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Thread Statistics | Show CCP posts - 25 post(s) |
Oswald Rehnquist
1417
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Posted - 2014.05.23 00:06:00 -
[211] - Quote
Just to throw it out there one last time for CCP, to keep it simple
You can't balance the gal dampening with the cal precision without the waves of opportunity provided by the cloak for the use of the other two scouts. The cloak dampening effect was thy only thing that allowed cal scouts to have their current racial. I'll tell you right now, its not possible to balance this without nullifying one or more variants of the scout.
By changing the cal racial to a non precision bonus, these will happen
1) Two scouts automatically become more viable, no longer needing to dampen so hard (since alpha is taking away their defense). Since they are not auto detected they can focus on their specialization (mins hacking, amars fitting)
2) The gal scouts utility drops since auto detection is not so prevalent, why have a high damp when the only thing that can possible catch you is a gal logi? It still has the range bonus, that can be debated if you want, but the result is that the gallente falls down with the other 2 scouts.
3) Last but not least, the cal scout utility is free to still make it relevant and on par with the scouts, what that could be is probably what my last response to this thread will be. After that point, its up to the powers that be to make a smart decision.
I will also say that the removal/reduction of dampening on cloaks gives you guys more work, but if this is happening then the cal precision has to go, and I don't say this with joy either, its just what is required for balancing given this direction and limited resources.
Below 28 dB
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Brokerib
Lone Wolves Club
1173
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Posted - 2014.05.23 00:27:00 -
[212] - Quote
Oswald Rehnquist wrote:Just to throw it out there one last time for CCP, to keep it simple
You can't balance the gal dampening with the cal precision without the waves of opportunity provided by the cloak for the use of the other two scouts. The cloak dampening effect was thy only thing that allowed cal scouts to have their current racial. I'll tell you right now, its not possible to balance this without nullifying one or more variants of the scout.
By changing the cal racial to a non precision bonus, these will happen
1) Two scouts automatically become more viable, no longer needing to dampen so hard (since alpha is taking away their defense). Since they are not auto detected they can focus on their specialization (mins hacking, amars fitting)
2) The gal scouts utility drops since auto detection is not so prevalent, why have a high damp when the only thing that can possible catch you is a gal logi? It still has the range bonus, that can be debated if you want, but the result is that the gallente falls down with the other 2 scouts.
3) Last but not least, the cal scout utility is free to still make it relevant and on par with the scouts, also its changing one sinlge variable rather than another roll of the dice with a lot of changes in racial bonuses. What the cal scout racial could be is probably what my last response to this thread will be. After that point, its up to the powers that be to make a smart decision.
I will also say that the removal/reduction of dampening on cloaks gives you guys more work, but if this is happening then the cal precision has to go, and I don't say this with joy either, its just what is required for balancing given this direction and limited resources. Really good post. I only have one point of difference. Removing the need to the Gal to fit any dampening by reducing the effectiveness of the Cal leads to more plate stacking. So the Gal remains the prime scout, purely because it's bonuses are better than the Amarr, while both have the best slot layout in the current meta. That said, still seems like the best option I've seen so far.
Knowledge is power
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JP Acuna
Pendejitos Zero-Day
165
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Posted - 2014.05.23 00:34:00 -
[213] - Quote
I have an idea, please read:
What if we changed both Gallente and Caldari bonuses to this:
-Gallente: additional 5% to the first profile dampener's efficacy per level (example: a lvl5 Gallente scout with 1 basic profile dampener would get 40% profile reduction instead of 15%... It is THE SAME as now, but this way a Gallente scout would only get his bonus as long as he fits a dampener. Brick tanking FIXED). This must only apply to the first module though for obvious reasons.
-Caldari: +5% to the first precision enhancer's efficacy per level. Same as above. This one seems needed to me in order to be balanced with the Gal bonus.
Both keep their current bonus to scan radius per level.
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Oswald Rehnquist
1418
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Posted - 2014.05.23 00:36:00 -
[214] - Quote
Brokerib wrote: Really good post. I only have one point of difference. Removing the need to the Gal to fit any dampening by reducing the effectiveness of the Cal leads to more plate stacking. So the Gal remains the prime scout, purely because it's bonuses are better than the Amarr, while both have the best slot layout in the current meta. That said, still seems like the best option I've seen so far.
