Pages: [1] 2 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
I-Shayz-I
I----------I
4196
|
Posted - 2014.07.22 04:45:00 -
[1] - Quote
IMPORTANT:
This post is mainly directed at the Caldari Scout. Minmatar and Amarr are fine (could use a buff?) Just because I use the term "Scouts" doesn't mean I think all scouts need such drastic changes.
As for the Gallente scout...well, it doesn't have a 50 hp/s regen rate, or a super fast shield delay, and if you tank a lot of armor you become really slow. The dampening bonus it gets benefits the scout, not the squad like precision does. __________________________
Before I begin, here's a post I made the other week about the difference between the Caldari Scout and the Caldari Assault: https://forums.dust514.com/default.aspx?g=posts&t=167580
To summarize, here's what I concluded:
I-Shayz-I wrote: The most surprising thing I found out in this experiment was what it takes to increase the Assault's stats to scout levels. To make an Assault that has similar stats as a base proto scout with bonuses you need: -1 Enhanced Energizer -2 Complex Precision Mods -1 Advanced Precision Mod -1 Complex Dampener -1 Enhanced Kin Cat -1 Complex Shield Regulator -2 Complex Range Amp -1 Basic Range Amp -CPU and PG Mods
To make a Scout that has similar stats as a base Assault?: -Complex Shield Extender -Basic Shield Extender -Enhanced Ferroscale Plate
Crazy huh?
While yes the Assaults need a buff, the Caldari Scout is being abused just like every other FOTM that has ever come into existence.
At the beginning of Uprising, a corp named Nyain San was notorious for running the same suit in every match. This suit at the time was the Logistics ck.0. Here's an example of what that fit might have looked like: http://imgur.com/4tn6aJV Link to full video of gameplay: https://www.youtube.com/watch?v=CPjAIg1NJUA
For comparison, here's what a Caldari Scout fitting might look like: http://imgur.com/foa00JO __________________________________________________________________________
OKAY, ON TO THE ACTUAL POST
Again before I say anything, please know that I like to look at things from a neutral standpoint. I always look at the pros and cons, both sides of an issue, and the FACTS.
So here's the first question we need to ask:
1. Why did no one use the Scout role in the first place? Why were all the other roles a better choice?
To quickly answer that, cloaks never existed for a long time. This made it easy to pick off scouts from a long distance away. They also had less HP than every other role and could be quickly eliminated. This was mainly due to their slot layout. It was almost impossible to tank a scout suit, making it very hard for a scout to survive head to head against any role.
As for the other roles, speed and dampening was just a few modules on an assault or logi suit, and scanners could provide all the e-war info that medium frames needed with even bigger ranges than scouts. _________________________________________________________________________
2. Why are scouts now fulfilling a slayer class? What changed that made scouts go from a barely used "specialist" class to a "best suit in the game, you have to use one to be competitive" class?
Well, three things happened Buff to Scouts (slot count, fitting space, skill bonuses)
Introduction of Caldari Scout with the best skill bonuses and base stats
Nerf to Active Scanners (But letting scouts still have 360 24/7 passive scans)
The buff to scouts was a good thing. It made the class playable after so long and we immediately saw more players using scouts. It also diversified the fittings of a scout. Before, the slot layouts really limited the Minmatar and Gallente scouts as to what they could do. When the cloak was introduced and when scouts were given the second equipment slot, we saw all sort of things from logi-scouts to tanky scouts to full e-war and AV scouts.
Scouts no longer needed to fear the wide-open maps because cloaks helped them hide better. Except that cloaks also became an issue because of their additional 25% bonus to dampening and long duration times. A scout could easily appear from nowhere and kill you even while tanking their suit to extreme levels. Passive scans let the scout know your every move and passive skills let them basically have free e-war modules, allowing them to further tank their suit.
The Caldari Scout was introduced with huge advantages in its base stats. All other suits in the game need to use modules to get to these sorts of stats, whereas the Caldari Scout was essentially given free modules BUILT INTO the suit.
