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Thread Statistics | Show CCP posts - 25 post(s) |
Zatara Rought
General Tso's Alliance
3167
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Posted - 2014.05.23 07:40:00 -
[241] - Quote
The-Errorist wrote: Inform enemies of the scan attempt and whether or not it was successful
Last time I checked I thought they changed it so that active scans no longer give you a margin of error.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Brokerib
Lone Wolves Club
1180
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Posted - 2014.05.23 09:17:00 -
[242] - Quote
Magnus Amadeuss wrote:Brokerib wrote: Assault scouts are a valid playstyle...
...current medium base HP totals would mean that they would be similarly affected by the change, nerfing an already underperforming class.
Weapons aren't % based, and HP modules should be balanced around incoming damage and not other modules.
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. EDIT: Or are you arguing that there should be a "Scout sentinel" role? Yes, base stats should matter. I don't believe that my posts in any way indicated otherwise. I just don't beleive that suits should be wholy beholden to them.
The crux of my arguement is that we shouldn't break the scout, but that we should instead fix the systemic issues that have caused the abuse of the frame, while maintaining class versatility and playstyles.
I've left the pertinent sections of my post above. I acknowledge Assaults are broken. The need to be fixed to be viable in the the 1.8 scout/heavy world. This, along with the nature of armor plate, the broken implementaiton of cloaks and the Gal bonus and slot configuration, is why Gal scouts are being abused currently. I don't see any complaints that Minmatar or Amarr scouts are OP or being abused. Which is interesting when you consider that the Amarr has the same slot layout with more base health, and only lacks the EWAR bonus.
You state suit modules are all % based with the exception of HP modules, this is correct as far as it goes. But it is also a moot point, as HP modules are designed to counter weapon modules, that are static. There is no inconsistency in design philosophy.
I agree that range amps are useless on heavies and assaults, and to a lesser degree presicision mods. This is an artefact of the limited scan radius that all suits up until 1.7/1.8 suffered from. Dampeners, however, are not. A single complex and single basic will get a heavy under an advanced scanner. Similarly, I see heavies using biotic modules to enhance their speed. Assaults have been able to do the same quite sucessfully prior to 1.8. Under the design philosophy you're arguing, none of this should be possible, because it 'breaks the mould'.
This is a rough visual representation on what I would like to see.
We currently have this:
Sc ____XXXXXX_____ Logi ____XXXXX_____ Ass _____XXX______ Com ______XX____ Sen ________XXX___
Where scouts are able to compete at too many levels due to the way suit modules are setup, Logi's are still over powered compared to Assaults, and Commando's are limited in their versatility.
The changes you're advocating make the meta begin to look like this, assuing assaults are fixed and not further marginalised:
Sc ____XX___________ Logi _____XX_________ Ass _______ XX______ Com _________XX____ Sen ___________XX__
Where every suit has a defined role that makes it difficult for them to cross over. In this situation there is no reason to play outside your 'role', which reduces diversity.
And what I'm talking about looks something like this:
Sc ____XXXX__________ Logi ____XXXX________ Ass ______XXXX_______ Com _______XXXX_____ Sen _________XXXX___
Where you have freedom in fitting so you can compete with other suits in their own speciality, but if they choose to fit to highlight their strengths, then they will be more effective in that role.
To answer your other point, Assault scout isn't an opinion, it's an existing playstyle. The Amarr is as a light assault suit. It loses out to every other scout in every other area, except when used as an assault frame.
I hear from a lot of people that scout suits should be scouts only. And by that, they mean exactly their definition of a scout. I disagree. A number of playstyles can be supported for each suit type, and enhances the game when possible.
Hopefully that clarifies my position.
Knowledge is power
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Arkenia Wyrnspire
Nos Nothi
235
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Posted - 2014.05.23 10:07:00 -
[243] - Quote
Zatara Rought wrote: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?
No. It will need four damps.
Might be Arkena Wyrnspire.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
106
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Posted - 2014.05.23 10:16:00 -
[244] - Quote
Please don't get rid of shared passive scans CCP. I love this feature, it isn't OP.
