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Thread Statistics | Show CCP posts - 2 post(s) |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
311
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Posted - 2014.07.17 03:05:00 -
[151] - Quote
My God! I am so proud of you Rattati <3
Signature? What signature! I have no idea what you're talking about my good sir.
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bogeyman m
Minmatar Republic
352
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Posted - 2014.07.17 03:09:00 -
[152] - Quote
One Eyed King wrote:bogeyman m wrote:One Eyed King wrote:Jadd Hatchen wrote:Ghost Kaisar wrote: If you are routinely getting killed by killer frisbee's, then you REALLY need to invest in some situational awareness.
No he is right. RE's are NOT supposed to be throwable. They are supposed to be a charge that you SET on the ground/wall/vehicle/ceiling/etc and then leave in place. NOT a grenade!!!! But that is also off topic... Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop. "Throw" an Uplink, then throw an RE. You will see a difference. Both are EQUIPMENT. Explain. Throw an Uplink, then throw an Injector. Both are EQUIPMENT. Explain. One is deployable. One is grafted to your hand.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
352
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Posted - 2014.07.17 03:16:00 -
[153] - Quote
Adipem Nothi wrote: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: 1) When you get killed by REs, how are you measuring these distances? 2) Isn't your "awareness focused" elsewhere? 3) Have you watched someone toss an RE 10+ meters at you? 4) In the time it took to travel that huge distance, you just ... stood there and watched? Answers: 1) The same way I get distance intel on any death - via the 'you got killed by' window. 2) Yes. 3) No. 4) See answers to questions 2 and 3.
Duct tape 2.0 ... Have WD-40; will travel.
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Kallas Hallytyr
Skullbreakers
651
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Posted - 2014.07.17 03:21:00 -
[154] - Quote
Adipem Nothi wrote:bogeyman m wrote: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. When you get killed by REs, how are you measuring these distances?
That is a very important question: the likelihood that the scout tossed the RE then immediately backpedaled away/laterally is very high, adding to combat time-dilated perception.
The other point you mentioned is also very important: REs now have more than slightly significant activation delays. Shooting the Scout and manoeuvring during the activation is important and, more to point, actually possible.
Alt of Halla Murr.
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Brokerib
Lone Wolves Club
1777
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Posted - 2014.07.17 03:55:00 -
[155] - Quote
Kallas Hallytyr wrote:Adipem Nothi wrote:bogeyman m wrote: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. When you get killed by REs, how are you measuring these distances? That is a very important question: the likelihood that the scout tossed the RE then immediately backpedaled away/laterally is very high, adding to combat time-dilated perception. The other point you mentioned is also very important: REs now have more than slightly significant activation delays. Shooting the Scout and manoeuvring during the activation is important and, more to point, actually possible. Also forgetting REs that have been placed before the enemy arrive.
I normally only go to REs if the enemies back is turned, or I'm able to drop them from a height. And I make sure to be at least 6m away so I don't get caught in the blast radius, as REs will kill me several times over.
Might be worthwhile testing the mechanic yourself to see how it works, but you won't see a throw that's anywhere near 10m unless you've got a height advantage. 3-4m tops.
Knowledge is power
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ratamaq doc
Onslaught Inc RISE of LEGION
780
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Posted - 2014.07.17 04:06:00 -
[156] - Quote
Quick question. From what I've read and heard, CCP has never officially released the math behind stacking penalties. It's always been debated as community driven observation. The spreadsheet that is up in this thread, put out by a CCP employee, list stacking penalties. Does that make those numbers official?
If CCP has put these numbers out before, please disregard :)
YouTube
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One Eyed King
Land of the BIind
2724
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Posted - 2014.07.17 04:22:00 -
[157] - Quote
bogeyman m wrote:One Eyed King wrote:bogeyman m wrote:One Eyed King wrote: Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop.
"Throw" an Uplink, then throw an RE. You will see a difference. Both are EQUIPMENT. Explain. Throw an Uplink, then throw an Injector. Both are EQUIPMENT. Explain. One is deployable. One is grafted to your hand. Exactly.
Not all equipment is the same!
So stop comparing them when its convenient to your rationalizations and ignoring it when its inconvenient.
