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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1677
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Posted - 2014.07.11 02:43:00 -
[1] - Quote
TL;DR- Caldari scouts should have a bonus to scan precision and Amarr scouts should be given the scan range bonus.
So before I get all the QQ about "Cal scout's OP," yes I agree that it does need a nerf. However, the proposed "fix" is completely unfair to those who skilled into the Cal suit purely for its EWar bonus.
I skilled into the suit because I liked its shield regen and speed, but predominantly for its scan strength bonus. Despite only having a few million skill points into infantry skills, the bulk of them are into Proto Cal scouts and almost perfect scan skills (all 5 except lvl 4 range). I never have fewer than 2 EWar mods on all my suits and have never put an armor plate on any Cal scout suit. The average ehp of even my Proto scouts is <400.
But enough anecdote. The precision skill will be wasted on the Amarr scout. Even with all lvl5 skills and 2 complex precision mods, any scout with 2 complex damps and an advanced cloak (or 2 complex damps and any other damp) can dodge it. Not to mention that a Gal scout only needs a complex and basic damp to dodge it.
The bonus is redundant for anything above a scout suit since any scout can already easily scan every med and heavy suit. It's supposed to be a scout hunter, but that's totally useless if EVERY scout can easily dodge it at its prime.
Now consider the Cal scout currently: Most fits use 1 or 2 precision mods, which can be dodged as I said above by every scout. But if a Cal scout wants to go full EWar, it still has 1-2 more high slots to use for more precision mods. This is a niche that only the Cal can and should fill.
A scan range bonus makes more sense on an Amarr scout. Since it's most often used as a "light assault" suit the suit is best suited for fast face-to-face combat, so knowing what is where would be very important.
To address a point proponents of the proposed change have made (I think it was IWS or a Dev, I don't remember): "The new bonus' modules won't interfere with the the primary tank of the two suits." (Or something to that effect) This is rubbish. The primary tank of a Cal scout isn't it's tank at all, it's its EWar. It's few low slots should almost always be filled with dampeners to avoid other scouts so there's no room for range amps, which would be pretty useless without its precision bonus anyway.
Lastly, and sort of off topic, whichever scout does get the pure range bonus, please make it worth actually skilling up for. The current 3% per level gives a whopping 3m. Even the 25% bonus only gave 5m. If this is going to be the only bonus a scout gets, it needs to be better than the militia module. I'm thinking another 10% per level or so (at max skills that's be 40m).
I hope this manages to change the current decision. Without my Cal's precision, it can't be used for anything but a cloaky assault. Please don't destroy it's niche.
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BLOOD Ruler
The Lionheart Coalition
526
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Posted - 2014.07.11 03:04:00 -
[2] - Quote
Eh
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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Brokerib
Lone Wolves Club
1600
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Posted - 2014.07.11 03:08:00 -
[3] - Quote
No. This change needs to happen. It solves a number of issues simultaneously. It's not perfect, but it's a good move. Along with the other changes, we should have 4 viable(ish) scouts suits.
Agreed that the Cal range bonus needs to be substantial. I would go with 10% per level, getting them to 45m unassisted. If it's changed to module efficacy at some point then it may need to be raised to 15% a level, as the Cal will be forced to give up dampening to use their bonus, so it needs to be a good bonus to be worth it.
o7
Knowledge is power
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1680
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Posted - 2014.07.11 03:19:00 -
[4] - Quote
Brokerib wrote:No. This change needs to happen. It solves a number of issues simultaneously. It's not perfect, but it's a good move. Along with the other changes, we should have 4 viable(ish) scouts suits.
Agreed that the Cal range bonus needs to be substantial. I would go with 10% per level, getting them to 45m unassisted. If it's changed to module efficacy at some point then it may need to be raised to 15% a level, as the Cal will be forced to give up dampening to use their bonus, so it needs to be a good bonus to be worth it.
o7 Be more specific as to what "issues" are fixed. We can't debate on vague implications.
I see far more problems being created then fixed: Amarr gets a useless bonus because it can't scan other scouts. Caldari gets an almost useless bonus because it can scan a bit farther but it's still lame since it can't scan scouts, not to mention can't use its bonused mods because it needs dampeners to hid from scouts (that it can't scan).
And a Cal scout lvl5 only with a 10% bonus would get a 30m scan range (40m w/ scan range lvl5). Please learn math before I take you seriously.
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jNs Vit4l
THE 300 SPARTANS
5
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Posted - 2014.07.11 03:50:00 -
[5] - Quote
Vulpes Dolosus wrote:TL;DR- Caldari scouts should have a bonus to scan precision and Amarr scouts should be given the scan range bonus.
So before I get all the QQ about "Cal scout's OP," yes I agree that it does need a nerf. However, the proposed "fix" is completely unfair to those who skilled into the Cal suit purely for its EWar bonus.
I skilled into the suit because I liked its shield regen and speed, but predominantly for its scan strength bonus. Despite only having a few million skill points into infantry skills, the bulk of them are into Proto Cal scouts and almost perfect scan skills (all 5 except lvl 4 range). I never have fewer than 2 EWar mods on all my suits and have never put an armor plate on any Cal scout suit. The average ehp of even my Proto scouts is <400.