There are better solutions to problems. |
mr musturd
0uter.Heaven
427
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Posted - 2014.05.23 10:45:00 -
[245] - Quote
Cyrius Li-Moody wrote: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. edit: just read oswald's earlier post about moving bonuses to the modules and totally agree with it. moody love ya bro but the reason knives cant be used in competitive gameplay is due to the minmitar scout having having a major problem avoiding cal scouts in PC to avoid them you lose your main advantage when knifing "speed" you fill all your lows with complex damps to avoid 1 race. If the suit was up to par and able to keep speed and damp you better believe id be knifing in every PC. That high alpha damage from the knife is the best way to stop a hacker or put down a heavy, if the suit itself didnt suck i believe there would be more knives in PC |
DozersMouse XIII
Inner.Hell
816
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Posted - 2014.05.23 11:21:00 -
[246] - Quote
make scouts only have 1 equipment slot
don't harm the hamsters
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IgniteableAura
The Last of DusT. General Tso's Alliance
1151
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Posted - 2014.05.23 13:17:00 -
[247] - Quote
The-Errorist 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.
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 #86You 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.
Again with people not understanding the game mechanics. No scout can avoid cal scans with 2 complex precision enhancers without at least 2 damps, PERIOD. UNLESS they use a cloak. Which then gives them a wave of opportunity to hide without completely compromising their fit for it.
Current numbers (rounded up because thats how game mechanics work): Cal w/ 2cPE: 18dB Gal w/ 1cPD: 18dB (scanned) Cal/Amarr/Minnie w/ 2cPD: 18dB (scanned)
Any Cal scout running 2cPE is a squishy target <200 shields. EVEN more so if they are running range amps. They currently can't hide from other cal scout scans either. So cals have two counters. Another cal scout, OR a gal scout.
Youtube
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TheD1CK
Dead Man's Game
1075
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Posted - 2014.05.23 14:00:00 -
[248] - Quote
There should be separate starting Db levels on MLT/BSC/SCOUT as to reward SP investment Rather than the current BS of a MLT Gal light out tanks my Pro Minmatar Scout, while having equal Db level
MLT Light - tough crap, recieves basic scanning (unless has bouns from profile damp skill)
BSC Light - Just enough to dodge basic scans, Adv will hunt you EZ
Scout - Avoids Adv scanning gathered they have at least L3 Profile Dampening
Proto Scouts - It is full on stupid that only one scout can viably dampen ... This needs to be changed I have seen a bonus to make Gal cloak duration longer this would be a good trade-off if all scouts could effectively dampen... It will keep Gallente as the master of stealth scouting, while not making 3 suits invalid
A scanned scout is a dead scout, don't be fooled by the FoTm abusers
If you adjust the Db ratings then the removal of dampening bonus from cloak is a good thing, IF you do it right.... but All four scouts need to dampen effectively, not just one
'D1CK by name'
'D1CK by nature'
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Starfire Revo
Inner.Hell
281
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Posted - 2014.05.23 14:34:00 -
[249] - Quote
Out of curiosity, I've been playing around with changing the gal/cal bonuses to a +25% bonus to modules. I'm not saying this is the correct path for CCP to go down, but thought it was interesting.
Gal Dampening
31.5 - 0 mods 21.656 - 1 complex 15.768 - 2 complex 12.959 - 3 complex
On it's own, this changes the Gal Scout so that it can no longer be immune to itself without damps. Going 4x armour mods is far less viable using this model and in order to beat the Cal numbers below, gal scouts would need 2 complex damps. They would also need 3 damps (or 2 damps and a 10% bonused cloak) to beat a focused scanner and current day Cal numbers.
Cal Precision
36 - 0 mods 27 - 1 complex 21.13 - 2 complex 18 - 3 complex 16.747 - 4 complex
This makes the Cal weaker against regular scouts and the fourth mod doesn't really do anything. It has a 2 precision beats 1 damp and 3 precision beats 2 damps meta. Also forces the above Gal scout numbers to use 2 damps to avoid Cal scouts.
Again, this is just me adding some numbers to the discussion, not saying it should be changed this way.
