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Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.11 09:03:00 -
[1] - Quote
Hey there, fellow mercs. Your friendly neighborhood commando here with some thoughts on how scouts can be adjusted to work as intended, as well as keeping them versatile and fun to play. Sorry if this has been suggested before, I just haven't caught anybody bringing it up recently.
The Minmatar Scout is being adjusted to get a bonus to codebreaker module fitting (I'm not positive if they will be removing the skill bonus set, however). This made me think; why not make all of the scout suit skill bonuses apply to modules rather than making them passives. Ideally a Caldari would get a bonus to Precision Enhancers (to counter scouts), Amarr to Range Amplifiers (to set up combat positions), Gallente to Profile Dampeners (to infiltrate and get into cqc with ease), and Minmatar to Codebreakers (assuming they're moved to high slots, of course.)
Ideally this would give those fitting a scout the option to properly enhance their E-warfare specialty, or brick tank their suits for fast paced combat situations, but not both at the same time. I would even give them a secondary bonus as well (such as the Amarr getting a bonus to Armor Plating seeing as it's meant to be the most combat intensive variant) that way scouts have to option to specialize highly in one skill or the other, an even mix of both, or none whatsoever.
I don't want to limit options in anyway, just incentive meaningful decision making. Right now, there isn't a whole lot incentive not to brick tank a scout suit (with the exception of dedicated specialist masters). But if the module skill bonus percentage were such, that it matched or even beat their current passive bonus combined with modules, I believe that is when scouts can finally work as originally intended. I don't think there is anything wrong with making a slayer fit out of one particular suit or another, and players should never be disincentive to customizing a suit however they desire, but when these options are stacked with powerful passive bonuses, that's when things get hairy and hard balance around.
Of course, all of this is merely conjecture, and I highly encourage everyone to share their opinions on the subject. If you agree or disagree and if you have different ideas for what skill bonuses could be applied to each suit. Thanks again for listening.
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Mikey Ducati
Resheph Interstellar Strategy Gallente Federation
230
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Posted - 2014.07.11 09:08:00 -
[2] - Quote
The only incentive to brick tank anything outside of Sentinel is to have a high kill rate matched with uber defenses which ultimately means most wishes to play reckless without regard to fulfilling role properly. Human nature at its finest.
Maybe the incentive should be that you're a scout, you shouldn't be brick tanking if you're perform optimally at the role. |
Mossellia Delt
Militaires Sans Jeux
1580
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Posted - 2014.07.11 09:08:00 -
[3] - Quote
Short answer, yes
Talked about just this idea on a biomassed episode.
Delt for CPM1
Moss-delt on skype
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Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.11 09:46:00 -
[4] - Quote
Mikey Ducati wrote:The only incentive to brick tank anything outside of Sentinel is to have a high kill rate matched with uber defenses which ultimately means most wishes to play reckless without regard to fulfilling role properly. Human nature at its finest.
Maybe the incentive should be that you're a scout, you shouldn't be brick tanking if you're perform optimally at the role. As I mentioned, I don't think it's wrong that people tank any suit and go slaying away with it (just as some heavies can focus on speed). But, when the vast majority put the suit into a role that it wasn't initially built around, then there's no way that it's being used as intended. My previous character was a basic brick tanked scout, and it was an absolute killing machine, but I loved the laser rifle too much and decided to go commando :). |
Nitrobeacon
Freek Coalition Freek Alliance
296
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Posted - 2014.07.11 10:00:00 -
[5] - Quote
I like the idea of cal scouts keeping their precision, if that's the case, I hope that Amarr scouts get more than 5% per level to range, preferably 10%. |
Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.11 10:24:00 -
[6] - Quote
Nitrobeacon wrote:I like the idea of cal scouts keeping their precision, if that's the case, I hope that Amarr scouts get more than 5% per level to range, preferably 10%. Yeah, I was thinking the same thing with that particular bonus. I didn't bring it up because I don't want to suggest numbers and percentages when I'm 100% on the math and how everything would work out. But either way, it would have to be something more substantial to get people to skill into it. |
Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.12 00:03:00 -
[7] - Quote
(Update Bump)
Hope to hear more thoughts on the matter, positive or negative, so I'd like to suggest a few primary and secondary bonuses for the scouts that make sense. Unless said modules are switched to different slots, they should align with with the scout's slot layout. Caldari have high slots so a bonus to shield rechargers would be reasonable. The secondary effect would also have a lower percentage per upgrade than their primary skill. With that set in mind this would be my ideal skill set for each race.
Amarr: Primary: +Range Amplifier Efficacy Secondary: +Armor Plating Efficacy
Minmatar: Primary: +Codebreaker Fitting & Codebreaker Efficacy Secondary: +Nova Knife Damage (as the sole exception)
Caldari: Primary: +Precision Enhancer Efficacy Secondary: +Shield Recharger Efficacy or Light Damage Mod Efficacy
Gallente: Primary: +Profile Dampener Efficacy Secondary: +Armor Repairer Efficacy
I tried to think of what would make the most sense with each specialized role without causing any crossover of skills. Does this sound reasonable and would you skill into a suit with these bonuses set? |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1278
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Posted - 2014.07.12 00:19:00 -
[8] - Quote
Minmitar aren't getting codebreaker fitting reductions, at least i hope not. The code breakers themselves are getting their fittings reduced.
