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Bojo The Mighty
Spaceman Drug Cartel-Uno
4090
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Posted - 2014.07.11 21:15:00 -
[31] - Quote
Under what number assumption do you claim? 5%? 3%? 7%? It's not clear yet so you have wait and see.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Ydubbs81 RND
Ahrendee Mercenaries
3223
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Posted - 2014.07.11 21:22:00 -
[32] - Quote
Lynn Beck wrote: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.
Dude, you do realize that whatever issue you have with the Cal scout precision bonus will now be transferred to the amarr scout suit??
Removed all hope with this post
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One Eyed King
Land of the BIind
2462
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Posted - 2014.07.11 21:24:00 -
[33] - Quote
Vulpes Dolosus wrote: 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.
This isn't necessarily true.
For example, while a 50% efficacy increase to would be impossible to justify, such a number would render the Amarr omnipotent.
If the number were 1%, it might as well not have the bonus at all.
Until you know what the bonus is going to be, you can't make that claim.
This is how a minja feels
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Ydubbs81 RND
Ahrendee Mercenaries
3223
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Posted - 2014.07.11 21:24:00 -
[34] - Quote
Using anything over two enhancers is worthless......allowing the amarr where its PRIMARY TANK comes from low slots to be able to equip enhancers without sacrifice is bad balance.
Scan bonus should go to suits that will be gimped if they use those modules. Suits which are primarily, shield suits like cal and min. Give the amarr the dampening bonus and give gallente the range bonus.
Removed all hope with this post
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Rowdy Railgunner
Capital Acquisitions LLC General Tso's Alliance
426
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Posted - 2014.07.11 21:38:00 -
[35] - Quote
Ydubbs81 RND wrote:Using anything over two enhancers is worthless......allowing the amarr where its PRIMARY TANK comes from low slots to be able to equip enhancers without sacrifice is bad balance.
Scan bonus should go to suits that will be gimped if they use those modules. Suits which are primarily, shield suits like cal and min. Give the amarr the dampening bonus and give gallente the range bonus. No.
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4094
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Posted - 2014.07.11 21:42:00 -
[36] - Quote
Ydubbs81 RND wrote:Using anything over two enhancers is worthless......allowing the amarr where its PRIMARY TANK comes from low slots to be able to equip enhancers without sacrifice is bad balance.
Scan bonus should go to suits that will be gimped if they use those modules. Suits which are primarily, shield suits like cal and min. Give the amarr the dampening bonus and give gallente the range bonus. That argument works only and only if efficacy to modules
For instance if we continue to give the precision bonus to Caldari it frees up 2 high slots with the 5% bonus. People will look at this like a present on the door step and ignore further pursuing use of precision mods and replace it with tank. Giving them a range bonus frees up a low slot in essence, of which they have very little use for in terms of tank. However at the same time they have the most high slots so they are the best scanner no matter if they tank or not. There is a reason we see Cal Scouts with shields in the hundreds, who are still very able to track down dampened suits.
If we had efficacy to module bonuses then, you'd be correct. However we won't until Delta.
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
1693
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Posted - 2014.07.11 23:28:00 -
[37] - Quote
Bojo The Mighty wrote:Under what number assumption do you claim? 5%? 3%? 7%? It's not clear yet so you have wait and see. Then it doesn't matter. Either it's as good as the Cal scout is or it isn't.
It it isn't, then it's a worthless bonus.
If it is, then it's not fair to me and other people that skilled into the Cal scout purely for its bonus. Not to mention that it will be far worse since it can have amazing scanning AND a tank in its low slots.
Seriously, this is a bad idea all around.
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Adipem Nothi
Nos Nothi
2645
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Posted - 2014.07.11 23:54:00 -
[38] - Quote
There's nothing wrong with permitting each scout frame the opportunity to dampen effectively. Dampened scouts aren't the problem.
The role of if "hunter scouts" should be to encourage dampening over brick, rather than shut out of play all but gallente. The CalScout is overly effective and needs to be fixed. Rattati's suggestion is one way to do it.
For the record, 4 cPEs will still light up FoTM brick tankers, and a Range bonus will certainly help.
Shoot scout with yes...
- Ripley Riley
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iKILLu osborne
Hellstorm Inc League of Infamy
62
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Posted - 2014.07.12 00:44:00 -
[39] - Quote
Adipem Nothi wrote:There's nothing wrong with permitting each scout frame the opportunity to dampen effectively. Dampened scouts aren't the problem.
The role of if "hunter scouts" should be to encourage dampening over brick, rather than shut out of play all but gallente. The CalScout is overly effective and needs to be fixed. Rattati's suggestion is one way to do it.
For the record, 4 cPEs will still light up FoTM brick tankers, and a Range bonus will certainly help. cal scout gets 3% precision per level(15% total if lvl 5) wow thats one advanced precision enhancer allowing cal to have one free high slot that makes it "super duber ultra magnificent glorified none can stop them they are just too op waaaaaah ccp nerf it"
yes that is how stupid you'll sound when calling cal scout op
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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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
465
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Posted - 2014.07.12 06:53:00 -
[40] - Quote
only if you trade some of that ridiculous speed.... |
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Adipem Nothi
Nos Nothi
2645
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Posted - 2014.07.12 13:04:00 -
[41] - Quote
@ Osborne
Ridiculous?
I presently run a max skill CalScout with 3 precision enhancers, 2 range extenders, and 2 prototype active scanners. If in squad, I seldom draw fire (until I decide that I want to ); that right thar is called Low Risk. My squad mates and I see dang near everything in advance of it posing a threat; that's called High Return.
