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Thread Statistics | Show CCP posts - 25 post(s) |
RedPencil
DUST University Ivy League
4
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Posted - 2014.05.22 18:20:00 -
[151] - Quote
Alabastor 'TheBlaster' Alcar wrote: 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
I propose my idea so that we can have an augment to find a better solution. Right now, Gal and Cal bonus are too strong. It over shine other 2 scout and Gal logo who suppose to be the best scanner. Considering a swap bonus, it will limit down Gal and Cal to be selective when fitting. Gal with 2 high slots limit them not to over shine Gal logi and if they will have to trade of there speed or tank with damp to stay low profile. On other ways, Cal with 2 low slots could fit only 2 complex damp. It strong but not over proto active scan. it will be useful for scan with stack up scan on high slot. For Min, I just gonna copy and paste what I said earlier. 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. Like you said, Amarr scout is a joke and their bonus is garbage. The bonus give them run faster and longer but still out run by other.
Sad but true, i want to ask CCP Why Amarr have speed bonus? it suppose to be Min so it will match with hack bonus and complete the role of speed hack like you defined. Why Min have Nova knife bonus? It is Cal weapon. If Cal have damp bonus, it would match with knifing skill. Why Cal bonus beat down Gal logi? with active scan who support to be master in scan. Why Gal is a master ninja who is no one can scan? It totally broke active scans logic. |
ratamaq doc
Onslaught Inc RISE of LEGION
639
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Posted - 2014.05.22 18:22:00 -
[152] - Quote
m621 zma wrote: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_DampeningAnd 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.
All but the focused. I also ran 2 complex dampeners on a subset of my suits and never got scanned in a Pub match. Only pulled them out if a Proto scanner came out. The focused just wasn't used in Pub matches in 1.7.
YouTube
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headbust
Escrow Removal and Acquisition Negative-Feedback
16
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Posted - 2014.05.22 18:25:00 -
[153] - 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. i run both gal and cal scout and i know how to counter each one and the gal scout has been known as the infiltrator since day one i dont care about the logi take the logi crap to another post this is a scout post u are suggesting the cal SCOUT and the gal SCOUT completely change roles this is wat i see as dumb i have another thread that explains how to fix the dampened brick scout so simply if u would look at another forum all u have to do is give armor modules a profile penalty
a scout = once you turn your back on me you'll never be able to look back
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Appia Vibbia
Molon Labe. General Tso's Alliance
2517
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Posted - 2014.05.22 18:25:00 -
[154] - 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!
I'm going to stress this again. There is a huge inseparable difference between new players and vets that can only be overcome with SP accumulation. PC, competitive play, max stats are all one in the same here. Many of the suggestions here cater to players under 25 million SP or players that had generalized SP distributions. If you want to ask about the PC meta, you have to ask the questions to the people that have been playing it. If someone says you should make an adjustment to some numbers then ask them for the math along with it. -I've left it out of my posts so I'll include it all in this one.
We've got 5 opinions in this thread: Punitive action on scouts, flawed ideas that lead to pushing towards a single scout suit, irrelevant changes to put the game in a player's personal vision, and ideas that simply break the game, and keep the status quo because the balance is too sensitive to make a single change .
(I really wish I could add a table on the forums) https://docs.google.com/spreadsheets/d/1d_CKdTWACDt9pS8kAFXT9NIqFem8O4KOfI_aL6vU_o0/edit?usp=sharing
You can look at the numbers there.
If you're completely adamant about removing the dampening bonus from Cloak Fields then Caldari Scan bonus needs to change to 3% per level to efficacy of Precision Enhancers to keep it close to balanced. This would mean Gallente profile dampening bonus and Minmatar hacking bonus also be changed to affect modules instead of being innate.
While at the same time you MUST fix Active Scanners. Their Precision is far too low and their cool down is too high.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
890
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Posted - 2014.05.22 18:31:00 -
[155] - Quote
Starfire Revo wrote:
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?
We've entered into the realm of theorycraft. Here, I have no expertise. You win.