This is absolutely true, I am aware of it and it is thy biggest weakness in the set up. Essentially its error towards keeping most of the smart set that that has already been established which slightly favors the gallente scout which is better than an absolute dominance by a single scout.
I'll still be looking in this thread for superior ideas to mine, which are desperately needed.
Below 28 dB
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Garth Mandra
The Southern Legion Final Resolution.
392
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Posted - 2014.05.23 00:40:00 -
[215] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:SponkSponkSponk wrote:shaman oga wrote:Eliminate caldari and gallente scan range bonus. This would alleviate the problem a fair bit. Please elaborate Others have made the point better than me, but a large part of the precision-vs-damps problem is spillover onto AK and MK due to ultra damped gal scouts vs ultra-scan cal scouts, leaving them as second-class citizens. Eliminating the range bonus on gal/cal scouts reduces the range at which the other two scouts get caught in the crossfire, or at the least forcing them to devote yet more slots to get the current functionality.
A problem with removing the cal scouts range is that it would strongly reduce the benefit of the the cal scouts precision bonus. The power of one bonus is very tightly coupled to the other. I'm not saying don't touch it, just be aware that if one is removed the other becomes much less powerful. |
Appia Vibbia
Molon Labe. General Tso's Alliance
2543
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Posted - 2014.05.23 00:42:00 -
[216] - Quote
As long as being undetected is the realm of just the Gallente Scout, it is what the meta is going to push towards. Being electronically unseen is the greatest personal tactical advantage.
If there is some Gal Logi with scanner or Cal Scout with low dB precision and they are next to someone they enhance the people around them by giving them a tactical advantage.
If there is with a dampened suit with someone next to them that is un-dampened, they lose that tactical advantage because now the other team is putting its attention to where you are.
It's a repeat of what happened before. As people accumulate SP and comprehension of the game they become aware of the target number in which they need to get below in order to play the game. nearly all the medium suits started gearing towards 2 complex profile dampeners because that was what you needed to stop the scan-spam. Nothing has changed except the need for Gallente Scout because it's now the only viable option to dampen with.
Wallhacks are the norm. Fighting to remove Cloak Field dampening bonus and fighting to keep Active Scanners and Caldari Scouts' Scanning prowess is fine and all, but realize that you are taking away one of few actual tactical aspects of the game. Information on where the enemy is being taken as a right that all players should get to know.
These suggestions only push the game into becoming HP/DPS focus because it is a given that you are always detected. It only pushes it further in further towards Scouts and Sentinels, which is already the theme (of a good team).
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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IgniteableAura
The Last of DusT. General Tso's Alliance
1147
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Posted - 2014.05.23 01:17:00 -
[217] - Quote
Zatara Rought wrote:IgniteableAura wrote:First off, the number of people that lack the knowledge of game mechanics should stop suggesting advice. Not understanding how mods work, what their overall effect is to balance and overall terrible discussion is terrible.
To get back on topic of removing the damp bonus of cloaks.
Its a terrible idea, and its been said why its a terrible idea multiple times in this thread, so I am not going to rehash it, mostly because it breaks the only DECENT balance we have in this game. Without the cloak bonus I wouldn't even fit a cloak. Its the only way to remain hidden from cal scouts if you are not a gal scout. I think between my post that would rebalance e-war and starfire's post about scout roles being reworked in addition to squad vision being scrapped we can fix the void left by the passive complex damp. But absolutely cloaks giving a passive complex dampener is dumb. Rebalance so the cloak is an equipment only.
Completely reworking the scout bonuses would likely incur a respec. Not something I think we need right now (not to mention would ruin the metrics they are likely trying to run with balance). Without respec you step on the toes of all the people who put SP into a role they wanted to play.
If cloak provides no damp bonus most scouts who run them won't use them (lets be real honest, cloaks are only fitted for their damp bonus or to abuse the delay problems)....making the role bonus for scouts useless.
Youtube
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Zatara Rought
General Tso's Alliance
3096
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Posted - 2014.05.23 01:53:00 -
[218] - Quote
Appia Vibbia wrote:As long as being undetected is the realm of just the Gallente Scout, it is what the meta is going to push towards. Being electronically unseen is the greatest personal tactical advantage.
