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Thread Statistics | Show CCP posts - 19 post(s) |
Nothing Certain
Bioshock Rejects
738
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Posted - 2014.05.23 16:02:00 -
[1] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners.
The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class.
This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties.
Because, that's why.
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Nothing Certain
Bioshock Rejects
738
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Posted - 2014.05.23 16:51:00 -
[2] - Quote
Mostly good changes, but really, no change to swarms? They are one of the most obviously UP things in the game, there is no delicate balance with dropships to disturb. Swarms simply aren't a threat. Period.
The grenade changes seem to be a solution in search of a problem. First, you seem intent on completely castrating IAV. You take away 1 grenade then you are considering limiting us to two with no restocking? What are we supposed to do if we drive off a tank, they rep for 15 seconds and come back? Grenade spam isn't a problem except near supply depots. Hives dry up if you use grenades. If your team can control a supply depot why not allow them unlimited grenades? Everything else is unlimited and people will just change suits if they want to do this.
All in all though it looks like a good direction, hopefully you are still open to the feedback.
Because, that's why.
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Nothing Certain
Bioshock Rejects
738
|
Posted - 2014.05.23 17:12:00 -
[3] - Quote
Cyrius Li-Moody wrote:Nothing Certain wrote:Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners. The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class. This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties. You do know that it's pointless being cloaked if there's a chevron over your head right? There's no point in being shimmery and opaque with an effing arrow pointing at your head. Cloak does not grant invisibility no matter how much anyone wants to believe it does. I have eyes and a good monitor. I can see cloaks from over 70m out. Cloaks are not INVISIBILITY and far from it. I feel like I'm taking crazy pills here. Why would cloaking be worth it if there's an effing chevron over your head while you're cloaked??????? Who are you fooling? Answer: nobody. Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak.
You make a good point but I don't see cloaked scouts or even logis with red chevrons over their heads now, even when they are scanned. I don't have dampeners on when I cloak, I get scanned, yet I still seem able to run right past people.
I will have to test this out.
Because, that's why.
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Nothing Certain
Bioshock Rejects
780
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Posted - 2014.05.30 17:41:00 -
[4] - Quote
Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all?
Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys.
Because, that's why.
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Nothing Certain
Bioshock Rejects
780
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Posted - 2014.05.30 17:44:00 -
[5] - Quote
As to costs, why do people have such a hard time understanding, cost is supposed to limit your fittings and choices, that is its only purpose.
Because, that's why.
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Nothing Certain
Bioshock Rejects
782
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Posted - 2014.05.31 01:47:00 -
[6] - Quote
Booby Tuesdays wrote:Nothing Certain wrote:Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys. We are discussing them because over the course of 1,000 deaths, a new player would have saved almost 1 million ISK. 1 million ISK to a new player is huge. I have enough money to never run Militia, but I choose to run it because it's cheaper, and my Core Skills are maxed so I can fit it as well. Nerfing Militia Plates this hard is only hurting new players. It's not hurting me, I'll just run Basic since I have the money, but it hurts players not wealthy from broken PC mechanics the most.
Sorry, but I just don't see it. New players don't have the skill tree to run militia plates and still fit a decent suit and we are talking a small isk amount. The only ones affected are just high SP players wanting to fit really cheap suits.
Because, that's why.
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