Scouts may need tweaking here and there, but for the most part they are not broken. There are things in Dust which are plainly broken.
I propose we focus our efforts and resources on prioritizing those things. Rather than waxing and waning on dreams utopian.
Shoot scout with yes...
- Ripley Riley
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Cyrius Li-Moody
0uter.Heaven
5412
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Posted - 2014.05.22 18:38:00 -
[156] - Quote
Alabastor 'TheBlaster' Alcar wrote: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
The Gallente is the true infiltrator which make's it the best at the "scout" role that has existed in Dust for a long time. The Gallente are the best at close quarters, at flanking, at ninja hacking, at dropping uplinks, at solo point defense, etc etc. They're the best for nearly everything because they are ghosts. They only have to give up 2 slots (a damp and a cloak) as opposed to 3 slots (2 damps and cloak) to become ghosts.
Caldari is at a close second because it forces Gallente and other scouts to lose a low slot for a damp to continue scouting. This is a fact that CCP should consider. A precision tanked Caldari is the norm in a competitive environment because THAT is the best counter to someone attempting to infiltrate
Arguably the BEST feature of a scout that should never be taken away from ANY of them is their ability to avoid detection. That's why you run a scout. To get behind enemy lines and hit them from where they least expect it.
If a scout fails to avoid detection they are a worthless on the battlefield because they cannot fulfill their role as a stealth unit. A scout who is constantly getting scanned via passive or active is better off in an entirely different suit or simply ehp tanking and playing the role of an assault because that's all they'll be good for.
Removing the ability for every scout to easily avoid detection is like removing a sentinel's ability to easily tank ehp.
Honestly it seems to me like they're not even sure how their game is currently played and why. I don't mean that to be rude. It just seems like they're out of touch with their own mechanics and player base.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Adipem Nothi
Nos Nothi
890
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Posted - 2014.05.22 18:44:00 -
[157] - Quote
Cyrius Li-Moody wrote:
The Gallente is the true infiltrator which makes it the best at the "scout" role that has existed in Dust for a long time. The Gallente are the best at close quarters, at flanking, at ninja hacking, at dropping uplinks, at solo point defense, etc etc. They're the best for nearly everything because they are ghosts. They only have to give up 2 slots (a damp and a cloak) as opposed to 3 slots (2 damps and cloak) to become ghosts.
Caldari is at a close second because it forces Gallente and other scouts to lose a low slot for a damp to continue scouting. This is a fact that CCP should consider. A precision tanked Caldari is the norm in a competitive environment because THAT is the best counter to someone attempting to infiltrate
Arguably the BEST feature of a scout that should never be taken away from ANY of them is their ability to avoid detection. That's why you run a scout. To get behind enemy lines and hit them from where they least expect it.
If a scout fails to avoid detection they are a worthless asset on the battlefield because they cannot fulfill their role as a stealth unit. A scout who is constantly getting scanned via passive or active is better off in an entirely different suit or simply ehp tanking and playing the role of an assault because that's all they'll be good for.
Removing the ability for every scout to easily avoid detection is like removing a sentinel's ability to easily tank ehp.
Honestly it seems to me like they're not even sure how their game is currently played and why. I don't mean that to be rude. It just seems like they're out of touch with their own mechanics and player base.
For the sake of Dust, everyone please read this.
+1
Shoot scout with yes...
