Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Al the destroyer
Last VenDetta. Dark Taboo
149
|
Posted - 2014.06.24 14:59:00 -
[31] - Quote
Beren Hurin wrote:Al the destroyer wrote:CCP Rattati wrote:What then for the Amarr scout in a similar vein I really like some sort of bonus to cloaks for the amarr like 5% per level duration and 3% per level dampening this would make that amarr very attractive! so 25% better duration at level 5 (STD +3.75s PRO +10s) The dampening bonus would have to be either an absolute percentage increase rather than a modifier, or just a bigger modifier. +15% of 10% isn't much. I agree 15% is not much but you can't go too much more otherwise they could be completely invisible to everything with 4 lows and all.
Still playing having more fun than ever cuz IDGAF.
|
Al the destroyer
Last VenDetta. Dark Taboo
149
|
Posted - 2014.06.24 15:01:00 -
[32] - Quote
Beren Hurin wrote:Master Smurf wrote:Beren Hurin wrote:Al the destroyer wrote:CCP Rattati wrote:What then for the Amarr scout in a similar vein I really like some sort of bonus to cloaks for the amarr like 5% per level duration and 3% per level dampening this would make that amarr very attractive! so 25% better duration at level 5 (STD +3.75s PRO +10s) The dampening bonus would have to be either an absolute percentage increase rather than a modifier, or just a bigger modifier. +15% of 10% isn't much. Please remember the Amarr scout has 4 lows - Cloak duration fine but no more dampening. As Shotty said, bonus to reactive / ferroscale plates would be great. The recent changes with an additional efficacy multiplier would make them superb on an Amarr. We could also do a range increase (per level) on the ScP (if possible) Did you see my note above, what if instead it was a straight extra bonus to cloak field fitting cost, potentially letting you make BETTER use of the amarrs lowslots than the Gallente's given the same fitted cloak field? I like this idea also
Still playing having more fun than ever cuz IDGAF.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2439
|
Posted - 2014.06.24 15:04:00 -
[33] - Quote
Al the destroyer wrote: Did you see my note above, what if instead it was a straight extra bonus to cloak field fitting cost, potentially letting you make BETTER use of the amarrs lowslots than the Gallente's given the same fitted cloak field?
I like this idea also[/quote]
The downside to this bonus is that it could effectively make amarr scouts the most expensively fit scout suits. |
Master Smurf
Nos Nothi
529
|
Posted - 2014.06.24 15:10:00 -
[34] - Quote
Beren Hurin wrote: Did you see my note above, what if instead it was a straight extra bonus to cloak field fitting cost, potentially letting you make BETTER use of the amarrs lowslots than the Gallente's given the same fitted cloak field?
You proposed a duration bonus but didnt rule out a dampening one.
I oppose any dampening bonus as they have enough lows. That is all.
Im OK with a duration, reactive, ferroscale, scp range bonus
"Shine bright like a diamond"
|
Al the destroyer
Last VenDetta. Dark Taboo
149
|
Posted - 2014.06.24 15:17:00 -
[35] - Quote
Master Smurf wrote:Beren Hurin wrote: Did you see my note above, what if instead it was a straight extra bonus to cloak field fitting cost, potentially letting you make BETTER use of the amarrs lowslots than the Gallente's given the same fitted cloak field?
You proposed a duration bonus but didnt rule out a dampening one. I oppose any dampening bonus as they have enough lows. That is all. Im OK with a duration, reactive, ferroscale, scp range bonus Dampening is a pretty tricky one I would have to agree with you
Still playing having more fun than ever cuz IDGAF.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2439
|
Posted - 2014.06.24 15:42:00 -
[36] - Quote
Master Smurf wrote:Beren Hurin wrote: Did you see my note above, what if instead it was a straight extra bonus to cloak field fitting cost, potentially letting you make BETTER use of the amarrs lowslots than the Gallente's given the same fitted cloak field?
You proposed a duration bonus but didnt rule out a dampening one. I oppose any dampening bonus as they have enough lows. That is all. Im OK with a duration, reactive, ferroscale, scp range bonus
No. Read please. Ai the destroyer proposed the dampening bonus. I just was trying to figure out his numbers to analyze something concrete. I just proposed the cloak field fitting cost bonus. |
Al the destroyer
Last VenDetta. Dark Taboo
150
|
Posted - 2014.06.24 15:51:00 -
[37] - Quote
That is why I proposed such a small % on dampening remember anything they do bonus wise has to be on a per level basis.
