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gustavo acosta
Tharumec
79
|
Posted - 2014.06.26 21:42:00 -
[1] - Quote
Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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gustavo acosta
Tharumec
79
|
Posted - 2014.06.26 23:48:00 -
[2] - Quote
TL;DR : Scout can go into battle step out for a little and come back because of regen so assaults and scouts regen should be switched...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.27 00:01:00 -
[3] - Quote
Honestly, scouts were complaining before that they had NO regen, mainly on Armor, requiring a logi.
The 3/s i feel is fine, but the assault needs a buff, maybe to 4 or 5/s, keeping it as 'slightly more regenerative' than a Scout.
Make shield delays 1s longer than the assault, eg 3/4 Seconds on Caldari Assault, 4/5 on Scout.
IMO, Assaults need better regen than Scouts/basic meds, but needs to not be monstrous.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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jerrmy12 kahoalii
New Age Empire.
1565
|
Posted - 2014.06.27 00:09:00 -
[4] - Quote
gustavo acosta wrote:Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me...
http://www.youtube.com/watch?v=FopyRHHlt3M
Closed beta vet.
If bo burnham was on my little pony: friendship is magic
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jerrmy12 kahoalii
New Age Empire.
1566
|
Posted - 2014.06.27 00:10:00 -
[5] - Quote
Lynn Beck wrote:Honestly, scouts were complaining before that they had NO regen, mainly on Armor, requiring a logi.
The 3/s i feel is fine, but the assault needs a buff, maybe to 4 or 5/s, keeping it as 'slightly more regenerative' than a Scout.
Make shield delays 1s longer than the assault, eg 3/4 Seconds on Caldari Assault, 4/5 on Scout.
IMO, Assaults need better regen than Scouts/basic meds, but needs to not be monstrous.
http://www.youtube.com/watch?v=FopyRHHlt3M
Anything higher than 3s is too much Lower assault delay.
Closed beta vet.
If bo burnham was on my little pony: friendship is magic
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gustavo acosta
Tharumec
81
|
Posted - 2014.06.27 00:10:00 -
[6] - Quote
Lynn Beck wrote:Honestly, scouts were complaining before that they had NO regen, mainly on Armor, requiring a logi.
The 3/s i feel is fine, but the assault needs a buff, maybe to 4 or 5/s, keeping it as 'slightly more regenerative' than a Scout.
Make shield delays 1s longer than the assault, eg 3/4 Seconds on Caldari Assault, 4/5 on Scout.
IMO, Assaults need better regen than Scouts/basic meds, but needs to not be monstrous.
The only issue I have is that the line between what a scout should be able to do, and an assault should be able to do would still be very skewed if we do nothing, and when they do buff assaults it would have to be something pretty drastic in order for players to consider scouts to be impractical for doing the assault role.
However this is a relatively small change.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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shady merc
RisingSuns Dark Taboo
46
|
Posted - 2014.06.27 00:39:00 -
[7] - Quote
I don't think the issue with assault is the fact that scouts regen to fast(the assault do need faster regen just not scout level). The problem lies within how much HP the scouts has and how easy a scout can equip 1 of the 4 Racial Rifles,
I am working on a post now. I believe the best way to make a role for the assault player is to make them the RifleMen of Dust. They would give up the least amount of thing in order to fit one of the 4 rifles we have. Hopefully I will have my post done tonight. I believe we can balance the assault by changing the CPU/PG of a couple of modules along with smaller tweaks to the suits. If we limit the HP potential of the scout better then we can ensure the assault carves a niche between scouts and commandos.
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BLOOD Ruler
The Lionheart Coalition
395
|
Posted - 2014.06.27 00:44:00 -
[8] - Quote
No
Feel the pain of my knives and the piercing pain your skull has felt to my pistol.I am the Assassin.
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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.27 00:47:00 -
[9] - Quote
Again, there's not really any TRUE way to fix this without givig scouts Debuff abilities and removing almost all of their slots in favor of higher base scoutly stats, but even that holds troublesome.