Here's a list of modules that the Caldari Scout doesn't need to use: -Shield Rechargers/Energizers (already has a 50/s base shield recharge) -Shield Regulators (Shield delay values are low enough that even the penalty from stacking shield extenders doesn't do anything. Shield delay is 3 seconds, depleted is 4 seconds....best values in the game aside from Caldari Sentinel) -Precision Enhancers (Why use them when your skill bonus will allow you to scan 99% of suits out there aside from PC) -Range Amplifiers (Again with the skill bonus amplifying your gigantic 20-30 meter scan radius even further, who needs modules?) -Sprint Mods (Debatable, but the only reason you need to be faster than your base stats is to compete with enemy scouts, or if you're running a shotgun fit. Caldari isn't penalized in speed for tanking their suit like gallente are)
Oh, you can also jump higher, strafe faster, run for longer, and dodge bullets easier...just from being in a light frame. _______________________________________________________________________
Now that we know the advantages of the scout, continue on to the second post where I describe the disadvantages of being a scout and possible solutions to discuss about how to balance them.
The next part is important, please do not post before reading it. Thank you.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
I-Shayz-I
I----------I
4196
|
Posted - 2014.07.22 04:46:00 -
[2] - Quote
IF YOU ARE SKIMMING AT THIS POINT, STOP HERE AND READ THIS PART
3. Yes Scouts have advantages, but they also have some really key disadvantages that make them less effective at some things than others right?
Of course! Today I played 5 matches, 4 of them were against full squads using all Caldari scouts. I ran my Proto Amarr Assault with a prof 5 Viziam to show them the pain. http://imgur.com/0XDBHw5
Oh wait, out of their entire squad only one of them had a single death? That's strange, when I spawned in I thought that Caldari scouts could easily be taken out with a few shots from a scrambler. huh ______________________________________________________________________________________
The main disadvantages of the scout: -Lower average HP values (The Caldari Assault can get 100 more shield compared to the scout) -Only 6 H/L slots at proto (One more than the Sentinels, one less than assaults, but they do have two equipment) -Alpha damage can be brutal (Can't take a sniper shot / PLC / Mass Driver easily like other suits)
I just sat here for 30 minutes trying to figure out more but that's about it right there unfortunately. However, I started thinking about Destiny and how they balance the classes between 3 stats...let's do that for Dust really quick
Armor: To put it simply, your total HP Recovery: How fast you can recover your HP after you have been hit Agility: Movement, strafe, air control, hump height...things like that.
In Dust, Scouts have the best Recovery and Agility while having decent HP values Assaults have about medium everything Heavies are best in HP, medium recovery, and low agility Logistics have medium HP values, a bit higher recovery, but slightly low agility.
To put simply, Scouts have two things they are best at, which is bad for balance. This is even more true of the Caldari Scout, which has even more things it is best at, as described in the first post. __________________________________________________________________________________________
4. What are our solutions then?
A. Swap recovery values for Scouts and Assaults. -Caldari Assaults have the best shield regen, Gallente Assaults have the best base armor regeneration. -Possibly reduce them a bit so that we don't have Amarr and Gallente shield recharge so high. -Scouts now have recovery values slightly higher than Logistics, but NEED to sacrifice HP modules if they want to have a fast recovery -Shield delay values should stay the same. Assaults are long delay fast recovery; scouts are short delay slow recovery.
B. Reduce Base HP -If Scouts get max recovery and agility, they should be insanely easy to take out. -Still allows scouts to tank their suits if they want to, but reduces the effect -The best scouts will then become those that can flank and hide, -Discourages head to head engagements and encourages the use of e-war
C. Decrease fitting capacity drastically, increase skill fitting reduction of cloaks, decrease fitting cost of e-war and hacking mods -Makes it more worth it to run a damp, range amp, or hack mod than a plate, also easier to fit. -Possible to fit 4 complex extenders and a proto weapon if you fit nothing else (or use cpu/pg mods in lows) -Cloaks will still be easy to fit, but you won't have a huge excess of fitting space if you don't use one. __________________________________________________________________________________________
Final Thoughts:
I want scouts to be competitive but I don't want them to be the best slayers in the game because their base stats tell them they are. I want scouts to be the best ones at being sneaky and getting kills while the player isn't paying attention rather than being able to dance with a heavy and win.