Still playing having more fun than ever cuz IDGAF.
|
Stefan Stahl
Seituoda Taskforce Command
611
|
Posted - 2014.06.24 15:54:00 -
[38] - Quote
CCP Rattati wrote:I think it would be interesting just to reduce PG on the lesser used modules and equipment like kincats and hacking modules, see if players can fit a little more in non-stealth, non-tank playstyles. There should be a very large contrast between brick tanking modules and non-tanking modules. Then ask yourself how many brick-tanking modules each suit at each level should be able to support and balance CPU/PG accordingly. In an ideal situation a PRO suit can't have 8 ehp-modules at the same time so it'll have to concentrate on one tank and fit other modules to support that style. |
Cyrius Li-Moody
0uter.Heaven
5910
|
Posted - 2014.06.24 16:34:00 -
[39] - Quote
Beren, let me make one thing very clear, you can already dual tank the hell out of a min scout. 700 EHP is the easiest fit you can make on the min scout because it's easier to fit armor than speed and knives. I"ve said this many times before. You campaigning against making this suit useful is pretty annoying and you're not helping by accusing people of wanting to super tank their suits when they already can.
Min scout isn't a tanked suit. Kin cats require a ton of pg, proto knives are the only knives worth using which require a ton of pg (they have no optimization skill), and code breakers require a ton of pg.
I'm completely against just dropping the PG requirements of shield extenders and kincats. By doing so you also indirectly buff all the other suits by freeing up even more resources. I'd rather see an increase in PG on the suit itself.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
|
Al the destroyer
Last VenDetta. Dark Taboo
150
|
Posted - 2014.06.24 17:01:00 -
[40] - Quote
Cyrius Li-Moody wrote:Beren, let me make one thing very clear, you can already dual tank the hell out of a min scout. 700 EHP is the easiest fit you can make on the min scout because it's easier to fit armor than speed and knives. I"ve said this many times before. You campaigning against making this suit useful is pretty annoying and you're not helping by accusing people of wanting to super tank their suits when they already can.
Min scout isn't a tanked suit. Kin cats require a ton of pg, proto knives are the only knives worth using which require a ton of pg (they have no optimization skill), and code breakers require a ton of pg.
I'm completely against just dropping the PG requirements of shield extenders and kincats. By doing so you also indirectly buff all the other suits by freeing up even more resources. I'd rather see an increase in PG on the suit itself. I think it would be better to have a bonus to pg consumption of code breakers and biotic IMHO it would promote the proper play style of a proper min scout, just increasing pg to the suit would cause a-holes to abuse it. Then that would lead to a later nerf and more disappointment.
Still playing having more fun than ever cuz IDGAF.
|
|
Beren Hurin
Onslaught Inc RISE of LEGION
2440
|
Posted - 2014.06.24 17:14:00 -
[41] - Quote
Cyrius Li-Moody wrote:Beren, let me make one thing very clear, you can already dual tank the hell out of a min scout. 700 EHP is the easiest fit you can make on the min scout because it's easier to fit armor than speed and knives. I"ve said this many times before. You campaigning against making this suit useful is pretty annoying and you're not helping by accusing people of wanting to super tank their suits when they already can.
Min scout isn't a tanked suit. Kin cats require a ton of pg, proto knives are the only knives worth using which require a ton of pg (they have no optimization skill), and code breakers require a ton of pg.
I'm completely against just dropping the PG requirements of shield extenders and kincats. By doing so you also indirectly buff all the other suits by freeing up even more resources. I'd rather see an increase in PG on the suit itself.
I don't disagree that changing fitting cost of non-tank mods helps other scouts almost as much as the min scout (unless there is a suit bonus that applies specifically to fitting cost of those modules) Min could get -5% fitting cost to biotic/hacking mods while amarr could get -2% fitting cost to cloaks. |
SOMBRA del MUERTE
The Exemplars Top Men.
29
|
Posted - 2014.06.24 18:04:00 -
[42] - Quote
Give the Amarr scout -20% speed penalty on armor and +20% cloaked profile damp per level
|
Lynn Beck
NoGameNoLife
1908
|
Posted - 2014.06.24 18:07:00 -
[43] - Quote
I'll admit now, before the scout buff, i ran a 190 armor Minja fitted with a Md/Smg combo.