Making the Scout be self sufficient(I.E. Have at least SOME regen) they are fine as Scouts. Also necessary is scan/damp equality. Yes Caldari is a scanner suit and Gallente is a Dampener suit, but Amarr/Min are pretty muh **** out of luck trying to do anything other than assault, and many Gallente Scouts used to rely entirely on the cloak's innate % and as such didn't skill damps.
Now we're stuck with the general idea being 'tank ur scout, you won't hide anyways' and Caldari's going 'gotta find that 1% that DARE try to hide!'
And thus, unless the Calscout is a moron, he will be set up to scan ANY Min/Amarr scout, while having enough shield simultaneously to defend against those poor few Galscouts do manage to hide.
The Assault just needs to be better than a Scout in attacking, yes a Scout can run in, shotgun somebody and run out, that kinda IS the scout's current role.
Also, medframes don't gain any worthwhile amount of HP on Scouts, but lose lots. Regeneration, all scan attributes, speed, recharge delays, etc.
This is the same delimma Pre-1.8 of Minmatar Assault just being a bad Caldari Assault.
Scouts need to give up SOMETHING to be able to hide, currently they sacrifice only 100 or so attainable HP, and gain smaller hitboxes as well, sorta countering that loss.
Tl:Dr, make Assaults slightly better at Regeneration than a Scout, along with being slightly more HP, and having a RoF or Dmg bonus, as this allows Assaults to counter those moron scouts whom believe they are invincible.
Example stats: caldari Assault, 40/s Shield Recharge, 3/4 second delays, +2% RoF or Dmg per level Caldari Scout: 30/s Shield Regen, 4/5 Second Shield Regen, +5% to scoutly duties per level
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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shady merc
RisingSuns Dark Taboo
46
|
Posted - 2014.06.27 00:52:00 -
[10] - Quote
I agree Lynn the trick is to ensure the scouts are using items like the shotgun not cloaking up and then attacking like an assault would do to hitpoints and hitbox size. As for the scanning thing I can think of 2 things to help that out but it wont resolve it fully. |
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gustavo acosta
Tharumec
82
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Posted - 2014.06.27 00:54:00 -
[11] - Quote
shady merc wrote:I don't think the issue with assault is the fact that scouts regen to fast(the assault do need faster regen just not scout level). The problem lies within how much HP the scouts has and how easy a scout can equip 1 of the 4 Racial Rifles,
I am working on a post now. I believe the best way to make a role for the assault player is to make them the RifleMen of Dust. They would give up the least amount of thing in order to fit one of the 4 rifles we have. Hopefully I will have my post done tonight. I believe we can balance the assault by changing the CPU/PG of a couple of modules along with smaller tweaks to the suits. If we limit the HP potential of the scout better then we can ensure the assault carves a niche between scouts and commandos.
Not sure why assaults shouldn't have the best regen, they're assaults they need to be able to go into battle and take cover long enough so they can attack again.
The reason tanked scouts exist is not because they are able to do so, but because it is practical to do so. It is practical for a cal scout to tank shield extenders because their innate regen will bring it back in just a few seconds. Also this change would make a lot of sense because CCP generally makes changes to suits in order to make running a role impractical, such as with the logi-assault issue CCP incentivized logis to do the logi role by giving them logi-role bonuses, as well as removing their innate armor reps, thus making logi-assault less practical.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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shady merc
RisingSuns Dark Taboo
46
|
Posted - 2014.06.27 00:59:00 -
[12] - Quote
Yes they are tanking because it works. I am suggesting we limit their stacking of hit points not reduce their regen. Even with my vision the Assault still needs a boost to regen just not become better then scouts. A scout needs to pop in hit you with a high alpha weapon and disappear. they need the high regen to fight like this. They do not need the 400-600 hit points. |
Lynn Beck
NoGameNoLife
1946
|
Posted - 2014.06.27 01:06:00 -
[13] - Quote
Rather than arbitrarily remove their ability to do something, why not just make the suit that it's outshining do it better?
They did it with heavies.
