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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 16:11:00 -
[121] - Quote
my proto gall ewar suit has 394 hp :( less if i take away the 2 complex shield extenders for prec. enhancers.
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 16:14:00 -
[122] - Quote
Spartan MK420 wrote:my proto gall ewar suit has 394 hp :( less if i take away the 2 complex shield extenders for prec. enhancers. that not bad considering some these guys give their gall scout right at 1000 hp it can be done ive tested it
a scout = once you turn your back on me you'll never be able to look back
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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 16:14:00 -
[123] - Quote
maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P
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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 16:16:00 -
[124] - Quote
Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P
example gall scout
2 highs, 2 ewar, 3 lows
cal
3 highs 2 ewar 2 lows
strictly examples.
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headbust
Escrow Removal and Acquisition Negative-Feedback
13
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Posted - 2014.05.22 16:21:00 -
[125] - Quote
Spartan MK420 wrote:Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P example gall scout 2 highs, 2 ewar, 3 lows cal 3 highs 2 ewar 2 lows strictly examples. i like it
a scout = once you turn your back on me you'll never be able to look back
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RedPencil
DUST University Ivy League
2
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Posted - 2014.05.22 16:31:00 -
[126] - Quote
Rich MO-FO wrote: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
With this propose, switch Cal and Gal e-war would be nice
Cal scout: 25% dampening 25% reduction to nova knife charge time (nova knives are a cal weapon)
Gal scout: 25% precision 25% cloak regen
Min scout: 25% hacking speed 10% bonus to biotics
Ama scout: 25% bonus to ferroscale and reactive plates 25% scan range
The slot will counter themselves for all scout and limit them not too OP. With this swop, no need for romove damp on cloak. - 2 low slot will limit Cal not too overpower with damp and ghost match with knife skill quite well. - Gal will be inline with Gal logi bonus. 2 mid slot will limit them not to over shine Gal logi, and shotgun gal still strong with longer cloak duration. - Min remain speed hack. 2(3 on proto) will let them select to be better damp or better speed. -Amarr will be have a long scan range but could not see high skill Cal scout with 2 damp |
Master Smurf
Nos Nothi
464
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Posted - 2014.05.22 16:32:00 -
[127] - Quote
Spartan MK420 wrote:Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P example gall scout 2 highs, 2 ewar, 3 lows cal 3 highs 2 ewar 2 lows strictly examples.
Please complete
So you are taking one slot away and giving two ewar slots?
"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
365
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Posted - 2014.05.22 16:35:00 -
[128] - Quote
Master Smurf wrote:Spartan MK420 wrote:Spartan MK420 wrote:maybe we should just designate slots for ewar modules?, hp modules couldnt be put in them :P example gall scout 2 highs, 2 ewar, 3 lows cal 3 highs 2 ewar 2 lows strictly examples. Please complete So you are taking one slot away and giving two ewar slots?
Strictly examples. :)
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Llast 326
An Arkhos
3181
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Posted - 2014.05.22 16:37:00 -
[129] - Quote
It is unfortunate that we can't add content
Remove the Damp bonus and add an Active Dampener module to Equipment. Run the Cloak timer and the Active Dampener timers to be incongruent so you can keep the EWAR waves of opportunity in the game with a level of complexity. Tie the Cal and Gal bonuses to the module Give the Amarr Scout a bonus to Active Dampener.
Then we all have choices.
KRRROOOOOOM
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Adipem Nothi
Nos Nothi
887
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Posted - 2014.05.22 16:38:00 -
[130] - Quote
Starfire Revo wrote: 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 how you're thinking, but I'd like to point two major concerns.
1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our best to stop sh!tting on Minmatar Scouts.
2) eWar-focused Recon Scouts are highly specialized and fairly tough to keep alive. The Recon Scout's maximum passives are well within range of hostile CRs and RRs; at ~250HP getting spotted means getting insta-gibbed. Recon Scouts pickup one another; no one dampens when trying to optimize scan range. The Recon Scout is too squishy to takedown targets from range and is too squishy to survive protracted CQC engagements (i.e. Sentinel assassination). The only point to running a Recon Scout is to try to benefit one's squadmates; remove shared squad sight and there will be no point to this specialist.
Shoot scout with yes...
- Ripley Riley
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RedPencil
DUST University Ivy League
2
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Posted - 2014.05.22 16:39:00 -
[131] - 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!
swap Gal and Cal e-war bonus and their slot layout will limit themselves not to be OP.