Wanna punish all scouts because i have *gasp* 100-200 extra armor!? **** off.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
Al the destroyer
Last VenDetta. Dark Taboo
151
|
Posted - 2014.06.24 18:08:00 -
[44] - Quote
SOMBRA del MUERTE wrote:Give the Amarr scout -20% speed penalty of armor plates and +20% cloaked profile damp efficacy (of the module) per level Yea and let them carry an hmg and a fg as a side arm
Still playing having more fun than ever cuz IDGAF.
|
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1362
|
Posted - 2014.06.24 18:21:00 -
[45] - Quote
Lynn Beck wrote:I'll admit now, before the scout buff, i ran a 190 armor Minja fitted with a Md/Smg combo.
Wanna punish all scouts because i have *gasp* 100-200 extra armor!? **** off.
I made a suit like this, I armor tanked it more than any other suit I own now. I gave it a Basic Reactive and a MD. Deleted it yesterday for a new Commando build. Never got to see how all that health worked out.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
|
Lynn Beck
NoGameNoLife
1908
|
Posted - 2014.06.24 18:29:00 -
[46] - Quote
Trust me, it was terrible.
Only thing it helped with was when there was Flux Spam.
Still though, tired people saying scouts shouldn't have any armor/shield on their suits, because they're too stupid to scan us.
Get a proto vehicle scanner, or a DuvolleFocused. You'll scan tons of those bricked scouts you hate so much.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1172
|
Posted - 2014.06.24 18:37:00 -
[47] - Quote
CCP Rattati wrote:I think it would be interesting just to reduce PG on the lesser used modules and equipment like kincats and hacking modules, see if players can fit a little more in non-stealth, non-tank playstyles.
Reducing fitting requirements of those kind of modules in general would be a huge step forwards. Kincats, hacking modules and things like that really do need reduced fitting in my opinion.
TLDR - YES Make those modules easier to fit. Helps diversity - not only helping scouts.
Investigate 9/11
|
Beren Hurin
Onslaught Inc RISE of LEGION
2440
|
Posted - 2014.06.24 18:48:00 -
[48] - Quote
My most exciting min scout built lately has been an assault mass driver scout with all precision and range mods.
I can see most things before they see me, I only attack at range, I look out for rail rifles and mostly fire from cover. The main thing I worry about is flanking gal scouts, even then, if they are under my radar, I can take them out with 2-3 shots from the AMD. |
IgniteableAura
Pro Hic Immortalis
1302
|
Posted - 2014.06.24 19:04:00 -
[49] - Quote
CCP Rattati wrote:I think it would be interesting just to reduce PG on the lesser used modules and equipment like kincats and hacking modules, see if players can fit a little more in non-stealth, non-tank playstyles.
While I understand that lowering kincat PG would be nice, it will buff all frames, not just the minmitar. Which is not what we want.
Codebreakers and kincats need to be difficult to fit IMO. The same goes with equipment. If all the frames can easily fit equipment you step on the toes of the support logi (or whatever role the mod helps boost). Its part of the reason we don't have real support logi. Cause most people can "support" themselves.
Give minjas a PG buff or a bonus to fitting biotic mods. Biotic buff over PG imo so you keep the brick tank mentality away from the scout role. Give us a NK fitting optimization skill.
My Youtube
Biomassed Podcast
|
Lynn Beck
NoGameNoLife
1909
|
Posted - 2014.06.24 19:15:00 -
[50] - Quote
I see no problem with changin kincat Pg, currently you go from... 10-12-15 Pg... So fittinf a lower module does NOT save on fitting resources, it's proto or bust.
At the very, VERY least, decrease Enhanced/Basic Kincats' Pg, but leave Complex.
Shield extenders, you save 36 Cpu and 8 Pg by using a basic over a complex, with kincats you save... 12 Cpu and 5 Pg?
Not to mention your bonus is less than half.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
|
Crimson ShieId
Psygod9
565
|
Posted - 2014.06.24 19:26:00 -
[51] - Quote
Beren Hurin wrote:What about just boosting the effect of kincats overall by a bit, and leaving the PG where it is?