But enough anecdote. The precision skill will be wasted on the Amarr scout. Even with all lvl5 skills and 2 complex precision mods, any scout with 2 complex damps and an advanced cloak (or 2 complex damps and any other damp) can dodge it. Not to mention that a Gal scout only needs a complex and basic damp to dodge it.
The bonus is redundant for anything above a scout suit since any scout can already easily scan every med and heavy suit. It's supposed to be a scout hunter, but that's totally useless if EVERY scout can easily dodge it at its prime.
Now consider the Cal scout currently: Most fits use 1 or 2 precision mods, which can be dodged as I said above by every scout. But if a Cal scout wants to go full EWar, it still has 1-2 more high slots to use for more precision mods. This is a niche that only the Cal can and should fill.
A scan range bonus makes more sense on an Amarr scout. Since it's most often used as a "light assault" suit the suit is best suited for fast face-to-face combat, so knowing what is where would be very important.
To address a point proponents of the proposed change have made (I think it was IWS or a Dev, I don't remember): "The new bonus' modules won't interfere with the the primary tank of the two suits." (Or something to that effect) This is rubbish. The primary tank of a Cal scout isn't it's tank at all, it's its EWar. It's few low slots should almost always be filled with dampeners to avoid other scouts so there's no room for range amps, which would be pretty useless without its precision bonus anyway.
Lastly, and sort of off topic, whichever scout does get the pure range bonus, please make it worth actually skilling up for. The current 3% per level gives a whopping 3m. Even the 25% bonus only gave 5m. If this is going to be the only bonus a scout gets, it needs to be better than the militia module. I'm thinking another 10% per level or so (at max skills that's be 40m).
I hope this manages to change the current decision. Without my Cal's precision, it can't be used for anything but a cloaky assault. Please don't destroy it's niche.
I aggre! If you are going to CHANGE our cal scout bonus to something else, then you have to give us a respec CCP, i didnt skill into cal scout for scan range... i skilled into it for the precision and if you take that away you should give cal light frame / cal scout suits respec!
CEO of The 300 Spartans!
Leader FC of J PLATOON VIT4L (CFW)
CALDARI LOYALIST!!!
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Brokerib
Lone Wolves Club
1600
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Posted - 2014.07.11 03:56:00 -
[6] - Quote
Vulpes Dolosus wrote:Brokerib wrote:No. This change needs to happen. It solves a number of issues simultaneously. It's not perfect, but it's a good move. Along with the other changes, we should have 4 viable(ish) scouts suits.
Agreed that the Cal range bonus needs to be substantial. I would go with 10% per level, getting them to 45m unassisted. If it's changed to module efficacy at some point then it may need to be raised to 15% a level, as the Cal will be forced to give up dampening to use their bonus, so it needs to be a good bonus to be worth it.
o7 Be more specific as to what "issues" are fixed. We can't debate on vague implications. I see far more problems being created then fixed: Amarr gets a useless bonus because it can't scan other scouts. Caldari gets an almost useless bonus because it can scan a bit farther but it's still lame since it can't scan scouts, not to mention can't use its bonused mods because it needs dampeners to hid from scouts (that it can't scan). And a Cal scout lvl5 only with a 10% bonus would get a 30m scan range (40m w/ scan range lvl5). Please learn math before I take you seriously. For a start...
(20*1.5)*1.5 = 45. Not 40. The bonus applied to the modified base score, not the base score itself. "Please learn math before I take you seriously." This passively puts them above (by 1.5m) any other scout with a single complex range amp fitted.
As for the other... The Amarr gets a useful bonus, which they haven't had previously. High precision short range scanning to complement their more tanky nature. This moves them from being completely eclipsed by the Gal, to having some purpose. That purpose is to counter mediums, heavies, and poorly dampened scouts. The lack of high slots means that they can't scan down heavily dampened scouts (though they can still detect poorly dampened scouts, 2 precision enhancers with 5% a level precision bonus puts them at ~17dB scan precision), while their lows mean they can get range, if they forego tank. It's not perfect, but a step in the right direction, and may mean that the Amarr actually gets used.
Removal of precision from the Cal means that the Amarr and Minmatar are no longer marginalised by unbeatable passive scans. The Cal retains the ability (through the range bonus in addition to the highest number of high slots) to scan, at distance, all but the most heavily dampened scouts (~15dB with 4 x complex precision enhancers). Once again, at the cost of tank.
You are correct that the combination of range amps and dampening being in low is an issue for the Cal. Which is why I would support a large inherent bonus to range, as mentioned above. That way the bonus is useful even when lows are used for dampening. But it will mean deciding on a match by match basis on how much dampening you need vs how much range. I am concerned that this puts the Cal in the same position as the Min/Amarr currently, but we'll need to see how it plays out to be sure, as it largely depends on uptake of the Amarr scout or precision stacking the Minmatar, though neither will have the inescapable passive vision providied by the current iteration of the Cal scout.