REs are their own thing. They are not grenades, and they don't get thrown like grenades. They are not Uplinks, and are not thrown like Uplinks.
If you think they are being thrown too far, come up with a new, legitimate argument, because this one is dead and ineffective.
This is how a minja feels
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ratamaq doc
Onslaught Inc RISE of LEGION
780
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Posted - 2014.07.17 05:04:00 -
[158] - Quote
So I read this whole thread, look closely at both the suits and the ewar changes, and absolutely respect the way these conclusions were reached. I only have two big reservations about the premises here.
One that it is a scout vs scout balancing which is not considering the other frames on this and is really a buff vs all of them. Two that this is balanced to competitive play, as it should be, but the reality is that while most of the scout skills can be balanced by proto mid frame suits and equipment, at the STD and ADV levels they completely dominate. For instance, I see the need for all scouts to have the ability to defeat the focused scanner in PC, but in a pub match, this narrowly effective piece of equipment that cost an arm and a leg, is rarely ever used and only effective on one race and class of suit, can be defeated by a BPO suit with 2 complex dampeners. In short I don't like that we are balancing passive skills on a very narrow band of proto equipment.
These scout ewar passive skills combined with the already massive attribute advantages creates way to big of a gap to the med frames. I really really wish this gal bonus and focused scanner didn't exist. It's to ineffective as a counter, and stands as a scout battle cry for the need to have such an ewar advantage. It reminds me of the terrorist threat, and the scouts remind me of the government making a mountain out of a mole hill with all these extra security measures. 1 class of 1 race with one level of equipment (proto) as a counter to an entire class at every level once full skills are reached for something so fundamentally import to this game to all classes as ewar does not sound balanced to me.
For now I'll echo others in saying that at a minimum the skills should be module efficacy. I think a better solution is to balance the frames similar to the way you balanced the scouts themselves. If a mid frame skills into, and equips ewar mods they should be able to infringe in the scouts ewar territory the same way a scout can by wearing plates. And get rid of the one mid frame trump card. It's not fair to the GalLogi who's now only effective in a squad and is expected to be a mobile scanning platform and carry multiple 30ks worth of equipment, and it's sure as hell not fair to the rest of the mid frames.
YouTube
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rexia myr
LORD-BRITISH
0
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Posted - 2014.07.17 05:05:00 -
[159] - Quote
Gallente and Caldari are hostile relations. If a profile bonus is given to CaldariScout, a role will resemble GallenteScout. I think that it will be contradictory to the story of EVE. CaldariScout should have a precision bonus, in order to find GallenteScout. It stops being contradictory by the story of EVE. |
SponkSponkSponk
The Southern Legion Final Resolution.
924
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Posted - 2014.07.17 05:27:00 -
[160] - Quote
ratamaq doc wrote:Quick question. From what I've read and heard, CCP has never officially released the math behind stacking penalties. It's always been debated as community driven observation. The spreadsheet that is up in this thread, put out by a CCP employee, list stacking penalties. Does that make those numbers official?
If CCP has put these numbers out before, please disregard :)
We reverse-engineered it in Eve about eight years ago.
Dust/Eve transfers
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Mima Sebiestor
Vengeance Unbound Dark Taboo
3
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Posted - 2014.07.17 05:48:00 -
[161] - Quote
Please look at:
Cell B18, replace with - 'Exception Gallente/Caldari at'.
Row 14, duplicate to highlight (being beaten by) both scouts with dampening bonus and those without. An example would show that minmatar can be beaten by just a single Complex Damp from either Caldari or Gallente.
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Floyd20 Azizora
Forty-Nine Fedayeen Minmatar Republic
64
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Posted - 2014.07.17 07:46:00 -
[162] - Quote
Can i point out the cal scout has become a shield version of the current gal scout with these changes? |
Jebus McKing
Legio DXIV
503
|
Posted - 2014.07.17 10:25:00 -
[163] - Quote
I see not much has changed.
You still have only two options:
1) Use scout suit with extensive SP and fitting investments to stay off of people's radars.
2) You permanently have a red arrow above your head.
From my perspective, this is unacceptable.
Wallhacking is too strong. It is too much of an advantage and it comes at a too cheap of a price. Anything that is not a scout can be scanned with just a scout's passive skills.
My proposal? Go back to where a player in a medium suit only needs to sacrifice two slots for dampeners to stay off of people's radars entirely. The fitting choices would then be: do you want additional HP/utility or dampening.
Scouts everywhere, game's unplayable.
@JebusMcKing
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xAckie
Ghost. Mob
427
|
Posted - 2014.07.17 13:21:00 -
[164] - Quote
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.) |
Adipem Nothi
Nos Nothi
3010
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Posted - 2014.07.17 14:33:00 -
[165] - 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.
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
3565
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Posted - 2014.07.17 14:41:00 -
[166] - Quote
Adipem Nothi wrote: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.
Appia Vibbia for CPM1
Personal Theme Song
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xAckie
Ghost. Mob
427
|
Posted - 2014.07.17 16:07:00 -
[167] - Quote
Appia Vibbia wrote:Adipem Nothi wrote: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.
Don't worry I have it all skilled and then some. I have plenty of sp and plenty to spare. In infantry I am unnerfable. And that is a problem when the balance is whack. |
Cody Sietz
SVER True Blood Dark Taboo
3608
|
Posted - 2014.07.17 16:47:00 -
[168] - Quote
Soooo, Gallente still has the lowest bonus?
Meanwhile, the Caldari scout is getting the same damps as Gallente and and a 45 meter base scan range with skills...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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headbust
SVER True Blood Dark Taboo
78
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Posted - 2014.07.17 17:24:00 -
[169] - Quote
yea it doesnt seem as if the gallente has a specified role anymore. the caldari have the same damps and the amarr has more precision so wat is our role now its not the infiltrator anymore because as stated in the doc all scouts can surpass scans. we dont have enough precision to make it lethal.
so ccp wat is ur idea on the gall scout wat is it good for except being just a general scout.
a scout = once you turn your back on me you'll never be able to look back
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One Eyed King
Land of the BIind
2769
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Posted - 2014.07.17 21:21:00 -
[170] - Quote
Cody Sietz wrote:Soooo, Gallente still has the lowest bonus?
Meanwhile, the Caldari scout is getting the same damps as Gallente and and a 45 meter base scan range with skills... Gallente also get precision bonus.
Not to mention, the dampening bonus offsets the 1LS Cal scouts look to be getting at Std and Adv tiers, and the 2 LS they are getting at proto.
They are going to have a hard enough time dampening as it is. It is not like they got away without sacrifice or anything.
This is how a minja feels
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Cody Sietz
SVER True Blood Dark Taboo
3611
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Posted - 2014.07.18 04:00:00 -
[171] - Quote
One Eyed King wrote:Cody Sietz wrote:Soooo, Gallente still has the lowest bonus?
Meanwhile, the Caldari scout is getting the same damps as Gallente and and a 45 meter base scan range with skills... Gallente also get precision bonus. Not to mention, the dampening bonus offsets the 1LS Cal scouts look to be getting at Std and Adv tiers, and the 2 LS they are getting at proto. They are going to have a hard enough time dampening as it is. It is not like they got away without sacrifice or anything. They have a 3/1 layout and are able to damp enough to duck under most scans(I run 2 damps and 2 amps)
That 10 percent bonus is really worth much, I'd rather get my 25 percent damps back.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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bogeyman m
Minmatar Republic
355
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Posted - 2014.07.18 04:25:00 -
[172] - Quote
Brokerib wrote:Kallas Hallytyr wrote:Adipem Nothi wrote:bogeyman m wrote: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. When you get killed by REs, how are you measuring these distances? That is a very important question: the likelihood that the scout tossed the RE then immediately backpedaled away/laterally is very high, adding to combat time-dilated perception. The other point you mentioned is also very important: REs now have more than slightly significant activation delays. Shooting the Scout and manoeuvring during the activation is important and, more to point, actually possible. Also forgetting REs that have been placed before the enemy arrive.I normally only go to REs if the enemies back is turned, or I'm able to drop them from a height. And I make sure to be at least 6m away so I don't get caught in the blast radius, as REs will kill me several times over. Might be worthwhile testing the mechanic yourself to see how it works, but you won't see a throw that's anywhere near 10m unless you've got a height advantage. 3-4m tops. Good point, but definitely not the case in most of my RE deaths. It's more likely someone snuck in clocked and dropped an RE - the 'kill distance' being the distance they ran before detonation.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
355
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Posted - 2014.07.18 04:29:00 -
[173] - Quote
One Eyed King wrote:bogeyman m wrote:One Eyed King wrote:bogeyman m wrote:One Eyed King wrote: Throw an RE, then throw a grenade. You will see a difference. The comparisons need to stop.