If there is some Gal Logi with scanner or Cal Scout with low dB precision and they are next to someone they enhance the people around them by giving them a tactical advantage.
If there is with a dampened suit with someone next to them that is un-dampened, they lose that tactical advantage because now the other team is putting its attention to where you are.
It's a repeat of what happened before. As people accumulate SP and comprehension of the game they become aware of the target number in which they need to get below in order to play the game. nearly all the medium suits started gearing towards 2 complex profile dampeners because that was what you needed to stop the scan-spam. Nothing has changed except the need for Gallente Scout because it's now the only viable option to dampen with.
Wallhacks are the norm. Fighting to remove Cloak Field dampening bonus and fighting to keep Active Scanners and Caldari Scouts' Scanning prowess is fine and all, but realize that you are taking away one of few actual tactical aspects of the game. Information on where the enemy is being taken as a right that all players should get to know.
These suggestions only push the game into becoming HP/DPS focus because it is a given that you are always detected. It only pushes it further in further towards Scouts and Sentinels, which is already the theme (of a good team).
1.) It's not only in the realm of the Gal scout. It's just stupid easy.
2.) If they take off squad shared vision from passive scans then active scanners occupy a place on the battlefield, without them passive regin surpreme.
3.) In PC, when 2 damps got you below all but focused, people ran it DESPITE being able to be focused scanned.
You make an excellent point but for the other side of the argument.
They were unscannable by everything except focused, and it was fine.
Gal scouts could get under focused, but at great cost.
The amarr can do today what the gal could do then, no one does because the cloak bonus and the gal bonus amounts to a gal needing only need 1 enhanced with the broken cloak to get under everything.
Everyone agrees we should rework cal scout bonus and make active scanners viable.
5 seconds does not a wallhack make. And if you want to get under the end all be all of scanning (which the ACTIVE scanner gal logi focused should be, NOT cal scout + 4 precision) then spec amarr or gal and sacrifice to do it.
Equips giving module bonuses is dumb and should never have been done in the first place.
Sadly CCP let the idea take grip that this is OK and so people want to balance with it.
So we need to dislodge that idea and let it die. Balance it another way, not through a passive module on a piece of equipment.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3124
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Posted - 2014.05.23 02:00:00 -
[219] - Quote
IgniteableAura wrote: Completely reworking the scout bonuses would likely incur a respec. Not something I think we need right now (not to mention would ruin the metrics they are likely trying to run with balance). Without respec you step on the toes of all the people who put SP into a role they wanted to play.
If cloak provides no damp bonus most scouts who run them won't use them (lets be real honest, cloaks are only fitted for their damp bonus or to abuse the delay problems)....making the role bonus for scouts useless.
I can see SOME merit to removing shared passive scans, but that won't change anything in the long run. It will only force those in the cal scout position to better communicate.
1.) If a respec is needed do it. I personally don't think it'll need a respec (see the cal assault and cal logi bonus being changed).
2.) Cloaks being fitted only for damp bonus and and abuse of delay? Perhaps, but people will learn to use the cloak as a cloak not an equipment piece that affords you a complex module in the process.
3.) Getting rid of passive shared vision will absolutely change a ton of things in the long run. Trying to describe an enemy location is vastly different than your team mates seeing a red dot. Completely disagree with this one.
The meta evolution from when we didn't have active scanners to shortly after when we did was HUGE.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Appia Vibbia
Molon Labe. General Tso's Alliance
2547
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Posted - 2014.05.23 02:22:00 -
[220] - Quote
Zatara Rought wrote: 5 seconds does not a wallhack make. And if you want to get under the end all be all of scanning (which the ACTIVE scanner gal logi focused should be, NOT cal scout + 4 precision) then spec amarr or gal and sacrifice to do it. Do you even remember 1.7? You had 2-3 people running the modules whenever you saw known scouts in play,
4 complex precision dampeners wasn't a drastic sacrifice, it was impossible to achieve. Weapons were 9-15% stronger with even more damage coming from damage mods.
That was never viable to even bother trying to overcome and as soon as it was know someone was using a focused scouts were abandoned.
You're just going to reintroduce the scanner spam if there is still one way to overcome dampening.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
127
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Posted - 2014.05.23 02:24:00 -
[221] - Quote
Sorry but why nerf the gallente scout at all? Why not fix the ewar modules, so that medium suits who scarifices HPwhile remaining highly visible should be able to pick up scouts?