The Gal remains unscannable, which isn't necessarily a problem as they lack the ability to effectively scan down other scouts (any dual dampened scout cannot be scanned by a Gal), so it effectively puts everyone on an even footing. However, they still have greater versatility and ability to tank than the other scouts while staying passively invisible. Once again, not great, but as not game breaking as the previous iteration.
And finally the Min get's the ability to make use of their hacking bonus (with the move of hacking modules to the high slot), while also getting the ability to remain passively invisible. Due to their balanced slot count they can fit between the Cal and Amarr for range and precision, which makes them versatile at EWAR, but will need to balance vision vs dampening to be effective.
Hopefully that's enough to clarify? The changes put forward in Charlie put us in a position where we are approaching having 4 viable scouting roles. As mentioned in my original post, it's not perfect, but it's an improvement on what we currently have.
My main concern is that the changes will lead to the resurgance of the Gal Logi scannerina, using 4 proto focused active scanners to light up everything. But will need to see how the meta shifts in response to the Charlie changes.
Knowledge is power
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1684
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Posted - 2014.07.11 05:00:00 -
[7] - Quote
I apologize for my comment about math. I thought the bonuses were additive, not multiplicative (As in it's Base*Bonus1*Bonus2 not Base+Base*Bonus1+Base*Bonus2). I looked at ProtoFits and saw that you're right. Again, I apologize for insulting you.
Your point supporting Amarr scan bonus doesn't hold up though. All scouts can already scan med suits and above easily, and I showed that every scout can evade it rather easily (especially the Gal scout). The only use for a scan precision bonus on a scout suit is to scan heavily dampened scouts, which even at its fullest the Amarr simply cannot do. It makes Gal scouts unmatched in EWar and encourages scout usage with almost nothing to counter them. It's a worthless bonus.
As I've said, most Cal scout only have 1-2 Precision enhancers, which can be beaten by any scout that wants to try (which is more balanced than the Amarr having the bonus because it must sacrifice its tank or dampening). However, if a Cal scout wants to forgo all tank and be a walking scanner, he has that ability as a hard counter to most scouts. This seems OP, but so is a proto tank with no AV on the field. It's not like Cal scouts don't have a weakness. Cal scouts still cannot scan Gal scouts and once the Cal scout is dead he's worthless to the team. Gal logies can also easily scan the Cal scout.
The point now is there there's really no point not to run scouts if nothing can scan them. All they have to do is always be under the Amarr and be sneaky and they're home free with no counters. Cal scouts currently can curb the abuse of scouts by either illuminating them to their teammates (by sacrificing their combat effectiveness) and encouraging heavier suits to be used instead, or forcing Gal scouts to ++ber dampen and reduce their tank all together (since they'll need equal complex damps to the Cals precisions). That will not happen with Amarr scouts.
TL;DR Cal scouts are a hard counter to scout abuse. They encourage heavier suit usage and serve as a competitor for Gal scouts. Amarr scouts cannot compete with this and I believe this will lead to more scout abuse.
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Nocturnal Soul
Immortal Retribution
3573
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Posted - 2014.07.11 05:03:00 -
[8] - Quote
I'll be fine with a range amp bonus instead.
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1684
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Posted - 2014.07.11 05:04:00 -
[9] - Quote
Nocturnal Soul wrote:I'll be fine with a range amp bonus instead. For Cal or Amarr?
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iKILLu osborne
Hellstorm Inc League of Infamy
56
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Posted - 2014.07.11 05:33:00 -
[10] - Quote
idgaf what you say, I skilled into cal scout because i am a hunter, I AM NOT SPENDING A WHOLE MONTH GRINDING FOR A NEW PROTO SUIT CLASS. either give a respec or i am done. as i stated in hotfix charlie thread i am sick and tired of scrubs who do not know how to counter a fit coming to the forums saying it is op and causing it to be nerfed(blaster turret, rail turret,vehicle repair mod,gallente scout,cal scout has been nerfed. now you plan on nerfing cal scout again not to mention hmg)
rattati you have done a lot to balance this game and i appreciate it but if you nerf the same suit class TWICE you should at least provide a respec in that class.
