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Thread Statistics | Show CCP posts - 43 post(s) |
The-Errorist
SVER True Blood
786
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Posted - 2014.07.09 22:21:00 -
[1] - Quote
CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility.
It doesn't make sense to give something a precision bonus when it has the lowest number of high slots. Also the Amarr has tons of lows to put range amps and dampening mods, which would make it the most versitile scout, which is able to have good precision and dampening or range.
I think it would be better if it was more like this:
Race__________Role___________________________Reasoning Amarr: High range & neutral precision. High number of lots of lows slots, with low number of highs. Caldari: High precision, neutral range. Most high slots with lowest number of lows. Gallente: Low profile with neutral range and precision. High number of lots of lows slots, with low number of highs.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
786
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Posted - 2014.07.09 22:45:00 -
[2] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:B-F M wrote:CCP Rattati wrote:...The Caldari scout will be the natural long range, low ehp hunter... I like where you're going with this.. I am all for limiting the ability to brick tank on cal scouts (currently possible to have around 500eHP while still maintaining other bonuses - e.g. check this guy out) My main issue with the cal scout is that it has too many advantages: - can be invisible - can see position/location of all non gal-scout enemies up to ~50m - can tank shields - super fast movement/strafe - and still has enough PG/CPU to fit a lethal light weapon/sidearm Awesome roadmap for this release. Can't wait (for my new min commando suit colors)! Are you serious ??? Brick tank Caldari scouts ??? That doesn't even sound right and basically your talking about the wrong race . I play every day and I have never seen a bricked out Caldari scout , NEVER since the employment of full racial . You probably haven't seen the ones that stack armor plates, have 2 precision mods and 2 extenders. There are a lot of those running around in all game modes.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
794
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Posted - 2014.07.16 11:40:00 -
[3] - Quote
Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. The counter to one ADS are two forgegunners.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
794
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Posted - 2014.07.16 11:56:00 -
[4] - Quote
Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:...
... The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
795
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Posted - 2014.07.16 12:00:00 -
[5] - Quote
Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same)
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
795
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Posted - 2014.07.16 12:14:00 -
[6] - Quote
Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... I wasn't saying that it should take 2 forgegunners to counter an ADS, I was just stating how it is, and the reason I did so was because you previously stated that there are zero counters to an ADS besides another ADS.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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