Plus the problem isnt that scouts are invisible to ewar but that they are able to shoot while cloaked.
Leave the gallente suit alone.Put a delay timer on decloaking so that you cannot fire a weapon until you are fully visible. Improve the ewar so that a medium suit so that equiping complex ewar modules have a fighting chance to pick up an uncloaked ADV scout. You should worry more about the amarr suit.
Redline for Thee, but no Redline for Me.
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Zatara Rought
General Tso's Alliance
3161
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Posted - 2014.05.23 02:38:00 -
[222] - Quote
Appia Vibbia wrote:Zatara Rought wrote: 5 seconds does not a wallhack make. And if you want to get under the end all be all of scanning (which the ACTIVE scanner gal logi focused should be, NOT cal scout + 4 precision) then spec amarr or gal and sacrifice to do it. Do you even remember 1.7? You had 2-3 people running the modules whenever you saw known scouts in play, 4 complex precision dampeners wasn't a drastic sacrifice, it was impossible to achieve. Weapons were 9-15% stronger with even more damage coming from damage mods. That was never viable to even bother trying to overcome and as soon as it was know someone was using a focused scouts were abandoned. You're just going to reintroduce the scanner spam if there is still one way to overcome dampening.
running what modules to do what?
Running double damps to get under all but focused? Yes! Was awesome. And when I got focus scanned I didn't cry.
Should have taken me more modules as I was a logi.
4 complex precision dampeners? Gonna need to clarify.
But yeah, plenty of shotgun scouts ran around in PC matches without a single plate and still did work.
Plenty of people ran quad damps when the situation called for it, or they chose to.
As soon as focused was used scouts were definitely not abandoned, rofl. Much as i didn't abandon my double damps when i got focused scanned.
That's simply untrue.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Cyrius Li-Moody
0uter.Heaven
5458
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Posted - 2014.05.23 02:41:00 -
[223] - Quote
Speaking of scanners. They should set a turn cap because I still see people 360 scanning. I see that k2dert or whatever his name is doing these insanely fast 360 spins when he scans. Kind of ridiculous.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Zatara Rought
General Tso's Alliance
3161
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Posted - 2014.05.23 02:48:00 -
[224] - Quote
Cyrius Li-Moody wrote:Speaking of scanners. They should set a turn cap because I still see people 360 scanning. I see that k2dert or whatever his name is doing these insanely fast 360 spins when he scans. Kind of ridiculous.
Indeed.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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medomai grey
WarRavens Final Resolution.
772
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Posted - 2014.05.23 02:51:00 -
[225] - Quote
There are a lot of you who are complaining about the removal of the cloak dampening bonus. Concerns over having to use profile dampeners and getting picked up by Caldari scouts or Gallente logistics.
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at. If you still want to be stealthy, you can do that, but now you have to use up slots. If you want to brick tank, you can still do that, but you'll be easier to find. You can't have it all because balance.
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you.
Edit: Sorry wrong thread... No, this isn't awkward at all...
Medium frame EHP is not medium
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1084
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Posted - 2014.05.23 03:09:00 -
[226] - Quote
Brokerib wrote:Magnus Amadeuss wrote: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. (as has been shown before, the stamina/regen bonus to the amarr scout suit is completely pointless witht he way regen and speed interact) If you're going to change HP modules to % based, it should only be to plate armor. Have done the maths previously. % based for everything will destroy medium suits. https://forums.dust514.com/default.aspx?g=posts&m=2169782#post2169782Changing plate to % reduces their usefulness to scouts, and leaving fero/reactive as a straight number makes them viable. Your math is full of assumptions and shortcuts. Explain why 20%? Explain why no stacking penalties? Would the non-stacking penalized modules multiply in a compounding way or be lumped together?
Every other module in Dust suffers from decreasing return on investment, why should HP mods be any bit different? Even the speed penalties for the armor plates are percentage based!!
The way it is now, the plates add a dispropotionatly large amount of HP (as a percentage gain) to smaller suits, allowing them to have all of the advatanges of the light suit but to circumvent the drawbacks (wet paper towels for HP). This flies in the face of any balancing attempts, and it also makes the base HP stat much less important (part of the reason why medium suits are so entirely compromised right now).