Before anybody says it's not a nerf its just gonna be switched to range, you are an idiot that obviously never been in pc, range is f'n pointless if you can't see them to begin with and i'm not giving 3 OF MY 4 HIGH SLOTS to see a GAL SCOUT WITH ONE F'N COMPLEX DAMPENER. That is a imbalance i refuse to accept and i will drop this game if implemented w/o respec
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
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Brokerib
Lone Wolves Club
1603
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Posted - 2014.07.11 07:26:00 -
[11] - Quote
Vulpes Dolosus wrote:I apologize for my comment about math. I thought the bonuses were additive, not multiplicative (As in it's Base*Bonus1*Bonus2 not Base+Base*Bonus1+Base*Bonus2). I looked at ProtoFits and saw that you're right. Again, I apologize for insulting you. Your point supporting Amarr scan bonus doesn't hold up though. All scouts can already scan med suits and above easily, and I showed that every scout can evade it rather easily (especially the Gal scout). The only use for a scan precision bonus on a scout suit is to scan heavily dampened scouts, which even at its fullest the Amarr simply cannot do. It makes Gal scouts unmatched in EWar and encourages scout usage with almost nothing to counter them. It's a worthless bonus. As I've said, most Cal scout only have 1-2 Precision enhancers, which can be beaten by any scout that wants to try (which is more balanced than the Amarr having the bonus because it must sacrifice its tank or dampening). However, if a Cal scout wants to forgo all tank and be a walking scanner, he has that ability as a hard counter to most scouts. This seems OP, but so is a proto tank with no AV on the field. It's not like Cal scouts don't have a weakness. Cal scouts still cannot scan Gal scouts and once the Cal scout is dead he's worthless to the team. Gal logies can also easily scan the Cal scout. The point now is there there's really no point not to run scouts if nothing can scan them. All they have to do is always be under the Amarr and be sneaky and they're home free with no counters. Cal scouts currently can curb the abuse of scouts by either illuminating them to their teammates (by sacrificing their combat effectiveness) and encouraging heavier suits to be used instead, or forcing Gal scouts to ++ber dampen and reduce their tank all together (since they'll need equal complex damps to the Cals precisions). That will not happen with Amarr scouts. TL;DR Cal scouts are a hard counter to scout abuse. They encourage heavier suit usage and serve as a competitor for Gal scouts. Amarr scouts cannot compete with this and I believe this will lead to more scout abuse. Apology more than accepted.
I understand where you're coming from, but the Cal isn't the hard counter to scout abuse. Currently, it is the scout abuse, and the only counter is the Gal. The meta has moved from the Gal brick-tanked shotgun scout to Cal perma scanners. The ability to scan down everything in game except the Gal scout and share it with 5 other players mean that, at the competitive tier, no scouts are played except perma-scan Cals and perma-damped Gal's to couter them. It's not balanced, and precision is at the core of that imbalance.
The preferred option was for shared passive scans to be removed so that scouts would either need to share their vision through the use of active scanners, inform their squad verbally, or go hunting themselves. That's not technically feasible at the moment (as CCP Rattati has informed us), so this is an alternate fix within the system we currently have.
The proposed changes under Charlie is the best fix we've seen within the current system. It's not great, because the current system is inherently broken and needs to be re-worked from the ground up, so it's what we've got to try and give all scouts a role.
As for the Amarr, you are correct, all Scouts can and do scan down heavies and (most) assaults. The Amarr will now be able to do so better than the Gal and (if the bonus is 5% a level) the Min, while the Cal remains the true king of precision scanning due to slot configuration. The Amarr retains a greater potential range and/or the ability to stack dampening, which gives them an advantage over the Cal, while they are unable to sideline other scouts due to excessive precision. The Amarr benefits because they're actually a realistic option in both solo and squad play now, and the Min benefits because they are reasonably able to avoid passive scans, which was driving them out of PC.
As for the Gal...yep. They're invisible. And can still brick tank if they chose. That doesn't get fixed through these changes. That should hopefully come with the change to efficacy bonuses instead of inherant bonuses. But until then, they remain fairly much the same. But passive vision is always more powerful than passive invisibility. And the Gal lacks the ability to see other scouts, which just put's them on an even footing with other dampened scouts.
Knowledge is power
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
659
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Posted - 2014.07.11 07:44:00 -
[12] - Quote
iKILLu osborne wrote:idgaf what you say, I skilled into cal scout because i am a hunter, I AM NOT SPENDING A WHOLE MONTH GRINDING FOR A NEW PROTO SUIT CLASS. either give a respec or i am done. as i stated in hotfix charlie thread i am sick and tired of scrubs who do not know how to counter a fit coming to the forums saying it is op and causing it to be nerfed(blaster turret, rail turret,vehicle repair mod,gallente scout,cal scout has been nerfed. now you plan on nerfing cal scout again not to mention hmg)
rattati you have done a lot to balance this game and i appreciate it but if you nerf the same suit class TWICE you should at least provide a respec in that class.
Before anybody says it's not a nerf its just gonna be switched to range, you are an idiot that obviously never been in pc, range is f'n pointless if you can't see them to begin with and i'm not giving 3 OF MY 4 HIGH SLOTS to see a GAL SCOUT WITH ONE F'N COMPLEX DAMPENER. That is a imbalance i refuse to accept and i will drop this game if implemented w/o respec
Oh no you'll actually have to use your eyes sometimes. Cut the BS dude, if you wanna scan the entire map, dedicate your whole suit to it. How is anyone supposed to counter a suit which scans everything and has 400 shield with 50hp/s? About all you can do is either be another FOTM scout or sit in a corner with a HMG. The cal scout bonus needed to be changed as it made every assault useless and was far better than the other scouts. Go ahead and leave, nobody cares.
