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knight guard fury
Carbon 7 Iron Oxide.
1046
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Posted - 2014.06.05 08:10:00 -
[1] - Quote
IMO i think scouts arent entirely OP, but there bonuses make them strong in what they and people use them in some of the most aggressive ways. IMO scouts should be "feared" to a degree but they shouldnt be so fierce that most or some of the community hates them. i also think the slot layouts at proto should be capped at 4 at proto (dominant tank) this way the main difference for them is how they are played and what bonuses provide for thier roles
The Minmatar scout: this is one scout i favor the most and would have to say this scout is well balanced but weaker, but its bonuses are fine and its speed makes up for its lack of armor and shields. slots 3/3
the amarr scout: this scout is a great armor tanked scout for combat dealing with medium frame suits and heavies, but its insanely slow speed makes no one want to use it and its bonus is pretty much worthless in most cases besides getting somewhere without loosing full stamina. i think you should make the amarr scout a bit faster and change its current bonus to something more useful. slots 2/4 i would suggest changing the bonus to a reduction to pg/cpu to biotics, or a bonus to laser weaponry or something that would be useful to its lack of speed is a reduction to armor speed penalty per lvl.
the caldari scout: it is a great shield tanked scout and is superior at passive scan, and i agree with the recent nerfs to them. i do agree that the precision bonus should be at 3% instead of 5, but the range should be at 2% since it should be the king at close range scans instead of long range. slots 4/2
the gallente scout: this is a well balanced and well fitted scout that can easily avoid scan and should have long range scanning capabilities whether it can scan at long rang range or not. i do like that it is 3% to damps instead of 5 but the range should be kept at 5% so it can have that long range ability. slots 2/4
i also find that since it has good tanking abilities and decent speed abiities making this the more favored suit of the scout class. i think you should either change something slightly about the speed or armor or something but it is more favored because of its ability to tank well.
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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CCP Rattati
C C P C C P Alliance
2124
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Posted - 2014.06.05 10:12:00 -
[2] - Quote
The only way I can study this is with a neat spreadsheet, I just told Kagehoshi the same thing. I am interested but this text format is just not user friendly to me. I appreciate the effort, and thanks.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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knight guard fury
Carbon 7 Iron Oxide.
1048
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Posted - 2014.06.06 01:56:00 -
[3] - Quote
CCP Rattati wrote:The only way I can study this is with a neat spreadsheet, I just told Kagehoshi the same thing. I am interested but this text format is just not user friendly to me. I appreciate the effort, and thanks.
SOON-tm
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5118
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Posted - 2014.06.06 05:51:00 -
[4] - Quote
knight guard fury wrote: --Stuff--.
Please capitalize your "I's"
It's bugging me more than it should...
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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knight guard fury
Carbon 7 Iron Oxide.
1051
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Posted - 2014.06.07 16:51:00 -
[5] - Quote
so im almost done with the scout spread sheet but im wondering what the Cal and Gal racial bonus would be like.
something that doesnt give a direct bonus to damps or precisions but something that benefits the use of them. any suggestions?
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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Texs Red
DUST University Ivy League
330
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Posted - 2014.06.07 17:39:00 -
[6] - Quote
knight guard fury wrote:
the caldari scout: it is a great shield tanked scout and is superior at passive scan, and i agree with the recent nerfs to them. i do agree that the precision bonus should be at 3% instead of 5, but the range should be at 2% since it should be the king at close range scans instead of long range. slots 4/2
the gallente scout: this is a well balanced and well fitted scout that can easily avoid scan and should have long range scanning capabilities whether it can scan at long rang range or not. i do like that it is 3% to damps instead of 5 but the range should be kept at 5% so it can have that long range ability. slots 2/4
In aspects of scan, I have to disagree. The Caldari are long range specialists and Gallente close so therefore the Caldari should have the longest scan range with the best precision (see and destroy at range) while the Gallente should have dampening that puts it slightly ahead of the Caldari precision and good precision that is held back by it's lack of range (hide and seek king in CQC). |
knight guard fury
Carbon 7 Iron Oxide.
1051
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Posted - 2014.06.07 18:12:00 -
[7] - Quote
thanks for clearing that up, and should the Cal scout have a 2% bonus so that it ='s a basic module and not an adv. since the gallente bonus ='s a basic mod.
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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knight guard fury
Carbon 7 Iron Oxide.