- Ripley Riley
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headbust
Escrow Removal and Acquisition Negative-Feedback
17
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Posted - 2014.05.22 18:45:00 -
[158] - Quote
Cyrius Li-Moody wrote:Alabastor 'TheBlaster' Alcar wrote: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 The Gallente is the true infiltrator which makes it the best at the "scout" role that has existed in Dust for a long time. The Gallente are the best at close quarters, at flanking, at ninja hacking, at dropping uplinks, at solo point defense, etc etc. They're the best for nearly everything because they are ghosts. They only have to give up 2 slots (a damp and a cloak) as opposed to 3 slots (2 damps and cloak) to become ghosts. Caldari is at a close second because it forces Gallente and other scouts to lose a low slot for a damp to continue scouting. This is a fact that CCP should consider. A precision tanked Caldari is the norm in a competitive environment because THAT is the best counter to someone attempting to infiltrate Arguably the BEST feature of a scout that should never be taken away from ANY of them is their ability to avoid detection. That's why you run a scout. To get behind enemy lines and hit them from where they least expect it. If a scout fails to avoid detection they are a worthless asset on the battlefield because they cannot fulfill their role as a stealth unit. A scout who is constantly getting scanned via passive or active is better off in an entirely different suit or simply ehp tanking and playing the role of an assault because that's all they'll be good for. Removing the ability for every scout to easily avoid detection is like removing a sentinel's ability to easily tank ehp. Honestly it seems to me like they're not even sure how their game is currently played and why. I don't mean that to be rude. It just seems like they're out of touch with their own mechanics and player base. excactly ccp do you play your game with the pub or on your own closed circuit
a scout = once you turn your back on me you'll never be able to look back
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shoot last
Red and Silver Hand Amarr Empire
0
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Posted - 2014.05.22 18:48:00 -
[159] - Quote
How about changing profile damps to high slots and precision enhanc. to low slots. Keep the cloak damp, and the skills as are now.
Gal will not be able to duel tank if they want to hide and can only use max of two modules to damp. If they want to see others they have to give up armor and use precision enhancers.
Cal will have to give up shields to be hidden and if they want to see most everything they have to give up armor and range.
Min would be able to achieve good profile damp and have some precision or speed.
Amarr would be able to have good precision and okay damp.
Im sure there are flaws but, could be tried to see what happens. |
RedPencil
DUST University Ivy League
4
|
Posted - 2014.05.22 18:50:00 -
[160] - Quote
headbust wrote: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. i run both gal and cal scout and i know how to counter each one and the gal scout has been known as the infiltrator since day one i dont care about the logi take the logi crap to another post this is a scout post u are suggesting the cal SCOUT and the gal SCOUT completely change roles this is wat i see as dumb i have another thread that explains how to fix the dampened brick scout so simply if u would look at another forum all u have to do is give armor modules a profile penalty
Call other people dumb but ignore the big picture is even dumber. They skill bonus are tie down together. BTW, this is Gal scout fix. if you talk about brick scout, go back to ur thread. |
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RedPencil
DUST University Ivy League
4
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Posted - 2014.05.22 18:57:00 -
[161] - Quote
Cyrius Li-Moody wrote:Alabastor 'TheBlaster' Alcar wrote: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 The Gallente is the true infiltrator which makes it the best at the "scout" role that has existed in Dust for a long time. The Gallente are the best at close quarters, at flanking, at ninja hacking, at dropping uplinks, at solo point defense, etc etc. They're the best for nearly everything because they are ghosts. They only have to give up 2 slots (a damp and a cloak) as opposed to 3 slots (2 damps and cloak) to become ghosts. Caldari is at a close second because it forces Gallente and other scouts to lose a low slot for a damp to continue scouting. This is a fact that CCP should consider. A precision tanked Caldari is the norm in a competitive environment because THAT is the best counter to someone attempting to infiltrate Arguably the BEST feature of a scout that should never be taken away from ANY of them is their ability to avoid detection. That's why you run a scout. To get behind enemy lines and hit them from where they least expect it. If a scout fails to avoid detection they are a worthless asset on the battlefield because they cannot fulfill their role as a stealth unit. A scout who is constantly getting scanned via passive or active is better off in an entirely different suit or simply ehp tanking and playing the role of an assault because that's all they'll be good for. Removing the ability for every scout to easily avoid detection is like removing a sentinel's ability to easily tank ehp. Honestly it seems to me like they're not even sure how their game is currently played and why. I don't mean that to be rude. It just seems like they're out of touch with their own mechanics and player base.
