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2780
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Posted - 2014.07.14 23:03:00 -
[1] - Quote
BlazeXYZ wrote:What is the purpose of giving the caldari scout 3% profile per level.?
Presently ... Massive precision is required of the CalScout to pickup the GalScout. Massive dampening is required of the GalScout to hide from the CalScout. Balancing one extreme with another shafts those in the middle.
The values you see are intended to "normalize" the current extremes. Which will [hopefully] make for better interplay among all Scouts.
The big unknown in all of this is the GalLogi. Fingers crossed.
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2805
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Posted - 2014.07.15 13:13:00 -
[2] - Quote
Brokerib wrote:HowDidThatTaste wrote:Are we still ignoring that shots can be fired from cloak? This was supposed to be fixed in alpha I believe?
So much effort and time spent on scouts and we can't fix this one broken mechanic that was already discussed in great detail, and was promised even before cloaks came out that they would not be able to shoot from cloak?
The rest of these mechanics are nice but the huge elephant in the room is the cheapness of an alpha cloaked first shot
It really makes this game cheesy
Thought the de-cloak animation time has been reduced, mitigating the effectiveness of this? Still exists due to lag/rendering, but I haven't found this to be as much of an issue as it was originally. Obviously I still don't see scouts who de-cloak behind me, but I've noticed a diference with scrub scouts who attack head on. It was substantially reduced; if I recall correctly, decloak animation was accelerated. Can't speak for everyone else, but I've not been hit by an invisible shooter since Alpha.
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2807
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Posted - 2014.07.15 13:40:00 -
[3] - Quote
Ryme Intrinseca wrote: When I was told that Caldari and Gallente Logis would no longer the very best at everything, I asked myself "which suit will be capable of supporting my mad slayer skillz?"
On respec, I put 5.5 million SP into the two scout suits with the best chance of becoming FoTM (Caldari and Gallente). You are now proposing to ignore that investment and make the Amarr and Minmatar Scouts useful, when they previously had no use whatsoever. There was never any hint that the four Scout suits might become balanced, and it makes no sense to make them balanced now.
It is a shameless PTW tactic - take away one FoTM and its SP investment so people have to buy boosters to be first into the next FoTM. But do you really think players will continue to chase FoTM when you disregard their decisions? Persistence is supposed to be the selling point of the game. FFS give me back my Flaylock.
I usually laugh at respec suggestions but there is strong case where you decide to move L33T slayers like me from one frame to another.
FTFY
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2813
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Posted - 2014.07.15 14:05:00 -
[4] - Quote
Stefan Stahl wrote:I-Shayz-I wrote:It has way too many advantages towards slaying for a scout. Scouts already have a small hitbox, lower profile, and faster movement speed. Allowing the Caldari one to also have the best regeneration of any suit, a huge amount of fitting space, and high HP values with barely any penalty is just silly. I'm also concerned about the fact that Scouts are receiving a significant buff here. Consider e.g. that Assaults will need two dampeners to hide from base Gallente and Amarr scans. This equals not using dampeners but rather using another Scout for your assaulting. One way to go about it is to adjust the Medium suit's scan stats too. I'll bring this up when we start discussing that topic. Otherwise I'm fine with the Scout-vs-Scout interaction here. Still hoping for that scan range reduction, preferably to base scan range rather than module efficacy. Powerful eWar modules are good because every eWar module equipped is one hp-module less. Powerful base stats are bad because they are a buff to brick tanked Scouts.
The Scout Community is seeking a much needed fix to assault-lite and has high hopes of moving FoTM "slayers" away from our frames. Sorry "slayers" :-)
We do not view Rattati's proposal as a buff to our class. We see this proposal as a first step in the right direction.
Should "assault lite" remain a problem post Charlie, we hope that in Delta Rattati will point our racial bonuses toward EWAR modules. When we HP-tank and pretend to be Assault, we should leave behind some of our Scoutliness.
We think that Rattati shares our goal of fixing "assault lite" and we are very much excited at the prospect of it being resolved son, if not this month in Charlie than perhaps next month in Delta.
