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Thread Statistics | Show CCP posts - 43 post(s) |
Stefan Stahl
Seituoda Taskforce Command
660
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Posted - 2014.07.09 19:50:00 -
[1] - Quote
CCP Rattati wrote:* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability. Some questions: Does this mean Caldari loses it's precision bonus? How is an Amarr Scout with two high slots supposed to utilize a bonus to scan precision?
And on the role assignment of the Amarr Scout as the armor-scout: That's what (in practice) the GalScout does. It's faster, has reps, and has a slot to spare due to the dampening bonus. If the Amarr Scout becomes even better than that you'll have to buff Assaults a whole lot. |
Stefan Stahl
Seituoda Taskforce Command
660
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Posted - 2014.07.09 20:13:00 -
[2] - Quote
Iron Wolf Saber wrote:Varoth Drac wrote:Stefan Stahl wrote: How is an Amarr Scout with two high slots supposed to utilize a bonus to scan precision?
With 2 precision mods? Depends on the numbers, but currently there isn't much that can avoid a double precision Cal scout. Well... at least you wont have to give up your primary tank to get the better scan bonuses. Is a scout suit that has strong eWar and stacks armor really the solution to the current state of the game? Typing that sentence sure feels like it needs an explanation. |
Stefan Stahl
Seituoda Taskforce Command
661
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Posted - 2014.07.09 21:53:00 -
[3] - Quote
I don't think that Logis are in a bad spot right now. The popularity of Logi-suits compared to Assault suit stems from the fact that Scouts are better Assault suits than Assaults and the other half of the Assaults became heavies. With no Assaults on the ground of course Logis are relatively more popular. Restructuring Logis sounds like the completely wrong way to fix the problem.
Also back on the Caldari/Amarr role-switch: Wasn't the original design for slots that people *should* share their main slot type between tank and other modules? A Caldari Scout should share precision and shields so we don't have super-eWar-super-shield-Scouts and a Gallente Scout should share dampeners and armor so you can't be tanked *and* dampened. That's why the range bonus fits so well with the Amarr scout. It can't have super range while also being super tanky. But I guess we can throw that sort of decision making out of the window now. Stacking ehp, it is. |
Stefan Stahl
Seituoda Taskforce Command
664
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Posted - 2014.07.10 17:05:00 -
[4] - Quote
CCP Rattati wrote:The A-logi is the only one that has this unique layout. Where is the call for a grenade commando, or a sidearm heavy. Being unique is not reason enough, nor is a swarm - sidearm logi a necessity for intricate game balance. The plan is to make logis better at what they do with good module efficacy bonuses. Where did the "Let's ask the community what the biggest problems are and fix them"-approach go?
All I see is "I want this changed. Deal with it."
Grand Master Kubo wrote:I strongly suggest removing one equipment slot from scouts. This is coming from someone who has used scouts for over a year. Giving scouts two equipment slots makes them too versatile. Scouts do not need two equipment slots. I support undoing as many Scout-buffs from 1.8 as possible. Scouts were pretty much fine before 1.8 deployed, adding the cloak would've been sufficient in itself.
The dark cloud wrote:Assaults are not beeing used because literally every other suit category is better. And nerfing the only other medium frame suit is not going to make them viable. Honestly when you nerfbat logis you will only create more heavys and scouts and then the circlejerk is complete. It seems like the completely wrong move to me too.
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Stefan Stahl
Seituoda Taskforce Command
667
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Posted - 2014.07.11 14:51:00 -
[5] - Quote
CCP Frame wrote:I would like to remind everyone that: CCP Rattati wrote:This is the narrative and any, all or none of the ideas may end up being implemented.
Please keep your feedback as constructive as possible, and we will listen. :) I'd like to cut down on the list of things to be changed.
I think the amount of discussion has shown that it is very difficult to predict the results from changing assaults, logis, sentinels and scouts all at once. Just for good measure there even are blaster changes in the original post. Maybe some AV changes too?
Basically I'd like to remind everyone that maybe we should focus on taking one step at a time. That has proven very effective before.
If I were to choose the aspect of the role interactions that need fixing the most I'd say we need to look at why Scouts are so popular in the slaying department. Personally I always go to Scout suits when I want to shoot people in the face in pubs. Assaults are just worse at that.
Once we identify which specific change would put Scouts back into their sneaky ways we can look at which other roles need improvement next. Let's focus on the most pressing issue first.
[Edit] 666 likes. Don't like me. Don't you dare!
... Thank you Mr. Sole Fenychs. Very nice to learn your true personality. I hate you. |
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