I believe it was mentioned a few times that there's actually a speed cap set into the game because it literally can't keep up with someone going over that 11.1(something something) sprint speed. Not quite sure how all that works, but unless the cap was removed, I think just buffing the kincats could break something. I can't point to any dev posts on this though, and I'm not even sure where it spawned from, so a bit of research could be in order.
Oh, and Rattati, why not go with the sidearm bonus that has been proposed? Perhaps keep the stamina bonuses, but add on a scrambler pistol bonus as well, ROF and damage perhaps, or just damage, like the Minmatar has for the knives? I love the way the Amarr scout looks and I think it's probably one of the coolest, aesthetic wise, available. However, there's just no reason to use them for me, even though I really like the way the proto variants look. A scrambler pistol bonus wouldn't lock the suit into any roll, but it would give them an advantage in close range with what is currently one of the best sidearms available. Most scouts are currently using shotguns or knives for CQC, but the scramblers have that 400% headshot multiplier. Their disadvantage is still against heavily armored targets though, so perhaps a flat out damage bonus equivalent to a few complex damage modules or something of the sort would work. Maybe a small speed buff as well. I know these two bonuses would send me into the Amarr scout role as soon as I had the SP, especially with the ability to do 500+ damage with headshots in close quarters.
Nova Knives are best sidearm.
|
One Eyed King
Land of the BIind
2124
|
Posted - 2014.06.24 20:22:00 -
[52] - Quote
I wouldn't mind a decrease in cost to kincats and codebreakers even if it did mean other suits using it as well. Its like dampeners on a Gal, sure others can use them and get benefits, but they still can't rival the gal scout in terms of dampening.
Likewise, so long as minmatar cannot be surpassed in terms of speed and hacking ability, I would be fine with any decrease in module cost and an increase to usage overall.
This is how a minja feels
|
Atiim
NoGameNoLife
9803
|
Posted - 2014.06.24 22:18:00 -
[53] - Quote
Crimson ShieId wrote:TL;DR. Give the Minmatar a bonus to Kinetic Catalyzers that reduces the PG they use to balance the suits and allow them to perform in their intended role. I'd rather see a PG reduction to Kinetic Catylizers, as (while it is easier to fit), the PG requirements are still unreasonably high for other suits as well.
I want SLAVs, not SLAVEs.
"Many things in life are subjective, morality is one of them..."
-HAND
|
Al the destroyer
Last VenDetta. Dark Taboo
153
|
Posted - 2014.06.24 22:26:00 -
[54] - Quote
Atiim wrote:Crimson ShieId wrote:TL;DR. Give the Minmatar a bonus to Kinetic Catalyzers that reduces the PG they use to balance the suits and allow them to perform in their intended role. I'd rather see a PG reduction to Kinetic Catylizers, as (while it is easier to fit), the PG requirements are still unreasonably high for other suits as well. Do not reduce the pg of the modules themselves this would continue to buff the gal and cal this is about the min scout bonus to biotics and hacking your gal and cal scouts are fine where they are at
Still playing having more fun than ever cuz IDGAF.
|
knight guard fury
Carbon 7 Iron Oxide.
1064
|
Posted - 2014.06.25 06:09:00 -
[55] - Quote
since i primarily use the Min Scout 50-70% of the time and am soon to get lvl 5, i can most certainly say it has one of the more exiting or interesting play styles, since you know that it is a the risk vs reward situation.
the min scout could use a pg buff or you could give it an additional bonus to kin kats, either way would help. the min scout is the weakest but has some awesome advantages to counter that. at proto i can stack armor and shields to about 333/345 (not exact but close) but its not recommended to do that.
i prefer to reference it as a covert ops/interceptor class scout since it can out run anybody and can hack fast.
i play it with all shields and speed with a reactive for that 1 rep/s. i do fairly well if not incredibly good with similar fits and it is a great scout to use.
compared to other scouts it is weak but if you use it to its advantages it can be very powerful. i tend to stay away from the main battle and tend towards hacking, retaking empty objective, killing people along the way, and only using my speed and stamina to run everywhere.
its best as a speed tank, shield tanked, covert ops unit since they are weak but can move around the map easily and have a powerful weapon (combat rifle) at their disposal.
its obviously not meant as a frontline fight or anything but it can certainly avoid dmg enough to get out of the enemy line of sight to avoid not getting killed if your good/fast enough.