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2817
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Posted - 2014.07.15 14:56:00 -
[5] - Quote
@ Appia
Aeon will not respect your ways until he is certain that you've grown a neckbeard. To give you pass simply because you're a female would be sexist. Good luck.
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2827
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Posted - 2014.07.15 15:58:00 -
[6] - Quote
Zindorak wrote:What's EWAR? Its when you take the Shields and Armor off your Scout suit and use other things.
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2837
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Posted - 2014.07.15 18:01:00 -
[7] - Quote
Kallas Hallytyr wrote:
Looking over the spreadsheet and something hit me: Gallente precision is essentially pointless -
When you say pointless, do you mean +1% scan radius per level pointless or another kind of slightly better pointless?
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2837
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Posted - 2014.07.15 18:32:00 -
[8] - Quote
Kallas Hallytyr wrote: Yes, the precision bonus is better than the current, ****** range bonus. But by pointless I mean: it has zero impact on the uppermost level, and has next to no impact on any level where dampening is even vaguely used. The point is that the bonus to precision is small enough to not step on toes, but so small that it will not affect any Scout fitting a single dampener and any fitting more than one will easily evade the GalScout scans.
More to the point, any going to the effort to avoid being scanned will likely fit two dampeners, rendering the GalScout bonus moot: you already scan mediums/heavies and you will not scan any Scoutly Scouts (ie, non-Brick Tanked Scouts.)
So in essence, it is as useless as the range bonus we have now, because Scouts will be being pointed at EWar/dampening more heavily than before.
Problem: More Brick-Tanked Scouts than Scoutly Scouts
Solution: Equip more Scouts to hunt Brick-Tanked Scouts
Outcome: More Scoutly Scouts than Brick-Tanked Scouts
New Problem: 1000HP GalLogi permascanning Scoutly Scouts
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2838
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Posted - 2014.07.15 18:52:00 -
[9] - Quote
Kallas Hallytyr wrote:Adipem Nothi wrote:New Problem: 1000HP GalLogi permascanning Scoutly Scouts
New Problem: Scouts now too squishy to combat Heavy Spam <------ (free tip: here's your next FotM) 1. Scouts too squishy? Yep, that's called a trade off. 2.They do, however, get a guaranteed first strike, since they won't get scanned, with all Scouts able to evade all scans. 3. GalLogi cannot scan any Scout if they choose to dampen.
1. Pirouetting Heavies are a problem; soon they'll be a less frequently countered problem. 2. First Strike only gets you so far, and First Strike is far from guaranteed. 3. Indeed; 100k suits will beat a 30k scanner provided they fill their Lows with damps.
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2839
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Posted - 2014.07.15 19:01:00 -
[10] - Quote
Kallas Hallytyr wrote: Evidently few agree with me.
Don't get me wrong; your concerns are absolutely warranted and valid. Many of us have previously shared these concerns; some of us likely still do. We've been talking about this stuff for months ... how to "fix" Scout problems ... and we've come to recognize that there is no perfect solution. Rattati's proposal is as good as anything we've come up with to date; it addresses the majority of our core concerns and may bring our FotM to a welcome end.
I say we give it a shot and hope for best.
Worst case scenario, Scouts get crushed by better Assaults, Logi permascan, and endless Heavy spam. Welcome back to Hard Mode :-)
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2839
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Posted - 2014.07.15 19:07:00 -
[11] - Quote
Kallas Hallytyr wrote: You've yet to really refute my point that the 2% precision/level is irrelevant considering both the current and upcoming meta.
Incorrect.
Bravo - GalScouts need 2 PEs to hunt undampened Scouts. Charlie - GalScouts need 1 PE to hunt undampened Scouts.
^ The 10% makes an easily quantified and irrefutable difference.
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2839
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Posted - 2014.07.15 19:16:00 -
[12] - Quote
Kallas Hallytyr wrote: Hah! I appreciate that response. I did kind of pine for the days when I started scouting, dodging around people without the cloak being around.
Still, I just feel something else - small - would just be more useful. Even a 1% to hack speed would be useful, because it would still always apply to any hack without being negated by there being much bigger threats (read: everyone dampening because of AmScout/GalLogi.)