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
1091
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Posted - 2014.05.23 15:53:00 -
[250] - Quote
I think you are misrepresenting my view on the issue, while underplaying how incredibly unbalancing having scouts with over 500 eHP is, and while totally ignoring the fact that scouts as they are now beat out all of the rest of the suits in nearly every base stat. You keep ignoring how scouts are incredibly good at numerous roles aside from the HP reliant one (assaulting) but yet claim that this role should be in their forte as well.
I think you are also not undersanding why everyone hates the amarr scout, it is precisely because it is just an assault suit (actually it is better than the amarr assault with all but the scrambler/laser). Actually the amarr scout is better than both the amarr assault (sans laser weaponry) and the basic amarr logi (same number of equipment slots) precisely because of base stats and how HP modules currently work. It has zero use as a scout, all of the other scout suits just offer more.
On top of all of this, you keep bringing up weapons like that is some type of coutner-example, it isn't. Weapons are to base HP as weapon damage modifiers are to HP modifiers, this is pretty cut and dry so I don't feel like we need to spend more time on this.
Why were logis better (and still are) at assaulting than assault suits? Because of HP modules in their current state.... why are scouts better than logis and assaults at assaulting? Because of HP modules in their current state. Once you get over that 6-700 eHP barrier, ~100 eHP isn't as important versatility.
What you are defending is having scout overshadowing medium suits as a whole. What I am advocating is pretty plain and simple.... that scouts should NEVER compete with assaults in the assaulting role given it's many other roles.
I mean jesus man, look at eve.. do you really think a frigate comes anywhere near lose to a cruiser in raw HP values? To further clarify this... it is like having interceptor/ewar frigs being able to have comparible HP values to the heavy assault cruisers n eve. It makes absolutely no sense from any perspective.
If you want a light assault class, then petition CCP to make one, stop trying to turn scouts into something that they should never have been. I mean with this way of thinking, why even have two types of suit per class? Why not just make one medium, one heavy and one light that can all overlap eachother so much as to completely rule out any reason for specialization.
Take away these raw HP increasing modules and you get
assault -> good at asaulting(slaying) and decent positioning not so good at logi/ewar/area denial logi -> good at providing team support and can be decent at ewar but not so good at slaying, positioning, or area denial sentinel -> great at area denial but not so good at ewar, positioning, logi scout -> great at positioning and ewar, not so goot at slaying and area denial
TLDR: every suit needs to be bad at something..... Scouts should be bad at taking a punch. Abolute HP modules fly directly in the face of that.
Fixing swarms
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ratamaq doc
Onslaught Inc RISE of LEGION
649
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Posted - 2014.05.23 17:14:00 -
[251] - Quote
The-Errorist wrote: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 #86You 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 scanningAlways 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 scanningThere'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
Where are the "PROs" of active scanners again? I see distance, that's not plural.
YouTube
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
383
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Posted - 2014.05.23 17:55:00 -
[252] - Quote
The arrow over their head is brighter :P
Not like they can't equip more than just 1 active scanner, including the type. It's equipment slots, not high and lows like scouts need to use. Thus you don't lose your survivability (hp) to perform scans.
We have to equip multiple modules to make our passives worth a ****, otherwise any medium with a brain can counter our passives.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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DozersMouse XIII
Inner.Hell
820
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Posted - 2014.05.23 19:40:00 -
[253] - Quote
i'm glad you are holding off scout changes for a later date
tbh there is a crapload more that needs to be discussed on the issues
I for 1 am torn on the proposed 25% cloak dampening being revoked
this puts 3 scouts in harms way and that's not good for business
don't harm the hamsters
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IgniteableAura
The Last of DusT. General Tso's Alliance
1155
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Posted - 2014.05.23 21:01:00 -
[254] - Quote
Spartan MK420 wrote: The arrow over their head is brighter :P
Not like they can't equip more than just 1 active scanner, including the type. It's equipment slots, not high and lows like scouts need to use. Thus you don't lose your survivability (hp) to perform scans.
We have to equip multiple modules to make our passives worth a ****, otherwise any medium with a brain can counter our passives.
There are a ton of PROs for active scanners, on top of what spartan mentioned. There is a huge flexibility in them. Passive scans dont really showcase where enemies are located nearly as well and they don't show up on the overhead map for SLs trying to drop orbitals. Passive scans only show enemies for squad mates that are close enough for them to pop on their own radar while active scanners show up regardless of range.
