Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lynn Beck
NoGameNoLife
1953
|
Posted - 2014.06.27 20:13:00 -
[31] - 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
|
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
148
|
Posted - 2014.06.27 22:09:00 -
[32] - Quote
Please CCP, this is a far more elegant, simple and balanced solution than all the others I have seen. If it doesn't do enough you can further improve assaults.
Buffing regen mods was a great move (still undecided whether the regulator buff was enough but I only have level 1 so cant effectively test) but no ones going to equip shield regen if you get it free on a scout.
There are so many misconceptions about scouts on the forums, it would be a great shame if scouts were over nerfed or assaults over buffed just because people don't understand the suit. |
Lynn Beck
NoGameNoLife
1957
|
Posted - 2014.06.27 23:50:00 -
[33] - 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
|
Bojo The Mighty
Spaceman Drug Cartel-Uno
3912
|
Posted - 2014.06.28 01:12:00 -
[34] - Quote
gustavo acosta wrote: 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
I'm sorry but I'm confused.
First you state that scouts should have slow shield regen. But then you say scouts are about speed? Then you give an example of scouts executing speedy recovery, hit & run.
I've been a scout since Chromosome Post TQ and the banter coming at scouts was hit & run.
Now let me drop my philosophy.
Scouts in my opinion are about stealth and speed. How is this different from yours? It's not, you just interpreted completely differently. When I say speed I'm not talking movement. I'm talking about a broad subject. Gallente Scouts should be the fastest to repair armor to full, Caldari the fastest to regen shields, Minmatar the fastest to run, and the Amarr fastest to recover stamina. The theme amongst 3/4 suits is the ability to regen with the minmatar being the general speedy one. Scout defenses should lie in how stealthy they are, in how well they can detect others, in how fast they can run, and how fast they can regenerate. Scouts need to have the best regeneration stats because we are supposed to have the least HP.
I can't propose a solution to assaults but I can propose a solution to scouts. Scouts need to get bonuses to regenerative modules + kin cat and need to suffer a little heavier penalty on tank modules. For example a Caldari scout who stacks shields too high would have suffer heavier regen penalties than an assault. A galscout who stacks too much armor should feel the sting of losing X% of armor reps. Amarr scout kind of needs to tank so they should be able to and Minmatar is kind of lagging as well so.....
But in the end I have to disagree entirely. Assaults need to be a diverse suit capable of dabbling in tank and regen. Strictly tank should belong to the heavies and strictly regen should belong to the scouts while the assaults should not be penalized for taking one path or the other.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
|
gustavo acosta
Tharumec
92
|
Posted - 2014.06.28 01:51:00 -
[35] - Quote
Look Bojo, right now is not the time for semantics, if I have to be absolutely clear, I'll correct my statement. "I believe that scouts should play the role of stealth and speed, in terms of movement."
If the health of a scout is supposed to be very low, which theoretically it should be, it wouldn't need such a high regeneration rate because it would little have hp to restore and would still take a short time to regen, though slightly longer than it does now.
I understand your scout proposal would be very applicable, however CCP does things in a certain manner, a manner which your proposal would contradict. If a penalty were to be added to tanking modules all suits would be affected by it. In other words, the form in which CCP balances this game is that of all or nothing, no "one," suit is affected by a penalty of a specific module. Cloaks for instance, high cpu/pg suits are able to use them, however it is not practical to do so because they do not get the bonus, or the dampening benefit, that scouts do, however there is nothing hindering anyone from using said cloak on anything other than scouts. This theory is also applied to logistics-assaults, and scout logistic suits.
If any change to scout suit it would dishearten scouts to tank, however it would hinder not them in anyway to attempt to tank. As assaults need a buff in order to better the suit in the role of continuous attack, or as I believe an Assault should behave, I thought would be appropriate...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
230
|
Posted - 2014.06.28 02:03:00 -
[36] - Quote
gustavo acosta wrote: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'm not opposed to giving assaults better regen... my comment was more about scouts needing to either be quick or stealthed and dead when they fail at either... |
Bojo The Mighty
Spaceman Drug Cartel-Uno
3913
|
Posted - 2014.06.28 03:19:00 -
[37] - Quote
gustavo acosta wrote:Look Bojo, right now is not the time for semantics, if I have to be absolutely clear, I'll correct my statement. "I believe that scouts should play the role of stealth and speed, in terms of movement."
If the health of a scout is supposed to be very low, which theoretically it should be, it wouldn't need such a high regeneration rate because it would little have hp to restore and would still take a short time to regen, though slightly longer than it does now.