All of that aside (including the maths, I can just throw more figures at you as well.) Is something that you have overlooked. Every other module in the entire game.
Due to the percentage based modules, no other suit is really going to be even close to a scout in the scouts roles (scan radius, profile, precision, speed, stamina, stamina regen, shield recharge, and hitbox size). Sure a medium suit might be able to come close to the scout in ONE area, but not the other 7. The scout can become compettive with medium suits by fitting HP mods, while retaining ALL of those advantages above.
This is the problem we must address. Scouts are already kings of 7 different base stats in a game largely dictated by percentile gains. The only base stat that it is truely lacking is easily made up for by module in which the scout (relatively) gains the most from.
No, as long as the rest of the modules in the game only allow suits to be competitive (stat wise) with suits from their same class, HP should absolutely be no different.
Fixing swarms
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bogeyman m
Krusual Covert Operators Minmatar Republic
211
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Posted - 2014.05.23 03:55:00 -
[227] - 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!
Remove passive armour repair.
Duct tape 2.0 > Have WD-40; will travel.
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Brokerib
Lone Wolves Club
1178
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Posted - 2014.05.23 04:18:00 -
[228] - Quote
Magnus Amadeuss wrote:Brokerib wrote:Magnus Amadeuss wrote: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. (as has been shown before, the stamina/regen bonus to the amarr scout suit is completely pointless witht he way regen and speed interact) If you're going to change HP modules to % based, it should only be to plate armor. Have done the maths previously. % based for everything will destroy medium suits. https://forums.dust514.com/default.aspx?g=posts&m=2169782#post2169782Changing plate to % reduces their usefulness to scouts, and leaving fero/reactive as a straight number makes them viable. Your math is full of assumptions and shortcuts. Explain why 20%? Explain why no stacking penalties? Would the non-stacking penalized modules multiply in a compounding way or be lumped together? Every other module in Dust suffers from decreasing return on investment, why should HP mods be any bit different? Even the speed penalties for the armor plates are percentage based!! The way it is now, the plates add a dispropotionatly large amount of HP (as a percentage gain) to smaller suits, allowing them to have all of the advatanges of the light suit but to circumvent the drawbacks (wet paper towels for HP). This flies in the face of any balancing attempts, and it also makes the base HP stat much less important (part of the reason why medium suits are so entirely compromised right now). All of that aside (including the maths, I can just throw more figures at you as well.) Is something that you have overlooked. Every other module in the entire game. Due to the percentage based modules, no other suit is really going to be even close to a scout in the scouts roles (scan radius, profile, precision, speed, stamina, stamina regen, shield recharge, and hitbox size). Sure a medium suit might be able to come close to the scout in ONE area, but not the other 7. The scout can become compettive with medium suits by fitting HP mods, while retaining ALL of those advantages above. This is the problem we must address. Scouts are already kings of 7 different base stats in a game largely dictated by percentile gains. The only base stat that it is truely lacking is easily made up for by module in which the scout (relatively) gains the most from. No, as long as the rest of the modules in the game only allow suits to be competitive (stat wise) with suits from their same class, HP should absolutely be no different. Correct, the maths is full of assumptions and shortcuts. The original example was put together as a hypothetical only and was intended to be indicitive, to answer a comment in the Barbershop about making all HP modules % based. The 20% was arbritary and used to model in a way that mimics the current end total HP of a Gal heavy, and HP were applied without stacking penalty and against base HP only to simplify the calculations. I am in no way suggesting that this is the correct % or implementation.
The intent of my post (as opposed to the execution), was to demonstrate that while % based increase would stop scouts from being able to brick tank, it also removes the ability for scouts to tank in any reasonable way. Assault scouts are a valid playstyle, and removing a valid playstyle due to issues with the current implementation of modules is a poor choice at best.
Making all HP modules % based would make them unusable for light suits, particularly for ferro and reactive plates. If we were to go down the path of % HP modules, it would be a better choice to make a % based module for high base HP suits, with static modules to alow scouts limited, but useful, HP gain. This would have the additional benefit of pushing scouts towards using ferro/reactive plate, thus increasing fitting options while maintaining the playstyle option.
Coupled with this, the current medium base HP totals would mean that they would be similarly affected by the change, nerfing an already underperforming class.
Your argument that all other modules are % based is invalid, as it's based on the falicy that all modules should work by the same mechanism. There's no reasoning behind that, just an assumption. Weapons aren't % based, and HP modules should be balanced around incoming damage and not other modules.
Your suggestion is only workable if every suit and every HP module is re-worked, which is unlikely in the current environment.
Knowledge is power
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Balamob
Sver true blood Dirt Nap Squad.
30
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Posted - 2014.05.23 04:28:00 -
[229] - Quote
After reading a lotof post, i came up with the fact that if u want all scout to be competitive, all need a dampener bonus. So all with 25% dampening bonus which seems logical cus the role ask 4 it or even better, keep the profile reduction bonus on cloaks and remove the gal dampening from it for something else. Conclusion, the scouts need that prifile reduction to fulfill their role (more importantly vs active scanners), but this profile reduction should be equal between all scouts.
Being a Templar is a vow for life.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1442
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Posted - 2014.05.23 04:47:00 -
[230] - Quote
Either:
A) Reduce all the scouts PG (except the minmatar which is boned by its low CPU/PG currently)
or
B) remove a low slot from the Gal scout which would make fully dampening a major blow to the scouts tank.
Fun > Realism
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1359
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Posted - 2014.05.23 04:49:00 -
[231] - Quote
CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus
This would be very detrimental to gamepley. The viability of the gallente scout doesnt come from the ability to remain unseen; it's the tanking ability that makes it meta worthy. The only scout that can counter a caldari is gallente and vice versa but; with the proposed change to cloaks, this will no longer be the case. The minny and amarr , with the right modules, will be able to pick up the gallente scout once the cloak bonus is done away with.
The problem with gallente and most other scouts is the equipment slots. They have two equipment slots in which they choose cloak and something else which is, IMHO, not right. All scouts should only have 1 equipment slot and choose if they want to use RE or cloaks....
Summary
The problem with gallente scout is bricktanking and having the cloak on. It has nothing to do with the bonus which will be very necessary once the you eliminate the cloaks dampening effect. This will make it so that no scout is safe from caldari scouts no matter their skill level. Rethink this...
Bricktanking is the problem not the dampening bonus.
Plasma Cannon Advocate
Dust 514 Survivor
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Brokerib
Lone Wolves Club
1179
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Posted - 2014.05.23 05:31:00 -
[232] - Quote
XxGhazbaranxX wrote:CCP Rattati wrote:1) Reduce the Gallente dampening bonus 2) Change the Gallente dampening bonus to a duration bonus This would be very detrimental to gamepley. The viability of the gallente scout doesnt come from the ability to remain unseen; it's the tanking ability that makes it meta worthy. The only scout that can counter a caldari is gallente and vice versa but; with the proposed change to cloaks, this will no longer be the case. The minny and amarr , with the right modules, will be able to pick up the gallente scout once the cloak bonus is done away with. The problem with gallente and most other scouts is the equipment slots. They have two equipment slots in which they choose cloak and something else which is, IMHO, not right. All scouts should only have 1 equipment slot and choose if they want to use RE or cloaks.... Summary The problem with gallente scout is bricktanking and having the cloak on. It has nothing to do with the bonus which will be very necessary once the you eliminate the cloaks dampening effect. This will make it so that no scout is safe from caldari scouts no matter their skill level. Rethink this... Bricktanking is the problem not the dampening bonus. Agree that bricktanking is the problem. But bricktanking isn't a scout problem, it's a module problem. If it's just about bricktanking, then adjust the modules, and leave the cloak and scouts as they are.
Knowledge is power
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 05:38:00 -
[233] - Quote
Cyrius Li-Moody wrote:Speaking of scanners. They should set a turn cap because I still see people 360 scanning. I see that k2dert or whatever his name is doing these insanely fast 360 spins when he scans. Kind of ridiculous. agreed, you can still kind of abuse the spin scans, but not as easily as before.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Arkena Wyrnspire
Fatal Absolution
13660
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Posted - 2014.05.23 05:57:00 -
[234] - Quote
Zatara Rought wrote:Arkena Wyrnspire wrote: The only way you're getting picked up though is if someone is using a precision stacked Calscout. I find it interesting how that's apparently a given in all of these theoretical scenarios.
Welcome to PC. Why risk playing on a suit when you know the enemy will have a cal scout anyway. You can anticipate and adapt, or find yourself being mowed down by heavies stacking kin kats rushing you, seemingly aware of your every move. This isn't a hypothetical. This is current PC meta. Each side brings cal scouts just to keep the enemy team honest and gal scouts do everything. The next logical meta evolution is the same evolution that happened when logi's started stacking damps. it's beginning to be where scouts are simply used to achieve the logi's job in all things BUT repping.
Yeah, sure, that's the current meta.
But how has the meta developed? It's because those Calscouts that can scan everything exist. The Gallente scout is the only counter to that. As a result, the Galscout is the most prevalent non-scanning scout simply because it's the only one that can survive those conditions.
If you remove the dampening bonus from the Galscout, what becomes the dominant scout meta in PC?
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Zatara Rought
General Tso's Alliance
3165
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Posted - 2014.05.23 06:34:00 -
[235] - Quote
Arkena Wyrnspire wrote:
Yeah, sure, that's the current meta.
But how has the meta developed? It's because those Calscouts that can scan everything exist. The Gallente scout is the only counter to that. As a result, the Galscout is the most prevalent non-scanning scout simply because it's the only one that can survive those conditions.
If you remove the dampening bonus from the Galscout, what becomes the dominant scout meta in PC?
Then the gal will need to run 2 damps to get under the cal scout.
Did you not read my proposal?
CEO of FA, Candidate for CPM1
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1088
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Posted - 2014.05.23 06:56:00 -
[236] - Quote
Brokerib wrote: Correct, the maths is full of assumptions and shortcuts. The original example was put together as a hypothetical only and was intended to be indicitive, to answer a comment in the Barbershop about making all HP modules % based. The 20% was arbritary and used to model in a way that mimics the current end total HP of a Gal heavy, and HP were applied without stacking penalty and against base HP only to simplify the calculations. I am in no way suggesting that this is the correct % or implementation.
The intent of my post (as opposed to the execution), was to demonstrate that while % based increase would stop scouts from being able to brick tank, it also removes the ability for scouts to tank in any reasonable way. Assault scouts are a valid playstyle, and removing a valid playstyle due to issues with the current implementation of modules is a poor choice at best.
Making all HP modules % based would make them unusable for light suits, particularly for ferro and reactive plates. If we were to go down the path of % HP modules, it would be a better choice to make a % based module for high base HP suits, with static modules to alow scouts limited, but useful, HP gain. This would have the additional benefit of pushing scouts towards using ferro/reactive plate, thus increasing fitting options while maintaining the playstyle option.
Coupled with this, the current medium base HP totals would mean that they would be similarly affected by the change, nerfing an already underperforming class.
Your argument that all other modules are % based is invalid, as it's based on the falicy that all modules should work by the same mechanism. There's no reasoning behind that, just an assumption. Weapons aren't % based, and HP modules should be balanced around incoming damage and not other modules.
Your suggestion is only workable if every suit and every HP module is re-worked, which is unlikely in the current environment.
No, my assertion that all other modules in this game are based upon a STANDARD design philosophy that only two types of modules break, shield HP and armor HP modules.
It is further reinforced by the fact that CCP has knowlingly designed suits that certain modules are just downright useless on. Your assumption that the"assault scout" as a viable playstyle is 100% opinion and with numerous counter examples in CCP game design. For instance, on heavy suits(i.e. commandos and sentinels) damps, scan range and scan precision mods are next to useless because of the incredibly poor base stats of these suits. Actually, Scan range mods are more or less useless on all suits but the scouts.
You also convieniently skip over the fact that the "assault scout" is hands down better than an assault is given the current meta. The "assault scout" can come within ~1-200 eHP while having greater scan radius, scan precision, profile dampening, movement speed, sprint speed, strafing speed, jumping ability, stamina pool, stamina regen, shield regen and an extra equipment slot. This suit is only competitive because of the ludicrous amount of relative HP a scout can get from set value armor plates.