"Throw" an Uplink, then throw an RE. You will see a difference. Both are EQUIPMENT. Explain. Throw an Uplink, then throw an Injector. Both are EQUIPMENT. Explain. One is deployable. One is grafted to your hand. Exactly. Not all equipment is the same!So stop comparing them when its convenient to your rationalizations and ignoring it when its inconvenient. REs are their own thing. They are not grenades, and they don't get thrown like grenades. They are not Uplinks, and are not thrown like Uplinks. If you think they are being thrown too far, come up with a new, legitimate argument, because this one is dead and ineffective. Right. REs (and Proxys) are the only "equipment" that can kill someone/something. As such, I think it a reasonable argument that they should not be considered "equipment" at all. You keep defending your crutch though...
Duct tape 2.0 ... Have WD-40; will travel.
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voidfaction
Void of Faction
336
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Posted - 2014.07.18 04:33:00 -
[174] - Quote
Cody Sietz wrote:One Eyed King wrote:Cody Sietz wrote:Soooo, Gallente still has the lowest bonus?
Meanwhile, the Caldari scout is getting the same damps as Gallente and and a 45 meter base scan range with skills... Gallente also get precision bonus. Not to mention, the dampening bonus offsets the 1LS Cal scouts look to be getting at Std and Adv tiers, and the 2 LS they are getting at proto. They are going to have a hard enough time dampening as it is. It is not like they got away without sacrifice or anything. They have a 3/1 layout and are able to damp enough to duck under most scans(I run 2 damps and 2 amps) That 10 percent bonus is really worth much, I'd rather get my 25 percent damps back. 18db with 1 cDamp and proto cloak for std and adv cal scout suit. only 2 things can scan it. a gal logi with focused scanner or proto amarr with 2 precision 10 percent precision means mediums will have to use 3 dampeners to hide from a gal scout with 2 precision and non cal/gal scout will be foreced to use 2 dampeners so yes it is worth it.
Gal will still be the best suit IMO as the std suit can compete vs proto scans where the cal and min scout can not unless running proto themselves. That being said I would look to see Gal scout getting hit with the nerf bat again. Figure they will knock gal down another notch or 2 since they seem so determined to keep cal, min, amarr ewar so weak at std and adv.
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Brokerib
Lone Wolves Club
1811
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Posted - 2014.07.18 13:14:00 -
[175] - Quote
bogeyman m wrote:One Eyed King wrote: Exactly.
Not all equipment is the same!
So stop comparing them when its convenient to your rationalizations and ignoring it when its inconvenient.
REs are their own thing. They are not grenades, and they don't get thrown like grenades. They are not Uplinks, and are not thrown like Uplinks.
If you think they are being thrown too far, come up with a new, legitimate argument, because this one is dead and ineffective.
Right. REs (and Proxys) are the only "equipment" that can kill someone/something. As such, I think it a reasonable argument that they should not be considered "equipment" at all. You keep defending your crutch though... Really? Is everything a crutch these days? If you see someone going 60-0 with REs then come back and talk about crutches.
You can define things however you like. But CCP has defined them as equipment, and has made them deployable at a distance. That's the reality of the situation.
If you have an opinion on how or why REs are overpowered, beyond their ability to kill you, then feel free to make a reasoned arguement. Because you're not managing it so far.