I understand your scout proposal would be very applicable, however CCP does things in a certain manner, a manner which your proposal would contradict. If a penalty were to be added to tanking modules all suits would be affected by it. In other words, the form in which CCP balances this game is that of all or nothing, no "one," suit is affected by a penalty of a specific module. Cloaks for instance, high cpu/pg suits are able to use them, however it is not practical to do so because they do not get the bonus, or the dampening benefit, that scouts do, however there is nothing hindering anyone from using said cloak on anything other than scouts. This theory is also applied to logistics-assaults, and scout logistic suits.
If any change to scout suit it would dishearten scouts to tank, however it would hinder not them in anyway to attempt to tank. As assaults need a buff in order to better the suit in the role of continuous attack, or as I believe an Assault should behave, I thought would be appropriate... Always time for semantics!
I think you are looking at this in a wrong angle. Scout tanking isn't as bad because of high regen stats. A shield tanked proto caldari scout can have hundreds of shield HP and be invisible.
It's not quite as bad that all this HP is hitting you at a fast speed other wise a Minmatar Medium should be just as well as a scout if the terms were so black & white. But the key variable to it all is the huge profile gap between a Minmatar Medium and a Scout. Minmatar Mediums are fairly close to scouts in stats except for eWar numbers.
The problem everyone's having is 600-700 HP mercs avoiding detection; try asking an Assault to hide from Tacnet with such high profile and tank at the same time. 600-700 HP being invisible on the radar. That's like asking to hide a wall.
Shields because they do not hinder mobility should hinder profile in my opinion.
Standard variation armor plates need to hinder light frame mobility heavier.
Bam. That way the true scouts who have been playing their role intended more or less are not punished by another braod swipe. You need to hit the heart of the problem we can't go around nerfing suits because then no one is happy. We have to address the key issue and that is the relationship between HP tank modules and scouts not regen tanking scouts.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
|
gustavo acosta
Tharumec
92
|
Posted - 2014.06.28 03:35:00 -
[38] - Quote
Scout tanks work BECAUSE they can regenerate so quickly. In terms of E-war, I do believe that one of the medium frames should be able to counter the use of invisibility, however this is not the topic of my proposal. This addresses how to deter scout from tanking health by making it unattractive. What's more unattractive than knowing that if you tank your suit the health will take too long to come back after an engagement?
With the proposed change scout will have to choose between doing their role, or making an attempt at finding a good combination of regeneration and tank modules in order to survive a battle, and act as an assault.
As I said if a scout is doing their job they shouldn't need such a high regeneration rate in order to regain all their health...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
I do SUCK
Hired Logi's
106
|
Posted - 2014.06.28 04:29:00 -
[39] - 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://m.youtube.com/watch?v=eBPqksG9nbA
I trash talk
|
I do SUCK
Hired Logi's
106
|
Posted - 2014.06.28 04:37:00 -
[40] - Quote
gustavo acosta wrote: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...
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...[/quote] Do u here yourself right now then y do us yes us SCOUTS can't "be stealthy" with a scrambler my god (face palms) retards in dust these days
I trash talk
|
|
I do SUCK
Hired Logi's
106
|
Posted - 2014.06.28 04:38:00 -
[41] - Quote
I do SUCK wrote:gustavo acosta wrote: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... 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.
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...[/quote] Do u here yourself right now then y do us yes us SCOUTS can't "be stealthy" with a scrambler my god (face palms) retards in dust these days[/quote] Snap failed quote lol
I trash talk
|
gustavo acosta
Tharumec
92
|
Posted - 2014.06.28 04:43:00 -
[42] - Quote
I do SUCK, as a scout I sympathize with your unyielding desire to keep scouts in their current position in the game. However I find your lack of constructive criticism detrimental. If you're gonna trash talk please do so in a more coherent, and or, constructive manner.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
I do SUCK
Hired Logi's
106
|
Posted - 2014.06.28 05:01:00 -
[43] - Quote
gustavo acosta wrote:I do SUCK, as a scout I sympathize with your unyielding desire to keep scouts in their current position in the game. However I find your lack of constructive criticism detrimental. If you're gonna trash talk please do so in a more coherent, and or, constructive manner. Meh I'm not the best critic for god but I'll troll all day let's let bojo explain it he's a better explainer thingy p.S he's better then me
I trash talk
|
gustavo acosta
Tharumec
93
|
Posted - 2014.06.28 05:03:00 -
[44] - Quote
I do SUCK wrote:gustavo acosta wrote:I do SUCK, as a scout I sympathize with your unyielding desire to keep scouts in their current position in the game. However I find your lack of constructive criticism detrimental. If you're gonna trash talk please do so in a more coherent, and or, constructive manner. Meh I'm not the best critic for god but I'll troll all day let's let bojo explain it he's a better explainer thingy p.S he's better then me You could at least try...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Cross Atu
OSG Planetary Operations Covert Intervention
2488
|
Posted - 2014.06.28 06:34:00 -
[45] - 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. This is why (among other reasons) the Assault role needs to be defined by it's gank not it's tank. Give Assault suits a damage push that's native to the suit.
