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Adipem Nothi
Nos Nothi
2134
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Posted - 2014.06.21 20:06:00 -
[1] - Quote
Greetings!
We Scouts have been fighting toiling over a polish proposal aimed to address common concerns and complaints on the topic of yours truly. We'd like to share with you our work-product in hopes of hearing your thoughts:
Google Doc: Scout Polish Proposal * Last Updated: 2014.06.21 19:30 (version 4.2)
Please note that we've yet to reach consensus and are not ready to present the proposal "as-is" to Rattati. Perhaps with your input, we'll move it closer in the right direction, be it toward the Recycle Bin or toward CCP Rattatt :-)
Thank you for time. o7
Shoot scout with yes...
- Ripley Riley
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Appia Nappia
968
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Posted - 2014.06.21 20:56:00 -
[2] - Quote
Personally, I like what I see but have a question.
what's the basis for changing base Minmatar Scout hacking speed from 1.1 to 1.375?
It was 1.05 for AM/CA/GA and 1.1 for MN Scouts. On the Logistics the AM/CA/GA have a 1.15 bonus while the Minmatar has a 1.2
Now giving a role with focus on infiltration an advantage over the support role an advantage at hacking is something I can get behind (hehe) but wouldnt flipping the two role's bonuses or bumping scout base by 0.15 be more consistant?
Secretly Appia Vibbia
If you can read my signature... I'm on the wrong alt.
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Zatara Rought
General Tso's Alliance
3434
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Posted - 2014.06.21 21:24:00 -
[3] - Quote
RESERVED
I humbly ask you support my candidacy for CPM1
CEO of FA Skype: Zatara.Rought
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Mossellia Delt
Militaires Sans Jeux
1540
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Posted - 2014.06.21 21:31:00 -
[4] - Quote
I'll break my feedback into separated posts per racial suit.
The amarr scout
When I think of the amarr scout, I think light assault, with their races trait to run armour and not worry about speed.
I would scrap the idea completely of having a stamina bonus. Instead, I would rather see a % level decrease to armour plate movement penalties. Keeping the amarr already slow speed nearly the same when using actual plates. I would like to see amarr scout users opinions on this. As a second bonus, the possibility for scan range amplifiers %bonus. Not the suits base scan range but the modules effect. This in my mind would have amarr scouts use at least one amplifier along with plates and a reppers to discourage from plain brick tanking.
What are others thoughts on this?
Delt for CPM1
Moss-delt on skype
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Adipem Nothi
Nos Nothi
2138
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Posted - 2014.06.21 21:41:00 -
[5] - Quote
o7 Appia
Firstly, thank you for taking the time to look over our proposal; its encouraging to hear that you like what you see.
To answer your question frankly, we're aiming to give hugs (rather than trade hugs) to Minmatar and Amarr Scouts. We hope of encourage diversity, as we believe these two to be far less used than the Gallente and Caldari. The number you see (1.375) was chosen as it returns the exact same hack speed progressions to which the Minmatar are presently accustomed. In essence, we moved things around such that they'd lose nothing, but gain a hug in the form a small biotic bonus.
Shoot scout with yes...
- Ripley Riley
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Mossellia Delt
Militaires Sans Jeux
1541
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Posted - 2014.06.21 21:44:00 -
[6] - Quote
The minmatar scout
This is one of the two scout suits I use, my main suit in general
Only critism is the biotics efficiency. Instead I'd make it biotics CPU/pg or just pg reduction. The problem is fitting power.
Delt for CPM1
Moss-delt on skype
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Mossellia Delt
Militaires Sans Jeux
1541
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Posted - 2014.06.21 21:50:00 -
[7] - Quote
Gal scout
My critism is the bonus of range amplification. As my idea of the amarr scout getting a bonus like this. Instead I would give a small efficiency bonus to armour repair modules. Other changes to the suit seem fine.
Delt for CPM1
Moss-delt on skype
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Atiim
NoGameNoLife
9692
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Posted - 2014.06.21 21:56:00 -
[8] - Quote
I'm not really a fan of the Amarr Scout proposals as I don't think that a Light Frame, which is designed for speed and eWAR capabilities should have the ability to "tank" such high amounts of HP.
Those proposed changes would not only make Medium Frames worthless in comparison, but it would cause the Amarr Scout to perform outside of it's intended role, which is the same problem we had with the Logistics unit.