SMG Specialist
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Cyrius Li-Moody
0uter.Heaven
6055
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Posted - 2014.07.11 07:57:00 -
[13] - Quote
Boot Booter wrote:iKILLu osborne wrote:idgaf what you say, I skilled into cal scout because i am a hunter, I AM NOT SPENDING A WHOLE MONTH GRINDING FOR A NEW PROTO SUIT CLASS. either give a respec or i am done. as i stated in hotfix charlie thread i am sick and tired of scrubs who do not know how to counter a fit coming to the forums saying it is op and causing it to be nerfed(blaster turret, rail turret,vehicle repair mod,gallente scout,cal scout has been nerfed. now you plan on nerfing cal scout again not to mention hmg)
rattati you have done a lot to balance this game and i appreciate it but if you nerf the same suit class TWICE you should at least provide a respec in that class.
Before anybody says it's not a nerf its just gonna be switched to range, you are an idiot that obviously never been in pc, range is f'n pointless if you can't see them to begin with and i'm not giving 3 OF MY 4 HIGH SLOTS to see a GAL SCOUT WITH ONE F'N COMPLEX DAMPENER. That is a imbalance i refuse to accept and i will drop this game if implemented w/o respec Oh no you'll actually have to use your eyes sometimes. Cut the BS dude, if you wanna scan the entire map, dedicate your whole suit to it. How is anyone supposed to counter a suit which scans everything and has 400 shield with 50hp/s? About all you can do is either be another FOTM scout or sit in a corner with a HMG. The cal scout bonus needed to be changed as it made every assault useless and was far better than the other scouts. Go ahead and leave, nobody cares.
You can get under cal scouts with... wait for it...
Damps.
Oh nuuuuu but where will I put my armor plates?
Unless you're a cal scout yourself then your job is to the see the enemy, not hide from them.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Lynn Beck
Fooly Cooly. Anime Empire.
2031
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Posted - 2014.07.11 08:00:00 -
[14] - Quote
Calscouts being able to scan through my Triple Damped Minja was BS, and deserved to be nerf hammered.
Although, they're still going to be useful: scan down anybody who tries to get within range of your allies' (racial) rail rifles or (nonracial) get that HMG heavy moving to the north door because HEY, alongside those 6 scanned reds, there's a dampened scout that you didn't know about.
Half the time the super damped scouts are found by undamped blues who decide its' their mission to defend that base HP scout.
Tl:Dr- HTFU or leave, we would be better off without you goddamned FOTM chasers, ruining MULTIPLE roles because of your short-sightedness and inability to compromise.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Cyrius Li-Moody
0uter.Heaven
6055
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Posted - 2014.07.11 08:02:00 -
[15] - Quote
Cyrius Li-Moody wrote:I haven't delved too far into the conversation because I'm sure it's going on somewhere that I don't feel like digging for it but long story short: if the Cal loses it's precision, the Amarr only has 2 high slots which limits the amount of precision it can have.
By lowering the max precision a hunter scout can have you're indirectly buffing the gal scout some more. Yay! More free low slots aka armor for those invisible gal scouts! :D
But what do I know? I'm just like a dude who can see the future of the meta.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1687
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Posted - 2014.07.11 08:18:00 -
[16] - Quote
Brokerib wrote: Apology more than accepted.
I understand where you're coming from, but the Cal isn't the hard counter to scout abuse. Currently, it is the scout abuse, and the only counter is the Gal. The meta has moved from the Gal brick-tanked shotgun scout to Cal perma scanners. The ability to scan down everything in game except the Gal scout and share it with 5 other players mean that, at the competitive tier, no scouts are played except perma-scan Cals and perma-damped Gal's to couter them. It's not balanced, and precision is at the core of that imbalance.
The preferred option was for shared passive scans to be removed so that scouts would either need to share their vision through the use of active scanners, inform their squad verbally, or go hunting themselves. That's not technically feasible at the moment (as CCP Rattati has informed us), so this is an alternate fix within the system we currently have.
The proposed changes under Charlie is the best fix we've seen within the current system. It's not great, because the current system is inherently broken and needs to be re-worked from the ground up, so it's what we've got to try and give all scouts a role.
As for the Amarr, you are correct, all Scouts can and do scan down heavies and (most) assaults. The Amarr will now be able to do so better than the Gal and (if the bonus is 5% a level) the Min, while the Cal remains the true king of precision scanning due to slot configuration. The Amarr retains a greater potential range and/or the ability to stack dampening, which gives them an advantage over the Cal, while they are unable to sideline other scouts due to excessive precision. The Amarr benefits because they're actually a realistic option in both solo and squad play now, and the Min benefits because they are reasonably able to avoid passive scans, which was driving them out of PC.
As for the Gal...yep. They're invisible. And can still brick tank if they chose. That doesn't get fixed through these changes. That should hopefully come with the change to efficacy bonuses instead of inherant bonuses. But until then, they remain fairly much the same. But passive vision is always more powerful than passive invisibility. And the Gal lacks the ability to see other scouts, which just put's them on an even footing with other dampened scouts.
I resent that the shared sight feature is a problem. It makes scout's jobs of "scouting" much easier and it even gives snipers a somewhat useful role since they can scan through walls and landmasses, pinpointing specific targets. Removing it would also discourage teamwork to a degree and reduce the value of scouts as a whole.