Assaults/logis used to do the same HP as a Sentinel, and had better bonuses.
Currently the problem is that a Scout tanks marginally less, and regens better.
Let's just make the Assault the better role for frontline offense.
Sure, we'll still have people like Jolly R0ger(Rip) who tank their scout and still do good, but that's their preference.
Back in 1.7 i ran a 3 damp Hmg Fatty, which hid from Adv scans.
Wanna put an arbitrary 'nodampsonheavies' rule because i hide better than an assault? I lose all Armor regen, and any possible extra armor, just to be a HMG Assault.
What if we put an arbitrary 'No more than 2 Precision Enhancers on a Caldari scout.' Now THAT fixes Calscouts finding my Minja, but he now is FORCED to tank it.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
NoGameNoLife
1946
|
Posted - 2014.06.27 01:07:00 -
[14] - Quote
Also, scouts have the ability to hide.
Scouts shouldn't be taking sufficient enough damage to necessitate a 50/s Shield regen anyways.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 01:09:00 -
[15] - Quote
shady merc wrote:Yes they are tanking because it works. I am suggesting we limit their stacking of hit points not reduce their regen. Even with my vision the Assault still needs a boost to regen just not become better then scouts. A scout needs to pop in hit you with a high alpha weapon and disappear. they need the high regen to fight like this. They do not need the 400-600 hit points.
The issue is that it is rare that CCP changes a suit so you can only have x armor and x shields, in fact i've never seen them limit a suits' capabilities not even the Logi-assault. This means that, yes even after the changes made to assaults and scouts, there will still be scouts that stack armor and shields, but it should be impractical to do so. CCP doesn't do the whole "you can't do THIS with THIS suit," in fact they encourage the innovation in suits. However, issues arise when suits begin to outperform suits outside their intended role.
In other words, you can still run a logi-assault suit but it should never outperform a real assault suit in terms of capabilities...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
|
Posted - 2014.06.27 01:19:00 -
[16] - Quote
Assaults need the 2% damage per level that commandos have. Commandos are changed to 20% increased magazine and max ammo capacity per level.
Assaults need a bonus that benefits their weapon, and a bonus that benefits their racial tank.
These examples are to illustrate a point.
Assault skill: 2% light/sidearm damage per level.
Amarr: 5% laser weaponry heat buildup and 5% armor plate efficiency per level Caldari: 5% decreased reload of hybrid - rail weaponry and 5% efficiency to shield extenders per level Gallente: 5% decreased hybrid - blaster weaponry kick and 5% efficiency to armor repairers per level Minmatar: 10% increased projectile/explosive weapon magazine size and 10% efficiency to shield rechargers per level
This makes assaults a general purpose slayer suit, good at dealing damage with some staying power, but not near as much as heavies. Change bonuses as needed (personally I'd make minmatar have increased damage mod efficiency instead of recharger) to balance, but the idea remains. One racial weapon bonus, and one racial tank bonus.
Calmanndo user with nova knives: Because someone has to do it.
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 01:30:00 -
[17] - Quote
Alena Ventrallis wrote:Assaults need the 2% damage per level that commandos have. Commandos are changed to 20% increased magazine and max ammo capacity per level.
Assaults need a bonus that benefits their weapon, and a bonus that benefits their racial tank.
These examples are to illustrate a point.
Assault skill: 2% light/sidearm damage per level.
Amarr: 5% laser weaponry heat buildup and 5% armor plate efficiency per level Caldari: 5% decreased reload of hybrid - rail weaponry and 5% efficiency to shield extenders per level Gallente: 5% decreased hybrid - blaster weaponry kick and 5% efficiency to armor repairers per level Minmatar: 10% increased projectile/explosive weapon magazine size and 10% efficiency to shield rechargers per level
This makes assaults a general purpose slayer suit, good at dealing damage with some staying power, but not near as much as heavies. Change bonuses as needed (personally I'd make minmatar have increased damage mod efficiency instead of recharger) to balance, but the idea remains. One racial weapon bonus, and one racial tank bonus.