-Insert Clever Statement Here-
"The Snack That Smiles Back; Amarr Suits"
-HAND
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Cross Atu
OSG Planetary Operations Covert Intervention
2462
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Posted - 2014.06.21 22:00:00 -
[9] - Quote
Amarr
I'd love to hear the outline of the conceptual role for the Amarr scout from the scout community. I think the proposal does speak well to that but it'd be nice to have a vision statement as well to frame comments within.
That being said, no major flaws leap out at me with the Amarr scout and (presuming the Assault gets proper love) I don't foresee this causing imbalance within the racial lines. The proposal does fit both Lore and the racial flavor (i.e. Combat-Logi, Combat-Scout etc.) of the Amarr, trading some of the more role type buffs down a bit for higher in role battle prowess.
Also of note is that with the continuing work to improve shield tanking this role won't be as potent as it may first look since armor will no longer exceed shields in the same way.
All in all it seems like a reasonable starting place for on the field testing.
Minmatar Much of my stance here is the same as the Amarr above, I'd love vision statement, but as this is the scout type I play around with I think I know where this is going/coming from.
I love the idea so far and I think that keeping the buffs (as proposed) to be on mods rather than base so that they effect mobility and deployment rather than directly effective gunfights, is a good call.
Holding the flavor and niche of the Min as speed focused hackers is something I favor and the flavor value of the Nova Knife is an element I'm glad to see still in place (would it really be a Minja without knives?).
Gallente I'm very much a fan of the new progression arc established here. Tying the buffs to the mods makes fits more dynamic and thus choices more meaningful.
I'd love an elaboration on why, of the two, it was the range that received the greater progression buff. I can infer some possible motives, but I'd rather hear directly.
Caldari Same as with the Gal I'm a fan of the mod linked dynamic fittings, I would be interested to hear further regarding how these changes impact making the Cal more active as defined in the Objective text. Again I can make some assumptions here, but I'd rather have a scout supported description to work from.
Conclusion: All in all it looks like a solid proposal which I would support. There are a number of concerns which might be raised when balanced against current game state but all of those that occur to me are not a question of scout balance but an effect of weak role definition in other suits and should be resolved within those frame lines not by fiddling with scouts.
Also the addition of fitting optimization for the Nova Knife is something I support generally, regardless of the conclusions reached herein regarding scouts.
Impressions from my first read through.
Cheers, Cross
EDIT: Point of clarity; My responses are made in light of the impending balance pass to Assaults and Logistics. My assumed results of those passes in summery are as follows;
- Normalization, or near normalization of medium frame high and low slots by meta level and race
- Normalization, or near normalization of medium frame native attributes by meta and race.
- Addition of proper LW fittings and damage bonuses (by race) to the Assault frame
- Enhancement of the Logi bonus to equipment fittings
- Addition of the requirement for Logi suits to fill all equipment slots to make a valid fitting
With these changes, which are already needed in the current game state, in place the proposed changes to scouts seem to have no clearly problematic role/balance implications.
Cross Atu for CPM1- An emergent candidate
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Mossellia Delt
Militaires Sans Jeux
1541
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Posted - 2014.06.21 22:00:00 -
[10] - Quote
The Caldari scout, the other scout suit I use
Same as the gal scouts critism, the bonus to range. I'm up in the air about this one, I don't have a bonus thought out about it fully, but an idea of mine would be a 20% reduction of the penalties from both energizers and extenders, leaving them both with no penalties at cal scout level 5.
I stated this is not a fully thought out idea and will have to crunch some numbers on this in time.
I like to think of scout suits as skirmishers, hit and run suits, counter to heavies. So keep this in mind when reading my posts. Would love to hear the communities thoughts on these ideas-
Delt for CPM1
Moss-delt on skype
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Cross Atu
OSG Planetary Operations Covert Intervention
2462
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Posted - 2014.06.21 22:12:00 -
[11] - Quote
Mossellia Delt wrote:The Caldari scout, the other scout suit I use
Same as the gal scouts critism, the bonus to range. I'm up in the air about this one, I don't have a bonus thought out about it fully, but an idea of mine would be a 20% reduction of the penalties from both energizers and extenders, leaving them both with no penalties at cal scout level 5.
I stated this is not a fully thought out idea and will have to crunch some numbers on this in time.
I like to think of scout suits as skirmishers, hit and run suits, counter to heavies. So keep this in mind when reading my posts. Would love to hear the communities thoughts on these ideas- This is an area where we really need CCP to speak up clearly. With the 'rock, scissors, paper' element present we really do need to know which role is generally set to counter which other role as far as CCP is concerned. Without that road map present we are to an extent flying blind as which suit should more ideal fit which niche.
That being said, +1 Delt for calling out your own vision so that we can apply the proper context to what you are proposing.