Moody, I don't c u update ur youtube lately, what's wrong? Also can you give me a feedback about the idea that swap Cal and Gal e-war bonus? |
headbust
Escrow Removal and Acquisition Negative-Feedback
21
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Posted - 2014.05.22 18:58:00 -
[162] - Quote
this will fix the gal scout DUH AND THE BRICK SCOUT IS THE GAL SCOUT GOSH I NEVER CALLED U DUMB i said the switching of roles is dumb
a scout = once you turn your back on me you'll never be able to look back
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pseudosnipre
Fatal Absolution
757
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Posted - 2014.05.22 18:59:00 -
[163] - Quote
Is dampening the ONLY good thing about the scout suit? I hate that all my competitive 1.8 fits HAVE to have a cloak.
Stop being so shortsighted. CCP can still change backend data on the fly, so get creative. All the scouts are too alike to make them interesting. And seriously, increase the penalty to armor plate stacking on scouts already. My 120lb scout should not be sprinting under 120lbs of armor plates.
Gallente is the only racial that shouldnt have to stack dampeners to stay off tacnet. Get over it. In fact, remove the range bonus and make it an armor rep bonus, like 2hp/s per level.
Now, with that said...
Caldari scouts shouldnt have to stack range and precision mods to see enemies at 50m. Give them a better racial bonus for each, but let them light up tacnet like a christmas tree. After all, they should accel at long distance weapons but suffer at close range. Besides, they already stack shields. Oh, and change caldari scout (only) sniper zoom to outline targets through walls.
Minmatar are supposed to be speed assassins, so give them better mobility (+.15m/s per lvl) and sprint (+.5m/s per lvl) stats and nerf their ability to tank...let them be NK glass cannons with crazy hack speed. Yes I'm talking crazy stuff, like 15m/s with kincats stacked...even if you have to goober it up by making it a duration skill.
Eliminate the (increased scout) armor stacking penalty for amarr and let them keep their stamina bonuses. Plus 10% gold thread content to their suit or something. Better yet, give them a heat buildup bonus to scr and lsr.
I'm tired of this lame tuning approach, make the game exciting and dynamic already. I want a reason to skill other scout suits.
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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RedPencil
DUST University Ivy League
4
|
Posted - 2014.05.22 19:01:00 -
[164] - Quote
headbust wrote:this will fix the gal scout DUH AND THE BRICK SCOUT IS THE GAL SCOUT GOSH I NEVER CALLED U DUMB i said the switching of roles is dumb
as my apology. Could you tell me why swap those bonus is dumb? |
pseudosnipre
Fatal Absolution
757
|
Posted - 2014.05.22 19:03:00 -
[165] - Quote
If you keep scouts damped, please:
Increase armor stacking penalty on light frames significantly.
And
Cause shield extenders to increase profile significantly.
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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RedPencil
DUST University Ivy League
4
|
Posted - 2014.05.22 19:13:00 -
[166] - Quote
pseudosnipre wrote:Is dampening the ONLY good thing about the scout suit? I hate that all my competitive 1.8 fits HAVE to have a cloak.
Stop being so shortsighted. CCP can still change backend data on the fly, so get creative. All the scouts are too alike to make them interesting. And seriously, increase the penalty to armor plate stacking on scouts already. My 120lb scout should not be sprinting under 120lbs of armor plates.
Gallente is the only racial that shouldnt have to stack dampeners to stay off tacnet. Get over it. In fact, remove the range bonus and make it an armor rep bonus, like 2hp/s per level.
Now, with that said...
Caldari scouts shouldnt have to stack range and precision mods to see enemies at 50m. Give them a better racial bonus for each, but let them light up tacnet like a christmas tree. After all, they should accel at long distance weapons but suffer at close range. Besides, they already stack shields. Oh, and change caldari scout (only) sniper zoom to outline targets through walls.
Minmatar are supposed to be speed assassins, so give them better mobility (+.15m/s per lvl) and sprint (+.5m/s per lvl) stats and nerf their ability to tank...let them be NK glass cannons with crazy hack speed. Yes I'm talking crazy stuff, like 15m/s with kincats stacked...even if you have to goober it up by making it a duration skill.
