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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 04:11:00 -
[1] - Quote
calvin b wrote:The cloak has been one of the most lopsided items placed in the game IMO and needs to be removed.
You are a closed beta vet so you know all about ewar. What is you reason behind not speccing into cal scout in order to get more TACNET info and achieve greater awareness?
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 13:40:00 -
[2] - Quote
calvin b wrote:It is the fact there is no counter to 3-4 scouts decloaking beside you and ...
It feels like 3-4 scouts, but it is really just 1.
Seriously, if they are ganging up on you, then good for them. Did you expect anything less with your 1800 eHP mobile death beam?
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 16:13:00 -
[3] - Quote
I would argue that, at the speed which scouts move and due to the fact that the server lag creates a fringe of invisibility on TACNET, scouts can race directly toward a precision-enhanced dropsuit and one-shot it before they even show up on the radar. I am all for increasing the default scan range of every dropsuit by another 50%.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 16:24:00 -
[4] - Quote
Bethhy wrote:Common stop with the utter bullshit.
just WOW.
Why the hostility? If a basic light frame scan range is 22m (20m + 2m for range amp bonus), and network lag is ~ 1 second, and the aggressing scout has a speed of ~ 10 m/s and their weapon range is ~12m, and they run directly at you, then by the time they show up on radar, they will be 12m from you and pull the trigger. Is that so hard to work out?
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 16:29:00 -
[5] - Quote
Bethhy wrote:Because your full of ****.
And your basic understanding how the Tac-Net even works is terrible.
Just go back to saying "This is OP, that is OP". because WOW.
If you have a contrary understanding, please explain it. I'm all ears.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 16:38:00 -
[6] - Quote
843-Vika wrote:Wow another player with the inability to compensate for something blame it on server lag........
The only time server lag will be the reason for you to get killed is when your screen freezes for a second or 2 like when you try spawn into the game or when you see the rubber banding effect on screen...other then that lag is not the reason for what scouts can do..BTW no scout even stacking proto kincat can never reach 10 meters a second.....the fastest scout which in min can reach max sprint speed while stacking 3 complex kincats is 8.3055 m/s and i would run out of stamina before i got 100m away from starting point....
Your entire arguement is based on flawed data.....the start of your thread i agree with you on it.....scouts are the top of the food chain.....but if your going to try and say stuff at least make sure your facts are correct.
My max scout speeds are above 10 m/s. I don't know where you're getting your info.
You have a game client and I have a game client and there is a server in between.
Let's say that it takes ~500ms for your game client to send info to the server, and ~500 ms for the server to send info to my game client.
Your distance from me, time elapsed, information whereabouts
22m, 0ms, your client 18m, 500ms, server 12m, 1000ms, my client (you appear on TACNET to me) you pull the trigger and bang I am dead
In this way, there is a fringe of invisibility in TACNET, determined by the relative speeds of objects surrounding the player and where information is being processed and how long packets take to travel from network location to network location.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 16:41:00 -
[7] - Quote
Bethhy wrote:and yes I will call bullshit when it should be called. Everytime.
You suck monkey asses and eat rhino turds, and you don't know anything.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
582
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Posted - 2014.07.17 17:12:00 -
[8] - Quote
Jack 3enimble wrote:I lol at this statement, as a matter of fact I point the finger and laugh in your face.
@ OP cloaked scouts are not a problem, its you. Even if there was no cloak your passive scans wouldn't have seen them behind or beside you. Quit your whining and train yourself in situational awareness. I play all roles and the only role that needs something tweaked is the assault. People like you break the game with this nonsense instead of fixing it. "I can't counter so it's the game. NERF NERF NERF"
You should probably get caught up on the context of this conversation.
1. I am discussing a light frame/scout scan of another light frame/scout.
2. I am not claiming that cloaks are a problem.
3. I play all roles as well and have a firm understanding of ewar.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
583
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Posted - 2014.07.17 23:56:00 -
[9] - Quote
Bradric Banewolf wrote:Leadfoot10 wrote:p.p.s. Calvin, you still running primarily solo? If so, I suspect that may be, at least in part, why you're taking a bit of a hard line on cloaks. I think you'll find that if you're in a good squad with a good gal logi or passive scanning cal scout, you won't die nearly as much to cloaked scouts. That doesn't mean there's no problem, because there is, but rather that you may be getting the short end of the stick, so to speak, because of running solo (if you're still doing that). You're right, but one shouldn't have to be forced to employ a particular scout type to combat a single thing in the game?! Yes, the cal scout IS the immediate fix right now, but that shouldn't be the end all be all should it?
IMO, we need to open ewar up to other dropsuits! Why not have an assault suit with intense scan precision bonuses? This whole "ewar is for cal scouts" developer mentality has got to go.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
615
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Posted - 2014.07.18 22:17:00 -
[10] - Quote
Jack 3enimble wrote:Do you even know what EWAR is? By the looks of it you only seem to understand that precision is EWAR. EWAR is open to all suits (dampening, range, precision) yet LIGHT suits benefit from a bonus to make up for less EHP in comparison to MEDIUM and HEAVY frames. Sorry for the caps, trying to bring you light in a dark room.
And it's not the developers mentality that has to go, but it is your "I can't counter so..." mentality that has to go.
Politely, you presume too much, Jack. Yes, I am quite adept at all ewar concepts and regularly plan suits around them.
The last I checked, I could counter anything in the game, so I am not aware of ever having had an "I can't counter so that has to go" mentality.
What are you getting at? Please, speak directly.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
617
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Posted - 2014.07.18 22:49:00 -
[11] - Quote
Jack 3enimble wrote:You make it look like EWAR is only open for Cal scouts and that is a load of you know what. What I'm getting at is stated in my post above.
Let's put it this way, there's hiding (profile dampening) and finding (scan precision).
Currently, there's one racial suit that can hide better than all of the others, so if you want to hide, then use that. There's also one suit that's best at finding the others.
Can all of the other dropsuit classes play hide and seek? To an extent, but they're just not that good at it.
In other words, my militia amarr light frame with one complex precision enhancers and two complex range amplifiers might only be able to find 90% of the mercs around me (due to my scan precision vs their scan profiles), allowing those grungy one-shotters to sneak up behind me. Whereas a fully specced scout wearing C-1/Series with two complex precision enhancers and the cool bonuses that go along with cal scout, might be able to find 97% of the mercs around. With that knowledge, why would I ever want to use my militia amarr light frame if my goal is to know where as many of the other mercs are as I possibly can?
This log jams everyone who likes to use the TACNET radar into the cal scout ewar funnel.
My earlier thought was, "why don't we make some other suits good at hiding and finding too, instead of essentially forcing everyone who wants to play ewar down into one of two classes."
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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