more) 10% bonus to biotics (with their high base melee damage and speed, this opens up a lot of options) edit: Someone pointed out the numbers on +25% on biotics, so changed it to +10% Ama scout: squad scan support, scans most suits except scouts 25% bonus to ferroscale and reactive plates (I've heard changing movement penalties is hard to make work, so this makes more sense) 25% scan range (gives Amarr their own E-war role and makes sense considering their weapon choices hit out to similar ranges) Also, I'd like to note that while balancing around PC makes some sense considering it's the only full team vs full team mode right now, it has the issues of a limited map pool and limited playerbase. If they're serious about balance changes, I'd rather see full team FW enabled and have them take those figures into consideration too. FW is open to far more people and uses maps outside just the limited large socket selection. This seems very sensible to me +1
Still playing having more fun than ever cuz IDGAF.
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Happy Violentime
OMFGZOMBIESRUN
630
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Posted - 2014.05.22 13:26:00 -
[88] - Quote
Haerr wrote:Happy Violentime wrote:Haerr wrote:Anyone of these (alone without any other modifications) is a horrible idea which puts us right back into 1.7 where scouts were being perma scanned (bar a gal scout with 4 dampeners).] You WHAT!!!??? In 1.7 you could run a medium suit with 2 complex damps and avoid proto scanners - If a scout was perma-scanned in 1.7 it had 0 damps on the suit. I'm guessing you never played against Nyain San (or others... I was running a GalLogi with Focused Scanners when we were up against a lot of Scouts) Besides I remember Appia sharing a GalLogi fit with 3 enhancers that could pick up those silly 2x dampened medium suits. Funny how the GalLogi of old was a better scout than scouts was. Scanning table for 1.7: LINK
*Sigh* I'm guessing you don't like being told you are wrong? Well..... you're wrong.
That table is trash, in reality 2 complex damps + the passive dampening skill brought a medium suit under 15db - I'd actually suggest that CCP math was way out and that 2 complex damps + the passive from the skill gave you a 75% reduction to profile - giving a medium suit with 2 complex damps a 12.5DB profile.
But what the **** do I know? I only ran a Medium suit with 2 complex damps for all of 1.7 and never got scanned, ever. So obviously I'm talking ****. So **** off you ******* ********.
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Tech De Ra
Electronic Sports League
402
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Posted - 2014.05.22 13:47:00 -
[89] - Quote
Happy Violentime wrote:Haerr wrote:Happy Violentime wrote:Haerr wrote:Anyone of these (alone without any other modifications) is a horrible idea which puts us right back into 1.7 where scouts were being perma scanned (bar a gal scout with 4 dampeners).] You WHAT!!!??? In 1.7 you could run a medium suit with 2 complex damps and avoid proto scanners - If a scout was perma-scanned in 1.7 it had 0 damps on the suit. I'm guessing you never played against Nyain San (or others... I was running a GalLogi with Focused Scanners when we were up against a lot of Scouts) Besides I remember Appia sharing a GalLogi fit with 3 enhancers that could pick up those silly 2x dampened medium suits. Funny how the GalLogi of old was a better scout than scouts was. Scanning table for 1.7: LINK *Sigh* I'm guessing you don't like being told you are wrong? Well..... you're wrong. That table is trash, in reality 2 complex damps + the passive dampening skill brought a medium suit under 15db - I'd actually suggest that CCP math was way out and that 2 complex damps + the passive from the skill gave you a 75% reduction to profile - giving a medium suit with 2 complex damps a 12.5DB profile. But what the **** do I know? I only ran a Medium suit with 2 complex damps for all of 1.7 and never got scanned, ever. So obviously I'm talking ****. So **** off you ******* ********.
A medium suit with 2 complex damps has just over 26dB scan profile, not the 12.5 you claim (-10% from skills and 2x-25% from damps does not even equal -60%, let alone -75% that you claim, its around -48% after you account for stacking penalties
Congratulations on not being scanned in 1.7, you must have never played pubs or PC during that time
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BL4CKST4R
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Posted - 2014.05.22 13:48:00 -
[90] - Quote
Xx-VxF-xX wrote:BL4CKST4R wrote:The Gallente scout changes should honestly be held off until after hotfix alpha drops, the benefit of a Gallente scout is stealth but that really is its only benefit. Reducing it's ability to stealth opens up the doors for the meta to shift from the Gallente to the Caldari.
If the Gallente cannot passively hide from an equally stacked Caldari scout then the Gallente has now become obsolete. At the same time a Gallente scout shouldnt be able to pick up a Caldari scout with equal dampeners than he has precision enhancers. It should work out as in a situation were a Caldari scout has 3 precision enhancers and 2 damps a Gallente has 3 profile dampener and 2 enhancers, none will be able to passively scan each other. Leaving just the two to go unaware of each others presence or let their eyeballs do some work.
As for the Minmatar and Amarr scout the issue is that they cannot hide very well either, I think a good change for them could be removing one of their bonuses and swapping it with either a profile dampening bonus and a scanning bonus. So your fix to Minmatar and Amarr is making them gal and cal scouts, lol
Not necessarily but they way things are a minatar, or an amsrr, cannot scan or stealth as good as their gal or cal so in the scout war they re sitting ducks.
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