Nerfing scouts will no more make the Assault viable than nerfing Logi will make the assault viable. Even nerfting both will just mean that the heavy suits become the only worth while option. Assault suits need both love and uniqueness, Without making them excel within a niche (LW dps output) they will remain in contention with too many other suits because of their current status as 'mid-range generalists'.
Revisiting balance after the assault suits get the touch ups they require will, in my view, be more effective than altering the scouts (or logis) before we know what changes will ultimately come to the assault suits.
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
|
gustavo acosta
Tharumec
93
|
Posted - 2014.06.28 07:48:00 -
[46] - Quote
Cross Atu 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. This is why (among other reasons) the Assault role needs to be defined by it's gank not it's tank. Give Assault suits a damage push that's native to the suit. Nerfing scouts will no more make the Assault viable than nerfing Logi will make the assault viable. Even nerfting both will just mean that the heavy suits become the only worth while option. Assault suits need both love and uniqueness, Without making them excel within a niche (LW dps output) they will remain in contention with too many other suits because of their current status as 'mid-range generalists'. Revisiting balance after the assault suits get the touch ups they require will, in my view, be more effective than altering the scouts (or logis) before we know what changes will ultimately come to the assault suits. Cheers, Cross Unfortunately, if you had done more than just skim through this thread, you would have read my proposal that assaults should take the role of high regeneration rate and this would in fact help in their role of "continuous attack." This is would not be a nerf, it is re-balancing.
To suggest that Scouts are currently in a good spot for their would be an understatement, they are in fact excelling in all roles. Heavies only take the role of damage and hp tanking, I mean they do have regenerative but currently they equal the assault. Preventing Scouts from excelling at said assault role is also important, because it perpetuates balance.
Honestly I have not seen any good idea put together on how to stop scouts from doing the assault role beyond limiting the suit's capabilities to certain weapons, or certain amounts of hp. Though this is a simple way of prevention of said abuse it is unlikely to occur considering CCP's pattern of re-balancing the game. I understand candidates tend to say things in order to keep the majority happy, in this case scouts, however I do not approve of you brushing off my idea as a simple "Nurf da scout," thread, as this is how you answered.
I should know I'm a scout...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Bojo The Mighty
Spaceman Drug Cartel-Uno
3913
|
Posted - 2014.06.28 07:50:00 -
[47] - Quote
gustavo acosta wrote:Scout tanks work BECAUSE they can regenerate so quickly. In terms of E-war, I do believe that one of the medium frames should be able to counter the use of invisibility, however this is not the topic of my proposal. This addresses how to deter scout from tanking health by making it unattractive. What's more unattractive than knowing that if you tank your suit the health will take too long to come back after an engagement?
With the proposed change scout will have to choose between doing their role, or making an attempt at finding a good combination of regeneration and tank modules in order to survive a battle, and act as an assault.
As I said if a scout is doing their job they shouldn't need such a high regeneration rate in order to regain all their health... You're not bridging the connection between low HP and fast recovery.
You can't make a light suit be the medium. Here is how things work:
Heavy - High HP - Slow Speeds - Heavy Weapons or 2 Light Medium - Medium HP - Medium Speed - Most Slots Light - Low HP - High Speeds - eWar
This is how things work because it's on a balance scale. Every suit has a frame weight pro, con, and specialty. Your suggestion would balance as so:
Medium - Medium HP - High Regen Speed/Medium Movement - Most Slots Light - Low HP - Medium Regen/Fast Movement- Ewar
You end up with an imbalance. The notion of trying to suggest a method of dissuading scouts from tanking is noble however as you say you have many suits and you stand less to lose from such a suggestion. CCP has already castrated scouts by nerfing eWar instead of tanking. You want to further it and castrate our regen all in the name of nerfing tank?
If you want to nerf tank then nerf tank! Why must people suggest building a 70 mile road around the problem? Scouts should not be HP tanking so why nerf regen and eWar? If you take away regen and eWar what else is left to do but tank?
Also to end on a note of lemon zest I would agree with Cross as a good direction for the Assault to take.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
|
gustavo acosta
Tharumec
93
|
Posted - 2014.06.28 08:17:00 -
[48] - Quote
Bojo The Mighty wrote:gustavo acosta wrote:Scout tanks work BECAUSE they can regenerate so quickly. In terms of E-war, I do believe that one of the medium frames should be able to counter the use of invisibility, however this is not the topic of my proposal. This addresses how to deter scout from tanking health by making it unattractive. What's more unattractive than knowing that if you tank your suit the health will take too long to come back after an engagement?