I mean, I also get that the precision will be really helpful when finding all those snowflakes who run their AmScout with shields and biotics... But that just doesn't feel like a worthwhile bonus to me.
Charlie won't the be end.
If it goes badly, we'll have basis to ask for specific, small improvements. If it goes well, we'll pat Rattati on the back for having chased away the FotM chasers who presently defile our proud frames. Either you, you will the narrative here; you should swing by sometime and introduce yourself to the guys. o7
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2841
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Posted - 2014.07.15 19:27:00 -
[13] - Quote
One Eyed King wrote: Gal Logi scanners are more likely than not going to cause balance problems. We're going along with it for now because we can't prove that something's a problem until Nyain San has spammed the sh*t out of it for 3 months.
FTFY :-)
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2858
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Posted - 2014.07.15 20:38:00 -
[14] - Quote
Kallas Hallytyr wrote: I agree that Minmatar could do with some help ...
If the Minmatar Scout continues to perform poorly, perhaps we could ask Rattati to make it ever-so-slightly faster.
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2924
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Posted - 2014.07.16 15:12:00 -
[15] - Quote
Bormir1r wrote: ...perhaps there could be pg reductions for codebreakers and kincats exclusively for Min Scouts?
Perhaps MinScouts should be renamed "Me Me Me" Scouts :-)
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2970
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Posted - 2014.07.16 21:23:00 -
[16] - Quote
Jadd Hatchen wrote:
So you admit that an RE can be thrown? At least admission of the problem is the first step towards fixing it. ;)
If we're here to talk about problems, why not talk about Heavy spam?
Remote Explosive usage is causally related to a steep increase in Heavy population, their resistance to locus grenades, and the new-found tendency of their teammates to "cluster" about their overly effective HMGs. The ability to toss an RE a few feet is not the reason why Ambush has degraded to "Follow the Heavy".
Pardon the pun, but REs are nearly as big as other problems out there.
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2989
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Posted - 2014.07.17 01:59:00 -
[17] - Quote
bogeyman m wrote: If you want to talk about problems then talk about fixing them, not their side effects.
I, for one, do not have an issue with REs being used. However, I do have an issue with their being thrown as far as they are. As a Logi-Bro, my awareness is focused on watching my squad's backs. (If only more people watched the Logi's back.) When I am killed by REs, it is usually from a 10m-15m distance - rarely from under 10m and occasionally from 30m+ (I'm guessing those are dropped from buildings/towers). Those are grenade distances.
No need to discuss fixing what isn't broken. Questions:
When you get killed by REs, how are you measuring these distances? Isn't your "awareness focused" elsewhere? Have you watched someone toss an RE 10+ meters at you? In the time it took to travel that huge distance, you just ... stood there and watched?
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3010
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Posted - 2014.07.17 14:33:00 -
[18] - Quote
xAckie wrote:So it looks like we should all move to GalScout as Assault changes look uninspiring.
Nothing beats being invisible in an FPS.
(Also, Cloak should provide no bonus to dampening.)
Tourists, slayers and FotM chasers ...
Please, do continue to bolster the Scoutly ranks. Please, do defile our precision instruments with your fists of ham and frontline scrubbery. Please, do stack HP and frontline slay away; the more SP you invest, the better you'll be. Please, do max out your Biotics, EWAR, Cloak, Shotguns, RE and become slayer supreme. Please, do not be alarmed by talks of future efficacy bonuses. You'll get a respec. Promise.
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3058
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Posted - 2014.07.18 19:45:00 -
[19] - Quote
Ghost Steps wrote: The numbers i get so far is 290 shield/ 84 armor (154, 755 ISK) which wont handle a single shot from the proto shotgun or last 2 sec against proto HMG and even if i survive i wont be able to regen my armor to fight a second round, been in that situation so many times and dont bring that "u dont play skillful" speech, i have my experience.
Assuming Optimal Range 290 / 84 is within OHK range for any shotgun (not just prototype). As for the HMG, your lifespan would be better measured in tenths of a second; two seconds is way longer (like 5-10 times) than you'll actually live.