I like the idea, but without some change to the scout suit, this change won't be enough to render the scout impractical for assault use. This is a good incentive for assaults to be assault suits(as if they can do anything else), however it would not in any way hinder scouts from being the assault suits they are at the moment.
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
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Posted - 2014.06.27 01:34:00 -
[18] - Quote
gustavo acosta wrote:Alena Ventrallis wrote:Assaults need the 2% damage per level that commandos have. Commandos are changed to 20% increased magazine and max ammo capacity per level.
Assaults need a bonus that benefits their weapon, and a bonus that benefits their racial tank.
These examples are to illustrate a point.
Assault skill: 2% light/sidearm damage per level.
Amarr: 5% laser weaponry heat buildup and 5% armor plate efficiency per level Caldari: 5% decreased reload of hybrid - rail weaponry and 5% efficiency to shield extenders per level Gallente: 5% decreased hybrid - blaster weaponry kick and 5% efficiency to armor repairers per level Minmatar: 10% increased projectile/explosive weapon magazine size and 10% efficiency to shield rechargers per level
This makes assaults a general purpose slayer suit, good at dealing damage with some staying power, but not near as much as heavies. Change bonuses as needed (personally I'd make minmatar have increased damage mod efficiency instead of recharger) to balance, but the idea remains. One racial weapon bonus, and one racial tank bonus. I like the idea, but without some change to the scout suit, this change won't be enough to render the scout impractical for assault use. This is a good incentive for assaults to be assault suits(as if they can do anything else), however it would not in any way hinder scouts from being the assault suits they are at the moment. My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape.
Now assaults deal more damage, and scouts can't play as slayers.
Calmanndo user with nova knives: Because someone has to do it.
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gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 01:39:00 -
[19] - Quote
[/quote] My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape.
Now assaults deal more damage, and scouts can't play as slayers.[/quote]
I don't like the idea of a scout not being able to use a light weapon because two of the scout suits are already ridiculously gimped in terms of being a suit. It is also a very over-simplified way to deal with the issue...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1404
|
Posted - 2014.06.27 01:59:00 -
[20] - Quote
My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape.
Now assaults deal more damage, and scouts can't play as slayers.[/quote]
I don't like the idea of a scout not being able to use a light weapon because two of the scout suits are already ridiculously gimped in terms of being a suit. It is also a very over-simplified way to deal with the issue...[/quote] What makes slayer suits is there ability to deal damage. Limiting them to 2 sidearms gives them plenty of options. The other 2 scout suits are gimped regardless of whether or not they can for light weapons or not, and need to be addressed separately.
Calmanndo user with nova knives: Because someone has to do it.
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gustavo acosta
Tharumec
84
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Posted - 2014.06.27 02:06:00 -
[21] - Quote
Alena Ventrallis wrote:My idea is to limit scout to 2 sidearms. Their job isn't to kill, its to scout and relay Intel. The sidearms allow it to defend itself long enough to break contact and escape. Now assaults deal more damage, and scouts can't play as slayers.
I don't like the idea of a scout not being able to use a light weapon because two of the scout suits are already ridiculously gimped in terms of being a suit. It is also a very over-simplified way to deal with the issue...[/quote]
What makes slayer suits is there ability to deal damage. Limiting them to 2 sidearms gives them plenty of options. The other 2 scout suits are gimped regardless of whether or not they can for light weapons or not, and need to be addressed separately.[/quote]
The issue i have is that it limits the capabilities of a scout to use speed and stealth attacks, as well as propagates the idea that scouts should not be killing at all...
also we should stop quoting i really messed that part up...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
215
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Posted - 2014.06.27 02:09:00 -
[22] - Quote
I don't think regen on a scout should matter...
they should be dead in a few hits.
scouts should not have any shield or armor tank.... they are speed tankers (or should be).
a scout who is seen should be a dead scout. an unseen scout however should be a deadly scout...