With the proposed change scout will have to choose between doing their role, or making an attempt at finding a good combination of regeneration and tank modules in order to survive a battle, and act as an assault.
As I said if a scout is doing their job they shouldn't need such a high regeneration rate in order to regain all their health... You're not bridging the connection between low HP and fast recovery. You can't make a light suit be the medium. Here is how things work: Heavy - High HP - Slow Speeds - Heavy Weapons or 2 Light Medium - Medium HP - Medium Speed - Most Slots Light - Low HP - High Speeds - eWar This is how things work because it's on a balance scale. Every suit has a frame weight pro, con, and specialty. Your suggestion would balance as so: Medium - Medium HP - High Regen Speed/Medium Movement - Most Slots Light - Low HP - Medium Regen/Fast Movement- Ewar You end up with an imbalance. The notion of trying to suggest a method of dissuading scouts from tanking is noble however as you say you have many suits and you stand less to lose from such a suggestion. CCP has already castrated scouts by nerfing eWar instead of tanking. You want to further it and castrate our regen all in the name of nerfing tank? If you want to nerf tank then nerf tank! Why must people suggest building a 70 mile road around the problem? Scouts should not be HP tanking so why nerf regen and eWar? If you take away regen and eWar what else is left to do but tank? Also to end on a note of lemon zest I would agree with Cross as a good direction for the Assault to take.
The issue with your balance scale is that it entails that Scouts are able to do everything fast, however this in turn causes imbalance. Because Scouts can do everything fast, and tank, the assault suit loses its role. Just because something makes sense when you write it out doesn't make it right.
Any direct nerf tank modules would affect all suits and in no way give scouts any form of advantage, other than lowering TTK so that this game becomes more like COD. Also, the E-War changes were also necessary because no suit should be completely invisible to every form of E-War, this includes scanners. Unless you want to do the cloak method of making armor and shield modules 300 cpu/ 39pg with assaults getting the bonus allowing them to tank, but then this leaves out logis, medium frames, and heavies, so I doubt it.
This game has always been about being able to innovate the inventory to your playstyle, this means suits outside of their intended role should be able to function, however, to allow a suit to excel outside of their intended role and surpass the suit meant for it, was always discouraged.
If you're a scout and you want to tank, be my guest tank, but as I've said it should have never been able to take over the assault's role.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
gustavo acosta
Tharumec
93
|
Posted - 2014.06.28 08:24:00 -
[49] - Quote
Also, Bojo, when you think about it, a real scout with say 15 h/s is still techinically fast regn...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Cross Atu
OSG Planetary Operations Covert Intervention
2495
|
Posted - 2014.06.28 16:42:00 -
[50] - Quote
gustavo acosta wrote:Cross Atu 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. This is why (among other reasons) the Assault role needs to be defined by it's gank not it's tank. Give Assault suits a damage push that's native to the suit. Nerfing scouts will no more make the Assault viable than nerfing Logi will make the assault viable. Even nerfting both will just mean that the heavy suits become the only worth while option. Assault suits need both love and uniqueness, Without making them excel within a niche (LW dps output) they will remain in contention with too many other suits because of their current status as 'mid-range generalists'. Revisiting balance after the assault suits get the touch ups they require will, in my view, be more effective than altering the scouts (or logis) before we know what changes will ultimately come to the assault suits. Cheers, Cross Unfortunately, if you had done more than just skim through this thread, you would have read my proposal that assaults should take the role of high regeneration rate and this would in fact help in their role of "continuous attack." This is would not be a nerf, it is re-balancing. I honestly have not read the whole thread, I read the OP, quoted it and responded to it. That being said I deeply disagree with the premise that the niche of the assault should be a high eHP one, regeneration based or otherwise. Assault eHP should be mid range, for more details on this premise check out the thread by Fox Gaden.
gustavo acosta wrote:To suggest that Scouts are currently in a good spot for their would be an understatement, they are in fact excelling in all roles. Heavies only take the role of damage and hp tanking, I mean they do have regenerative but currently they equal the assault. Preventing Scouts from excelling at said assault role is also important, because it perpetuates balance.
Honestly I have not seen any good idea put together on how to stop scouts from doing the assault role beyond limiting the suit's capabilities to certain weapons, or certain amounts of hp. Though this is a simple way of prevention of said abuse it is unlikely to occur considering CCP's pattern of re-balancing the game. I understand candidates tend to say things in order to keep the majority happy, in this case scouts, however I do not approve of you brushing off my idea as a simple "Nurf da scout," thread, as this is how you answered.
