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Alder King
2
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Posted - 2014.05.26 19:14:00 -
[1] - Quote
[Please refrain from replying for 10 minutes from time of post. Making multiple pages posts and do not want them interrupted in the middle of a sentence or paragraph] |
Alder King
2
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Posted - 2014.05.26 19:14:00 -
[2] - Quote
[Reserved] |
Alder King
2
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Posted - 2014.05.26 19:15:00 -
[3] - Quote
[Reserved] |
Alder King
2
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Posted - 2014.05.26 19:16:00 -
[4] - Quote
[Reserved] |
Alder King
2
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Posted - 2014.05.26 19:29:00 -
[5] - Quote
As an Amarr Scout. . . wait a minutes. Amarr doesnGÇÖt have a specialization. All I can do with it is mimic other racial fits with a lesser degree of effectiveness.
As a Gallente Logistics player, I'm is quite pleased. I can stack multiple focused scanners and still dual tank to find scouts without sacrificing survivability or I can stand next to a supply depot and just spam a single Focused scanner over and over again. Did anyone really expect people wonGÇÖt use any tactic readily available? If it can be done it will be done in PC.
As an Assault player, Ha, fewer of those little flies buzzing about. Fewer will come from surprise and less will get a kill. Pretty awesome.
As a Sentinel. This is a pretty good change. It takes 3-5 shots from a shotgun to -depending on which suit IGÇÖm in and how tanked I am- for them to kill me, more if IGÇÖve got a logibro with me. Now with less HP I can kill them every time :) And the likelihood of my logibro being assassinated decrease as well
. . .
If the problem stems from Gallente Scouts being OP. And Scouts in general being used as Light Assault, why is there so much focus on dampening when we should be looking at why a Scout suit is being chosen over an Assault. I was expecting a balance pass to happen over the Medium Frames slot layout and fine tuning of skill bonuses, instead I find that the first update does not solve the problem of medium frames being used more often but changes that push the Light-Assault playstyle further into the foreground. |
Alder King
2
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Posted - 2014.05.26 19:59:00 -
[6] - Quote
This was not my own writing, and I won't say who the original author was, only if he wants to come out and say it was him will you find out from me.
Quote:The Nerf Hammer, a Brief History: Item overperforms. Becomes FoTM. CCP nerfs multiple aspects of the item at once. Item gets broken. Oops. CCP says they'll be more careful next time. CCP says they'll stick to small changes. No more nerf hammer.
Hotfix Alpha: * Combat Rifle overperforming. Rattati grabs scalpel. * Tanks overperforming. Rattati grabs scalpel. * GalScout overperforming. Rattati reaches for hammer.
* the crowd goes wild *
This seems very much a problem right now. There seems to be too many variable changing all at once when it comes to scouts. |
Haerr
Legio DXIV
738
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Posted - 2014.05.26 20:17:00 -
[7] - Quote
You, sir, get my likes. +1
I have Plasma Cannon Proficiency V, no jk.
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1040
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Posted - 2014.05.26 21:38:00 -
[8] - Quote
Mine too. Very good points. |
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CCP Rattati
C C P C C P Alliance
1864
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Posted - 2014.05.27 00:33:00 -
[9] - Quote
I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
13
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Posted - 2014.05.27 00:43:00 -
[10] - Quote
CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job.
You should actaully hire alder king already at this point, that guy is awsome. +1.
"I don't even know anymore"
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5791
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Posted - 2014.05.27 00:58:00 -
[11] - Quote
CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job.
And it's a much needed scalpel job, contrasting Dust 514's history of "hack off 20-50% off something". A welcome change, in my book. +1
Useful Links
Aeon Amadi for CPM1
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
204
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Posted - 2014.05.27 01:02:00 -
[12] - Quote
CCP Rattati wrote:[...] and finally no changes to regen as we planned [...] I'm confused; to which suit are you refering: the Caldari or Gallente? Hopefully you are referring to Gallente keeping its 3hp/s armor reps, right? I'm ok with the scan radius nerf, but losing the regen seems like too much.
I was going to use that Installation...
Flashlights: Good because yes.
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Alder King
26
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Posted - 2014.05.27 01:05:00 -
[13] - Quote
CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job.
The Problem is, if I want to be a Scout shotgunner. I want you to understand that that is why I have EHP Calculations on the post.
Because I can't stay dampened with the same ease I'm dropping the Precision Enhancers from my suits, I'm droping the Codebreakers, I'm droping the range amplifiers, And I'm dropping the cloak.
If I need to chose between engaging in combat with a scout suit and being dampened I'm going to be far more effective with a Slayer-style play.
Lone-Wolf fit: Scout gk.0
High Slots Complex Shield Extender Complex Shield Extender
Weaponry CreoDron Shotgun TY-5 Breach Scrambler Pistol M1 Locus Grenade
Equipment Remote Explosives Allotek Nanohives (R)
Low Slots Complex Armor Plate Complex Armor Plate Comple Armor Plate Complex Range Amplifier
This suit is far more powerful that a Gallente Assault suit is. It is more powerful not because of speed, not because of scanning even if its a nice boon, it's because I have the option to switch to a Combat Rifle. I have the option to switch to a Scrambler Rifle. I have the option to run a Rail Rifle. I can use any weapon I want and I don't feel like I'm kicking myself in the crotch
The Scout suit isn't nearly as OP as you insist upon. You should probably look at why people don't want to play with the Assault suits because my scout suit is better than my Assault suit. My Commando suit is better than my Assault suit. My Sentinel suit is better than my Assault suit. My Logistics suit is better than my Assault. This is all because of the freedom to fit different modules and different weapons.
Please, please, please, look at the Assault suits. If they were better at the role of Assault don't you think people would flock to them?
Also, did I read that wrong? The HP regen is staying? Um, is there any way I could try to persuade you that just removing that will dramatically affect the way people use the suit? |
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CCP Rattati
C C P C C P Alliance
1867
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Posted - 2014.05.27 01:05:00 -
[14] - Quote
Samuel Zelik wrote:CCP Rattati wrote:[...] and finally no changes to regen as we planned [...] I'm confused; to which suit are you refering: the Caldari or Gallente? Hopefully you are referring to Gallente keeping its 3hp/s armor reps, right? I'm ok with the scan radius nerf, but losing the regen seems like too much.
yes, keeping 3 hp/s.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
204
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Posted - 2014.05.27 01:06:00 -
[15] - Quote
CCP Rattati wrote:Samuel Zelik wrote:CCP Rattati wrote:[...] and finally no changes to regen as we planned [...] I'm confused; to which suit are you refering: the Caldari or Gallente? Hopefully you are referring to Gallente keeping its 3hp/s armor reps, right? I'm ok with the scan radius nerf, but losing the regen seems like too much. yes, keeping 3 hp/s. I love you! <3
I was going to use that Installation...
Flashlights: Good because yes.
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Alder King
26
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Posted - 2014.05.27 01:20:00 -
[16] - Quote
CCP Rattati wrote:Samuel Zelik wrote:CCP Rattati wrote:[...] and finally no changes to regen as we planned [...] I'm confused; to which suit are you refering: the Caldari or Gallente? Hopefully you are referring to Gallente keeping its 3hp/s armor reps, right? I'm ok with the scan radius nerf, but losing the regen seems like too much. yes, keeping 3 hp/s.
I. Um. no, I... Can...
I'm broken.
self repair attracts slayer-fits. Reduced EWAR capabilities make slayer fits more attractive.
I suppose I was wrong in thinking you wanted to put more Slayers in Assault suits.
I'll just walk away now.
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Adipem Nothi
Nos Nothi
1036
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Posted - 2014.05.27 01:32:00 -
[17] - Quote
CCP Rattati wrote: I may have started out with a hammer, but I believe it ended up being a scalpel job.
Agreed. It'll be interesting to see how this shakes out. Also, thank you for involving us in the process.
Shoot scout with yes...
- Ripley Riley
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
15
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Posted - 2014.05.27 02:25:00 -
[18] - Quote
CCP Rattati wrote:Samuel Zelik wrote:CCP Rattati wrote:[...] and finally no changes to regen as we planned [...] I'm confused; to which suit are you refering: the Caldari or Gallente? Hopefully you are referring to Gallente keeping its 3hp/s armor reps, right? I'm ok with the scan radius nerf, but losing the regen seems like too much. yes, keeping 3 hp/s.
Holy Mother flipping hotdog thankyou so much.
"I don't even know anymore"
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1556
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Posted - 2014.05.27 02:40:00 -
[19] - Quote
Alder King wrote:Which if you've ever played with a shotgun or even taken the chance to notice how ludicrously fast the falloff rate is, you'd agree that getting outside shotgun range greatly puts the combat results in favor of the Fine Rifle user. Read this far, checked how many posts were left, then decided to just respond to this for now. Yes the shotgun has a very fast drop off, not only because of it's short optimum/effective/absolute ranges, but also because of the projectile spread.
HOWEVER, in this scenario you chose to point out (a shotty against a guy backing away) your forward movement is faster than his ability to back-peddle. Which means that even if he continues to back away, you will still be closing on him. As long as you didn't expose yourself to your target before they were within proper shotgun range, this should not be an issue. Even if they turn and run, with a scout you still have the advantage.
If I read further, I'll probably post further. Right now my eyes are beginning to ache.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1556
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Posted - 2014.05.27 02:43:00 -
[20] - Quote
CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Just be sure to bring the buff hammer with you when you go after swarms, if it get's mixed up with the nerf hammer in your travel case there will be hell to pay.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Adipem Nothi
Nos Nothi
1037
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Posted - 2014.05.27 02:50:00 -
[21] - Quote
Baal Omniscient wrote: HOWEVER, in this scenario you chose to point out (a shotty against a guy backing away) your forward movement is faster than his ability to back-peddle. Which means that even if he continues to back away, you will still be closing on him.
Has this been tested? If so, when?
As far as I know, Backpedal Speed is still exactly equal to Forward Movement Speed. On multiple occasions, NK and SG users have asked CCP to reconsider this equivalency for the exact reasons you point out.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Ahrendee Mercenaries
9955
|
Posted - 2014.05.27 04:32:00 -
[22] - Quote
CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Here are the problems: A. Two plates is not enough to brick a scout, they're still fairly fragile at that point B. You're forgetting armor repairer modules. Nobody relies on the built in repair rate alone. Only very few do. C. 3% damage increase on the GAR won't change anything considering everyone and their mother run CR's and ACR's. (And a 2% damage change won't change that)
In short, you're making a lot of assumptions that simply aren't true in game. People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!".
There are repairers, kinetic catalyzers, cardiac regulators, CPU/PG upgrades, so many things to put into low slots, all useful for a scout. With the nerf to plates alone scouts should already use less plates, regardless of if you changed the scouts themselves.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
1040
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Posted - 2014.05.27 14:54:00 -
[23] - Quote
Cat Merc wrote:CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Here are the problems: A. Two plates is not enough to brick a scout, they're still fairly fragile at that point B. You're forgetting armor repairer modules. Nobody relies on the built in repair rate alone. Only very few do. C. 3% damage increase on the GAR won't change anything considering everyone and their mother run CR's and ACR's. (And a 2% damage change won't change that) In short, you're making a lot of assumptions that simply aren't true in game. People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!". There are repairers, kinetic catalyzers, cardiac regulators, CPU/PG upgrades, so many things to put into low slots, all useful for a scout. With the nerf to plates alone scouts should already use less plates, regardless of if you changed the scouts themselves.
After thought ... If folks were slower to respond to attacks from behind, then Scouts wouldn't need mountains of HP and Reps.
Hence the suggestion ... Apply Armor Plate movement penalty to rotation speed.
As for shield-tankers ... A clever scout might open up from behind with a flux grenade or ScP headshot.
Shoot scout with yes...
- Ripley Riley
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4931
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Posted - 2014.05.27 14:56:00 -
[24] - Quote
Cat Merc wrote:CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Here are the problems: A. Two plates is not enough to brick a scout, they're still fairly fragile at that pointB. You're forgetting armor repairer modules. Nobody relies on the built in repair rate alone. Only very few do. C. 3% damage increase on the GAR won't change anything considering everyone and their mother run CR's and ACR's. (And a 2% damage change won't change that) In short, you're making a lot of assumptions that simply aren't true in game. People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!". There are repairers, kinetic catalyzers, cardiac regulators, CPU/PG upgrades, so many things to put into low slots, all useful for a scout. With the nerf to plates alone scouts should already use less plates, regardless of if you changed the scouts themselves.
"Fairly Fragile"
2x Plates gives you 460 armor. That's not fragile at all.
Also, I struck out cardiacs and CPU/PG upgrades. Cardiacs are generally not used over tanking modules or eWar modules and we don't need extra CPU or PG. Especially the Gal Scout.