Youtube
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CLONE117
True Pros Forever
800
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Posted - 2014.05.23 21:07:00 -
[255] - Quote
how is a scanned scout a dead scout?.
i was trapped in a tiny little bunker with a pillar in the center of it with a mlt shotgun fit mlt gal scout and such. and survived the rail tank and some what hesitant heavies. who dared to enter.
dust 514 shall be eternal.
pve for dust 514.
oh look. FF somehow made dust better!.
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Engineer Ramos
The Phoenix Federation Caps and Mercs
0
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Posted - 2014.05.23 22:42:00 -
[256] - Quote
My 2isk. As someone who has used proto cal and gal scout I believe they should change the gal scout dampening bonus to a cloak duration bonus. This both levels the playing ground for other scouts while preserving the lore of gallente dampening and staying invisible longer. A gallente should still be able to remain off the cal scouts tacnet but at a price. You can't possibly agree with having a proto cal scout sacrificing 4 high slots (a specialist in your terms) to be beaten by 2 mere low slots which my dren scout can achieve. If you want to beat 15 db, you should sacrifice 4 slots. Takes a specialist to beat a specialist. |
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CCP Rattati
C C P C C P Alliance
1583
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Posted - 2014.05.24 00:15:00 -
[257] - Quote
We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1724
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Posted - 2014.05.24 00:20:00 -
[258] - Quote
CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others are around 15% each. .
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM r.ex.r un speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
I just want to plead, please, do not chnage the galscout bonus to something that requires the cloak. Perhaps to efficiency of Profile damps? Or, instead of putting down the Gal, bring the others up? (Also, the Assaults need a pass, else it'll stay skewed)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Zatara Rought
General Tso's Alliance
3179
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Posted - 2014.05.24 00:22:00 -
[259] - Quote
CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
I spoke with hans and let him have the numbers to support this.
Until you can get around to a proper e-war balancing act, which a few of us have been discussing at length on how to accomplish properly in the least amount of steps, please consider making the damp bonus on the cloak 10% at proto level, which would allow a min max min scout to get under all scans.
Alternatively, if you ARE open to making SOME e-war changes I strongly suggest you look at the proposal by gimble and tech about changing the bonuses to gal and cal to be % based bonuses to modules.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3179
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Posted - 2014.05.24 00:24:00 -
[260] - Quote
Spademan wrote: I just want to plead, please, do not chnage the galscout bonus to something that requires the cloak. Perhaps to efficiency of Profile damps? Or, instead of putting down the Gal, bring the others up? (Also, the Assaults need a pass, else it'll stay skewed)
PLEASE DO NOT DO THIS (as in change the gal scout bonus to something requiring the cloak)
Why? Because the point of balancing this should be that the cloak is viable WITHOUT being unscannable.
Which is why Appia and I and others have been working all day on some fantastic ideas we'll be proposing soon about how to do this.
I hate the fact the cloak is only useful in conjunction WITH being unscannable.
Make them work independently and together.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Balamob
SVER True Blood Dirt Nap Squad.
30
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Posted - 2014.05.24 00:31:00 -
[261] - Quote
CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
I have a question.... what do u think a scout should do in order to deal with proto gal logi scanners? (no troll) As i mentioned b4 by numbers, they can detect any scout with 21dB or higher with any proto scanner (not even mentioning flux proto scanner which would detect 15.75), their dB using adv cloak in order to keep me alive and a proto dampener + the passive from dampeners lvl 5 would be 12.875 less dB which is 22.025. Dont know if that will be enough, dont know the exact mechanics of dB in motion or standin still.
Being a Templar is a vow for life.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5736
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Posted - 2014.05.24 00:33:00 -
[262] - Quote
Zatara Rought wrote:CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus % I spoke with hans and let him have the numbers to support this. Until you can get around to a proper e-war balancing act, which a few of us have been discussing at length on how to accomplish properly in the least amount of steps, please consider making the damp bonus on the cloak 10% at proto level, which would allow a min max min scout to get under all scans. Alternatively, if you ARE open to making SOME e-war changes I strongly suggest you look at the proposal by gimble and tech about changing the bonuses to gal and cal to be % based bonuses to modules.
Couldn't you accomplish pretty much the same thing by giving Minmatar Scouts an additional low slot?
Useful Links
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Appia Vibbia
Molon Labe. General Tso's Alliance
2566
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Posted - 2014.05.24 00:37:00 -
[263] - Quote
CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
Take away Gallente bonus to dampening. Make it a Scout skill instead. Take away Caldari bonus to Range to equal the two suits out.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Cyrius Li-Moody
0uter.Heaven
5516
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Posted - 2014.05.24 00:39:00 -
[264] - Quote
CCP Rattati wrote:We are still open to simple suggestions. Most of what I read here is "do you even PC scout bro" and "you have to completely redesign the whole ewar/scout ethos". We are not going to do that.
We already changed the proposal to have a progression in dampening: STD/ADV/PRO 0%/2.5%/5.0%.
It seems to me that reducing the dampening bonus of the GA scout, or changing it to duration can level the scouts viability.
And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%.
Cyrius Li Moody, as the most vocal opponent, and the rest of you as well :). Do you want to contribute and propose a simple change to the scouts, which was the purpose of this thread.
In this form with fake examples.
MM f.ex. run speed % AM f.ex. ehp bonus % CA is fine GA f.ex. reduce dampening bonus %
My problem is by changing this one thing you have change so many other things. There's no magic bullet for this. It seems like you're making this far more complicated than it should be because "this is the way it's going to be." I really don't understand this mindset. However--
The most simple way: You'll need to change all scout suits base precisions so that with a max of 2 complex damps (caldari only has 2 lows) and a proto cloak active every scout can get under a gal focus scanner. You'll have to adjust the Gal's bonus for this accordingly so it doesn't get too low when it scales with all it's skills applied.
As for the Gal and Cal, move their bonuses to modules but have them at the same effectiveness as they do now so players have to equip them to use the bonuses.
Also you'll need to buff the Minmatar's PG because you are not going to fit a proto cloak on that thing.
You guys are making this way too hard on yourselves. There are a lot of things you're going to need to rebalance and a lot of numbers to crunch. I definitely feel as if you guys are taking the wrong approach to fix this problem and are going to cause more by taking this route.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1724
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Posted - 2014.05.24 00:44:00 -
[265] - Quote
Oh, Idea: What if the Cloak brought your profile down to a set level? The way the Active scanner sans at a set level. This could bring in options for variants too. In the same way the focused(I think) has a more powerful but shorter lived scan, there could be a cloak variant with a powerful but short lived dampening effect. And a quantum (I think that's the one) lasts longer.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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CCP Rattati
C C P C C P Alliance
1584
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Posted - 2014.05.24 00:48:00 -
[266] - Quote
IgniteableAura wrote:The-Errorist 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.
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 #86You 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. Again with people not understanding the game mechanics. No scout can avoid cal scans with 2 complex precision enhancers without at least 2 damps, PERIOD. UNLESS they use a cloak. Which then gives them a wave of opportunity to hide without completely compromising their fit for it. Current numbers (rounded up because thats how game mechanics work): Cal w/ 2cPE: 18dB Gal w/ 1cPD: 18dB (scanned) ---------> Activate cloak (not scanned) Cal/Amarr/Minnie w/ 2cPD: 18dB (scanned) ------------> Activate cloak (not scanned) Any Cal scout running 2cPE is a squishy target ~300 shields. EVEN more so if they are running range amps (<400hp). They currently can't hide from other cal scout scans either. So cals have three counters. Another cal scout, OR a gal scout or proto logi scanner. Lastly, a scanned scout is a dead scout. As soon as I am getting scanned frequently I switch roles to a heavy or Gal scout. The current scanning system is the most elegantly balanced system we have in the game and it works in its current form. You have counters and counters of counters and final counters and waves of opportunity. No other system in the game give you this sort of balance.
Since it is so elegantly balanced, why are gallente scouts predominant [no troll].
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cyrius Li-Moody
0uter.Heaven
5516
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Posted - 2014.05.24 00:52:00 -
[267] - Quote
CCP Rattati wrote:
Since it is so elegantly balanced, why are gallente scouts predominant [no troll].