I was against making cloaks less "cloaky" I think they should be invisible to all but scans. and I think they should move much quicker. but a proto scout should die from a few shots from an std rifle, and 1/4 of a shotgun blast.
right now scouts do the assaults job better than the assault should be able to do it. |
gustavo acosta
Tharumec
84
|
Posted - 2014.06.27 02:23:00 -
[23] - Quote
Seymour KrelbornX wrote:I don't think regen on a scout should matter...
they should be dead in a few hits.
scouts should not have any shield or armor tank.... they are speed tankers (or should be).
a scout who is seen should be a dead scout. an unseen scout however should be a deadly scout...
I was against making cloaks less "cloaky" I think they should be invisible to all but scans. and I think they should move much quicker. but a proto scout should die from a few shots from an std rifle, and 1/4 of a shotgun blast.
right now scouts do the assaults job better than the assault should be able to do it.
The role of a scout is that of either speed or stealth or a combination of the two, and stamina for the Amarr, however regen is a big part of why scouts do a better job of being assaults. When scouts do an invisible attack, as in cloak, attack ,re-cloak, leave, they only take a few seconds to replenish their health and come back to attack the enemy. If you change the regen it will make assaults better at continuously "assaulting" the enemy, it will also deter scouts from doing the job of the assault because it will take longer for them to be in the condition to do so...
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
741
|
Posted - 2014.06.27 02:27:00 -
[24] - Quote
gustavo acosta wrote:Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me...
****** idea beyond sh*t.
Sagaris lover!!!
Commando <3
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gustavo acosta
Tharumec
84
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Posted - 2014.06.27 02:31:00 -
[25] - Quote
Anmol Singh wrote:gustavo acosta wrote:Issue: Scouts and Assaults, even after the eventual buff to assaults suit, will have roles that are too similar.
Why? Because if there is no change to the scout suit there will be nothing stopping scouts from stacking hp and running as pseudo-assault suits.
Solution:Inconclusive, there are many ways to remedy said situation. The main remedy that scouts are banking on is that assaults become buffed to a point that it would be impractical for a scout to act as an assault. (Or that assaults become buffed to a point so that assault users are happy enough to forget that scouts can still perform the same role.)
Suggestion: As a gallente scout, assault, heavy, and logistics player, I believe that scouts should have their innate shield regeneration switched with that of the assaults. And that possibly lengthen the recharge delay of scout suits. (Generally the regeneration of health being so quick is the main issue I find with scout suits maybe add a delay to armor repair as well)
Why? Because I believe scouts should play the role of stealth and speed, if said shield changes are made it would deter scouts from attacking enemies in quick succession.
Ex: With the current hp regeneration a scout is able to Attack---->Cloak and hide for short amount of time-------Return attack again
With proposed change scouts will be more along the lines of Attack----->Cloak and hide for enough time to replenish------>return and attack. Assaults will use the latter method and fulfill their role at "assaulting. "
Also with said changes Caldari Scouts will be less tempted to just stack shields because the recharge time would not allow them to do so effectively. Gallente Scouts will also be less likely to become a brick tank because of the time it will take considerably longer to get shield back and armor repairers will become more attractive to run . (I thinks there should be another penalty to regeneration with the gallente scout, but it might even out because their innate armor repair is only 3hp/s not sure though)
Issue with this: Amarr and Minmatar scout will be gimped even more now that their shields(especially minmatar scout) will not replenish at the higher rate. (probably leave the recharge rates the same with these two suits so they have a better role on the battlefield, but conflicts with the whole "Caldari have the best regeneration of all suits" )
Hopefully better ideas will be given in the replies to this post, rather than just rage about not fixing scouts.
If there is anything I missed please point it out for me... ****** idea beyond sh*t.
How so?
I specced level 5 in flaylock after the nerf if that doesn't make me God I don't know what will...
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Skullmizer Vulcansu
Edimmu Warfighters Gallente Federation
19
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Posted - 2014.06.27 02:44:00 -
[26] - Quote
I am a scout who uses very little armor and shields, and lots of electronic warfare. I have never run out of PG, because I mostly use the suits' CPU. I think that a fine change that would limit tanking as scouts would be to lessen the suits' PG until it is lower than Amarr Logistics suits' pg. This way it would not be impossible to stack plates as scouts, but it would be less practical.
This game makes me suicidal.
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shady merc
RisingSuns Dark Taboo
47
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Posted - 2014.06.27 03:38:00 -
[27] - Quote
Changing the Recharge rate or delay of the scout will only cause Caldari Scouts to become Gallenete brick tank scouts. Who can still scan down your assault suit or make the scout suit disappear from the battle field. Lets look at some examples I see playing out.
Scout 1 has high regen and low hit points. He does his job and sneak behind your team and shotguns someone in the back. You hear the shot turn and hit him a few times. The scout breaks combat and tries to escape. His high recharge allow him to gain back some of that life back so he can take another hit from you before finding cover or disappearing.
Scout 2 has lower then assault regen and low hit points(he attempting to be a scout) He does his job and sneak behind your team and shotguns someone in the back and hits you with a couple of smg bullets. You hear the shot turn and hit him a few times. Now he can try to break combat and run away, but you regen faster then he does so it benefits you if combat is broken, He could stay an fight and attempt to out last you with inferior hit points but will most likely die. If he runs you can pursue him and put the last bullet in him before he finds cover.
Scout 3 has lower then assault regen and high hit points(Scout 2 learned to not be a scout) He does his job and sneak up behind your team. Guns down you squad mate with his CR and starts hitting you. You return fire. Now Scout 3 already knows it more beneficial to you if combat breaks so he in it for the long haul and is fully plated up. Due to the plates their is a marginal difference between your Hit points and scout got the drop on you. Your losing the hit point war so you try to break combat to make use of your high regen but the scout is faster then you and it not going to let you escape. You die.
Example 1 Scout 1 was rewarded for playing his role and feels good about the choices he made. And in this case even if he didn't find cover he probably blames himself for dying.
Example 2 Scout 2 receive no reward for doing playing his role. Yes he killed a guy but he can't escape from you.
Example 3 Scout 3 was able to gun down 2 people because it was better for him to play like an assault and tank up due to not having high regen. He also learned the using niche weapon that require position are not worth the effort and instead sticks solely to the Rifles. Scout 3 wants to fight like scout 1 but if he tries he ends up being like scout 2. So Scout 3 become an assault scout so he can still enjoy the game.
The biggest issue that we have balancing suits is the CPU and PG cost of modules. Look at the scout, it is easier to fit armor plates and shield regulators in a low slot then it is to fit Kin Cats and Code breakers. Its cheaper to fit Combat rifles then shotguns. Why regulate yourself to an intended role when you can equip more stuff by acting like an assault.
(I would like to thank everyone this has been a good discussion on the matter) |
gustavo acosta
Tharumec
85
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Posted - 2014.06.27 04:48:00 -
[28] - Quote
shady merc wrote:Changing the Recharge rate or delay of the scout will only cause Caldari Scouts to become Gallenete brick tank scouts. Who can still scan down your assault suit or make the scout suit disappear from the battle field. Lets look at some examples I see playing out.
Scout 1 has high regen and low hit points. He does his job and sneak behind your team and shotguns someone in the back. You hear the shot turn and hit him a few times. The scout breaks combat and tries to escape. His high recharge allow him to gain back some of that life back so he can take another hit from you before finding cover or disappearing.
Scout 2 has lower then assault regen and low hit points(he attempting to be a scout) He does his job and sneak behind your team and shotguns someone in the back and hits you with a couple of smg bullets. You hear the shot turn and hit him a few times. Now he can try to break combat and run away, but you regen faster then he does so it benefits you if combat is broken, He could stay an fight and attempt to out last you with inferior hit points but will most likely die. If he runs you can pursue him and put the last bullet in him before he finds cover.