No, we do not need a jack of all trades, master of most suit (what the scout is now). We need a return to suits competing with eachother (stat wise) within their own class, as all of the rest of the suits do. Your argument stems from the belief that you would increase fitting options for one class of suit, you totally disregard the fact that having one suit class that is superior to another in nearly every facet destroys variety it doesn't increase it. You rally for less of a meta, not more of one.
Scout suits should be just that... scout suits. Just like how logi suits should be logisuits and assault suits should be assault suits and so on. The great fitting system that we have allows a large variety of fits within each class, and yes to allow each class to perform (with lesser efficiency) roles it is not intended for. Absolute value HP modules directly contradict that.
Base stats SHOULD matter.
Fixing swarms
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The-Errorist
Sver true blood
714
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Posted - 2014.05.23 06:57:00 -
[237] - Quote
Cyrius Li-Moody wrote:A scanned scout is a dead scout. If every scout can be scanned there is no point in running scout because it has no role. That is really not true; scouts aren't as squishy as they were before 1.8 and non Gallente and Amarr scouts have usefull scouty roles such as hacking, scan precision, knife damage, and scan radius.
RedPencil wrote: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.
IgniteableAura wrote:First off, the number of people that lack the knowledge of game mechanics should stop suggesting advice. Not understanding how mods work, what their overall effect is to balance and overall terrible discussion is terrible.
To get back on topic of removing the damp bonus of cloaks.
Its a terrible idea, and its been said why its a terrible idea multiple times in this thread, so I am not going to rehash it, mostly because it breaks the only DECENT balance we have in this game. Without the cloak bonus I wouldn't even fit a cloak. Its the only way to remain hidden from cal scouts if you are not a gal scout.
The first thing that could be changed is the gal scouts range bonus. Why do they have it? It really doesn't correlate to the role of damping. If CCP could translate this damp bonus to your squad mates in the radius it would have a purpose, but I don't think thats something CCP can implement. This would provide a pretty good counter to the caldari.
Read post #86 You only need 1 damp to hide from non-precision mod using Cal scouts and normal prototype scanners that aren't being used by the Gal logi, which also has a role bonus towards scanning (passive vs active), and 2 if it is being used by a Gal logi. If you want to be able to hide from a Gal logi using a prototype focused active scanner or a cal scout using 2 precison mods with only 2 damps on a scout that does not have a bonus towards dampening, you're just asking for too much.
I also support removing shared passive scan. I would support having waves of opportunity from from cloak modules only if standard cloaks started off with a 0% dampening bonus and a higher percentage for adv and pro cloaks like Rattati suggested. This would alleviate the brick tanking scout w/ super low profile problem and still allow people to get a waves of dampening opportunity by using higher tier cloaks. Not every scout needs to be perfect hiders like the Gallente, they each should have their own roles other than dampening.
There was another point brought up about how the Gal logi's bonus shouldn't overlap with Cal scout's bonus. The thing is, there are two types of scanning and they get a bonus to one and each has their own pros and cons.
Passive scanning Always on with no cooldown Targets stay scanned as long as they stay in your scan radius 360 degree scans Short range Doesn't inform enemies of the scan attempt Doesn't take up an equipment slot No PG/CPU cost Can still move/interact normally
Active scanning There's cooldown Targets stay scanned for at least 10s after low degree scans Longer range Inform enemies of the scan attempt and whether or not it was successful Take up an equipment slot Costs PG/CPU to fit Can't do anything else besides walk while scanning
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
Sver true blood
715
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Posted - 2014.05.23 07:08:00 -
[238] - Quote
Spartan MK420 wrote: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 This would be a great bonus if it also had a bonus to scrambler pistol damage.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
Sver true blood
715
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Posted - 2014.05.23 07:12:00 -
[239] - Quote
Happy Violentime wrote: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. If you read the full post, it would be very clear that I never said or implied that you should be able 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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Regis Blackbird
DUST University Ivy League
253
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Posted - 2014.05.23 07:33:00 -
[240] - Quote
I do agree that "waves of opportunity" is something worth preserving, if possible.
What if they introduce a new cloak type: tactical cloak?
I.e - Standard cloak will be as today, but with the dampening bonus removed (quite long duration and cool down) - Tactical cloak have dampening bonus, but drastically reduced duration (like 15-20 seconds) and slightly reduced cool down effect.
This will give the scouts a choice between long duration of "visible" invisibility, or short durations of "total" invisibility.
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