Anyways.
This is what I see people running the Gal Scout with in HA
1x Plate 1x Speed 2x Damp for those who want speed and tank ( +2x Shields gets you 543 eHP, while sprinting at 8.57)
1x Ferro 1x Repair 2x Damp for those who want to Tank and Repair without losing speed (with 1 shield, you still have 400 eHP)
Crazy people who want Tank and Rep WITHOUT losing speed or stealth can run 2x Reactives and 2x Damp. Gets them 300 armor with 5 hp/s rep. Throw on a shield and you have over 450 eHP.
I don't see any problems with these fits. By basically forcing the Gal Scout to use at least two damps if they want to be totally hidden, you stop the real abuse which was fits like these:
2x Plate 1x Speed 2x Shield and 1x Damp. Made you invisible with cloak with almost 700 eHP. You sprinted at 8.14 m/s and had 3 HP/s rep (Which actually really helped in the long run)
Or the infamous 3x Plate 2x Shield 1x Damp. With around 840 eHP, this thing was basically a walking Tanked Gal Assault that was invisible.
These are the fits that will no longer be viable, as you will be easily detected by other scouts who use eWar. 1x Damp will get you below a lot of scans, but the Cal Scout with 2x Precision will find you and kill you.
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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THUNDERGROOVE
The Last of DusT.
855
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Posted - 2014.05.27 15:02:00 -
[25] - Quote
Cat Merc wrote: People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!".
There are three types of Gallente scouts.
- 2 complex extenders + 2 basic plates + whatever else they want
- Armor bricked to the max
- Full ewar/speed
That's generally the order you see them. Most Gallente scouts do say "TIME FOR PLATES BITCHES!" so much so that even discounting the lower frequency of Amarr scouts I'd say Gallente scouts have more HP 3/4ths the times.
Feel free to check out my website for some lulz :D | TDBS
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Alder King
43
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Posted - 2014.05.27 15:10:00 -
[26] - Quote
Ghost Kaiser. "eHP" means Effective HP. Please do not use it in place of Total HP
There is a drastic difference between the two, please read the first set of posts where I point out the need for 500 EHP. When the most prominent weapons are rail rifles and combat rifles and HMGs all with proficiency 3-5 your values are so very far off. |
Ghost Kaisar
The Last of DusT. General Tso's Alliance
4934
|
Posted - 2014.05.27 15:25:00 -
[27] - Quote
Alder King wrote:Ghost Kaiser. "eHP" means Effective HP. Please do not use it in place of Total HP
There is a drastic difference between the two, please read the first set of posts where I point out the need for 500 EHP. When the most prominent weapons are rail rifles and combat rifles and HMGs all with proficiency 3-5 your values are so very far off.
Reserved
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Alder King
44
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Posted - 2014.05.27 15:42:00 -
[28] - Quote
Try reading the whole thing, I go over that. It really isn't "OP as hell."
I've personally have the skills and stats to take on a shotgun scout that gets the drop on me. Using any of my light weapons I have enough DPS to kill him in that time...
The goal isn't to run 1:1 KDR, using stealth and an Alpha weapon should provide the opportunity to get a kill and be able to retreat afterwards, not die at the same time as you kill them or not have the HP to disengage if the situation changes through variable such as people changing directions they're traveling in or people spawning in.
Come, bring it on. I'll take you on in a Medium Frame vs your scout. I will come out on top by the end of the battle every time. Just try running below 450eHP against me. quit pubstomping in a proto scout suit and take someone on that's ready for skilled players in a PC match. |
Cat Merc
Ahrendee Mercenaries
9960
|
Posted - 2014.05.27 16:21:00 -
[29] - Quote
Adipem Nothi wrote:Cat Merc wrote:CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Here are the problems: A. Two plates is not enough to brick a scout, they're still fairly fragile at that point B. You're forgetting armor repairer modules. Nobody relies on the built in repair rate alone. Only very few do. C. 3% damage increase on the GAR won't change anything considering everyone and their mother run CR's and ACR's. (And a 2% damage change won't change that) In short, you're making a lot of assumptions that simply aren't true in game. People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!". There are repairers, kinetic catalyzers, cardiac regulators, CPU/PG upgrades, so many things to put into low slots, all useful for a scout. With the nerf to plates alone scouts should already use less plates, regardless of if you changed the scouts themselves. If folks were slower to respond to attacks from behind, then Scouts would not neither need nor want mountains of HP and Reps. Hence the suggestion ... Apply Armor Plate movement penalty to rotation speed. As for shield-tankers ... A clever scout might open up from behind with a flux grenade or ScP headshot. Afterthought: Fixing Stun-Lock would help tremendously in this area. You do know it still applies, right? You can run circles around a Gallente Heavy with 4x plates being repaired by a logi.