Scout 3 has lower then assault regen and high hit points(Scout 2 learned to not be a scout) He does his job and sneak up behind your team. Guns down you squad mate with his CR and starts hitting you. You return fire. Now Scout 3 already knows it more beneficial to you if combat breaks so he in it for the long haul and is fully plated up. Due to the plates their is a marginal difference between your Hit points and scout got the drop on you. Your losing the hit point war so you try to break combat to make use of your high regen but the scout is faster then you and it not going to let you escape. You die.
Example 1 Scout 1 was rewarded for playing his role and feels good about the choices he made. And in this case even if he didn't find cover he probably blames himself for dying.
Example 2 Scout 2 receive no reward for doing playing his role. Yes he killed a guy but he can't escape from you.
Example 3 Scout 3 was able to gun down 2 people because it was better for him to play like an assault and tank up due to not having high regen. He also learned the using niche weapon that require position are not worth the effort and instead sticks solely to the Rifles. Scout 3 wants to fight like scout 1 but if he tries he ends up being like scout 2. So Scout 3 become an assault scout so he can still enjoy the game.
The biggest issue that we have balancing suits is the CPU and PG cost of modules. Look at the scout, it is easier to fit armor plates and shield regulators in a low slot then it is to fit Kin Cats and Code breakers. Its cheaper to fit Combat rifles then shotguns. Why regulate yourself to an intended role when you can equip more stuff by acting like an assault.
(I would like to thank everyone this has been a good discussion on the matter)
The obvious answer would be to either increase the recharge delay and allow the same amount of regen, because then scouts would be able to still regen, or to allow the same recharge delay and lower the amount of regen. This would also incentivize scout to do more than just stack shield or armor plates.
Low regeneration rate would incentivize scouts to use shield rechargers or energizers, as well as armor repairs, and shield regulators. It is because of the high regeneration of health that scouts have they do not worry about stacking too much armor/ shield, because they will quickly come back.
Higher regeneration rate on assault will allow for assault suits to return to the battlefield and fulfill their role of assault.
Also a bricked tank caldari scout would not be as good as you would think mainly because it has to use one slot for reps and the other slot for plates. Also if said changes to shield regen as well then caldari scouts would take longer to get thier shield back when they are injured even with the stacked shields....
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
145
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Posted - 2014.06.27 12:22:00 -
[29] - Quote
I feel scout regen should be reduced and assault regen increased so they both reach a common middle ground, possibly with assault regen slightly higher. As a scout player I agree scouts need good regen so I'm not advocating a large nerf.
It's worth noting that fitting a dampener to your assault suit will even the EWAR odds between assault scouts and your assault suit. Unless the scout is using precision mods (losing tank) or is Caldari. However, reducing scout shield regen is more a nerf to Caldari scouts than others so should be balanced.
I wouldn't reduce min scout regen as much as cal.
I don't agree that assaults should have damage or hp bonuses or more slots, regen changes should be sufficient. Small steps are best.
If people are worried that commandos are overshadowing assaults, remove the commando damage bonuses to rifles. Assaults should be the best with rifles, commandos should just get bonuses to special weapons, i.e. Sniper rifles, laser rifles, mass drivers, swarm launchers, plasma cannons and shotguns. Maybe give Amarr a plasma cannon bonus and Caldari a swarmlauncher bonus so they all get an AV bonus and an AI bonus. |
Boot Booter
Sinq Laison Gendarmes Gallente Federation
625
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Posted - 2014.06.27 15:29:00 -
[30] - Quote
The reason any scout brick tanks is because they have ridiculous regen capabilities. People who say scouts need this, well that's what modules are for. The base scout suit without modules should be about speed and eWar. The ability of current scout to regen faster than assaults means you can stack mostly HP modules and achieve similar HP as assaults who are trying to reach a reasonable regen. (while still having better eWar, speed, hitbox, 2 equipment, etc)
In my opinion the biggest offender of scouts out shining assaults is the Caldari scout. This suit can regen 450 HP in just over 14 seconds, without placing any regen modules. it would literally take my minmatar assault double the time to do the same thing.
+1 Gustavo. Regen should be the assault role.
SMG Specialist
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