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
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Adipem Nothi
Nos Nothi
2143
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Posted - 2014.06.22 02:53:00 -
[12] - Quote
o/ Cross
Thanks for looking over the proposal! I'll try to address your inquiries in order.
Conceptual Roles / Vision Statements These are fun for discussion but beyond the scope of the proposal. They tend to differ wildly from one merc to the next. To slap a set of perspectives onto the proposal would draw attention away from the Objective. Each player has a different take on each of the four Scouts. If you tell me your vision, I'll tell you mine. :-)
Amarr Glad you like it! No questions here ... moving along.
Minmatar Mr Musturd would be proud. No questions here ... moving along.
Gallente The proposal seeks to avoid changing competitive hiding/hunting values; that's is own ball of yarn and should be addressed separately. As for the motive behind the range bonus, we're simply trying to incentive use of ewar modules over "slay" modules while remaining within reasonable bounds.
Caldari He'll have less advance warning when an enemy is inbound, and he'll have to move in closer to the enemy to recon for his squad. Being on your toes is part of being a Scout; we hope to make the CalScout's role at Recon a 'bit for engaging.
Shoot scout with yes...
- Ripley Riley
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Fox Gaden
Immortal Guides
3814
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Posted - 2014.06.22 03:11:00 -
[13] - Quote
Their should be a 5 db difference between the lowest profile that a suit can sense, and the lowest profile that they transmit to the Tac-Net. Say that only a solid reading gets transmitted while the Scout themselves can see the less conclusive readings.
Then the Cal Scout can do the job of hunting down Scouts, without broadcasting those ScoutGÇÖs position to every Sentinel and Assault on the team. As a Sentinel it does not seem fair when I kill a Cloaked Scout that had a chevron over his head.
They would still have the "Scout" role by broadcasting the position of the less stealthy suits.
I suggested it here.
Edit: I see the Cal Scout's role as being a Scout hunter, not a Scout spotter.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6112
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Posted - 2014.06.22 03:24:00 -
[14] - Quote
So that we're clear, I generally shy away from numbers when it comes to these proposals, especially when voicing an opinion as a CPM Candidate. The CPM isn't for balancing so throwing a bunch of numbers onto a spreadsheet and asking our comment as candidates isn't really doing much. The general concept or idea, however, is where the CPM can really shine.
That being said, I'm going to ignore most of the actual numbers and focus solely on what ideas are being proposed.
: Amarr Scout : - Dislike the overall concept proposed here as it's not really addressing the problems brought up by the community, it seems to just be tacking on another bonus for the sake of buffing the Amarr Scout into viability. - Proposed bonus attempts to accommodate for a lack of unique battlefield specialization by giving it an element that bleeds into the role that Assaults play. - Proposed bonus seems too specific, shoe-horning the suit into a particular fitting method to achieve the maximum benefit from the suit.
: Minmatar Scout : - Proposed biotics bonus seems to, again, just be tacking on another bonus for the sake of buffing the Minmatar Scout into viability. - Broad-spectrum biotics bonus bleeds into the Amarr Scout's stamina bonus (if we're genuinely trying to keep that), with the added benefit of applying to Kinetic Catalyzers. - Speed buff from kinetic catalyzers might break the animations as CCP has previously given as the reason they can't increase speed. - Increasing Hack Speed Factor at the expense of removing it's skill bonus makes -ALL- (std/adv/proto) Minmatar Scouts more capable at fast-hacking, taking away from it's specialization progression unless you really like nova knife damage.
: Gallente Scout : - Proposed bonuses, again, shoe-horn the suit into a particular fitting method to achieve the maximum benefit of the suit but does give incentive to utilize those modules instead of armor tanking so it kinda works. - Moving the bonus to profile dampening modules does seem rather intuitive as a way to discourage stacking plates and is a change that I really like, despite technically forcing fittings. - Range Extender bonus, however, conflicts with the suit's chosen specialization of having a low profile, this is why the Dropsuit Range bonus on the suit was nerfed in Hotfix Alpha. This bonus lessens the value of Active Scanners and to some extent, the Caldari Scout's specialization. Though it's a minor buff to what the suit is already capable of, I've never liked it.
: Caldari Scout : - Proposed bonuses, again, shoe-horn the suit into a particular fitting method to achieve the maximum benefit of the suit but does give incentive to utilize those modules instead of shield tanking so it kinda works. - Moving the bonus to precision enhancing and range amplifying modules does seem rather intuitive as a way to discourage stacking shield modules and is a change that I really like, despite technically forcing fittings. - Less amount of room to fit range amplifiers seems a more modest bonus balance than if it were on the Gallente Scout.