I should know I'm a scout... I brushed nothing off nor am I attempting to pander in any way, you may check my posting history all the back to closed beta if you would like, the point I made - which quite frankly you have not directly addressed - is that both of the medium frames will need balancing regardless. That being the case further changes to the scout (or the heavy honestly) prior to the first polish pass on both the Logi and the Assault is in fact bad practice; to wit, what is balanced now will not be balanced then, and what is balanced then will not be known until we have more information about what "then" is actually comprised of.
There is no amount of scout (or heavy) nerfing that will give the assault a proper niche or role in its current state. Yes nerfing other suits could make the assault more prominent but one suit being the most prominent (regardless of what suit that is) does not indicate high quality balance, in fact it definitively indicates a lack of balance parity unless each niche/role has been defined meaningfully as an incomparable. Right now in Dust that is unfortunately not the case, we have for the most part one niche/role which composes most of the actual game play, the role of "slayer". No suit can be the best slayer as long as slayer is the best role, otherwise we're just creating something new for the FotM crowd to chase (something I'm deeply opposed to, again feel free to check my posting history all the way back to closed beta, I'm am not a fan of FotM).
If you'd care to discuss the concepts herein directly I remain, as usual, completely open to that Let us, however, be clear; at no time did I suggest "scouts are in a good place" as a blanket catch all stance. Such a stance is far too simplistic to be accurate, for one thing the scout racial types are not equivalent and should not be painted with the same brush (much like happened during the logi witch hunt days of the broken CalLogi Extender bonus). The Minja and Amarr both need a more functional level of role definition/performance, just like essentially all 8 racial medium frames do.
In fact I think changes to the scout line are most certainly called for (look here) but they require other changes first.
Continued in part 2
Cross Atu for CPM1- An emergent candidate
|
|
Cross Atu
OSG Planetary Operations Covert Intervention
2495
|
Posted - 2014.06.28 16:48:00 -
[51] - Quote
part 2
Cross Atu wrote: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.
This is an general/simple example of what could serve as a first pass on the medium racial frames. With this done we can then let some testing and data collection happen on the live servers. After that we can assess the state of each racial heavy, scout, and medium to make the further adjustments which will almost certainly be necessary. But until then we won't really know what those adjustments are. Not acknowledging that effect, the implications of connected changes, has been a glaring shortfall in CCPs balance method up until CCP Rattati took point. I very much do not want to see balance methodology backslide into its prior, deeply flawed, form. Hence, by extension, I am opposed to this proposal at this time (and even if it weren't at this time I'd likely still find the idea of seeking assault suit balance by focusing on making them higher eHP a dubious method from a conceptual standpoint I think it violates their niche making them overlap with everything else too much for a medium dps frame).
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
|
gustavo acosta
Tharumec
95
|
Posted - 2014.06.28 17:26:00 -
[52] - Quote
I never suggested that assaults should have high eHP, I suggested that the mid-range of the assault's eHP should regenerate quicker because it will outline their role. As I have stated this is not a nerf this is a change. Nerf=something is OP make it weaker, buff=something is UP make it better, change=there is an inconsistency in the game that needs addressing. The inconsistency in scouts is that they are apparently "not supposed to be able to tank effectively" however their innate regeneration rewards them to do so. If assaults, and probably medium frames considering they share identical stats, were able to do this they could fulfill their role on the battlefield.
This is only one idea, but I have yet to see any other more applicable ideas that would work for the manner in which CCP balances this game. This includes the whole "force logi to fill equipment," which I am against because it limits innovation of the logi suit. I believe that the role of suits should be made obvious, however I do not believe we should baby the players of this game by forcing them to run their suit in a way that coincides with their role rather than their choice. That being said if a player does attempt to do a role outside of intended the attempt should not out-perform the suit to which said role is intended.
I also never suggested this should be the only change made to the scout suit it is only the inconsistency that I had noticed one day when trying to tank scout, well succeeding. If scouts are supposed to have low Hp then why does their regeneration rate have to be so high? But back to assault, I believe assault suits should get better bonuses that would define their role deeper, however this thread is not for that. This thread is a suggestion for said adjustments, and would in fact give the assault a niche for use, though said niche has not even been defined by you. I have also acknowledged in this thread that the Amarr and Minmatar scouts' role would have to be more defined, or subjected to different less drastic changes, in order for said change to work. (Cross Atu,no offense but you still seem fairly ignorant when it comes to what I am actually proposing, and yoursolutionsseemlikeobviousthingsandreallyprovidenothingconcrete)
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Bojo The Mighty
Spaceman Drug Cartel-Uno
3914
|
Posted - 2014.06.28 18:37:00 -
[53] - Quote
I can't make you see your folly you are hell bent that the role of the Assaults is to regen. However I am not threatened by your suggestion because it will never come true. Just like 99/100 of all suggestions.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
|
gustavo acosta
Tharumec
95
|
Posted - 2014.06.28 18:39:00 -
[54] - Quote
Bojo The Mighty wrote:I can't make you see your folly you are hell bent that the role of the Assaults is to regen. However I am not threatened by your suggestion because it will never come true. Just like 99/100 of all suggestions. You have not provided good enough evidence other than some chart you made up based on the word "fast"...