I want it to be punishing for a scout to be detected. If I see a scout charging right at me, they should die quickly. If they decloak right in front of me it shouldn't take 10 seconds of direct hits to strip away their HP. They shouldn't be able to hide behind cover for 5 seconds and have their 450 shields back up.
I want scouts to use e-war mods rather than HP mods, to be punished more (not less) for stacking shield extenders, to have a reason to use armor repairers and shield rechargers/energizers rather than relying on insanely high base recovery values built into the suit. To still have to use modules that relate to their skill bonuses...
I want to be killed by high HP/fast regen slayer assaults, which I can dampen my suit against, that can't see me sneaking up on them, which I can destroy in my heavy if they get out of hand, which can't cloak and tank their suit at the same time.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
Jotun Izalaru
Goonfeet
182
|
Posted - 2014.07.22 05:10:00 -
[3] - Quote
It all sounds good to me, boss.
I liked Scout suits pre 1.8 and we should be striving to return to that level of balance and then address their underperforming nature less drastically. |
Nocturnal Soul
Immortal Retribution
3645
|
Posted - 2014.07.22 05:12:00 -
[4] - Quote
We're is the TL; DR for chumps who can't sit still for a second?
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
|
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
919
|
Posted - 2014.07.22 05:17:00 -
[5] - Quote
i usually don't like when things have to be nerfed but you hit the nail on the head.
KEQ diplomat/ intel /GC officer
|
I-Shayz-I
I----------I
4198
|
Posted - 2014.07.22 05:21:00 -
[6] - Quote
Nocturnal Soul wrote:We're is the TL; DR for chumps who can't sit still for a second?
I-Shayz-I wrote: Final Thoughts/TLDR:
I want scouts to be competitive but I don't want them to be the best slayers in the game because their base stats tell them they are. I want scouts to be the best ones at being sneaky and getting kills while the player isn't paying attention rather than being able to dance with a heavy and win.
I want it to be punishing for a scout to be detected. If I see a scout charging right at me, they should die quickly. If they decloak right in front of me it shouldn't take 10 seconds of direct hits to strip away their HP. They shouldn't be able to hide behind cover for 5 seconds and have their 450 shields back up.
I want scouts to use e-war mods rather than HP mods, to be punished more (not less) for stacking shield extenders, to have a reason to use armor repairers and shield rechargers/energizers rather than relying on insanely high base recovery values built into the suit. To still have to use modules that relate to their skill bonuses...
I want to be killed by high HP/fast regen slayer assaults, which I can dampen my suit against, that can't see me sneaking up on them, which I can destroy in my heavy if they get out of hand, which can't cloak and tank their suit at the same time.
Or you could possibly skim it and read only the bolded and underlined things...that would work too.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
Buwaro Draemon
WarRavens Final Resolution.
248
|
Posted - 2014.07.22 05:21:00 -
[7] - Quote
inb4 Calscouts who rely on their crutch teeling you to HTFU
If you are a scout and you only use EWAR then you have my salutes o7
END THE TYRANNY OF BRINK TANKED SCOUTS
|
pegasis prime
PROTO WOLVES
1806
|
Posted - 2014.07.22 05:27:00 -
[8] - Quote
The op seems to be suffering from a case of imafuckingsmartarse syndrome , this horrible infliction forces the inflicted to come on to the forums and continue to complain about cal scouts when CCP has already confirmed a nerf/overhaul of all the scouts bonuses in hot fix charge.
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
|
Buwaro Draemon
WarRavens Final Resolution.
249
|
Posted - 2014.07.22 05:37:00 -
[9] - Quote
pegasis prime wrote:The op seems to be suffering from a case of imafuckingsmartarse syndrome , this horrible infliction forces the inflicted to come on to the forums and continue to complain about cal scouts when CCP has already confirmed a nerf/overhaul of all the scouts bonuses in hot fix charge. The problem are not the bonuses. It's the stats.