Closing comment: Really like the proposals for the Caldari Scout even though it conflicts with my love of broad spectrum bonuses that allow the player to fit the way they want. In that case, it makes for a very interesting opportunity to sacrifice fitting slots for a very powerful support role. The Gallente Scout, I feel will do just fine with having it's bonuses offloaded to modules to encourage their use over tanking options but the range bonus offers nothing to it's chosen specialization, I feel.
The Amarr and Minmatar Scouts, however, I think you guys really need to look into other avenues.
The Amarr Scout, because it needs to have a legitimate and unique role on the battlefield that doesn't bleed too much into other specializations - the proposal here didn't do anything to address that problem, it just gave it a bonus to make it more like a fast Assault suit with more equipment slots/capability to cloak. It could possibly benefit more from the biotics bonus attributed to the Minmatar Scout as a replacement to it's stamina bonus to give it some individual flare when compared to other scouts, as well as an opportunity to lessen the effects of being slower.
Contrasting that, the Minmatar Scout already has a specialized role on the battlefield that crosses Assassination with Fast-Hacking, adding on a biotics bonus might seem like a good idea at first but I think we're missing a golden opportunity to fine-tune it to what it's already capable of without having to resort to adding another bonus to further split it's specialization.
Feel free to convince me of otherwise if you disagree with what I've said here.
Useful Links
Aeon Amadi for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2148
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Posted - 2014.06.22 04:05:00 -
[15] - Quote
General Thoughts
Suit bonuses can go one of two ways, either you can make the bonuses passive bonuses that are always applied (like the Sentinel damage resistances) or you can give it bonuses to modules that make sense for that role (Such as the Reduced PG/CPU for Logistics equipment). Both options work but the main issue right now is that it is inconsistent between the classes, hence many of the issues we see right now.
Your proposal clearly focuses on the second method which I actually prefer over the first. By tying the bonuses to the modules, it encourages the use of those modules over others. This largely prevents the suit from fulfilling its intended role with bonuses alone, and then using modules/equipment/weapons to fill another role. This is what we are seeing with current scout bonuses, where passives provide a strong ability to fulfill the Scout role, and then stacking defensive mods to make them fill the Assault Role.
Applying the bonus to the modules forces the player to fit the modules that make sense for the role, and discourages trying to fill multiple roles at once. I would like to see this for ALL roles to maintain consistency and encourage singular role play. Overall I really am pleased to see that you guys decided to go this route.
Minmatar Scouts
Fitting Optimization is a no-brainer. Scouts aside, it's still that this is the only weapon that I know of that lacks this skill. This should also help a little with the MinScout's lack of resources. I'm also fine with the increase to the base hacking speed in exchange for the loss of the hack bonus. Hacking is one of those few things I'm fine with being passive all the time, and I think it fits the idea of the Minmatar Scout quite well.
The increase to Biotics is actually an idea I had also been tossing around for quite some time. Would this also include melee damage mods? I think overall this is a good choice for the Minmatar and would work well to offset their lack of eHP. The speed they would be capable of would be terrifying, but I think the low HP would properly balance this.
Gallente Scouts
Again I like the move from straight profile bonuses to dampener/extender module bonuses. I know you guys have crunched the numbers to the nth degree on Profile vs Precision, but I think I like that the base profile and low levels of dampener usages is a slight nerf since it encourages the use of those modules over armor plates.
Barring my comments on the Amarr/Caldari Scouts, one suggestion I heard which I found to be pretty interesting is to remove the range bonuses to Gal/Cal scouts and make the Amarr Scout have the big scan radius instead of the Gallente?
Caldari Scouts
Similar thoughts to the Gallente, I like to see the focus on the modules over a base bonus, as well as making lower level module usage less effective to encourage stacking enhancers over HP modules.
Amarr Scouts
So I will say that this fits the current Amarr theme of making them the most direct combat suit within their class. I only worry about this because the Assaults are so...meh right now. So going under the assumption that Assaults WILL get fixed, the Amarr scout under this fills the more 'classic scout' role of being more about movement and skill and less about intel. While this does deviate from the overall GÇ£ScoutGÇ¥ feel than the other 3 have, it's not exactly a bad thing. I think it gives the Amarr Scouts a good starting place for its own role. I do have some reservations about it, but really just trying it out in the field is the best way to really get a feel for its relative strength.
If the more direct-combat approach makes the Amarr Scout too strong, how would you feel about instead giving them the range bonus like I mentioned in the Gal/Cal sections?