Also it seems that you have no better idea on how to improve assault/medium suits, honestly I'm fine if said changes don't occur, all I can do is hope that CCP does SOMETHING, but if they don't oh well I still have my assault, scout, logi and sentinal to have fun with, I could care less...
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Boot Booter
Sinq Laison Gendarmes Gallente Federation
636
|
Posted - 2014.06.28 19:57:00 -
[55] - Quote
Bojo The Mighty wrote:I can't make you see your folly you are hell bent that the role of the Assaults is to regen. However I am not threatened by your suggestion because it will never come true. Just like 99/100 of all suggestions.
Dude, its not just him that is suggesting this. A great number of players are suggesting that regen should be the assault role.
It does not make sense for scouts to have higher base regen;
1. They are supposed to have lower eHP meaning that ridiculously high regen is not needed. (changing to assault level would not gimp them, just force them to give thought to regen modules and prevent tanking) 2. They are not supposed to engage openly against enemies, meaning they shouldnt be taking much damage and do not need high regen. 3. Every other class is forced to fit expensive regen modules to even get close to scouts base regen. 4. They have superior eWar which allows them to avoid contact while they regen. 5. They have superior speed which allows them to escape and regen.
There are 6 primary attributes in dust infantry.
eHP, Regen, Speed, eWar, damage, equipment
Why should the scout get regen, speed, eWar while having similar eHP and damage?
Solution, give regen to the assaults.
Everyone knows you like your crutch, its cool.
SMG Specialist
|
Cross Atu
OSG Planetary Operations Covert Intervention
2500
|
Posted - 2014.06.28 20:08:00 -
[56] - Quote
gustavo acosta wrote:I never suggested that assaults should have high eHP, I suggested that the mid-range of the assault's eHP should regenerate quicker because it will outline their role. As I have stated this is not a nerf this is a change. Nerf=something is OP make it weaker, buff=something is UP make it better, change=there is an inconsistency in the game that needs addressing. The inconsistency in scouts is that they are apparently "not supposed to be able to tank effectively" however their innate regeneration rewards them to do so. If assaults, and probably medium frames considering they share identical stats, were able to do this they could fulfill their role on the battlefield. As stated in my prior post I don't conceptually support the method of raising Assault eHP as a way to define/improve their role at this time. As per this thread I think there are other aspects which should be touched on prior to any look at altering the eHP of the Assault line.
gustavo acosta wrote:This is only one idea, but I have yet to see any other more applicable ideas that would work for the manner in which CCP balances this game. This includes the whole "force logi to fill equipment," which I am against because it limits innovation of the logi suit. I believe that the role of suits should be made obvious, however I do not believe we should baby the players of this game by forcing them to run their suit in a way that coincides with their role rather than their choice. That being said if a player does attempt to do a role outside of intended the attempt should not out-perform the suit to which said role is intended. See the above linked thread for not only more applicable ideas but the reasons why they are more applicable even if some aspects of them are functionally less than ideal.
gustavo acosta wrote:I also never suggested this should be the only change made to the scout suit it is only the inconsistency that I had noticed one day when trying to tank scout, well succeeding. If scouts are supposed to have low Hp then why does their regeneration rate have to be so high? But back to assault, I believe assault suits should get better bonuses that would define their role deeper, however this thread is not for that. This thread is a suggestion for said adjustments, and would in fact give the assault a niche for use, though said niche has not even been defined by you. I have also acknowledged in this thread that the Amarr and Minmatar scouts' role would have to be more defined, or subjected to different less drastic changes, in order for said change to work. (Cross Atu,no offense but you still seem fairly ignorant when it comes to what I am actually proposing, and yoursolutionsseemlikeobviousthingsandreallyprovidenothingconcrete) I did not mean to imply that you were stating this was a stand alone or magic bullet fix. If such implication was given by my posts please allow me to clarify that now. I do not at this time, nor any prior time, mean to imply that you were stating the OP was the only fix needed.
Having cleared that up allow me to reiterate, I do not believe altering Assault eHP balance should be the first step to improving the class. They are the Light Weapon masters and should, within their racial specificity, be able to get the highest optimum use out of their related Light Weapons. Giving the Assault role a focus on 'gank' rather than 'tank' and aspecting that role within racial tones creates a role wide balance philosophy while maintaining internal racial diversity.