Not to pull out anecdotes, but there have been multiple times that a team I've been on was getting wrecked in a city by cloaked scouts, and all I did was pull out a "superscan" Cal and we turned the tables.
I have to ask, and not to be rude, but what will keep all scouts balanced without a useable "scout-hunter?" Even with maxed precision, a Cal scout without the scan bonus is still worse than the proposed Amarr scout (Amarr w/ 2 is about 17.8, Cal w/ 5 and no skill is 19.89). Every scout can dodge the Amarr.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1687
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Posted - 2014.07.11 08:20:00 -
[17] - Quote
Cyrius Li-Moody wrote:Cyrius Li-Moody wrote:I haven't delved too far into the conversation because I'm sure it's going on somewhere that I don't feel like digging for it but long story short: if the Cal loses it's precision, the Amarr only has 2 high slots which limits the amount of precision it can have.
By lowering the max precision a hunter scout can have you're indirectly buffing the gal scout some more. Yay! More free low slots aka armor for those invisible gal scouts! :D
But what do I know? I'm just like a dude who can see the future of the meta. Not just the Gal scout, EVERY scout can dodge it with 2 complex damps and an advanced cloak (or another damp if it'll fit).
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4081
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Posted - 2014.07.11 08:29:00 -
[18] - Quote
Racially, it's Caldari. Caldari are all about that Range look at rail weapons.
It would be more useful, for your Rail weapon, if you had a longer scan range, than a short stubby precise one. Whereas the Amarr are slower and armor heavier but are without an innate armor rep. They are truly picked on by other scouts they lack the defense mechanisms to bite back. However giving them precision makes them less susceptible to scout harassment and gives them the racial "Eye of God" omniscience. It fits much better this way in my opinion and CCP sort of agrees.
As for the High slot count argument, on my Gallente Scout I fit dual precision enhancers and can spot many many many foolish scouts (get around 23 in precision) If I can drop over 10 points in precision from 2 slots without a bonus I think the Amarr will be well off with a bonus and 2 high slots.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1687
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Posted - 2014.07.11 08:51:00 -
[19] - Quote
Bojo The Mighty wrote:Racially, it's Caldari. Caldari are all about that Range look at rail weapons.
It would be more useful, for your Rail weapon, if you had a longer scan range, than a short stubby precise one. Whereas the Amarr are slower and armor heavier but are without an innate armor rep. They are truly picked on by other scouts they lack the defense mechanisms to bite back. However giving them precision makes them less susceptible to scout harassment and gives them the racial "Eye of God" omniscience. It fits much better this way in my opinion and CCP sort of agrees.
As for the High slot count argument, on my Gallente Scout I fit dual precision enhancers and can spot many many many foolish scouts (get around 23 in precision) If I can drop over 10 points in precision from 2 slots without a bonus I think the Amarr will be well off with a bonus and 2 high slots. Caldari are hybrid users just as Gallente are, so they use both rail and blasters. On top of that, they also use missiles, which can be either long range (Swarms) or short (Vehicle misslies).
If we're bringing lore into this, then it would make more sense for the Cal and Gal to be in competition with each other.
And no, I've already done the math and it says that every scout will be capable of dodging the Amarr scout one way or another (Cal will need a cloak).
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iKILLu osborne
Hellstorm Inc League of Infamy
59
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Posted - 2014.07.11 10:25:00 -
[20] - Quote
let me clarify, i chose cal scout(at release of 1.8) because i knew cloaking and dampening would be a huge pain in the ass and it would be much easier to counter with cal.
(atm i didn't know about shared radar) that was my ROLE and after hotfix bravo they nerfed my precision it was no big deal to me cause they nerfed my nemesis the gal scout in alpha
due to alpha the pathetic acr gal scouts(escrow "era") moved to cal scout using **** tactics (with aim assist lol) and at that point i knew i needed to create a counter so i made this fit(viz scr (p.5) ,tt-3 assault scp,1 complex prec.enhancor,3 enhanced shields,1 complex damp,1 complex plate,locus grenade,adv. cloak, and compact hive) and that moment i made a true god killer finishing most of my matches with 30+kills, so yes in the right hands the cal scout is over powered and that does justify a nerf in PROPORTION with other scouts to achieve balance.
However, that doesn't justify changing my role as a anti-scout scout and does call for a RESPEC.
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
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Doctor Day
Fooly Cooly. Anime Empire.
315
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Posted - 2014.07.11 11:22:00 -
[21] - Quote
Lol you just wanna run around with a scr or cr strafe and kill everything lolgtfo.
Cal should get range Deal with it :) |
iKILLu osborne
Hellstorm Inc League of Infamy
60
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Posted - 2014.07.11 11:40:00 -
[22] - Quote
Doctor Day wrote:Lol you just wanna run around with a scr or cr strafe and kill everything lolgtfo.