Closing Thoughts
Overall really solid presentation and ideas. Very much in line with how I personally like to see things and its clear that you put a lot of time and effort into this. I think this is a really well balanced starting point and I'd like to see this sort of thing implemented. As you know I thing that concepts and numbers on paper are essential, but you can never be sure until you put it into practice, so I'd be really curious to see how these sort o changes would perform. Great work guys!
Like my ideas?
Pokey Dravon for CPM1
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Adipem Nothi
Nos Nothi
2143
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Posted - 2014.06.22 05:28:00 -
[16] - Quote
o7 Pokey
Thanks for weighing in! On to those questions ...
Pokey Dravon wrote: The increase to Biotics is actually an idea I had also been tossing around for quite some time. Would this also include melee damage mods? I think overall this is a good choice for the Minmatar and would work well to offset their lack of eHP. The speed they would be capable of would be terrifying, but I think the low HP would properly balance this.
Currently, yes. Alternatives include applying the bonus directly to KinCats or redirecting the bonus to fitting reduction. We opted against the first to leave more options open to the user. We opted against the latter as we believe Rattati intends to overhaul resource requirements.
Pokey Dravon wrote: Barring my comments on the Amarr/Caldari Scouts, one suggestion I heard which I found to be pretty interesting is to remove the range bonuses to Gal/Cal scouts and make the Amarr Scout have the big scan radius instead of the Gallente? If the more direct-combat approach makes the Amarr Scout too strong, how would you feel about instead giving them the range bonus like I mentioned in the Gal/Cal sections?
Absolutely an option. We leaned against the option as (1) we felt ewar specializations should only be cut so many ways, (2) we thought the eve-centric Amarr RP guys (TA, Aero, Magnus, etc) would be happier with a bonus to "light armor" and (3) there's serious demand for a brick-tanked Scout, and we don't want Gallente meeting 100% of that demand.
* As an aside, we fully expect Rattati to first fix Assaults. We tried to localize these changes such that they remain independent from the state of other frames.
Shoot scout with yes...
- Ripley Riley
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The Black Jackal
The Southern Legion Final Resolution.
1236
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Posted - 2014.06.22 14:13:00 -
[17] - Quote
[Reservation Set for Wall of Text response.]
The Black Jackal for CPM1
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Gavr1Io Pr1nc1p
591
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Posted - 2014.06.22 17:13:00 -
[18] - Quote
I still am having trouble giving up a 1-2% bonus to movement metrics per level, but i think i can deal with it at the moment. I understand how it could be a bad thing, but fail to see how it would be game breaking in the slightest
Overall, the 5% biotic efficacy is a nice tradeoff for the ninja, and allows us a lot more versatility with our fits
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Hynox Xitio
0uter.Heaven
1301
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Posted - 2014.06.22 17:27:00 -
[19] - Quote
As leader of the CPM1, I can assure you that upon my election, I will remove all suits, modules, and weapons aside from the Duvolle Tac and Amarr Scout. I will also replace all maps with two intersecting hallways, forming an 'L' shape. With these changes, I will make Dust the ultimate skill-based game.
Unleash the Fogwoggler, follow your dreams.
( -íº -£-û -íº) /)
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Dalmont Legrand
RUST 415 RUST415
459
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Posted - 2014.06.22 17:43:00 -
[20] - Quote
We must have in attention the team play aspect, it is not solo scout battles, this means where some scouts of some race can't push what can other, other frames of their race can replenish that fault considering it is versatile teams.
Imagine next:
Gall example:
Scout role expansion: 25% Assault: 40% Heavy: 15% Vehicles: 20%
Now what you wish is to move scout role to higher or lower degrees which can't be made not managing other frames as well since lowering gall scout role expansion due to its possibility to take assault frame a bit, you reduce lets say a 100% to 97% of overall race competition against other races. It means other races will prevail in bits against Gall and you can't do that without balanced decision where to cut here and to add there.
Of course some races have 105% or 110% as 96% as well due to lack of content as well in some, which creates lack of balance which this game has since ever. You have the rail rifle effect in here, mass drive effect and other related to racial damage taken and received by weapons.
Considering previously written I must say that we can't assume any changes watching at overall effect it will have on gaming experience just because someone is not satisfied. We can consider all these proposals and decide whether we apply some of changes or not so altogether races will have 100% competitiveness against each other but particularly some frames of one race could have advantage of frames or frame of another races.
By such we can have versatility of balance where globally races are balanced however particular small fights depend not only on frames but on skills and gaming experience of player and in this situation frames advantage can be handy. Now depending how many of each frame you brought to battlefield will have higher or lower output taking in consideration that not only frames but also racial differences can be applied in battles...