If you are a scout and you only use EWAR then you have my salutes o7
END THE TYRANNY OF BRINK TANKED SCOUTS
|
I-Shayz-I
I----------I
4198
|
Posted - 2014.07.22 05:44:00 -
[10] - Quote
pegasis prime wrote:The op seems to be suffering from a case of imafuckingsmartarse syndrome
I guess I could have made it short and simple like everyone else on the forums...
"CAL SCOUT R SO OP CCP PLZ NERF"
Hey what do you know? It's not half bad
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
|
Unlucky Fluke
The Rainbow Effect Dark Taboo
4
|
Posted - 2014.07.22 05:49:00 -
[11] - Quote
And I thought a proto ferroscale plate cost less to fit and gave more HP than proto Shields???
isn't it 75 hp for the plate and 66 hp for the Shields?
costing 23/8 for fitting a ferroscale plate and 57(?)/11 to fit the Shields?
As I've had both the Gallente and Caldari suits at proto I dissagree, a lot.
On my Gallente suit I get 233 Shields and 496 armor using 4 proto ferroscale plates. Yes it only has a 3 base armor rep speed but that doesn't matter, I can easily fit a triage hive, a normal hive (that can be swapped for allotek hives and a proto scaner) while still being able to fit a proto gun enhanced and even better sidearm in some cases and proto nades off course.
No, Your entire OP is BS. I've mostly stopped using my Gal scout, its way too OP and still lots better than the Caldari. Come at me bro, hit me too hard and I'll toss Down 2 hives and rep 140 armor per impulse while still moving at max speed, 5.45 in move speed.
Hit my Caldari scout hard and it takes almost 5 Seconds until I start getting 50 HP back, that stops as soon as I get hit by anything. Maxing my Caldari scout in a similar way, using all Shields and 1 proto ferroscale plate and 1 proto repping plate I get less HP, are slightly slower and I can in most cases only fit a basic sidearm and 2 compact hives....
EDIT: I don't disagree at all that scouts are in general way too good. But I certainly dissagree that for some reason the Caldari Scout is supposed to be better than the Gallente scout in any way, (Well except for it being more fun to use IMO), fit a Gal scout in a tryhardy way like the Gal logis of old and you become a very powerfull slayer indeed.... |
Brokerib
Lone Wolves Club
1857
|
Posted - 2014.07.22 06:18:00 -
[12] - Quote
Some very reasonable points OP. The OG scout community is working with CCP Rattati to try and reign in a number of these issues in both the short and medium term.
I would recommend waiting for Charlie to drop and then re-assessing. Buffing the Assault so that the difference between light and medium suits is more pronounced, along with changes to EWAR within the scout suits should provide a push towards better balance between the classes, and changes to HP modules that will push scouts away from armor tanking. Hopefully...it may actually take until Delta (with the proposed addition of efficacy bonuses and removal of shared passive scans) for that to really eventuate.
I'd disagree on one point, which is recharge on scouts. Looking at the suits through the Destiny paradigm does not accurately reflect balance in Dust. Due to the extremely low EHP on scouts fitted for their role (most of my fits run between 200 and 300 EHP), high recharge and agility is a necessity. My buffer is very limited, so being able to rebuild that quickly is crutial to playing an effective hit-and-run/flanking role. I would hope that the changes to Assaults in Charlie would allow then to achieve similar or greater recharge values, if fitted for it. But the changes already underway should go some way to adressing your concerns.
o7
Knowledge is power
|
Happy Violentime
OMFGZOMBIESRUN
712
|
Posted - 2014.07.22 07:37:00 -
[13] - Quote
Cal scout - working as intended.
Why are you still whining about the cal scout when its already getting nerfed in Charlie?
When Charlie drops you'll need to save all that whining for whatever kills you then. |
Unidentified Caldarian
Terminal Courtesy Proficiency V.