iat the best i can fit 2 complex kin kats, 3 complex shields, 1 proto republic cr and a basic side arm with what pg/cpu it has. if my beloved scout had a bonus to pg reduction to kni kats that would fix a lot of things and it would be ablt to fit a lot more.
my other fit on my republic mk.0 scout is 3 complex shields, 1 enhanced reactive, 1 complex kin kat, and a complex range amp. with this i can either can barely fit an equipement or an good side arm, even though i run cr with nk, but it cant fit a reliable side arm for when it really needs it.
as a minmatar scout i do die a lot in my basic suit but that is to be expect since it isnt as strong as other scout but it is an exceptible risk i can afford.
fitting wise, i can fit all my min scouts with out much problem, unless i put a cloak on it, and i usually survive a lot longer without a cloak anyway.
dont try to fit a basic scout with adv stuff or a adv scout with complex and etc. stay within its respected ranges and everything should be good to go.
i dont like that it has the same amount of armor as the cal scout since they both have 70 and i would like that to be at 80-85 just to give it that dual tanky feel for base stats.
as a minmatar loyalist and having all minmatar suits to 3 or higher i can most certainly tell you that the minmatar can have there ups and downs certain days but if you keep to a certain play style that keeps you alive and kicking with fair amount of war points in battle then you should be fine.
you can use the minmatar scout as an aggressor scout using speed to your advantage and running all over the place giving your enemy no time to relax or reorganize, but dont expect to live long if you do this constantly, because you will die eventually.
your mian threats aent too bad if you can apply the alpha dps and remaining dps to kill them quick enough: heavies cal scouts proto anything shotgunners rail rifles
minor threats would be: shield tanks armor tanks scouts
now i do like the idea of min scouts getting a bonus to kin kats or a pg buff, and people who complain about min scouts are either not using them right or aren't use to their play styles but i can most certainly tell you it is worth getting use to them and using them to your advantage. they are weak but for obvious reasons, and you also need to learn when to avoid fights or situations you can avoid. they do need a buff for either pg or kin kats because they cant fit a good enough reliable side arm to defend themselves in case they really need it. and finally, WINMATAR scouts are good, but they are not terrible in any way, they just primarily need some buffs to make other people stop complaining about them.
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
|
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1396
|
Posted - 2014.06.25 06:19:00 -
[56] - Quote
CCP Rattati wrote:I think it would be interesting just to reduce PG on the lesser used modules and equipment like kincats and hacking modules, see if players can fit a little more in non-stealth, non-tank playstyles. Do so for shield extenders as well, and you'll be my personal hero and role-model.
Calmanndo user with nova knives: Because someone has to do it.
|
Baal Omniscient
Krusual Covert Operators Minmatar Republic
1801
|
Posted - 2014.06.25 09:59:00 -
[57] - Quote
DeathwindRising wrote:CCP Rattati wrote:I really look forward to studying the suits properly, because I believe we can fix many of these wih simple PG/CPU tweaks. Lower on modules, higher on suits that need buffing.
Our main priority in Alpha and Bravo was to fix broken gameplay so the next two can be about fixing some key pain points on particular playstyles. what? you mean like how scouts are supposed to be stealth units, but theyre faster, have better regen, twice as much equipment, and field the same firepower as assaults? while able to be cloaked, and see enemy positions? (including the direction theyre facing) what playstyle is assault then? cannon fodder? no stealth unit should be as combat effective as what we have today. If I had my way the damned cloak would be built into the scout suit, they would have 1 weapon slot except for the Minja because of it's knife related bonus, they would have no equipment slot (basically, BIZARRO LOGI), and their class bonuses would only give a bonus to THE SPECIFIC STUFF YOU EQUIP ON YOUR SUIT, LIKE EVERY OTHER FRICKIN' CLASS EXCEPT THE SENTENAL. Cal bonus goes to scan mods, Gal bonus to damp mods, minja bonus to hacking & speed mods (the knife bonus is already something you equip so it's already inline with this), and the Amarr needs a bonus to reactive and ferroscale plates in addition to their stamina mod bonus.
If you want to run equipment, you have at least ADV lvl light frames that you had to spec into in order to unlock your scout, it has the same slot layouts as current scouts and they aren't super-buffed with scout bonuses. GET SOME USE OUT OF THEM.
PSN ID: AlbelNox2569
Cross Atu for CPM1
Winmatar Assault & Proficiency 5 Swarms Since Uprising 1.0
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |