Eko Sol
Strange Playings
442
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Posted - 2014.06.03 23:24:00 -
[1] - Quote
Cloak nerf is needed. Really, they should also take an equipment slot from scouts as well.
That being said, turn brightness to 20 and you pretty much will always see the cloaked guy every time.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Eko Sol
Strange Playings
448
|
Posted - 2014.06.04 03:48:00 -
[2] - Quote
Quote:Wouldn't the proposed Nerf help fix brick tanked scouts tho? From what I read they are decreasing the usefulness of basic cloack and upping the higher end models to encourage specialization. Sounds good, all I have is a basic and it does more for me than a proto one would. If the proto and adv cloaks cost more fitting then that decreases tank fitting. So quick and cloaky, or slow and bulky? A lot of brick scouts will die when their basic cloacks aren't all that good anymore. I think....correct me if I'm wrong.
Here is the thing. The cloak removes the capacity for scouts to have an easy time getting the jump on players. It requires that all scouts put extra effort into dampening if they really want to be invisible. That is one element that will lower the total EHP scouts use.
The 2nd element is the speed penalty has been increased with armor plates (basic and ADV.). This re-establishes speed tanking as being a bit more viable.
The third nerf is the increase in PG/CPU costs for Basic and Adv armor plates. Although it isn't significant it will force players to have to make tough decisions since the majority of players ran basic to adv cloak. now, in order to get ample dampening bonus and cloak time most people will have to go to adv or proto. Combined with armor plate PG and CPU costs this will make it more difficult to be a dampened (explained in the 4th paragraph), have high ehp, scan, be fast, and be invisible all at the same time. now, scouts will have to choose which route they want.
4th nerf is the nerf from 5% to 3% for Cal and Gal bonuses. This is HUGE. It used to be that one would have to cripple themselves to counter them (i.e. a dampened min scout). Now this makes Gal and Cal scouts HAVE TO use slots to get the crazy bonuses they had before. Gal's will have to run 2x dampeners at a minimum to get under Cal radar. That only leaves two slots left. If a gal wants to be cloaked they will likely run adv. Damage mods and Complex shields as well Kinkats take up too much CPU and PG to also allow a second equipment (i.e. uplinks, RE's, hives, etc.), proto LW, and decent sidearm. Gal Scouts HAVE TO make tough decisions. Same with a cal scout. They used to be able to run 1x complex precision enhancer but now, to be a truly effective "hunter" they will HAVE TO wear 2 of them. no room for damage mods if they want to be under other Cal scouts radars and have some HP.
Basically No more 700 ehp scouts under radar or constantly running from you because they see you so easily. If a cal scout wants to run 2 armor plates and no dampener than a min scout WILL catch them and kill them 9 times out o10 even if they expect it. Or a medium that see them in scans or tacnet will take them out.
Anyway, in short, changes in the cloak are one of many elements that will be nerfing scouts in general.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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