199
|
Posted - 2014.07.22 07:48:00 -
[14] - Quote
Happy Violentime wrote:Cal scout - working as intended.
Why are you still whining about the cal scout when its already getting nerfed in Charlie?
When Charlie drops you'll need to save all that whining for whatever kills you then. He's not whining.
He's right.
New Signature for exposure: Caldari Scout Nerf/Removal
Caldari Scout Nerf/Removal
|
Leeroy Gannarsein
Legio DXIV
574
|
Posted - 2014.07.22 08:08:00 -
[15] - Quote
I actually don't see most of that as a problem, in and of itself.
The issue isn't the suit, or the stats - it's the modules.
Why is it that a shield extender is of so much more value than precision? Why is it that a plate is so often better than a dampener?
The same is true for the other frames.
I think the best 'fix' for a CalScout (or GalScouts, which are actually the ones that aggravate me, personally) is making other modules better.
Because nerfing the base stats of the Caldari Scout cripples and punishes those who actually use it as intended, wih plenty of EWAR. I don't think you'd argue that CalScout is OP with only 250 EHP?
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
396
|
Posted - 2014.07.22 08:14:00 -
[16] - Quote
well to be honest
i would chill out and see how the precision nerf goes before we jump to conclusions
i already know a few people that are going to be pissed they skilled into the FOTM and it's already being nerfed
Speak out against the heavy QQ
|
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
919
|
Posted - 2014.07.22 09:13:00 -
[17] - Quote
Brokerib wrote:Some very reasonable points OP. The OG scout community is working with CCP Rattati to try and reign in a number of these issues in both the short and medium term.
I would recommend waiting for Charlie to drop and then re-assessing. Buffing the Assault so that the difference between light and medium suits is more pronounced, along with changes to EWAR within the scout suits should provide a push towards better balance between the classes, and changes to HP modules that will push scouts away from armor tanking. Hopefully...it may actually take until Delta (with the proposed addition of efficacy bonuses and removal of shared passive scans) for that to really eventuate.
I'd disagree on one point, which is recharge on scouts. Looking at the suits through the Destiny paradigm does not accurately reflect balance in Dust. Due to the extremely low EHP on scouts fitted for their role (most of my fits run between 200 and 300 EHP), high recharge and agility is a necessity. My buffer is very limited, so being able to rebuild that quickly is crutial to playing an effective hit-and-run/flanking role. I would hope that the changes to Assaults in Charlie would allow then to achieve similar or greater recharge values, if fitted for it. But the changes already underway should go some way to adressing your concerns.
o7 nope scouts cant have the best speed, regen,ewar, and be freaking invisible. what does a scout need faster regen then a assault when he can run out of the area and turn invisible.
KEQ diplomat/ intel /GC officer
|
Brokerib
Lone Wolves Club
1859
|
Posted - 2014.07.22 09:16:00 -
[18] - Quote
CUSE TOWN333 wrote:Brokerib wrote:Some very reasonable points OP. The OG scout community is working with CCP Rattati to try and reign in a number of these issues in both the short and medium term.
I would recommend waiting for Charlie to drop and then re-assessing. Buffing the Assault so that the difference between light and medium suits is more pronounced, along with changes to EWAR within the scout suits should provide a push towards better balance between the classes, and changes to HP modules that will push scouts away from armor tanking. Hopefully...it may actually take until Delta (with the proposed addition of efficacy bonuses and removal of shared passive scans) for that to really eventuate.
I'd disagree on one point, which is recharge on scouts. Looking at the suits through the Destiny paradigm does not accurately reflect balance in Dust. Due to the extremely low EHP on scouts fitted for their role (most of my fits run between 200 and 300 EHP), high recharge and agility is a necessity. My buffer is very limited, so being able to rebuild that quickly is crutial to playing an effective hit-and-run/flanking role. I would hope that the changes to Assaults in Charlie would allow then to achieve similar or greater recharge values, if fitted for it. But the changes already underway should go some way to adressing your concerns.
o7 nope scouts cant have the best speed, regen,ewar, and be freaking invisible. what does a scout need faster regen then a assault when he can run out of the area and turn invisible. Because?