Because you can fit 2 damps and maintain 500+ hp. You can have 200 shields plus 300 plus armor. It can be the tankiest and still maintain it's role as a scout. There's no reason not to put two shield extenders in your highs and no reason not to fill the rest of your unused low slots with tank. It also has an innate armor regen.
Armor also has insanely low fitting costs so while you equip all of this you can also equip the best weapons, a good cloak, and an RE or an uplink while also maintaining good mobility.
Every other scout has to make sacrifices while the gallente does not. It is a combination of many things as to why the gallente is king. Not just a single issue.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2567
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Posted - 2014.05.24 01:14:00 -
[268] - Quote
Cyrius Li-Moody wrote:
My problem is by changing this one thing you have change so many other things. There's no magic bullet for this. It seems like you're making this far more complicated than it should be because "this is the way it's going to be." I really don't understand this mindset. However--
The most simple way: You'll need to change all scout suits base precisions so that with a max of 2 complex damps (caldari only has 2 lows) and a proto cloak active every scout can get under a gal focus scanner. You'll have to adjust the Gal's bonus for this accordingly so it doesn't get too low when it scales with all it's skills applied.
As for the Gal and Cal, move their bonuses to modules but have them at the same effectiveness as they do now so players have to equip them to use the bonuses.
Also you'll need to buff the Minmatar's PG because you are not going to fit a proto cloak on that thing. You can barely fit an adv cloak at proto level as it is with two damps.
You guys are making this way too hard on yourselves. There are a lot of things you're going to need to rebalance and a lot of numbers to crunch. I definitely feel as if you guys are taking the wrong approach to fix this problem and are going to cause more by taking this route.
Yep
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
881
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Posted - 2014.05.24 01:17:00 -
[269] - Quote
CCP Rattati wrote:IgniteableAura wrote:The-Errorist 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.
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 #86You 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. Again with people not understanding the game mechanics. No scout can avoid cal scans with 2 complex precision enhancers without at least 2 damps, PERIOD. UNLESS they use a cloak. Which then gives them a wave of opportunity to hide without completely compromising their fit for it. Current numbers (rounded up because thats how game mechanics work): Cal w/ 2cPE: 18dB Gal w/ 1cPD: 18dB (scanned) ---------> Activate cloak (not scanned) Cal/Amarr/Minnie w/ 2cPD: 18dB (scanned) ------------> Activate cloak (not scanned) Any Cal scout running 2cPE is a squishy target ~300 shields. EVEN more so if they are running range amps (<400hp). They currently can't hide from other cal scout scans either. So cals have three counters. Another cal scout, OR a gal scout or proto logi scanner. Lastly, a scanned scout is a dead scout. As soon as I am getting scanned frequently I switch roles to a heavy or Gal scout. The current scanning system is the most elegantly balanced system we have in the game and it works in its current form. You have counters and counters of counters and final counters and waves of opportunity. No other system in the game give you this sort of balance. Since it is so elegantly balanced, why are gallente scouts predominant [no troll].
I would actually say it's because the majority of the modules are low slots, that is why I went gal scout.
CCP continues to make the wrong choices, one choice at a time.
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Starfire Revo
Inner.Hell
284
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Posted - 2014.05.24 01:19:00 -
[270] - Quote
CCP Rattati wrote:And I want to remind you that scout use is more than 50% Gallente, meaning the others split the 50%. I'd like to note that the reason the Gal scouts are this popular is because the Cal scout is so strong in combination with squad vision. Unless you nerf the Gal scout into the ground, it will continue to be as popular as it is because it's the only dropsuit that can get under Cal vision while keeping a decent chunk of health. If you don't change Cal and squad vision while nerfing Gal scouts, all other scouts will be replaced by other roles.
The only way I can see making this "balanced" without changing some core gameplay would be to scrap the Gal/Cal bonuses and give them something else entirely. It's possible that you make it work with changing the Gal scout to a module based bonus so that he needs to use 2 mods (or 1 mod with an active cloak) to get under triple unbonused mod Cals. As it stands now though, serious changes need to happen to make not only scouts balanced, but other frames too. Not sure what you'd give Cal instead in this circumstance.
I dunno though, e-war is messy.
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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