I don't think that I'm OP; I know that I'm OP.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2645
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Posted - 2014.07.12 13:21:00 -
[42] - Quote
Afterthought
Scouts want four balanced frames. Nothing more, and nothing less. We can't get there with a 15dB precision baseline. When good Scouts can't feasibly beat scans, they have little choice other than to tank up. Assault Lite is the result, and it is not very Scoutly.
CalScouts aren't themselves the problem. Tanky Scouts are the problem. CalScouts are reinforcing the problem.
Shoot scout with yes...
- Ripley Riley
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iKILLu osborne
Hellstorm Inc League of Infamy
66
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Posted - 2014.07.12 18:04:00 -
[43] - Quote
Adipem Nothi wrote:@ Osborne
Ridiculous?
I presently run a max skill CalScout with 3 precision enhancers, 2 range extenders, and 2 prototype active scanners. If in squad, I seldom draw fire (until I decide that I want to ); that right thar is called Low Risk. My squad mates and I see dang near everything in advance of it posing a threat; that's called High Return.
I don't think that I'm OP; I know that I'm OP. yes a cal in squad format is op, try running solo, you can still pick your fights(and win),but at the time your fighting add a tank that rolls by ,some ass a rail rifle that has enough distance you don't see him on tacnet, a fully damp'd gal scout or recieving sniper fire and your good as dead not to mention with the fit you mentioned above you can be seen by any other scout
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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iKILLu osborne
Hellstorm Inc League of Infamy
67
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Posted - 2014.07.12 18:12:00 -
[44] - Quote
Adipem Nothi wrote:Afterthought
Scouts want four balanced frames. Nothing more, and nothing less. We can't get there with a 15dB precision baseline. When good Scouts can't feasibly beat scans, they have little choice other than to tank up. Assault Lite is the result, and it is not very Scoutly.
CalScouts aren't themselves the problem. Tanky Scouts are the problem. CalScouts are reinforcing the problem. you sir are an idiot remove cal scout no need for dampening go home revise your arqument come back
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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Ydubbs81 RND
Ahrendee Mercenaries
3235
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Posted - 2014.07.12 23:04:00 -
[45] - Quote
Bojo The Mighty wrote:Ydubbs81 RND wrote:Using anything over two enhancers is worthless......allowing the amarr where its PRIMARY TANK comes from low slots to be able to equip enhancers without sacrifice is bad balance.
Scan bonus should go to suits that will be gimped if they use those modules. Suits which are primarily, shield suits like cal and min. Give the amarr the dampening bonus and give gallente the range bonus. That argument works only and only if efficacy to modules For instance if we continue to give the precision bonus to Caldari it frees up 2 high slots with the 5% bonus. People will look at this like a present on the door step and ignore further pursuing use of precision mods and replace it with tank. Giving them a range bonus frees up a low slot in essence, of which they have very little use for in terms of tank. However at the same time they have the most high slots so they are the best scanner no matter if they tank or not. There is a reason we see Cal Scouts with shields in the hundreds, who are still very able to track down dampened suits. If we had efficacy to module bonuses then, you'd be correct. However we won't until Delta.
Then let's petition for all bonuses to go towards efficiacies to the respective modules and not passive.
Removed all hope with this post
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Brokerib
Lone Wolves Club
1622
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Posted - 2014.07.13 00:09:00 -
[46] - Quote
Ydubbs81 RND wrote:Bojo The Mighty wrote:Ydubbs81 RND wrote:Using anything over two enhancers is worthless......allowing the amarr where its PRIMARY TANK comes from low slots to be able to equip enhancers without sacrifice is bad balance.
Scan bonus should go to suits that will be gimped if they use those modules. Suits which are primarily, shield suits like cal and min. Give the amarr the dampening bonus and give gallente the range bonus. That argument works only and only if efficacy to modules For instance if we continue to give the precision bonus to Caldari it frees up 2 high slots with the 5% bonus. People will look at this like a present on the door step and ignore further pursuing use of precision mods and replace it with tank. Giving them a range bonus frees up a low slot in essence, of which they have very little use for in terms of tank. However at the same time they have the most high slots so they are the best scanner no matter if they tank or not. There is a reason we see Cal Scouts with shields in the hundreds, who are still very able to track down dampened suits. If we had efficacy to module bonuses then, you'd be correct. However we won't until Delta. Then let's petition for all bonuses to go towards efficiacies to the respective modules and not passive. We already have and it's on the table. It is, however, technically complex for CCP to implement. So this is the fix for now, everything will change again once efficacy is worked out. Have a look at the foot notes for Charlie.
Knowledge is power
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Brokerib
Lone Wolves Club
1622
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Posted - 2014.07.13 00:11:00 -
[47] - Quote
iKILLu osborne wrote:Adipem Nothi wrote:@ Osborne
Ridiculous?
I presently run a max skill CalScout with 3 precision enhancers, 2 range extenders, and 2 prototype active scanners. If in squad, I seldom draw fire (until I decide that I want to ); that right thar is called Low Risk. My squad mates and I see dang near everything in advance of it posing a threat; that's called High Return.
I don't think that I'm OP; I know that I'm OP. yes a cal in squad format is op, try running solo, you can still pick your fights(and win),but at the time your fighting add a tank that rolls by ,some ass a rail rifle that has enough distance you don't see him on tacnet, a fully damp'd gal scout or recieving sniper fire and your good as dead not to mention with the fit you mentioned above you can be seen by any other scout if they removed shared scans with squad problem SOLVED We've already been pushing for that, and it's not technical possible at this time. Check out the foot notes for Charlie, or read up on CCP Rattati's posts in the barbershop. This fix is because the removal of shared passives can't be done easily.
Knowledge is power
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