EDIT: please reconsidering remove dampening cloaks, it will force Min scout low tier (have only 2 low) to fit 2 damp and lost an ability to fit code breaker for speed hack. |
Nothing Certain
Bioshock Rejects
733
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Posted - 2014.05.22 16:43:00 -
[132] - Quote
The best option I see, which will be wildly unpopular is not to merely remove the dampening bonus of the cloak but to add a dampening penalty to the cloak. This only makes sense as a 160 cpu device should show up on scans. More importantly it forces people to make a choice between being seen on radar or being seen by the eye, being able to be able to be invisible to both is just too powerful an advantage and it requires no tactical decision making about which one to use when. It doesn't break the balance of scouts further and it does make other suits and fittings more viable.
Two, balance should absolutely be made around pub matches, not PC. PC players can adapt and change strategies as a team, pub players can't. There is no good reason, other than some elitist attitude that the 5% of the players that do PC should have more sway than the 95% who don't. Catering to the PC players has been fundamental to the collapse of Dust.
Because, that's why.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 16:47:00 -
[133] - Quote
what is the problem with gal scouts compared to the others? i see nothing wrong with any of the scouts except the minmatar and amar, minmatar get a bonusto a weapon thas caldari and the hacking bonus gimped logi suits, & the amar scout is useless bonus wise. just because 2 of the suits are junk dosnt mean that the most used model need to be changed, id say the 2 least used models need to be reworked. DONT MESS WITH THE GAL SCOUT ITS THE ONLY COUNTER TO THE CAL |
RedPencil
DUST University Ivy League
3
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Posted - 2014.05.22 16:59:00 -
[134] - Quote
Alabastor 'TheBlaster' Alcar wrote:what is the problem with gal scouts compared to the others? i see nothing wrong with any of the scouts except the minmatar and amar, minmatar get a bonusto a weapon thas caldari and the hacking bonus gimped logi suits, & the amar scout is useless bonus wise. just because 2 of the suits are junk dosnt mean that the most used model need to be changed, id say the 2 least used models need to be reworked. DONT MESS WITH THE GAL SCOUT ITS THE ONLY COUNTER TO THE CAL
Gal and Cal e-war bonus are over shine Min and Amarr. Gal suit stat and layout give them too much advantage. Try to swap Gal and Cal e-war bonus and see. 2 low slots will limit Cal not too over damp, and 2 high slots will limit Gal not to over shine Gal logi. |
headbust
Escrow Removal and Acquisition Negative-Feedback
13
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Posted - 2014.05.22 17:07:00 -
[135] - Quote
RedPencil wrote:Alabastor 'TheBlaster' Alcar wrote:what is the problem with gal scouts compared to the others? i see nothing wrong with any of the scouts except the minmatar and amar, minmatar get a bonusto a weapon thas caldari and the hacking bonus gimped logi suits, & the amar scout is useless bonus wise. just because 2 of the suits are junk dosnt mean that the most used model need to be changed, id say the 2 least used models need to be reworked. DONT MESS WITH THE GAL SCOUT ITS THE ONLY COUNTER TO THE CAL Gal and Cal e-war bonus are over shine Min and Amarr. Gal suit stat and layout give them too much advantage. Try to swap Gal and Cal e-war bonus and see. 2 low slots will limit Cal not too over damp, and 2 high slots will limit Gal not to over shine Gal logi. this is the exact opposite there role y would u do that its not needed as said before quit nerfing and help the other 2 scouts by giving them a skill worth 2 cents
a scout = once you turn your back on me you'll never be able to look back
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Starfire Revo
Inner.Hell
275
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Posted - 2014.05.22 17:10:00 -
[136] - Quote
Adipem Nothi wrote:1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our best to stop sh!tting on Minmatar Scouts. Do you really want the Min scout's role to revolve entirely around the use of another race's weapon? The other changes I proposed would give them more breathing room when up against other scouts and biotics gives them options to build on their strengths (speed and melee damage).