What id like is for scouts to be able to scout again instead of having to fill every low slot with dampeners to dodge the ridiculous wall hacks that med and heavy frames need for their crutch. (Scannerinas, then Cal scouts, next up is the Ammar scout)
Also, scouts are getting nerfed yet again by getting reduced to 1 bonus, and assaults are going to be as fast as scouts with more module slots (stupid IMHO)
So fine rifle cookie cutter medium frame HMG heavy community, please stop complaining. Thank you, i look forward to being outdone by every med frame in the game yet again. (seriously I am. It was getting boring being just a little bit underpowered)
Kills- Archduke Ferdinand
Balance!
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Nocturnal Soul
Immortal Retribution
3595
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Posted - 2014.07.12 00:26:00 -
[9] - Quote
Amarr needs to be stamina max/regain not max armor plats, it is a scout after all.
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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Cody Sietz
SVER True Blood Dark Taboo
3543
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Posted - 2014.07.12 00:28:00 -
[10] - Quote
Somebody else suggested this I believe, either way, I'm all for it.
I run damps and amps on my Gallente scout, don't punish me for the idiots that run it with 700+ ehp!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Jerricho Lionheart
Royal Uhlans Amarr Empire
50
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Posted - 2014.07.12 00:33:00 -
[11] - Quote
Nocturnal Soul wrote:Amarr needs to be stamina max/regain not max armor plats, it is a scout after all. Well it's been argued that giving a stamina bonus to the slowest scout is what left it in such an underused spot. The Amarr Scout has been touted as the combat scout (as the amarr logi should be the combat logi) so I thought a bonus to armor plating would fall in line with that a bit more. Ideally people would gravitate to reactive or ferroscale plating as to not be slower than the assaults, but could still brick tank if they so chose. Just my thought process on the matter. |
Nocturnal Soul
Immortal Retribution
3595
|
Posted - 2014.07.12 00:48:00 -
[12] - Quote
Jerricho Lionheart wrote:Nocturnal Soul wrote:Amarr needs to be stamina max/regain not max armor plats, it is a scout after all. Well it's been argued that giving a stamina bonus to the slowest scout is what left it in such an underused spot. The Amarr Scout has been touted as the combat scout (as the amarr logi should be the combat logi) so I thought a bonus to armor plating would fall in line with that a bit more. Ideally people would gravitate to reactive or ferroscale plating as to not be slower than the assaults, but could still brick tank if they so chose. Just my thought process on the matter. The Amarr scout though however much natural armor it may have is still a scout and should receive scout bonuses to further improve its Ewar and biotics.
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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Bionic Hunter
Circle of Huskarl Minmatar Republic
0
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Posted - 2014.07.12 01:06:00 -
[13] - Quote
Jerricho Lionheart wrote:Hey there, fellow mercs. Your friendly neighborhood commando here with some thoughts on how scouts can be adjusted to work as intended, as well as keeping them versatile and fun to play. Sorry if this has been suggested before, I just haven't caught anybody bringing it up recently.
The Minmatar Scout is being adjusted to get a bonus to codebreaker module fitting (I'm not positive if they will be removing the skill bonus set, however). This made me think; why not make all of the scout suit skill bonuses apply to modules rather than making them passives. Ideally the Caldari suits would get a bonus to Precision Enhancers (to counter scouts), Amarr to Range Amplifiers (to set up combat positions), Gallente to Profile Dampeners (to infiltrate and get into cqc with ease), and Minmatar to Codebreakers (assuming they're moved to high slots, of course.)
This would give those fitting a scout the option to properly enhance their E-warfare specialty, or brick tank their suits for fast paced combat situations, but not both at the same time. I would even give them a secondary bonus as well (such as the Amarr getting a bonus to Armor Plating seeing as it's meant to be the most combat intensive variant) that way scouts have to option to specialize highly in one skill or the other, an even mix of both, or none whatsoever.
I don't want to limit options in anyway, just incentivize meaningful decision making. Right now, there aren't many reasons not to brick tank a scout suit (with the exception of dedicated specialist masters). But if the module skill bonus percentage were such, that it matched or even beat their current passive bonus combined with modules, I believe that is when scouts can finally work as originally intended. I don't think there is anything wrong with making a slayer fit out of one particular suit or another, and players should never be disincentive to customizing a suit however they desire, but when these options are stacked with powerful passive bonuses, that's when things get hairy and hard balance around.
Of course, all of this is merely conjecture, and I highly encourage everyone to share their opinions on the subject. If you agree or disagree and if you have different ideas for what skill bonuses could be applied to each suit. Thanks again for listening. Lol then make every bonus in the game like that. |
Atiim
Fooly Cooly. Anime Empire.
10386
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Posted - 2014.07.12 01:46:00 -
[14] - Quote
Bionic Hunter wrote: Lol then make every bonus in the game like that.
In terms of Dropsuits? It already is.
Take for instance, the Logistics. They receive a bonus increasing the efficiency of their Equipment, and reducing their CPU/PG constraints. In order to have any use for these bonuses, they have to actually fit the item in question (in this case, equipment).
Another fine example, would be the Commandos. It receives a bonus increase their Light Weapon Damage, and decreasing their reload speed. In order to have any use for these bonuses, they have to actually fit the item in question (in this case, Light Weapons).
Additionally, there are the Assaults. They receive bonuses which increase their sustained damage (how long damage can be applied to a target), and reducing the CPU/PG constraints of Light Weapons. In order to have any use for these bonuses, they have to actually fit the item in question (in this case, Light & Sidearm Weapons).
The only exceptions would be the Sentinel and (obviously), the Scout. Every other role in DUST 514 requires that you actually fit an item for it's bonus to be of any use; and I fail to see why Scouts should be any different.
Long Live The Anime Empire
"You know what? You really, REALLY, like to dampen the mood" - Lea Silencio
-HAND
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