Eliminate the (increased scout) armor stacking penalty for amarr and let them keep their stamina bonuses. Plus 10% gold thread content to their suit or something. Better yet, give them a heat buildup bonus to scr and lsr.
I'm tired of this lame tuning approach, make the game exciting and dynamic already. I want a reason to skill other scout suits.
Agree, if not swap Gal and Cal bonus. What about.
Cal 5% scan per lv 5% damage knife per lv (it Cal weapon anyway)
Gal -5% damp per lv 1+ armor regen per lv
Min 5% hack per lv 5% speed per lv
Ama 5% scan range per lv -5% plate stack pen per lv |
Stefan Stahl
Seituoda Taskforce Command
529
|
Posted - 2014.05.22 19:17:00 -
[167] - Quote
Personally I think balancing for planetary conquest is a terrible idea. If 0.5% of the community have a terrible time so that the rest can enjoy the game then I'm all for it.
That said, Scouts worked well before there was additional dampening on cloaks and they actually used to have much worse stats than they do now. They'll still rock even if you have to equip a dampener to avoid prototype scanners. Remember that active scanners got a huge nerf and are totally useless against cloaked scouts right now. You'll manage being scanned for 5 seconds once a minute. |
Cyrius Li-Moody
0uter.Heaven
5416
|
Posted - 2014.05.22 19:17:00 -
[168] - Quote
The only way they'll make dampening less important is if they nerf the hell out of the tacnet. Meaning no more chevron wallhacks. No more showing what direction you're facing.
Getting scanned is the worst thing that can happen to you. Good players know how to use and abuse the tacnet system because it is OP as hell.
Getting scanned is a death sentence.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Starfire Revo
Inner.Hell
276
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Posted - 2014.05.22 19:22:00 -
[169] - Quote
Cyrius Li-Moody wrote:The only way they'll make dampening less important is if they nerf the hell out of the tacnet. Meaning no more chevron wallhacks. No more showing what direction you're facing.
Getting scanned is the worst thing that can happen to you. Good players know how to use and abuse the tacnet system because it is OP as hell. What would your thoughts be on these changes if they removed passive shared squad vision?
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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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1074
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Posted - 2014.05.22 19:25:00 -
[170] - 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!
The problem with the gallente/caldari and amarr/minmatar scouts is really fundamental design of the suits and imbalances in slots.
Scout suits (as all suits in this game) seem to have two design goals, a generalized role (class role) and a specialized role (racial role). These characteristics can broadly define the suits as ewar and stealth suits.
The generalized role is outlined by base stats, slot layouts, and class-wide bonuses. In the case of scouts as a whole you have
- low base HP
- high base speed and stamina
- cloaks
- great precision/profiles/range (ewar)
Then you have genralized racial base stat bonuses"
- amarr - higher HP/stamina and low speed
- caldari - shield recharge
- gallente - armor regen
- minmatar - insane stamina regen, great speed, inate hacking and low HP
So from the get go, you already have a balance problem, not all of these racial characteristics are equal
Next you have specialization bonuses
- amarr - stamina/regen (1 lackluster biotic bonus)
- caldari - precision and range (2 great ewar bonuses)
- gallente - dampening and range (2 great ewar bonuses)
- minmatar - damage and hacking (1 lackluster damage and 1 good ewar-ish)
As you can see, not all of the specialization bonuses are well balanced either. 2 suits have double ewar bonuses, 1 suit has no ewar bonus, and another suit has an ok ewar bonus.
Compound all of the above with the scout's ability to have very large HP pools (due to absolute values aon tanking mods) and competitive damage (due to weapons mostly being the same acros suits) and you have your problems outlined.
The solution to the gallente scout is too blook at the class as a whole, not individually. If you clearly define the roles that you want the scout to have, and then procedd from there you can then finally balance them all against eachother.