Quote:2) eWar-focused Recon Scouts are highly specialized and fairly tough to keep alive. The Recon Scout's maximum passives are well within range of hostile CRs and RRs; at ~250HP getting spotted means getting insta-gibbed. Recon Scouts pickup and expose one another; no one dampens when trying to optimize scan range. The Recon Scout is too squishy to takedown targets from range and is too squishy to survive protracted CQC engagements (i.e. Sentinel assassination). The only point to running a Recon Scout is to try to benefit one's squadmates; remove shared squad sight and there will be no point to this specialist. The question is, do pure recon scouts benefit the strategy of how the game gets played? The Cal scout's ability to nullify other scouts by simply existing is causing balance issues.
I make videos of EVE and Dust http://www.youtube.com/mrgimbleb
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 17:14:00 -
[137] - Quote
yeah there is nothing wrong with 2 of the scouts and the other 2 are garbage you dont raise the 2 garbage ones by turning the other 2 into garbage. especially now that clocks will not be giving a damping bonus, thats going to make the proto gal scout users super fukin op |
Balamob
Sver true blood Dirt Nap Squad.
30
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Posted - 2014.05.22 17:20:00 -
[138] - Quote
Ill would go by numbers, setting the actual dB of 35 on scout as my point of refernece (cus its already low and is already hard to detect ba passive scanners by all the rest of the classess), with 1 proto dampener and lvl 5 in profile reduction a total of 35% would reduce all non-gallente up to 12.75 less dB, thus reducing their passive to 22.25dB (dont know if this are the precise numbers, doing math mentally). Now, gallente logi lvl 5 active scanners has a reduction of 25%, this will lead to 1/4 less on the profale he can detect, all proto active scanners (except flux) has an staandar of 28 dB detection, with the reduction would be 7 less, thus 21 to dB detection (with flux would be 15.75 dB detection), this sets caldari/minmatar scouts on sacrificing 2 low slots on complex dampeners, sacrificing health or even the cheapest reps on the cal scout (impossible to reach in the case of flux active scanners).
Conclusion, active scaners should be set a number that reaches up to 23 dB with their scanners with their extra reduction on dB profile detection, i choose 23 cus in my experience, ur dB increases a littler when u move (of this i have no clear information) thus an active scanner should detect a scout running like crazy on the battlefield, thus X-(X/4)=23 , being X the number that should be, setting a result of X= 30.666...... , an increase of 2.66.... at proto scanner lvl. With flux scanner i propose to set its dB detection in line with the others but its snap scan shot should be more spammeable. With gallente, they have to reduce their profile dampeners, how much, right now dont know, running out of time n have to go school.....
Being a Templar is a vow for life.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
366
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Posted - 2014.05.22 17:21:00 -
[139] - Quote
well if matari ewar bonus is hacking, then maybe the amar can set up a "firewall" by "hacking an already hacked objective" Thus increasing the amount of time needed to hack for all other roles, except for the matari, which would be normal hacking speed?
Encrypting 5% per lvl :p
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Adipem Nothi
Nos Nothi
887
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Posted - 2014.05.22 17:22:00 -
[140] - Quote
Starfire Revo wrote:Adipem Nothi wrote:1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our best to stop sh!tting on Minmatar Scouts. Do you really want the Min scout's role to revolve entirely around the use of another race's weapon? The other changes I proposed would give them more breathing room when up against other scouts and biotics gives them options to build on their strengths (speed and melee damage). Quote:2) eWar-focused Recon Scouts are highly specialized and fairly tough to keep alive. The Recon Scout's maximum passives are well within range of hostile CRs and RRs; at ~250HP getting spotted means getting insta-gibbed. Recon Scouts pickup and expose one another; no one dampens when trying to optimize scan range. The Recon Scout is too squishy to takedown targets from range and is too squishy to survive protracted CQC engagements (i.e. Sentinel assassination). The only point to running a Recon Scout is to try to benefit one's squadmates; remove shared squad sight and there will be no point to this specialist. The question is, do pure recon scouts benefit the strategy of how the game gets played? The Cal scout's ability to nullify other scouts by simply existing is causing balance issues.
1) What I really want is irrelevant. If this is your angle, it makes more sense to recast Nova Knives as Minmatar technology. The biotic bonuses would no doubt be well received; but Minmatar mobility makes them best suited for knifing. Let them keep their knives.
2) Recon Scouts are not causing balance issues. They are already easily countered. They are easily killed. And once the dampening bonus is removed from cloak, GalLogi's will pick up them up with near minimal effort. As for "Benefit the strategy of how the game gets played?" I have no idea what that means.
Shoot scout with yes...