You got it. No changes just because someone is suffering. Remember it is not I want to play as scout and be best player, you have players of other races and frames that join battle and they replenish what you can't accomplish.
Probability of dropping same guys with weapons and equipments of same race is almost null, so you can't expect victory out of almost unpredictable matchmaking and considering that all proportionally drop in same frames. In this case PC is more controllable and predictable.
This is team game and it means no one-man-army and it means no suit will have advantage over whole race just because, otherwise people just make this game more unbalanced and then ask why it is unbalanced.
"Egoists make games unbalanced."-¬
The best is yet to come
CPM1 Candidate
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
132
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Posted - 2014.06.22 17:44:00 -
[21] - Quote
I mostly agree with Aeon.
I like the Cal and Gal changes but would lose the range bonus.
Min scouts do not need an additional bonus, they just need be to capable of performing their role of a fast hacker. I favor moving code breakers to high slots to allow dampeners to be fitted as necessary. I also believe the hacking speed needs improving somehow.
I also do not like the idea of an armor bonus to Amarr as it conflicts with assaults. I don't agree that Amarr scouts should be "light assaults" like lots of people say, they should be scouts. I would therefore suggest one of the following bonuses:
1) Bonus to biotic modules. Obviously this isn't possible if it would break the game but i suspect it won't, especially considering Amarr scouts are the slowest. Somebody pointed out that fast Amarr ships in EVE are amongst the very fastest in the game. I don't see why Amarr scouts can't be the fastest runners. Min scout would still be the best at non-sprint movement ect.
2) Bonus to scan range amplifiers. With this bonus removed from Cal and Gal scouts it is freed up for Amarr. All four scouts would then have an EWAR bonus. Probably in addition to the stamina bonus
3) Cloak duration bonus. Combined with the stamina bonus this follows the Amarr theme of relentlessness.
4)Scrambler pistol bonus of some sort. Because I think it would be awesome. Also Minmatar get a sidearm bonus so why can't Amarr. I'm not suggesting anything crazy like 25% damage increase so don't worry about that.
Just my thoughts on the subject. |
Adipem Nothi
Nos Nothi
2157
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Posted - 2014.06.22 19:45:00 -
[22] - Quote
@ Dalmont
With respect, we're having a hard time parsing your feedback. Would you mind posting in your native tongue? We'll get a Brother Scout to translate to English for us.
Thanks!
Shoot scout with yes...
- Ripley Riley
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Dalmont Legrand
RUST 415 RUST415
460
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Posted - 2014.06.22 20:16:00 -
[23] - Quote
Adipem Nothi wrote:@ Dalmont
With respect, we're having a hard time parsing your feedback. Would you mind posting in your native tongue? We'll get a Brother Scout to translate to English for us.
Thanks!
I write fluently as I discuss and it gives me a lot of typos and misunderstandings which can or cannot be corrected by me depending on my mood. This means that some words, signs and phrases can be written as I say in "Yoda mode" which some times creates cognitive dissonance in those who try to read it. I made hotfix charlie to me text, enjoy.
The best is yet to come
CPM1 Candidate
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5389
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Posted - 2014.06.22 21:08:00 -
[24] - Quote
Aeon Amadi wrote: Contrasting that, the Minmatar Scout already has a specialized role on the battlefield that crosses Assassination with Fast-Hacking, adding on a biotics bonus might seem like a good idea at first but I think we're missing a golden opportunity to fine-tune it to what it's already capable of without having to resort to adding another bonus to further split it's specialization.
Feel free to convince me of otherwise if you disagree with what I've said here.
Assassination? You can't do it when Cal Scouts light you up from 50m away.
Fast hacking is the ONLY useful aspect of the Minmatar Scout in PC. That's it.
Anything else is something that a Gal Scout with a Shotgun can do better.
It needs attention. The MAIN problem with the Amarr and Min scouts is the absolute scanning superiority of the Cal Scout.
REMOVE SHARED SQUAD VISION
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Dalmont Legrand
RUST 415 RUST415
461
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Posted - 2014.06.22 21:13:00 -
[25] - Quote
Ghost Kaisar wrote:Aeon Amadi wrote: Contrasting that, the Minmatar Scout already has a specialized role on the battlefield that crosses Assassination with Fast-Hacking, adding on a biotics bonus might seem like a good idea at first but I think we're missing a golden opportunity to fine-tune it to what it's already capable of without having to resort to adding another bonus to further split it's specialization.