Fixing swarms
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
634
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Posted - 2014.05.22 19:26:00 -
[171] - Quote
RedPencil wrote:Call other people dumb but ignore the big picture is even dumber. They skill bonus are tie down together. BTW, this is Gal scout fix. if you talk about brick scout, go back to ur thread.
go back to what thread fool, we are trying to keep you idiots from ruining the caldari and gallente scouts and at the same time trying to find useful bonuses to the min and amar suits. we have already suggested a fix to brick tanked scouts by changing armor plates to make them add to the scan profile of the suit. the cal and gal scouts are fine how they currently are its a non issue, the issue is that minmatar and amar scouts suk |
Ghost Kaisar
The Last of DusT. General Tso's Alliance
4838
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Posted - 2014.05.22 19:28:00 -
[172] - Quote
Adipem Nothi wrote: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 you've proposed would no doubt be well received; but our current Minja Community are knifers by training and tactics; let them keep their knives. Mr Musturd and Cyrius Li-Moody (veteran Minmatar Scouts) are both in your corp. You should hit them up for input before sh!tting on them. 2) Recon Scouts are not causing balance issues. They are easily countered. They are extremely vulnerable. 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.
* I agree that CalScouts are at distinct advantage over Minmatar Scouts (and only Minmatar Scouts). * I agree that Hotfix Alpha will reinforce this CalScout advantage over MinScout. * Breaking everything to resolve one issue makes no sense; buff the MinScout, solve the problem.
Exactly.
Cal and Gal scouts will be in an excellent place after this hotfix. Their roles will be solidified.
However, the Amarr and Min HAVE to be brought up to par.
How this is done is what is being discussed. We know that something has to be done, but what?
Personally, I think they need bonuses that reinforce their role. So one must ask, what are their roles?
Minmatar Scout
CQC Scout, Hacker, and Assassin. Everything about these words screams creating chaos.
So how do we use bonuses to reinforce this?
Hacking is already done, and done well. Min Scout hacks are great in PC, as you can easily counter hack with someone watching your back. It also allows you to "ninja hack" if you manage to find an objective with a single guardian.
As for assassination. Hear me out, but I want to get RID of the knife bonus. Knives shouldn't need a bonus to be deadly. I honestly think that the base damage should be raised by 25%. Make them deadly for all. Dump the bonus. Nobody should have to sink huge SP into Knives just so that they can actually hurt people. They're freaking knives, if you get within the 2m it takes to hit them, they should deal insane damage.
CQC. Speed and Melee are what scream "CQC" to me. The ability to rush in, and quickly knock down targets point blank.
I would like to propose a 25% increase to base melee damage along with a increase in base sprint speed by 2% per level. This makes the Min scout have a 9.1 m/s base sprint after Biotic V and Scout V. With a Single Speed mod, you can make this guy sprint at 10.2 m/s. This makes the min scout the fastest scout, hands down, although you will be using low slots to do this.
Melee damage will increase to 150 after this bonus, making it on par with Heavy melee. With a single Mybo, this is pushed up to 263.
Now, in order to use these bonuses in conjunction, you will have to use those high and low slots. Melee only really shines after 400 melee, as you can 2 shot most med frames, and one shot most light frames.
So, the ideal build would be something like this:
1x Complex Shield 2x Complex Mybo
Weapon Sidearm Grenade
Cloak for dodging pesky med frames
1x Complex Speed 1x Complex Hack 1x Complex Damp or whatever you want.
The suit has really low eHP, but excels at point blank combat. It has 433 melee damage, and sprints at 10.2 m/s. It also hacks at a factor of 2.15, letting it hack objectives in less than 5 seconds.
eHP is 198 shields and 87 armor.
This is what I believe that the Min Scout will need to stay competitive (for me). It will have a role and will excel in it, and that role will have viable use in PC. It will be excellent at rapidly eliminating wounded med frames or quickly killing logis that rep heavies. They will also be viable rapid response for letters being hacked, able to quickly sprint up and melee the person to death. They can counter hack afterwards if needed.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1075
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Posted - 2014.05.22 19:31:00 -
[173] - Quote
To follow up, what would I do?
Change HP modules to percentage based with stacking penalties. (this means you can put more HP on a scout, but you will never be HP competitive with a heavier suit)
Give each suit ONE ewar based bonus (remove the scan range from caldari/gallente and then give it to amarr)
Give each suit ONE other bonus (i.e. something to excentuate their racial profiles)
This may mean altering the base stats across entire suits in order to make the suits unique.