1051
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Posted - 2014.06.07 18:13:00 -
[8] - Quote
thanks for clearing that up, and should the Cal scout have a 2% bonus so that it ='s a basic module and not an adv. since the gallente bonus ='s a basic mod.
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
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Godin Thekiller
shadows of 514
2541
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Posted - 2014.06.07 18:14:00 -
[9] - Quote
knight guard fury wrote:so im almost done with the scout spread sheet but im wondering what the Cal and Gal racial bonus would be like.
something that doesnt give a direct bonus to damps or precisions but something that benefits the use of them. any suggestions?
Dude, that's the only way to make them better, unless you go for a fitting reduction, which is pointless.
click me
Blup Blub Bloop. Translation: Die -_-
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Sir Dukey
SAM-MIK General Tso's Alliance
996
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Posted - 2014.06.08 03:19:00 -
[10] - Quote
This is annoying... STOP NERFING THE EWAR CAPABILITIES OF SCOUTS!! The caldari scout has one thing.. scan... and nerfing it more than now is making it worse at ewar than a prototype caldari heavy.. The minmitar is find but needs the base hacking speed to 1.25 not 1.1 because the old minni logi has 1.25 and still does. The Gallante is fine, it's byfar the most versatile scout while keeping a good HP buffer. A
Amarr... IDK... never even thought Amarr would have a scout.... seems wrong.... |
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Sir Dukey
SAM-MIK General Tso's Alliance
996
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Posted - 2014.06.08 03:22:00 -
[11] - Quote
knight guard fury wrote:thanks for clearing that up, and should the Cal scout have a 2% bonus so that it ='s a basic module and not an adv. since the gallente bonus ='s a basic mod.
ok, if that's the deal, lets take away minmitar scouts 5% hacking speed per level to 2% or the Nova Knives... To be honest , the gallante scout is still a dominant scout. It is most versatile while still keeping HP buffer.
The Cal scout is fine.. |
Baal Omniscient
L.O.T.I.S.
1589
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Posted - 2014.06.08 11:07:00 -
[12] - Quote
I would just like to say that as long as a damped Cal or Gal scout is able to tell where you are looking, there are always going to be assaults/heavies/logis getting RE's/shotties to the face as soon as they round a corner. There is simply no way of dealing with that as an assault or heavy unless you have one in the squad, which is a ridiculous requirement in a game where choice is supposed to be king. If possible, I'd like directional info removed from passive scans and have directional info be an active scan thing only.
~Assault player since Replication
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Texs Red
DUST University Ivy League
330
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Posted - 2014.06.08 12:50:00 -
[13] - Quote
Baal Omniscient wrote:I would just like to say that as long as a damped Cal or Gal scout is able to tell where you are looking, there are always going to be assaults/heavies/logis getting RE's/shotties to the face as soon as they round a corner. There is simply no way of dealing with that as an assault or heavy unless you have one in the squad, which is a ridiculous requirement in a game where choice is supposed to be king. If possible, I'd like directional info removed from passive scans and have directional info be an active scan thing only.
~Assault player since Replication
I really like that idea. Right now hardly anybody uses active scanners because the Caldari scout is just better for immediate awareness. The Caldari scout gives itself and all it's allies 360 awareness out to 50-70m skills/modules depending, which is where the majority of combat takes place vs the active scanners ability to only look in a single direction and requires more effort to use while alerting the enemy you see them.
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Baal Omniscient
L.O.T.I.S.
1596
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Posted - 2014.06.09 10:33:00 -
[14] - Quote
Texs Red wrote:Baal Omniscient wrote:I would just like to say that as long as a damped Cal or Gal scout is able to tell where you are looking, there are always going to be assaults/heavies/logis getting RE's/shotties to the face as soon as they round a corner. There is simply no way of dealing with that as an assault or heavy unless you have one in the squad, which is a ridiculous requirement in a game where choice is supposed to be king. If possible, I'd like directional info removed from passive scans and have directional info be an active scan thing only.
~Assault player since Replication I really like that idea. Right now hardly anybody uses active scanners because the Caldari scout is just better for immediate awareness. The Caldari scout gives itself and all it's allies 360 awareness out to 50-70m skills/modules depending, which is where the majority of combat takes place vs the active scanners ability to only look in a single direction and requires more effort to use while alerting the enemy you see them. Yes, basically this. Thank you.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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