Feel free to convince me of otherwise if you disagree with what I've said here.
Assassination? You can't do it when Cal Scouts light you up from 50m away. Fast hacking is the ONLY useful aspect of the Minmatar Scout in PC. That's it. Anything else is something that a Gal Scout with a Shotgun can do better. It needs attention. The MAIN problem with the Amarr and Min scouts is the absolute scanning superiority of the Cal Scout. REMOVE SHARED SQUAD VISION
First it was "remove team vision" now squad vision? What else? Remove scans and passive scans because they scan you? I don't care if someone scans me, because scanning is half way through; you still need to kill target.
The best is yet to come
CPM1 Candidate
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5389
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Posted - 2014.06.22 21:33:00 -
[26] - Quote
Dalmont Legrand wrote:Ghost Kaisar wrote:Aeon Amadi wrote: Contrasting that, the Minmatar Scout already has a specialized role on the battlefield that crosses Assassination with Fast-Hacking, adding on a biotics bonus might seem like a good idea at first but I think we're missing a golden opportunity to fine-tune it to what it's already capable of without having to resort to adding another bonus to further split it's specialization.
Feel free to convince me of otherwise if you disagree with what I've said here.
Assassination? You can't do it when Cal Scouts light you up from 50m away. Fast hacking is the ONLY useful aspect of the Minmatar Scout in PC. That's it. Anything else is something that a Gal Scout with a Shotgun can do better. It needs attention. The MAIN problem with the Amarr and Min scouts is the absolute scanning superiority of the Cal Scout. REMOVE SHARED SQUAD VISION First it was "remove team vision" now squad vision? What else? Remove scans and passive scans because they scan you? I don't care if someone scans me, because scanning is half way through; you still need to kill target.
Okay, let me explain why Shared Squad scans is a HORRID thing to balance.
Okay, lets say that team A has 2 Cal scouts on their team. For PC, this means that in the city, ALL of their scans are shared for their 12 ground players.
With 3x Precision Scouts, they can let EVERYONE else on the ground team identify targets (the ones that aren't scouts running 2x damp and a proto cloak, which is an investment of 150 CPU and 18 PG on every scout suit. The Cal scout only uses 50 CPU for it's 3 modules)
The Cal Scout isn't a hunter anymore. He is turning the entire TEAM into scout hunters
At the same time, it's hard NOT to have it. It removes the squadplay from the scout, as they have no way other than mike of alerting their team-mates to their reconnaisance.
So look at this proposal.
Scanning Proposal wrote:
How Scanning works:
Gal Logi's are made to Scan Proto Damped suits and higher, but suffer from loss of scan duration. They can't keep scans up for a period of time. This makes them adept at scanning objectives to sense Spec Ops, but not to keep them lit up, just to tell you that they are there.
Gal Logi Focused is made to scan scouts. Once again, suffers from not being able to keep them lit up.
Cal Scouts are made to hunt Spec Ops suits. One of these guys is made to ruin their day. However, they don't share their scans. They are simply made to HUNT them, not to turn a squad into hunters.
Scouts are made to scan non-proto damped suits for extended periods of time. Some do it actively, some passively. Passive has the ability to scan 360 all the time, but lacks range. Active scans have a longer range, but have limited scan time and angle.
Ignore Spec Ops, that was a theorycraft class. Still, everything else is sound.
In short, this proposal states that Passive scans are not shared, but Active Scans ARE.
Passives are made to protect yourself or for personal benefit. If you want to light things up for your team, you have to use the EQUIPMENT designed to do so.
Think of it this way. Passive is meant for DEFENSE. It is there to keep YOU alive.
Active is meant for OFFENSE. It is meant to identify targets at range and inform your team-mates of them.
Am I making sense? Or do I need to elaborate more?
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Adipem Nothi
Nos Nothi
2159
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Posted - 2014.06.22 21:39:00 -
[27] - Quote
Ghost Kaisar wrote: REMOVE SHARED SQUAD VISION
Rattati himself wrote:I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff.
But it's not christmas. Type 1) Things within the realm of possibility Type 2) Things outside the real of possibility Type 3) All things
We've problems to solve; let's not waste time. Might we all agree to limit this debate to Type 1 items?
Shoot scout with yes...
- Ripley Riley
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5389
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Posted - 2014.06.22 22:16:00 -
[28] - Quote
Adipem Nothi wrote:Ghost Kaisar wrote: REMOVE SHARED SQUAD VISION
Rattati himself wrote:I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff.
But it's not christmas. Type 1) Things within the realm of possibility Type 2) Things outside the real of possibility Type 3) All things We've problems to solve; let's not waste time. Might we all agree to limit this debate to Type 1 items?