These aren't necessarily bad things; Scouts are supposed to squishy. Makes things more challenging for us. :-)
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3093
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Posted - 2014.07.20 14:59:00 -
[20] - Quote
The True Inferno wrote:What I would suggest to fix this would be to increase the CPU on scouts, though right now your probably thinking "WTF you saying!? BUFF them again? Yo crazy" first, let me finish and second yes I am. I would suggest to increase the CPU on scouts WHILE severely reducing the PG, why may you ask? because every E-war module only takes CPU. This would intern emphsise the usage of scan modules and dampeners on scout suits, mainly because you would not be able to fit much hp modules on. This would have scouts become more stealthy, scanny and, if they fail to ambush you, easyer to kill. Scoutly things which consume PG: * Code Breakers * Remote Explosives * Uplinks * Cloak * Cardiac Regulators * Kinetic Catalyzers * Ferroscale Plates * Reactive Plates * Nova Knives
We also use these not-necessarily-Scoutly things: * Primary Weapons * Secondary Weapons * Grenades * Shield Extenders
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3095
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Posted - 2014.07.20 22:08:00 -
[21] - Quote
@ Inferno / Ackie
The one thing all "assault lite" scouts have in common is armor plates. Why jump through all those hoops instead of speaking directly to the common denominator?
Scouts have suggested ewar module efficacy bonuses. This would discourage use of plates among Scouts.
Rattati has suggested armor plate penalties for Scouts. This would discourage use of plates among Scouts.
Everyone has suggested making Assault Frames the go-to slayer fit. This too will result in less plate usage among Scouts.
All that to say, we are already addressing the "assault lite" problem with solutions which speak to the root of the problem. Your proposal negatively affects aspects not-at-issue. Why break things which needn't be broken?
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3098
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Posted - 2014.07.21 03:27:00 -
[22] - Quote
Mima Sebiestor wrote: I think the PG needs to be reduced on scouts.
I think Shotguns need to OHK Sentinels.
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3101
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Posted - 2014.07.21 03:55:00 -
[23] - Quote
Appia Vibbia wrote:Adipem Nothi wrote:Mima Sebiestor wrote: I think the PG needs to be reduced on scouts.
I think the Shotgun needs to OHK Sentinels. The breach only having 2 shots, with a longer fire interval and slower reload. That would actually make me use it if it could kill a sentinel in 2 shots Nah.
It only gets two shots, and most Heavies tow at least one Logi. One shot for the Heavy. One shot for the nearest Logi. Rinse / Repeat. Its more than reasonable, I think.
Overutilized Sentinels fixed. Underutilized Breach Shotgun fixed. Two birds with one stone.
Somebody call Rattati. I think we're on to something here.
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3104
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Posted - 2014.07.21 12:37:00 -
[24] - Quote
"Scouts should only be allowed to use is ewar modules; otherwise Scouts are broken."
^ If this is your opinion, fine. It isn't an especially good one (in my opinion) but you're entitled to think whatever you want. Now to push this opinion of yours onto others is another matter. To pitch an opinion -- especially a bad opinion -- you're going to need a measure of sound reasoning. Let's have a look at the reasoning you've provided thus far ...
Reason 1) "Since ewar modules work best on Scouts, Scouts shouldn't be able to equip other modules." Reason 2) "If another frame benefits from a module, Scouts should shouldn't be able to equip that module." Reason 3) Allowing Scouts to equip non-ewar modules creates balance problems ... because flexibility.
Read these out loud. Do you hear how they sound? These aren't reasons. These aren't reasonable. These do not constitute sound reasoning.
Do fell free free to try again.
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3106
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Posted - 2014.07.21 14:41:00 -
[25] - Quote
@ Ackie
The problem at the moment is that Scouts can stack plates and out-slay Assaults, all the while remaining effective at being Scouts. I'll be the first to admit that this is a balance problem; we Scouts have been discussing the problem (and ways to fix it) for months.
Scouts take no pride in seeing Nyain San in 700HP "scout suits" ... we want to see this nonsense come to an end more than anyone. HP tank is the root of problem. Without HP tank, there would be no problem. An optimal solution would correct the problem without breaking anything else.
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