- Ripley Riley
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m621 zma
Seraphim Initiative..
122
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Posted - 2014.05.22 17:23:00 -
[141] - Quote
Tech De Ra wrote: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 -43% after you account for stacking penalties
You do know he's talking about 1.7 not 1.8?
Do you know the difference between Theory and Practice?
If so, it helps to get your Theory correct in the first place.
In 1.7 you received 25% dampening for Lvl 5 Profile dampening
http://dust514.wikia.com/wiki/Skill:Profile_Dampening
And whilst your math (apart from that) 'may' be correct? In practice, when you were actually playing the game (not just whacking off over some spreadsheets) it didn't work like that.
in 1.7 2 complex dampeners on a medium suit beat ALL active scanners. |
RedPencil
DUST University Ivy League
3
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Posted - 2014.05.22 17:29:00 -
[142] - Quote
headbust wrote:RedPencil wrote:Alabastor 'TheBlaster' Alcar wrote:what is the problem with gal scouts compared to the others? i see nothing wrong with any of the scouts except the minmatar and amar, minmatar get a bonusto a weapon thas caldari and the hacking bonus gimped logi suits, & the amar scout is useless bonus wise. just because 2 of the suits are junk dosnt mean that the most used model need to be changed, id say the 2 least used models need to be reworked. DONT MESS WITH THE GAL SCOUT ITS THE ONLY COUNTER TO THE CAL Gal and Cal e-war bonus are over shine Min and Amarr. Gal suit stat and layout give them too much advantage. Try to swap Gal and Cal e-war bonus and see. 2 low slots will limit Cal not too over damp, and 2 high slots will limit Gal not to over shine Gal logi. this is the exact opposite there role y would u do that its not needed as said before quit nerfing and help the other 2 scouts by giving them a skill worth 2 cents
Please give me a explanation how can those opposite their role? The change Gal with scan bonus in line with Gal logo and Cal with damp bonus will match with nova knife. I assume that you are enjoy the advantage of Gal so much and don't want to change it. I think along those 4 scout Min scout is the most balance. Their bonus is useful and slot layout is flexible enough to select what do they want to do. E-war bonus with their slot layout give them too strong and over shine Amarr and Min. |
Happy Violentime
OMFGZOMBIESRUN
636
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Posted - 2014.05.22 17:33:00 -
[143] - Quote
The-Errorist wrote:it is impossible to hide from a Gal logi using a focused scan with only a medium frame.
And that is how it should be.
And a Proto Gal scout should be able to hide from a Gal Logi - and it shouldn't involve the Gal Scout having to use 3 or 4 slots for damps to do it. |
Happy Violentime
OMFGZOMBIESRUN
636
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Posted - 2014.05.22 17:35:00 -
[144] - Quote
Haerr wrote: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.
Have you ever seen the player with the name 'Rucking Fetard'? |
RedPencil
DUST University Ivy League
4
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Posted - 2014.05.22 17:43:00 -
[145] - Quote
Alabastor 'TheBlaster' Alcar wrote:yeah there is nothing wrong with 2 of the scouts and the other 2 are garbage you dont raise the 2 garbage ones by turning the other 2 into garbage. especially now that clocks will not be giving a damping bonus, thats going to make the proto gal scout users super fukin op
True, Amarr scout is a joke but not Min cout. I'm not sure if you ever run Min or Amarr scout. Min need 2 damp to stay under pro to Active scan but still see by Cal, with their 2(3 at pro to) low slots limit them to chose to be low profile or a speed hack. I think the idea that you have to choose wisely how to fit is a basic balance. Try to give an proper explanation not to limit down Gal and Cal scout please. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 17:44:00 -
[146] - Quote
RedPencil wrote:headbust wrote:RedPencil wrote:Alabastor 'TheBlaster' Alcar wrote:what is the problem with gal scouts compared to the others? i see nothing wrong with any of the scouts except the minmatar and amar, minmatar get a bonusto a weapon thas caldari and the hacking bonus gimped logi suits, & the amar scout is useless bonus wise. just because 2 of the suits are junk dosnt mean that the most used model need to be changed, id say the 2 least used models need to be reworked. DONT MESS WITH THE GAL SCOUT ITS THE ONLY COUNTER TO THE CAL Gal and Cal e-war bonus are over shine Min and Amarr. Gal suit stat and layout give them too much advantage. Try to swap Gal and Cal e-war bonus and see. 2 low slots will limit Cal not too over damp, and 2 high slots will limit Gal not to over shine Gal logi. this is the exact opposite there role y would u do that its not needed as said before quit nerfing and help the other 2 scouts by giving them a skill worth 2 cents Please give me a explanation how can those opposite their role? The change Gal with scan bonus in line with Gal logo and Cal with damp bonus will match with nova knife. I assume that you are enjoy the advantage of Gal so much and don't want to change it. I think along those 4 scout Min scout is the most balance. Their bonus is useful and slot layout is flexible enough to select what do they want to do. E-war bonus with their slot layout give them too strong and over shine Amarr and Min.
