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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.27 00:01:00 -
[1] - 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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Lynn Beck
NoGameNoLife
1943
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Posted - 2014.06.27 00:47:00 -
[2] - 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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Lynn Beck
NoGameNoLife
1946
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Posted - 2014.06.27 01:06:00 -
[3] - 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
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Posted - 2014.06.27 01:07:00 -
[4] - 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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Lynn Beck
NoGameNoLife
1953
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Posted - 2014.06.27 20:13:00 -
[5] - Quote
Limiting scouts to sidearm only will simply homogenize every fitting into using Smg/ScramPistol, as tey're the only 2 generally viable sidearms.
I think, rather than arbitrarily removing customization, we should just make Assaults better at slaying.
Yes, a scout can still slay, but an Assaut is better for all but Geurilla(aka Hit n Run) tactics.
Best way to do this is to make scouts the super fast, sneaky class(they already are) and make Assaults take Scouts' regeneration capabilities(in terms of repping 3/s and various Shield Scout factors) in favor of using their mobility and stealth to stay out of harm's way.
A scout doesn't need a 3/4 second shield delay if he's actually scouting or assassinating, honestly even a 10 second delay wouldn't gimp true scouts. However, baby steps, i do not wish to make scouts have 10/12 sefond delays, or anythin near.
Just make assault's regen better, then scouts will already fall into line.
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
1957
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Posted - 2014.06.27 23:50:00 -
[6] - Quote
I'm a lv4 Minmatar Scout, while being a Lv5 Minmatar Commando, and a lv3 Minmatar Assault.
My assault is outshined by my scout in every way, but my scout is outshined completely by a Caldari Scout, alongside outclassing my Assault.
Assault currently can hit 560 shield with 25/s recharge, and 10 second Regular delay. My scout hits 343 with 5/6 second delays.
A calscout can get 453, with 4/5 second delays(assuming 4 extenders only does 1 second extra, not mathing it.
If my Min Assault wants better regen, i can hit 478 with 35/s recharge, but that's still worse than a Calscout simply stacking extenders. Scouts are generally just better, and the loss in HP is negligible when you consider strafe speed and hitbox.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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