Even if it can't be fixed now, I would still like CPM's to be aware of what I think needs to be changed.
They will be in office for a whole year. I'm sure that they can at least help make sure Leigon isn't unbalanced to high hell.
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Bayeth Mal
OSG Planetary Operations Covert Intervention
585
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Posted - 2014.06.22 22:51:00 -
[29] - Quote
Dalmont Legrand wrote:We must have in attention the "team play aspect", it is not solo scout battles. This means where some scouts of some race can't push what can other, other frames of their race can replenish that fault considering it is versatile teams.
Imagine next:
Gall example:
Scout role expansion: 25% Assault: 40% Heavy: 15% Vehicles: 20%
Now what you wish is to move scout role to higher or lower degrees which can't be made not managing other frames as well as lowering gall scout role expansion due to its possibility of taking role from assault frame, a bit. You reduce lets say a 100% balance to 97% of overall race competition (since you reduced scout role in total) against other races. It means other races will prevail in "bits" against Gall and you can't do that without balanced decision to cut here and to add there.
Of course some races have 105% or 110% as 96% due to lack of content which creates lack of balance which this game has since ever. You have the rail rifle effect in here, mass drive effect and others related to racial damage taken and received by weapons.
Considering previously written, I must say that we can't assume any changes watching at overall effect. It will have no gaming experience just because someone is not satisfied. We can consider all these proposals and decide whether we apply some of changes or not; so altogether races will have 100% competitiveness against each other but particularly frames of one race could have advantage against frames of another races.
By such we can have versatility of balance where globally, races are balanced. However particular small fights depend not only on frames but on skills and gaming experience of player. In this situation frames' advantage can be handy. Now depending on how much of each frame you brought to battlefield will have higher or lower output taking in consideration that not only frames but also racial differences can be applied in battles...
You got it. No changes just because someone is suffering. Remember it is not I want to play as scout and be the best player. You have players with other races and frames that join battle and they replenish what you can't accomplish.
Probability of dropping same guys with weapons and equipments of same race is almost null, so you can't expect victory out of almost unpredictable matchmaking and considering that all proportionally drops in same frames. In this case PC is more controllable and predictable.
This is team game and it means no one-man-army and it means no suit will have advantage over whole race just because, otherwise people make this game more unbalanced and then ask why it is unbalanced.
1. So what must be don is all races are 100% competitive against other races however frames particularly are less competitive against some frames and good against other.
2. In this 100% situation if you want to push or nerf something, you need to move other related to frame parts as well in one particular race(sharing effect - if you receive, someone of your race will lose). We can make frames all with same effectiveness giving yet 100% in total for the race which will solve problem with battles of one prevailing frame used.
3. Now having that balanced we can create teams of maximum percentage output of effectiveness against all races.
"Egoists make games unbalanced."-¬
Scout current imbalance is problematic because it is important not to scan or to see if you are a typical low hitpoint suit walking.
Scans can be weighed in planetary conquest, but do they really drunk in public. Matches and all sort of proto
Sophisticated attacks can be a prototype attack to win through skill of the player, but it is fundamental to its role as not being scanned are forced to perform like a prototype.
Adipem Nothi wrote: Conceptual roles are fun to debate, but outside the scope of the proposal. Varying from a Merc to the next, so we deliberately omitted so that your eyes focused on the goals. Opinions on this tendency
Yes, it's one of the problems we have, for 1.8 there were two reconnaissance address so inherently tactical flexibility needed to cover. Scout all types of duties While the skin was nice gain tactical issues that do not increase to the same extent. Include the role of scouts
So now we may reduce tactical flexibility particular outfit that had before 1.8 to balance it. It makes me sad, and it is likely that many disagreements come, I wish my Gallente focused on the vision, and in turn can not be seen. But I have to admit that's too much, it must be either / or. But it is never less sad.
Google Translate: Engish->Croatian->Dutch->English
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
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Cross Atu
OSG Planetary Operations Covert Intervention
2468
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Posted - 2014.06.23 00:08:00 -
[30] - Quote
Aeon Amadi wrote:Feel free to convince me of otherwise if you disagree with what I've said here. Pokey and I (and to some degree Delt) seem to be on similar pages regarding this. I'm wondering how you respond to those conceptual stances in light of your above. I was going to, and still could if you like , write a more direct response but since those posts are already up in this thread I figured it was a good place to start. Once we've established the where and why of our conceptual disparity I can take a run at doing exactly what you mention in the quote above.
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
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