I have done it, it's hilarious.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9960
|
Posted - 2014.05.27 16:22:00 -
[30] - Quote
Ghost Kaisar wrote:Cat Merc wrote:CCP Rattati wrote:I honestly think that the changes in current form are fair. The range reduction was to allow Cal to have scan supremacy (we reduced the wallhack range on CA too), a small dampening change so an unscannable fit doesnt give you 2 slots to brick tank, and finally no changes to regen as we planned, even though that's in fact one more free slot. Combined with a 3% dmg increase of the GAR, it sure doesn't feel like overkill on a universally accepted OP suit.
I may have started out with a hammer, but I believe it ended up being a scalpel job. Here are the problems: A. Two plates is not enough to brick a scout, they're still fairly fragile at that pointB. You're forgetting armor repairer modules. Nobody relies on the built in repair rate alone. Only very few do. C. 3% damage increase on the GAR won't change anything considering everyone and their mother run CR's and ACR's. (And a 2% damage change won't change that) In short, you're making a lot of assumptions that simply aren't true in game. People don't stack two dampeners and say "Whelp! TIME FOR PLATES BITCHES!". There are repairers, kinetic catalyzers, cardiac regulators, CPU/PG upgrades, so many things to put into low slots, all useful for a scout. With the nerf to plates alone scouts should already use less plates, regardless of if you changed the scouts themselves. "Fairly Fragile" 2x Plates gives you 460 armor. That's not fragile at all. Also, I struck out cardiacs and CPU/PG upgrades. Cardiacs are generally not used over tanking modules or eWar modules and we don't need extra CPU or PG. Especially the Gal Scout. Anyways. This is what I see people running the Gal Scout with in HA 1x Plate 1x Speed 2x Damp for those who want speed and tank ( +2x Shields gets you 543 eHP, while sprinting at 8.57) 1x Ferro 1x Repair 2x Damp for those who want to Tank and Repair without losing speed (with 1 shield, you still have 400 eHP) Crazy people who want Tank and Rep WITHOUT losing speed or stealth can run 2x Reactives and 2x Damp. Gets them 300 armor with 5 hp/s rep. Throw on a shield and you have over 450 eHP. I don't see any problems with these fits. By basically forcing the Gal Scout to use at least two damps if they want to be totally hidden, you stop the real abuse which was fits like these: 2x Plate 1x Speed 2x Shield and 1x Damp. Made you invisible with cloak with almost 700 eHP. You sprinted at 8.14 m/s and had 3 HP/s rep (Which actually really helped in the long run) Or the infamous 3x Plate 2x Shield 1x Damp. With around 840 eHP, this thing was basically a walking Tanked Gal Assault that was invisible. These are the fits that will no longer be viable, as you will be easily detected by other scouts who use eWar. 1x Damp will get you below a lot of scans, but the Cal Scout with 2x Precision will find you and kill you. I am COMPLETELY 100% fine with requiring two damps. But according to the math I saw around here, it will require three damps. That's crossing the line IMHO.
Feline overlord of all humans - CAT MERC
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dzizur
6 dayz
37
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Posted - 2014.05.27 18:06:00 -
[31] - Quote
Why all the balancing is assuming all people run proto all the time?
I mean c'mon, i run adv most of the time, sometimes std to make some cash and very rarely proto as you only need to die about 3-4 times to go negative. so the balancing is for pc guys and proto stompers or what? |
Cat Merc
Ahrendee Mercenaries
9962
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Posted - 2014.05.27 18:16:00 -
[32] - Quote
dzizur wrote:Why all the balancing is assuming all people run proto all the time?
I mean c'mon, i run adv most of the time, sometimes std to make some cash and very rarely proto as you only need to die about 3-4 times to go negative. so the balancing is for pc guys and proto stompers or what? Proto is where stuff gets broken really fast. Modules are at their maximum, suits have the most slots and CPU/PG to fit it all, shit can get crazy when it comes to balancing.