Further it is important to define terms;
- HP - Hit Points, Brick Tank, Buffer Tank; this is the raw total suit life.
- eHP - Effective Hit Points; this is more complex and comprises nuanced things such as visibility, speed, damage reduction, repair rate, et al.
Scouts should indeed be low HP, but that does not mean they have to be the lowest on each aspect of eHP. Assaults should be mid range on eHP, but that does not mean they must be 100% middle of the road on HP (indeed at present they have better native HP than both Scouts and Logi).
All of that debate is beside the point however, at least when it comes to what statements I am making so I will reiterate the fundamental to be certain I am making stance clear (because there seems to, perhaps, be some confusion here).
TL;DR - Do not change the HP or eHP of Assaults in any way until after their gank (i.e. optimal damage output and potential) has been given the overhaul which (in my understanding) it so desperately needs. The Assault role should be an attacking one, and it's niche benefits should aid in bringing the pain, not surviving the pain. Revisit the situation visa vie Assault/Scout eHP after we've seen the effects of assault damage buffs.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
|
gustavo acosta
Tharumec
97
|
Posted - 2014.06.28 20:32:00 -
[57] - Quote
Thanks for clarifying Cross Atu, though I do not agree that assaults should be focused on damage output, because of the TTK issue it might bring I understand where you're coming from. I would also make it a point to remind that the assault suit is not the best in any form of eHP, because it is the second most visible, weakest (because lolscouttank), has no damage reduction. Also, I believe if scouts are able to perform the role of invisibility, and speed, and heavies HP tank, and devastating attacks, logistics medic, and intel(which needs to be somwhat buffed I believe but that's a different topic). The assault should play a role beyond just 25% more damage "IF" you use your racial weapon, in this case durability/regeneration.(assumption made from past changes to the game)
I believe that medium frames in general should be the second best in terms of durability, heavies being first, because they are unable to do their respective roles without durabilty(i.e. attack and logistics) , buffing their regeneration rate alone would help a great deal. I added that scouts should also be affected by this change because currently they are abusing the ability to regen their health quickly by tanking suits.
Unless the damage output given to assaults is monstrous, then scouts will still be rewarded more for running assaults than the actual assault suit for doing so.
Gallente scout, heavy, logi, and assault
can't touch my post nerfed flaylock sun....
|
Cross Atu
OSG Planetary Operations Covert Intervention
2500
|
Posted - 2014.06.28 21:16:00 -
[58] - Quote
gustavo acosta wrote:Thanks for clarifying Cross Atu, though I do not agree that assaults should be focused on damage output, because of the TTK issue it might bring I understand where you're coming from. I would also make it a point to remind that the assault suit is not the best in any form of eHP, because it is the second most visible, weakest (because lolscouttank), has no damage reduction. Also, I believe if scouts are able to perform the role of invisibility, and speed, and heavies HP tank, and devastating attacks, logistics medic, and intel(which needs to be somwhat buffed I believe but that's a different topic). The assault should play a role beyond just 25% more damage "IF" you use your racial weapon, in this case durability/regeneration.(assumption made from past changes to the game) It seems we differ conceptually somewhat here, but that's legitimate and I'm totally open to discussing the various pros and cons of differing conceptual stances. That's the best way, in my experience, to hone in on quality balance. I'm not going to dispute your concerns regarding TTK, in fact I'm of the school at present that leans towards TTK game wide getting something of an increase. Honestly this is part of why I want the Assault to gain a damage bonus first, so that game wide balance could be scaled with such a bonus in mind rather than polished and then re-broken.
gustavo acosta wrote:I believe that medium frames in general should be the second best in terms of durability, heavies being first, because they are unable to do their respective roles without durabilty(i.e. attack and logistics) , buffing their regeneration rate alone would help a great deal. I added that scouts should also be affected by this change because currently they are abusing the ability to regen their health quickly by tanking suits. I tend to agree regarding the place of medium frames on the durability spectrum. Upon reflection I should likely elaborate a bit more on one key point. When I say give the assaults their gank bonuses first, that is very much what I mean. I am not dismissive of the idea that further changes with regards to eHP may be called for before we find high quality balance, however since I do believe the assaults require a means of making themselves the Light Weapon specialists and that over all role power will have to include both gank and tank, I'm firmly in favor of doing the damage buffs upfront and then assessing the situation. What and how much change will or will not be required for the assault et al at that stage will be something I don't see how we can answer until the other changes go through. So while I am saying that I don't think we should touch this now, I am not saying "no never, this way is perfect".
gustavo acosta wrote:Unless the damage output given to assaults is monstrous, then scouts will still be rewarded more for running assaults than the actual assault suit for doing so. There's a scout related proposal which also has some possible bearing on this question, the quick upshot is that it moves passive buffs into being model buffs such that for scouts to use their main role niche they cannot be stacking all their high/lows with tank.
Looking forward to the continuing conversation. Cheers, Cross
P.S. ~ Held this till the post script to avoid pulling the thread too far off topic, but I agree with you generally speaking that having forced fittings is very bad policy. Sadly it's the only way I've seen thus far to give the support logi the wiggle room it needs to actually become viable. At present a "slayer" logi can out do an assault while at the same time that very same racial logi suit spec'ed for support is sluggish squishy and even more expensive (both SP and ISK) than the assault suits it's going to consistently lose against. I don't like required fittings, but something needs to be done so that the support logi can be buffed properly to have a chance at ISK viability and proper SP risk vs reward scaling without at the same time turning it into a better slayer suit than the assault.
Cross Atu for CPM1- An emergent candidate
|
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2014.06.28 23:10:00 -
[59] - Quote
The things is, I fundamentally disagree with increasing assault suit damage. The TTK benchmark should be set by assaults.
That is what is so clever about the current assault suit bonuses, they increase the effectiveness of the rifles without directly increasing damage. Giving assault suits a base damage increase seems to me a very ugly and messy way of improving them. Too many bonuses feel like a patchwork of fixes rather than a coherent set of suit perks.
The key to buffing assaults is in their base stats, there isn't room to change things with bonuses or slots without opening a can of worms and making a mess.
Surely it would be wise to buff assault regen to near scout levels first (maybe with a minor scout regen nerf as well ), to address the clear problem with regen mods (i.e. why fit them on assaults when they are free with scouts?) and see how it goes before jumping straight in with massive overhauls and potentially throwing things way out of balance again.
Hasn't everyone been saying over and over again, to achieve balance, small steps at a time are best? |
The-Errorist
SVER True Blood
773
|
Posted - 2014.06.29 16:55:00 -
[60] - Quote
There are a few good solutions out there, but these are the ones I believe are the best ones:
Make assaults have a total of 8 high & low slots at proto and standardize slot layouts for races: Caldari - Most high slots. Minmatar - 1 more high slot than low for odd number of slots and equal high & lows when theirs an even total number slots. Gallente - More low slots than high. Amarr - Most number of low slots.
More details in KAGEHOSHI's thread on [Feedbk/Req] (Spreadsheet inside) medium suit slot changes.
Give non-specialized suits a purpose, ([Feedback/Request] Basic frames & specializations: differentation & cost)
Differentiating the Assault and Commando specializations by Aero Yassavi and KAGEHOSHI Horned Wolf Assault Class: 2% increased damage to light weapons and sidearms per level Amarr Assault: 5% decreased heat build up to laser weaponry per level Caldari Assault: 5% increased magazine size to hybrid - rail weaponry per level Gallente Assault: 5% increased magazine size to hybrid - blaster weaponry per level Minmatar Assault: 5% increased magazine size to projectile weaponry per level
Commando Class: 20% increased ammo capacity of light weapons and sidearms per level Amarr Commando: 5% increased reload speed of laser weaponry per level Caldari Commando: 5% increased reload speed of hybrid - rail weaponry per level Gallente Commando: 5% increased reload speed of hybrid - blaster weaponry per level Minmatar Commando: 5% increased reload speed of projectile and explosive weaponry per level
For more info, check the thread linked above.
And lastly, standardize recharge rates, delays, and repair rates for the races: Caldari - Higher shield HP and recharge. Shield recharge rate: 30 HP/s Armor repair rate: 0 HP/s Shield recharge delay: 5s Shield recharge delay: 6s
Minmatar - Lower shield HP and better shield recharge delays. Shield recharge rate: 25 HP/s Armor repair rate: 0 HP/s Shield recharge delay: 4s Shield recharge delay: 5s
Gallente - Lower armor HP and decent base armor repair. Shield recharge rate: 20 HP/s Armor repair rate: 2 HP/s Shield recharge delay: 7s Shield recharge delay: 10s
Amarr - High armor HP. Shield recharge rate: 20 HP/s Armor repair rate: 0 HP/s Shield recharge delay: 7s Shield recharge delay: 10s
I don't like how right now heavies get lower recharge rates and delays (exception of Cal HVY) while lights get better recharge/repair rates and delays. Lights don't need to have better regen rates because they have lower HP, they'll repair/regen faster than heavier frames. Also, giving a suit with more HP, a lower recharge rate and delay doesn't make sense, since they'll take more time to fully recover anyway, if they had the same rates & delays.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |