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Thread Statistics | Show CCP posts - 25 post(s) |
RedPencil
DUST University Ivy League
0
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Posted - 2014.05.22 13:50:00 -
[91] - Quote
CCP Rattati announce to remove the dampening effect of the cloak the Hotfix Alpha. I think that make Min scout with lower tier have no ground to stand. It will force Min scout to fit 2 damp at least to stay compete with other, and the low tier has only 2 slots. So we have to drop code breaker.
I think this nerf will drive people to select gal scout even more to bypass that. |
The-Errorist
Sver true blood
706
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Posted - 2014.05.22 13:52:00 -
[92] - 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 ******* ********. Sure, before 1.8 you could get by with just 2 complex dampeners in PC on a medium frame and only be scanned by the focused variant, but that time has passed. It is not possible to hide from a prototype active scanner with just a medium frame against a Lv5 Gal logi with that same fit; It takes 4 complex dampeners and 1 basic dampener to hide from a Gal logi with a proto scanner and it is impossible to hide from a Gal logi using a focused scan with only a medium frame.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Haerr
Legio DXIV
661
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Posted - 2014.05.22 14:01:00 -
[93] - 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 ******* ********.
I don't particularly like to be told that I am wrong but it seems that you like it even less than I do.
btw I won't **** off and I've got not idea of whether or not I am a ******* ******** since it got filtered, if you wouldn't mind posting it in a way that I can read it I could get back to you on that one.
I have Plasma Cannon Proficiency V, no jk.
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Spectral Clone
Dust2Dust. Top Men.
2858
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Posted - 2014.05.22 14:04:00 -
[94] - Quote
To all these stupid people trying to reduce the scan range of scouts - go DIAF.
This message was brought to you by the PC master race.
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RedPencil
DUST University Ivy League
1
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Posted - 2014.05.22 14:06:00 -
[95] - Quote
Here is a scan for 1.8 |
The-Errorist
Sver true blood
708
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Posted - 2014.05.22 14:13:00 -
[96] - Quote
RedPencil wrote:CCP Rattati announce to remove the dampening effect of the cloak the Hotfix Alpha. I think that make Min scout with lower tier have no ground to stand. It will force Min scout to fit 2 damp at least to stay compete with other, and the low tier has only 2 slots. So we have to drop code breaker.
I think this nerf will drive people to select gal scout even more to bypass that. So you want to be able to hide from a prototype active scanner in the hands of a suit with a role bonus towards precision, by only using 1 module?
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:15:00 -
[97] - Quote
I remember back in the day we talked about giving the ability hack enemy equipment, maybe toss that in to the amar :p
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4833
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Posted - 2014.05.22 14:15:00 -
[98] - 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.
I like this as well. Mainly the Min, Gal, and Cal.
Cal suits SHOULD get the bonus to their knives. It only makes sense.
The Min scout is FANTASTIC with melee. Seriously. The speed bonus and melee makes them INSANE in CQC. I ran an empty PC with a friend (Was a no show), and he wanted to see what 11.11m/s was like. I ran circles around him, and punched with my 120 melee.
His reaction? "Dude, I can barely track you at this speed." If you can get the min Scout to hit 500 melee and 10.38 m/s or greater with 2x Melee and 2x Speed, you can make the Min Scout an amazing CQC fighter.
This also meshes well with their hack bonus. Since they are on the front lines more, they have more chances to help cap objectives. Makes them ideal to help a squad push a letter.
Gal Scouts can definitely use this bonus. They lose their range, but they can get it back with modules if they want. It also gives the Amarr a role that they desperately need.
Amarr have a role! They will be the extra support for assault squads. With enough HP to survive, and decent scanning ranges, they can pick up other med frames while avoiding their scans. They will be easy targets for scouts if they don't damp though.
In Short, I like these changes if they go hand in hand with scan changes.
Scanners are made to scan Medframes
Gal Scanners are made to scan scouts.
Cal Scouts are counter-scouts.