Feline overlord of all humans - CAT MERC
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1062
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Posted - 2014.05.27 20:01:00 -
[33] - Quote
Cat Merc wrote: I am COMPLETELY 100% fine with requiring two damps. But according to the math I saw around here, it will require three damps. That's crossing the line IMHO.
As far as I know, Cat, two damps on a GalScout should cut it in all but extreme cases. Source: https://googledrive.com/host/0B_YSJ6FRJlihQjFXdzdNYU5MQWM/alpha.html
Extreme Cases: * CalScout w/3 Precision (if you're uncloaked) * CalScout w/4 Precision Enhancers * GalLogi w/Duvolle Focused
Cat Merc wrote: You can run circles around a Gallente Heavy with 4x plates being repaired by a logi. I have done it, it's hilarious.
Pirouetting Heavies have been a problem since rotation speed was equalized. Still not sure why they did it. Now that HMGs are super devastating and come with built-in tractor beams, maybe CCP can undo it.
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2665
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Posted - 2014.05.27 20:06:00 -
[34] - Quote
Adipem Nothi wrote:Cat Merc wrote: I am COMPLETELY 100% fine with requiring two damps. But according to the math I saw around here, it will require three damps. That's crossing the line IMHO.
As far as I know, Cat, two damps on a GalScout should cut it in all but extreme cases. Source: https://googledrive.com/host/0B_YSJ6FRJlihQjFXdzdNYU5MQWM/alpha.htmlExtreme Cases: * CalScout w/3 Precision (if you're uncloaked) * CalScout w/4 Precision Enhancers * GalLogi w/Duvolle Focused
If 2 complex dampeners and a proto cloak don't get you below the extreme then there becomes no difference in any scout type in that regards. Which is dumb if the Gallente scout get a bonus to dampening. It means that they have a skill bonus that doesn't do anything
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Posted - 2014.05.27 20:13:00 -
[35] - Quote
Appia Vibbia wrote:
If 2 complex dampeners and a proto cloak don't get you below the extreme then there becomes no difference in any scout type in that regards. Which is dumb if the Gallente scout get a bonus to dampening. It means that they have a skill bonus that doesn't do anything
The GalScout is unique in that it is the only Scout which can beat 28 dB Prototype Scanners, without the aid of Damps or Cloak.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Ahrendee Mercenaries
9972
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Posted - 2014.05.27 20:30:00 -
[36] - Quote
Adipem Nothi wrote:Appia Vibbia wrote:
If 2 complex dampeners and a proto cloak don't get you below the extreme then there becomes no difference in any scout type in that regards. Which is dumb if the Gallente scout get a bonus to dampening. It means that they have a skill bonus that doesn't do anything
The GalScout is unique in that it is the only Scout which can beat 28 dB Prototype Scanners, without the aid of Damps or Cloak. It doesn't actually. It hits 30dB.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9972
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Posted - 2014.05.27 20:33:00 -
[37] - Quote
Adipem Nothi wrote:Cat Merc wrote: I am COMPLETELY 100% fine with requiring two damps. But according to the math I saw around here, it will require three damps. That's crossing the line IMHO.
As far as I know, Cat, two damps on a GalScout should cut it in all but extreme cases. Source: https://googledrive.com/host/0B_YSJ6FRJlihQjFXdzdNYU5MQWM/alpha.htmlExtreme Cases: * CalScout w/3 Precision (if you're uncloaked) * CalScout w/4 Precision Enhancers * GalLogi w/Duvolle Focused So let's look at those extreme cases. The GalLogi + Duvolle focused can do 360 spin scans because that's not fixed. The Cal Scout with 4 enhancers can stay cloaked all day while he shares what he sees on his TacNet. Since he knows where everyone is, he can also choose the perfect time and place to attack, to minimize his eHP disadvantage.
While my Gal Scout can... hide... barely... :|
Feline overlord of all humans - CAT MERC
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1068
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Posted - 2014.05.27 21:04:00 -
[38] - Quote
Cat Merc wrote: 1) The GalLogi + Duvolle focused can do 360 spin scans because that's not fixed.
2) The Cal Scout with 4 enhancers can stay cloaked all day while he shares what he sees on his TacNet. Since he knows where everyone is, he can also choose the perfect time and place to attack, to minimize his eHP disadvantage.