Fixing swarms
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
367
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Posted - 2014.05.22 19:34:00 -
[174] - Quote
well....after smoking a bowl:
all suits get the 5% range amplification thingy mabobber
Cal +5% precision Gall +5% dampening Amar +5% Encypting Min +5% hacking
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Master Smurf
Nos Nothi
465
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Posted - 2014.05.22 19:37:00 -
[175] - Quote
How about giving no suit scan range.
You say you are recon - put on the modules instead of having it passive and get into situations to highlight targets.
"Shine bright like a diamond"
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
794
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Posted - 2014.05.22 19:40:00 -
[176] - Quote
RedPencil wrote: -5% plate stack pen per lv
25% is nothing on what will be already small numbers. I've said it before, there is no bonus you can give the Amarr scout to make it better than Gallente.
TDBS
Fight heavy spam with plasma cannons!
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
634
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Posted - 2014.05.22 19:42:00 -
[177] - Quote
i think that the min speed hacking bonus is unnecessary and needs to be a logi thing for all logi frames like before 1.8 its wrong that only one race has a faster hacking ability over all of the others. minmatar scouts also have a bonus to a weapon that is not their racial equipment, also stupid, the min scot need something like sidearm damage bonus and explosives bonus afterall the smg and flaylock are prety good guns and naturally the remote explosives are a minmatar item |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
367
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Posted - 2014.05.22 19:47:00 -
[178] - Quote
pretty sure that getting close to the enemy and reporting their position, is recon.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Cyrius Li-Moody
0uter.Heaven
5424
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Posted - 2014.05.22 19:48:00 -
[179] - Quote
Starfire Revo wrote:Cyrius Li-Moody wrote:The only way they'll make dampening less important is if they nerf the hell out of the tacnet. Meaning no more chevron wallhacks. No more showing what direction you're facing.
Getting scanned is the worst thing that can happen to you. Good players know how to use and abuse the tacnet system because it is OP as hell. What would your thoughts be on these changes if they removed passive shared squad vision?
Honestly after much much playing I'd rather no scout get the nova knife bonus. It's not a universally effective bonus. It's awesome but outside of pubmatches you can't knife people. Knifing skilled players is ridiculously hard even for people who run them all the time. They're unreliable (hit detection / narrow FOV) and too easily countered (back pedaling and bunny hopping counters knives and breaks hit detection). Though the bonus is fun you're still bringing a knife to a gunfight. That's just my opinion though. I love the knife bonus but the knives themselves are simply just "fun" and not practical in their current form.
I'd like to see a minor tweak to myrofibrils so running one is more worth it if this was the case. Not sure what the math would work out to if Minnies got a bonus to hand to hand. ~400 ehp is about the minimum amount of a health a scout should have in my opinion. Anything less than 300 shields plus the 80 armor on a proto suit just makes it an expensive casket because you'll just get instapopped by everything otherwise. There needs to be a happy medium of both fun and practical.
As for the amarr suit really that's usefulness comes down to how useful reactive and ferro's are after their tweaks.
You are right about PC being a very narrow pool of players but it is the only mode we have a team deploy on. Full team modes where people are more likely to coordinate and play tactically are where they should be gathering relevant data.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Regis Blackbird
DUST University Ivy League
249
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Posted - 2014.05.22 19:52:00 -
[180] - 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
This was removed in 1.4 https://forums.dust514.com/default.aspx?g=posts&t=104023&find=unread
Uprising 1.4 Patch Notes wrote: HUD * Added squad leader icon for player tags * Added RDV drop off location icon for HUD * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads) * Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen * HP bars and name tag visible only for what you are aiming/firing at * Hit indication from allied sources when friendly fire is disabled * Updated name tags displayed while in the War Barge
I have not seen any post, blog, twitter feed etc that this should still be enabled, or even reactivated for scouts alone. I there are, please link it. Otherwise I consider it a bug. |
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