so u want to swap the gal and cal role bonuses but that willl not change the fact that the other 2 suits are still garbage and without decent role bonuses, which dosnt warent a change to the 2 scouts that actually work correctly and are useful. the minmatar needs to get a sidearm damage bonus and a bonus to explosives and the amar needs something like laser damage bonus and maby cloak duration. the speed hacking needs to be put back on all logi suits and there u go probemfixed |
Stefan Stahl
Seituoda Taskforce Command
528
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Posted - 2014.05.22 17:54:00 -
[147] - Quote
CCP Rattati wrote:Garth Mandra wrote:Reduce the dampening bonus on cloaks and make them progress with tier. Something like 10% for standard, 15% for advanced and 20% for proto. This seems like a reasonable suggestion, but maybe still sticking with 0%, 5%, 10% with a zero baseline. Don't do this. This increases the difference from STD to PRO even further, whereas we should try to reduce the gap between new and old players.
Stick with 0% dampening on cloaks. This is the best change so far in hotfix alpha. It doesn't however address the fact that Gallente Scouts are better than the other Scouts since it affects all of them equally.
Once armor plates are back in line I believe the Gallente Scout will be much more balanced towards Minmatar and Caldari Scouts. Probably also towards Assault suits because it will have a harder time compensating for the native ehp difference between Scouts and Assaults (130 hp right now) without sacrificing it's speed. The Amarr Scout though will suffer equally so it'll likely become extinct in hotfix alpha.
... When considering the balance of Scouts you should consider that a dampener and a range extender are among the most useful things a Scout can have. Everyone would like more of these on their fittings. Every other racial Scout bonus is situational while the Gallente ones are useful to everyone. |
Master Smurf
Nos Nothi
465
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Posted - 2014.05.22 18:05:00 -
[148] - Quote
Stefan Stahl wrote: ... When considering the balance of Scouts you should consider that a dampener and a range extender are among the most useful things a Scout can have. Everyone would like more of these on their fittings. Every other racial Scout bonus is situational while the Gallente ones are useful to everyone.
Out of the park!!!
"Shine bright like a diamond"
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 18:09:00 -
[149] - Quote
explain to me how the gal scout is better, i dont understand. the cal scout is just as good as the gal. its the min and amar that suk |
Starfire Revo
Inner.Hell
275
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Posted - 2014.05.22 18:12:00 -
[150] - Quote
Adipem Nothi wrote:1) What I really want is irrelevant. If this is your angle, it makes more sense to recast Nova Knives as Minmatar technology. The biotic bonuses you've proposed would no doubt be well received; but they are knifers by training and tactics, let them keep their knives. Don't take my word for it; Mr Musturd and Cyrius Li-Moody are both Minmatar Scouts are are both your in your corp.
2) Recon Scouts are not causing balance issues. They are easily countered. They are easily killed. And once the dampening bonus is removed from cloak, GalLogi's will pick up them up with near minimal effort. As for "Benefit the strategy of how the game gets played?" I have no idea what that means.
Biotic bonuses make the knife bonus somewhat irrelevant as Min scouts get increased based melee damage anyway. Having bonuses to 2 different melee styles on a single suit is a bit pointless, especially when one of those bonuses is to another race's weapon. There's a debate to be had about which role the Min scout could benefit from more, I'm just going with the racial style ones.
Even with the cloak change, a single complex damp will still get you under gal/amarr scouts and 1c+1e will get you under everything else except gal logi focused scanners and cal scouts. You sacrifice range, but you're still spotting people for your squad in that situation. I'll rephrase my question that I asked: Does this make for interesting and engaging gameplay? Does squad view add more strategy to the game than it removes? Does it positively or negatively impact the game's balance?
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