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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
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Posted - 2014.06.04 13:41:00 -
[1] - Quote
Cat Merc wrote:Izlare Lenix wrote:Cal scouts can scan each other and be easily scanned by active scanners. Cal scouts can easily scan brick tanked scouts.
Eventually, players will be tired of getting scanned by cal scouts and active scanners and the gal scout will start to be used more often.
I have proto cal scout and zero skills in gal scout but am thinking of cross training to gal scout as the dampening will be even stronger now as it will be more unexpected. False. Gallente Scout is as easy to detect as the other scouts if you do the math. There is no difference if you put on dampeners, the Gallente Scout is just as detectable as any other scout, the bonus is literally pointless. I believe you are incorrect.
According to the information I have Galente scouts will need one less dampener than other scouts to avoid scans in the majority of cases. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
|
Posted - 2014.06.04 13:58:00 -
[2] - Quote
Cat Merc wrote:Varoth Drac wrote: I believe you are incorrect.
According to the information I have Galente scouts will need one less dampener than other scouts to avoid scans in the majority of cases.
ONLY when having a cloak active. Which was nerfed. Again, I don't agree.
Looking at some of the big scanning threats as examples,
Gal logi proto scanner: uncloaked a Gal scout needs one dampener to avoid, others need two.
2 precision Cal scout: uncloaked a Gal scout needs 2 damps, others need 3. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
|
Posted - 2014.06.04 15:17:00 -
[3] - Quote
You are aware a proto Caldari scout set up for scanning is unlikely to have much over 300 hp? |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
|
Posted - 2014.06.04 16:03:00 -
[4] - Quote
Cenex Langly wrote:
On these two points you made, Caldari Scouts have always been the majority on the field, since 1.8 release. As far as shotgunners go, from what I read the delay went from 0.5 DOWN to 0.3, which means it was made LESS...
The smaller delay (from how I'm reading it) should have been made larger, from 0.5 to 1.0 or 1.5 seconds. 0.3 is so short it's close to OP.
I believe it's the decloak time that has been reduced, the time before firing has not changed.
Basically people will become visible slightly earlier when decloaking.
CCP said they are still working on the problem. |
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