Gal avoid Scans of all kinds.
Min and Amarr are kind of a middle ground. They can avoid Med scans easily and non-cal scans, but they use slots to do so. Cal scout is the bane of their existence, and must be avoided or eliminated.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:17:00 -
[99] - Quote
Spectral Clone wrote:To all these stupid people trying to reduce the scan range of scouts - go DIAF. agreed
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:21:00 -
[100] - Quote
another option is to make the base gallante suit a bit slower than the others, so they have to put a speed mod in a slot to compensate.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Master Smurf
Nos Nothi
464
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Posted - 2014.05.22 14:25:00 -
[101] - Quote
Spectral Clone wrote: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.
While true it would be much better if just LoS targets show on squads tacnet than anything a Cal Scout is passively picking up.
"Shine bright like a diamond"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:27:00 -
[102] - Quote
Master Smurf wrote:Spectral Clone wrote: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. While true it would be much better if just LoS targets show on squads tacnet than anything a Cal Scout is passively picking up. sounds better than removing it completely
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Master Smurf
Nos Nothi
464
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Posted - 2014.05.22 14:29:00 -
[103] - 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.
Loving all of this but Amarr has 4 lows so your range bonus would give them the same issue we want to eliminate - maybe make that a bonus to range extenders - my 2cents
"Shine bright like a diamond"
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RedPencil
DUST University Ivy League
2
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Posted - 2014.05.22 14:31:00 -
[104] - Quote
The-Errorist wrote:RedPencil wrote:CCP Rattati announce to remove the dampening effect of the cloak the Hotfix Alpha. I think that make Min scout with lower tier have no ground to stand. It will force Min scout to fit 2 damp at least to stay compete with other, and the low tier has only 2 slots. So we have to drop code breaker.
I think this nerf will drive people to select gal scout even more to bypass that. So you want to be able to hide from a prototype active scanner in the hands of a suit with a role bonus towards precision, by only using 1 module?
non proto Min only have 2 low slot, and It already require 2 damp on to stay under prototype active. See this table What is the point of Min scout to have hacking bonus if we don't have slot to fit it? Don't force only one specific fit to Min. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:32:00 -
[105] - Quote
give amar or matari 5% reduction to pg cost of shield extenders
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:37:00 -
[106] - 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. yea, i'm just spamming, but him using all those range amps is the opposite of the brick tank problem.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:38:00 -
[107] - Quote
Spartan MK420 wrote: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. yea, i'm just spamming, but him using all those range amps is the opposite of the brick tank problem. ewar ftw
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Kratek Heshan
United Colonial Empire Army Freek Alliance
47
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Posted - 2014.05.22 14:38:00 -
[108] - Quote
the gallente scouts will be more annoying they already got 600 to 700 armor now this come on!!! |
Ghost Kaisar
The Last of DusT. General Tso's Alliance
4837
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Posted - 2014.05.22 14:38:00 -
[109] - Quote
Starfire Revo wrote:
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%
The Min scout is FANTASTIC with melee. Seriously. The speed bonus and melee makes them INSANE in CQC. I ran an empty PC with a friend (Was a no show), and he wanted to see what 11.11m/s was like. I ran circles around him, and punched with my 120 melee.
His reaction? "Dude, I can barely track you at this speed." If you can get the min Scout to hit 500 melee and 10.38 m/s or greater with 2x Melee and 2x Speed, you can make the Min Scout an amazing CQC fighter.
This also meshes well with their hack bonus. Since they are on the front lines more, they have more chances to help cap objectives. Makes them ideal to help a squad push a letter.
HOWEVER
Can we change the biotic bonus a bit?
Even with 10% increase, since the base for kincats is so low, you only increase sprint speed by 0.7 m/s with 2x Complex Speed. This is almost nothing.
At 25%, you see this: 10.7 m/s after skills.
This translates to a 0.32 m/s increase which is a 3% difference in speed. This means that you cover an additional 3m every 100m.
It is also only 7% faster than a gal scout with 2x Speed.
If you really want to buff the minmatars speed, change it's base sprint value.
Change it's base sprint speed to 9m/s. With normal skills, this pushes 2x Speed to 11.12 m/s. A free kincat, as this is the speed value at 3x Speed.
This makes the scout NOTICEABLY fast for using 2 of it's three slots.
So, change base speed, leave out biotic bonus. Replace with Melee mod and stamina mod bonus.
2% per level.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Master Smurf
Nos Nothi
464
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Posted - 2014.05.22 14:39:00 -
[110] - Quote
Spartan MK420 wrote:another option is to make the base gallante suit a bit slower than the others, so they have to put a speed mod in a slot to compensate.
They really need some negative.
All of their bonuses are critical to being a scout (which is good) but they all are low slot skills and the suit has 4 lows.
"Shine bright like a diamond"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
364
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Posted - 2014.05.22 14:54:00 -
[111] - Quote
raise their base precision so they only pick up commando's/heavies without putting precision enhancers :p
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Starfire Revo
Inner.Hell
273
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Posted - 2014.05.22 15:03:00 -
[112] - Quote
Master Smurf wrote:Loving all of this but Amarr has 4 lows so your range bonus would give them the same issue we want to eliminate - maybe make that a bonus to range extenders - my 2cents They don't get a damp bonus and only have 2 high slots. If you take out passive squad vision, then you can't be undetectable with high hp and range. A scout suit with a long range is a powerful thing, but suits being powerful are fine so long as they're kept in check.
Ghost Kaisar wrote:Can we change the biotic bonus a bit? 0.7m/s extra sprint speed is similar to what a third kin cat gives you, so it's close to having an extra module for free. Also with the Min scout's 130 base melee damage, it does 237->397->550 with +10% mods. Min scouts are crazy fast already, giving them even more speed for free seems like it could lead to balance issues.
I make videos of EVE and Dust http://www.youtube.com/mrgimbleb
I write about EVE and Dust http://mrgimbleb.blogspot.com
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Adipem Nothi
Nos Nothi
885
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Posted - 2014.05.22 15:07:00 -
[113] - Quote
@ Scouts For now, the GalScout and CalScout will remain PC viable. Why aren't we discussing how to make the others PC viable? Why are we discussing additional nerfs?
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
364
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Posted - 2014.05.22 15:22:00 -
[114] - Quote
Adipem Nothi wrote:@ Scouts Gal will remain PC viable, though they'll likely become less common. Cal will remain PC viable, due primarily to shared squad sight. Why aren't we discussing how to make the other Scouts PC viable? Why are we discussing additional nerfs? because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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headbust
Escrow Removal and Acquisition Negative-Feedback
13
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Posted - 2014.05.22 15:29:00 -
[115] - Quote
Master Smurf wrote:Spartan MK420 wrote:another option is to make the base gallante suit a bit slower than the others, so they have to put a speed mod in a slot to compensate. They really need some negative. All of their bonuses are critical to being a scout (which is good) but they all are low slot skills and the suit has 4 lows. the caldari goes to high modules and they have 4 highs but noone is complaining this whole nerf the gallente thing is stupid quit nerfing everything and buff the other scouts if they nerf gallente the mini and amar scouts are still going to complain their suits are still missing something and i agree they are their bonuses suck with the acception of the mini hacking speed if you were to give them a better bonus that actually helps a scout then there wouldn't be as much downing on the gal scout also the worst thing about the gal scout is the people that use them like an assault which is not the suits fault its the user im not sure how this could be fixed without buffing armor modules but that will hurt everyone in game not just the gal scout or you could make armor plates raise ur scan profile that would be the best way imo
a scout = once you turn your back on me you'll never be able to look back
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Adipem Nothi
Nos Nothi
887
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Posted - 2014.05.22 15:41:00 -
[116] - Quote
Spartan MK420 wrote: because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
4 months? It was a nearly a year last time. How soon we forget.
FoTM "slayers" prefer the GalScout today, but they will not tomorrow if required to Dampen. In other words, Rattati appears to have solved the brick-tanked Scout problem. Though in doing so, he has (1) tipped the eWar scale in favor of Caldari Scout and (2) further marginalized the Minmatar Scout.
So, if I get only one change, I'd ask it to be:
Let the Minmatar Scout keep the cloak's dampening bonus. Let him be the knife-wielding assassin in the shadows.
And if by chance I were permitted a second change:
Give the Amarr Scout a meaningful bonus. Something to set him apart from the others.
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
365
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Posted - 2014.05.22 15:52:00 -
[117] - Quote
Adipem Nothi wrote:Spartan MK420 wrote: because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
4 months? It was a nearly a year last time. How soon we forget. FoTM "slayers" prefer the GalScout today, but they will not tomorrow if required to Dampen. In other words, Rattati appears to have solved the brick-tanked Scout problem. Though in doing so, he has (1) tipped the eWar scale in favor of Caldari Scout and (2) further marginalized the Minmatar Scout. So, if I get only one change, I'd ask it to be: Let the Minmatar Scout keep the cloak's dampening bonus. Let him be the knife-wielding assassin in the shadows.And if by chance I were permitted a second change: Give the Amarr Scout a meaningful bonus. Something to set him apart from the others.
alot of the slayers like the cal scout too, because of they buggy detection, fast main health rejuv, and good base passive scans/ not to mention the cbr does less dmg to them, and more to their counter-part. I die alot 1v1 vs a cal scout with a cbr, just because most of preliminary hits don't register, then the ones that do, are decreased by the shields resistance to the most op weapon. lol
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Xx-VxF-xX
Void of Faction
31
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Posted - 2014.05.22 15:57:00 -
[118] - Quote
Adipem Nothi wrote:Spartan MK420 wrote: because that would be too hard for them. THey like to nerf ****, then de-nerf it 4 months later.
4 months? It was a nearly a year last time. How soon we forget. FoTM "slayers" prefer the GalScout today, but they will not tomorrow if required to Dampen. In other words, Rattati appears to have solved the brick-tanked Scout problem. Though in doing so, he has (1) tipped the eWar scale in favor of Caldari Scout and (2) further marginalized the Minmatar Scout. So, if I get only one change, I'd ask it to be: Let the Minmatar Scout keep the cloak's dampening bonus. Let him be the knife-wielding assassin in the shadows.And if by chance I were permitted a second change: Give the Amarr Scout a meaningful bonus. Something to set him apart from the others.
Could solve the brink tank gallente by changing the racial dampening bonus to something else and leaving dampening on cloak to not tip eWar scale and at the same time not further marginalizing Minmatar or Amarr.
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Starfire Revo
Inner.Hell
273
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Posted - 2014.05.22 15:58:00 -
[119] - Quote
Adipem Nothi wrote:@ Scouts Gal will remain PC viable, though they'll likely become less common. Cal will remain PC viable, due primarily to shared squad sight. Why aren't we discussing how to make the other Scouts PC viable? Why are we discussing additional nerfs? Because there's more to this than just simply buffing the 2 underused Scout suits. If there's problems with underlying game mechanics that are causing balance issues, then those should be looked into.
Do we really want Cal scouts to be viable in PC only because of their shared squad vision? Does that lead to interesting gameplay for everyone involved? Are Gal scouts viable because they're the only ones who can be immune to Cal scouts without a huge amount of sacrifice? Do we really want to balance the game around bringing a scout purely for the squad vision benefits?
As someone who plays multiple different scout roles and both heavy roles, I'd rather see scouts be more active on the battlefield. I don't want my primary role to involve sitting in a corner while my squad does all the work. If they have to remove squad vision and give us other stuff to do instead, I'd be fine with that.
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Rich MO-FO
Heaven's Lost Property
6
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Posted - 2014.05.22 16:06:00 -
[120] - 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. Only one that makes sense
My Alts are in Real corps
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