Knowledge is power
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Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
2
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Posted - 2014.07.18 18:43:00 -
[176] - Quote
CCP Rattati wrote:Dear players, after thoroughly discussing with the scout community, these are our proposed changes. EWAR CalculationsI have documented all the necessary and relevant scenarios, I hope. At the top of the document, I have collected the key numbers and tried to put them into perspective. Galogi focused scanner gets the highest range and precision possible, due to it being 1) active, 2) narrow and 3) having a limited duration. This helps establish boundaries that scouts need to live within. That said, by a combination of racial bonuses and dedication of slots All scouts can have similar range, 76m to 91, under the Focused at 100m. This is under review, and I am looking at reducing Range amplifiers to 30% instead of the current 45%. All scouts can get under the focused scan dB by using a cloak, exception Gallente not needing cloak. All scouts can get under the best passive scan dB by using 2 dampeners and cloak or 3 dampeners. Best passive at 2 precision modules is beaten by best dampener at 2 dampening modules. Minmatar get a small PG boost, and all scouts can utilize a very slight PG reduction of KinCats andCodebreakers, possibly Nova Knifes. Nova Knifes will get increased Aim Adhesion, making hit detection work a little better in close quarters, a damage boost 120/160/200 and possibly a little increase in aim, 2.00m to 2.25m OR 2.50m This does not require Codebreakers to be in high, so don't assume that is the case. Please keep your comments civil and on topic. Changing bonuses to module efficacy or other ideas of the sort are not on the table for now.
I agree with most numbers, im only concerned about that while gallente and caldari ignore the highest passive scans with 2 dampeners (as seen on the google sheet), caldari wont be able to regen not a sigle point of armor, making caldari a reciclable fit which is not that reciclable when it cost 150k.
the fitting im able to pull with charlie is:
2 complex precision (high) 1 complex shield (high) 1 enhanced shield (high) 1 duvolle specialist shotgun (light w) 1 adv assault SMG (sidearm) 1 flux granade (granade slot) 1 complex cloak field (equipment) 1 adv remote explosive (equipment) 2 complex dampeners (low)
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.
PTT: this fit is with lvl 5 dropsuit core upgrades, engeeniring, electronics, shield upgrades and lvl 4 armor upgrades. |
Adipem Nothi
Nos Nothi
3058
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Posted - 2014.07.18 19:45:00 -
[177] - 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. :-)
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
3605
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Posted - 2014.07.18 20:25:00 -
[178] - Quote
Adipem Nothi wrote: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 many times larger than your actual lifespan. These aren't necessarily bad things; Scouts are supposed to squishy. Keeps things interesting for us :-) Assuming no plates you need 427 shields to survive a single shot from an STD Shotty. Which would basically be 3 complex and 1 enhanced or 4 complex
Appia Vibbia for CPM1
Personal Theme Song
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
178
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Posted - 2014.07.19 18:08:00 -
[179] - Quote
Ghost Steps wrote:
I agree with most numbers, im only concerned about that while gallente and caldari ignore the highest passive scans with 2 dampeners (as seen on the google sheet), caldari wont be able to regen not a sigle point of armor, making caldari a reciclable fit which is not that reciclable when it cost 150k.
the fitting im able to pull with charlie is:
2 complex precision (high) 1 complex shield (high) 1 enhanced shield (high) 1 duvolle specialist shotgun (light w) 1 adv assault SMG (sidearm) 1 flux granade (granade slot) 1 complex cloak field (equipment) 1 adv remote explosive (equipment) 2 complex dampeners (low)
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.
PTT: this fit is with lvl 5 dropsuit core upgrades, engeeniring, electronics, shield upgrades and lvl 4 armor upgrades.
With so little armor you don't need armor repair. Firstly you are unlikely to get into armor and survive. If you do there won't be much armor to repair. Running around with only 40 armor us not a significant handicap to your fit.
If you were worried about hp you could either try to re-jig something to get a second comp extender or loose some precision for more shield.
I think the Cal scout looks quite strong, but what is clever about these suggested changes is that it can't be strong without having weaknesses. It can scan a long way, but will loose damps. It can have high precision but will loose hp. It can have good hp but will either loose precision or damps/range. |
Cyrus Grevare
WarRavens Final Resolution.
234
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Posted - 2014.07.19 18:08:00 -
[180] - Quote
Uploaded proposed skill changes to protofits, for theorycrafting [Jul/19]. Just caution on setting all skills to max since that will set both the current skill (1.8) and the 'Charlie' skill to level 5 causing overlap.
Regards.
www.protofits.com - a Dust 514 fitting tool
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