Cal should get range Deal with it :) i assume your talking to me and yes I strafe or am I supposed to stand still and say hello to your bullets, no don't use cr thats gay, i use my scr on my slayer scout and my cr3 shotgun on my stealth fit.I've already said i'm fine with a nerf i just want a respec if they intend to change my role, learn how to read my dear little scrublet
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3097
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Posted - 2014.07.11 11:45:00 -
[23] - Quote
To remain racially aligned... Amarr are usually close range brawlers while Caldari are long range. It would make more sense in that context to give Amarr the precision and keep the range bonus on Caldari.
However, as it does completely change the way a suit work, a refund of Caldari Scout SP should be in order. Making it correct and refunding SP is the better option than leaving it wrong "just because". |
iKILLu osborne
Hellstorm Inc League of Infamy
60
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Posted - 2014.07.11 11:54:00 -
[24] - Quote
ZDub 303 wrote:To remain racially aligned... Amarr are usually close range brawlers while Caldari are long range. It would make more sense in that context to give Amarr the precision and keep the range bonus on Caldari.
However, as it does completely change the way a suit work, a refund of Caldari Scout SP should be in order. Making it correct and refunding SP is the better option than leaving it wrong "just because". thanks for the support and sorry for the biased remark towards your corp two posts ago guess some of you aren't as bad as i thought.
I also looked over the original post it says caldari will RETAIN range scans it does not state that range will become the main bonus to caldari though so we may be having a shlt fit for nothing.
here is a joke, so an amarr scout walks in lol
after charlie it will be"oh shlt a amarr scout walked in"
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Brokerib
Lone Wolves Club
1607
|
Posted - 2014.07.11 11:57:00 -
[25] - Quote
Vulpes Dolosus wrote: I resent that the shared sight feature is a problem. It makes scout's jobs of "scouting" much easier and it even gives snipers a somewhat useful role since they can scan through walls and landmasses, pinpointing specific targets. Removing it would also discourage teamwork to a degree and reduce the value of scouts as a whole.
Not to pull out anecdotes, but there have been multiple times that a team I've been on was getting wrecked in a city by cloaked scouts, and all I did was pull out a "superscan" Cal and we turned the tables.
I have to ask, and not to be rude, but what will keep all scouts balanced without a useable "scout-hunter?" Even with maxed precision, a Cal scout without the scan bonus is still worse than the proposed Amarr scout (Amarr w/ 2 is about 17.8, Cal w/ 5 and no skill is 19.89). Every scout can dodge the Amarr.
Resent away, but the scanning system is broken and is exacerbated by shared scans. If we were able to rebuild the scanning system from the ground on up, then shared scans could be fine. As it is currently, it's broken and will remain unbalanced. It makes the scouts job too easy.
No doubt you've been around long enough to remember the endless 360 degree active scanner spam that existed prior to 1.8. The Cal is exactly that, but without any cool downs, without any warning to players who have been scanned, and without any ability to avoid it unless you're a Gal scout, or Min/Amar and fit three proto modules and 1 piece of proto equipment. That's in no way balanced.
Completely agree with the cloaked/dampened scouts being an issue when played as slayers. I have a 'superscanner' fit to combat it as well (Min scout with 3x precision and 3x range amps) though it's not quite as effective. But that issue shouldn't be solved by letting scouts, and anyone they group with, see everything on the map, heavy, medium or light, with no warning and no ability to combat it. It should be fixed by fixing the cloak and fixing the dampening balance.
The removal of shared passives leads to a situation where scouts have to make a decision about their scanning. Either they can report to their team verbally (forcing team interactions), they can scan down the targets using an active scanner (revealing their presence), or they can go hunting targets themselves (putting them at risk). That's scan balance, or at least as close as we can get it within the limitations of the system. Cloak/dampening balance is another matter.
As for how to keep scouts balanced with the loss of Cal precision? Gal Logi. Can scan to the same extend as the Cal scout, but warns those getting scanned, and is time limited. Combine that with fixing the Assault, then there's a good chance that FOTM slayer scouts will migrate away, and scouts can be scouts again.
Knowledge is power
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jNs Vit4l
THE 300 SPARTANS
8
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Posted - 2014.07.11 12:42:00 -
[26] - Quote
iKILLu osborne wrote:let me clarify, i chose cal scout(at release of 1.8) because i knew cloaking and dampening would be a huge pain in the ass and it would be much easier to counter with cal.
(atm i didn't know about shared radar) that was my ROLE and after hotfix bravo they nerfed my precision it was no big deal to me cause they nerfed my nemesis the gal scout in alpha
due to alpha the pathetic acr gal scouts(escrow "era") moved to cal scout using **** tactics (with aim assist lol) and at that point i knew i needed to create a counter so i made this fit(viz scr (p.5) ,tt-3 assault scp,1 complex prec.enhancor,3 enhanced shields,1 complex damp,1 complex plate,locus grenade,adv. cloak, and compact hive) and that moment i made a true god killer finishing most of my matches with 30+kills, so yes in the right hands the cal scout is over powered and that does justify a nerf in PROPORTION with other scouts to achieve balance.
However, that doesn't justify changing my role as a anti-scout scout and does call for a RESPEC.