1. Seriously? CCP specifically said that spin scanning was fixed. If you're right, that's gonna raise alot of stink.
2. That CalScout will be running Range Extenders. Not damps. Locate and eliminate his 29 dB squishy arse using your 28 dB scanner.
Cat Merc wrote: It doesn't actually. It hits 30dB.
If I'm not mistaken, Haerr's table reads 27 dB. This sssumes all Skills are at Level (5). Am I reading it wrong (again)?
Shoot scout with yes...
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 21:13:00 -
[39] - Quote
Alder King wrote:This was not my own writing, and I won't say who the original author was, only if he wants to come out and say it was him will you find out from me. Quote:The Nerf Hammer, a Brief History: Item overperforms. Becomes FoTM. CCP nerfs multiple aspects of the item at once. Item gets broken. Oops. CCP says they'll be more careful next time. CCP says they'll stick to small changes. No more nerf hammer.
Hotfix Alpha: * Combat Rifle overperforming. Rattati grabs scalpel. * Tanks overperforming. Rattati grabs scalpel. * GalScout overperforming. Rattati reaches for hammer.
* the crowd goes wild * This seems very much a problem right now. There seems to be too many variable changing all at once when it comes to scouts.
Correct me if I'm wrong on any of this, as I'm a vehicle person more than anything. I'm a scout at heart though, and will admit I haven't looked as deeply as you into the upcoming changes.
Very good breakdown and analysis of scouts.
I too agree that WAY to much is being done at once. I don't agree though with the idea that the invisibility of the cloak is USELESS.
When scanners are involved, yes useless without dampening. I do not agree with the nerf to cloaks dampening, I think time is enough. I also think that the scanners dampening should scale up keeping current numbers in mind. Thing is, a scout sacrifices a hefty amount of PG/CPU to use cloak, to be invisible. Not just invisible (or in this case, tricky to see) physically, but invisible to radar.
What's the point if you simply get scanned out when you are trying to be sneaky? And why be forced to use dampeners, just to play what a scout is? If anything, less emphasis should be put on the physical cloak feature itself and more on the dampening effect that goes with it!
When I think scout, I relate this to COD MW, where you chose certain perks that made you invisible to radar. May have worked a bit differently (scanning) but the idea of what a scout is and how it operates is there. If I remember right, you wouldn't show up on radar and you no longer lit up when a player aimed at you, other perks to muffle movement sounds. THIS is what invisibility is about.
Being physically invisible works when you DON'T HAVE A RADAR FEATURE. When a radar feature is present, then that is what you want to be invisible to. Players, in competitive environments, rely heavily on electronic intel for gaining tactical insight on enemy movements over actually physically watching for enemy movement.
Why? Because you can't see through walls, buildings, ect. Duh, we knew that. That is why it's so important for a scout who is trying to get behind enemy lines be invisible to radar, over physical invisibility. The invisibility is nice, but at this point everyone sees them when they are moving, so that by itself doesn't hide their movements. It does shine though when you physically stop moving, becoming basically invisible, so it does well to hide your presence, not so much your movements.
Throw a scanner in the mix and scouts basically get ****** if they aren't running damps. What it seems to me, is that the devs have taken to thinking a scouts best defense is the invisibility provided by a cloak. Or that scouts were fitting too much eHP when paired with a cloak.
In my opinion, all scouts should be able to easily, at proto level, reach scanner invisibility, while maintaining decent defenses. Defenses in the form of speed, extra HP, stam, ect. Additionally, they shouldn't simply be untouchable to scans, from another scout. All scouts need the ability to hunt out other scouts, but this is achieved through fitting. I don't see it very fair that only one scout can scan them all.
TL;DR You have scouts fitted for scanning out other scouts, and scouts fitted to better avoid other scouts. So in this case they max out the damps, or the amps. But as I was saying with scanning or scanners I should say, it shouldn't take max damps for a scout to be invisible from anything but another scout and it's scanning. To sum it up in a nutshell.
Tanks - Balancing Turrets
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Posted - 2014.05.27 21:22:00 -
[40] - Quote
@ Cat Merc
Just spin-scanned roughly 300 degrees with my 90 Degree Scanner. What's the catch? They said they fixed this.
Shoot scout with yes...
- Ripley Riley
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