Exactly what you guys dont understand? Most people speced into cal scouts for the precision bonus, now snce you are changning that bonus ccp and you arent nerfing it.. you are CHANGING THE BONUS i repeat !you have to give a respec to whoever is speced into cal light frame/cal scout so we can choose another role!
CEO of The 300 Spartans!
Leader FC of J PLATOON VIT4L (CFW)
CALDARI LOYALIST!!!
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
661
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Posted - 2014.07.11 14:26:00 -
[27] - Quote
Cyrius Li-Moody wrote:Boot Booter wrote:iKILLu osborne wrote:idgaf what you say, I skilled into cal scout because i am a hunter, I AM NOT SPENDING A WHOLE MONTH GRINDING FOR A NEW PROTO SUIT CLASS. either give a respec or i am done. as i stated in hotfix charlie thread i am sick and tired of scrubs who do not know how to counter a fit coming to the forums saying it is op and causing it to be nerfed(blaster turret, rail turret,vehicle repair mod,gallente scout,cal scout has been nerfed. now you plan on nerfing cal scout again not to mention hmg)
rattati you have done a lot to balance this game and i appreciate it but if you nerf the same suit class TWICE you should at least provide a respec in that class.
Before anybody says it's not a nerf its just gonna be switched to range, you are an idiot that obviously never been in pc, range is f'n pointless if you can't see them to begin with and i'm not giving 3 OF MY 4 HIGH SLOTS to see a GAL SCOUT WITH ONE F'N COMPLEX DAMPENER. That is a imbalance i refuse to accept and i will drop this game if implemented w/o respec Oh no you'll actually have to use your eyes sometimes. Cut the BS dude, if you wanna scan the entire map, dedicate your whole suit to it. How is anyone supposed to counter a suit which scans everything and has 400 shield with 50hp/s? About all you can do is either be another FOTM scout or sit in a corner with a HMG. The cal scout bonus needed to be changed as it made every assault useless and was far better than the other scouts. Go ahead and leave, nobody cares. You can get under cal scouts with... wait for it... Damps. Oh nuuuuu but where will I put my armor plates? Unless you're a cal scout yourself then your job is to the see the enemy, not hide from them.
Yeah sure you can if you're.. Wait for it...
Another ******* stupid scout.
We know your sad about your favorite crutch being nerfed.
SMG Specialist
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One Eyed King
Land of the BIind
2457
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Posted - 2014.07.11 15:02:00 -
[28] - Quote
Question:
Do we even know the bonus numbers the Charlie will be going by?
It seems to me you are basing all the maths upon current numbers, but looking at the Charlie proposal I didn't see the % that dampening/precision etc were going to be for the races.
If I missed where those numbers are please feel free to point the way.
This is how a minja feels
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Adipem Nothi
Nos Nothi
2643
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Posted - 2014.07.11 15:39:00 -
[29] - Quote
Over the past month, the Scout Community has been working hard to resolve what we consider to be the frame's biggest problems:
1) Under performance of MN and AM Scouts 2) Over performance of GA and CA Scouts 3) FoTM Assault Scouts outperforming Assault Frames 4) CA Scout scans exerting too much pressure on non-GA Scouts
We've covered at length many of the points raised in this thread and many, many others. Long story short, the majority of Old Scouts favor Rattati's proposed change. It isn't perfect, but we believe it to be better than many alternatives, and we believe it to be a step toward better interplay among all four Scouts (rather than just the current two).
You guys really should swing by the Barbershop and read the past 20 or 30 pages. You'll find lots of good (often differing) perspectives on these points from a variety of career-long Scouts, not a single one of whom wishes to prolong/protect the Scout's current FoTM status.
Shoot scout with yes...
- Ripley Riley
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1693
|
Posted - 2014.07.11 21:09:00 -
[30] - Quote
Adipem Nothi wrote:Over the past month, the Scout Community has been working hard to resolve what we consider to be the frame's biggest problems:
1) Under performance of MN and AM Scouts 2) Over performance of GA and CA Scouts 3) FoTM Assault Scouts outperforming Assault Frames 4) CA Scout scans exerting too much pressure on non-GA Scouts
We've covered at length many of the points raised in this thread and many, many others. Long story short, the majority of Old Scouts favor Rattati's proposed change. It isn't perfect, but we believe it to be better than many alternatives, and we believe it to be a step toward better interplay among all four Scouts (rather than just the current two).
You guys really should swing by the Barbershop and read the past 20 or 30 pages. You'll find lots of good (often differing) perspectives on these points from a variety of career-long Scouts, not a single one of whom wishes to prolong/protect the Scout's current FoTM status. Of course scouts would prefer it. Any scout can get under the Amarr relatively easily, it's only the Cal scout currently that can keep other scouts in check via its scans and shared scans with squad mates.
I've already said this a thousand times: Most combat Cal scouts only use 1-2 Cplx precision mods, which can be dodged by even another Cal scout (with a cloak). However, this is the limit of the Amarr scout whereas the Cal scout can sacrifice virtually all it's combat effectiveness in exchange for scanning ability.
You're basically asking to remove one of the (if not the) only counters to your suit.
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