Knowledge is power
|
xAckie
Ghost. Mob
434
|
Posted - 2014.07.22 09:18:00 -
[19] - Quote
CUSE TOWN333 wrote:Brokerib wrote:Some very reasonable points OP. The OG scout community is working with CCP Rattati to try and reign in a number of these issues in both the short and medium term.
I would recommend waiting for Charlie to drop and then re-assessing. Buffing the Assault so that the difference between light and medium suits is more pronounced, along with changes to EWAR within the scout suits should provide a push towards better balance between the classes, and changes to HP modules that will push scouts away from armor tanking. Hopefully...it may actually take until Delta (with the proposed addition of efficacy bonuses and removal of shared passive scans) for that to really eventuate.
I'd disagree on one point, which is recharge on scouts. Looking at the suits through the Destiny paradigm does not accurately reflect balance in Dust. Due to the extremely low EHP on scouts fitted for their role (most of my fits run between 200 and 300 EHP), high recharge and agility is a necessity. My buffer is very limited, so being able to rebuild that quickly is crutial to playing an effective hit-and-run/flanking role. I would hope that the changes to Assaults in Charlie would allow then to achieve similar or greater recharge values, if fitted for it. But the changes already underway should go some way to adressing your concerns.
o7 nope scouts cant have the best speed, regen,ewar, and be freaking invisible. what does a scout need faster regen then a assault when he can run out of the area and turn invisible.
@ cuse: cause...scouts...
regen an delay should be swapped. But whatever,
Charlie wont change anything. Scouts stacked with plates or extenders still take out heavies, which have more HP than assaults.
|
Denchlad 7
Dead Man's Game Dark Taboo
382
|
Posted - 2014.07.22 10:09:00 -
[20] - Quote
Hit the nail on the head, nothing else to say. I use Cal Scout as Caldari Master Race, and Cal Assault, and this definately would help.
I will be the only player to Prototype every single god damn weapon before Dust dies. 3 to go.
|
|
Rei Shepard
The Rainbow Effect Dark Taboo
1665
|
Posted - 2014.07.22 11:40:00 -
[21] - Quote
Quote:I want scouts to be competitive but I don't want them to be the best slayers in the game because their base stats tell them they are. I want scouts to be the best ones at being sneaky and getting kills while the player isn't paying attention rather than being able to dance with a heavy and win.
I use both the Amarr AK0 & the Caldari scout these days, i have no loss of actual performance when using either, if i am in the Amarr suit, i just brute force my way through everything, while in the scout suit i have better intel on enemy locations.
Neither of witch helps me get more kills then i do with the other suit, its just a diffrent play style, in the scout i can easier take on multiple opponents in a thight space, with the amarr assault, i can take on more people in an open space at once.
Quote:I want it to be punishing for a scout to be detected. If I see a scout charging right at me, they should die quickly. If they decloak right in front of me it shouldn't take 10 seconds of direct hits to strip away their HP. They shouldn't be able to hide behind cover for 5 seconds and have their 450 shields back up.
If a scout decloaks in front of me, they have an average life span of about 1 second, included in that 1s is reaction time, aiming and killing it, i have no idea how "any" suit can stay alive for 10 seconds in front of someone....
Also why do you let them recover ? this is the most absurd part of your entire post, thats 15 seconds....i kill an entire squad in 15 seconds....
Quote:I want scouts to use e-war mods rather than HP mods, to be punished more (not less) for stacking shield extenders, to have a reason to use armor repairers and shield rechargers/energizers rather than relying on insanely high base recovery values built into the suit. To still have to use modules that relate to their skill bonuses...
I think the game should sitll be all about how you want to fit a particular suit, vs 1 something role it has to fit, i use both my suits to do 1 thing, kill multiple enemies before they can more or less react, though 1 suit is better for short range, they other better at medium range, if you want to use E-Warr modules, go for it, but ive always like a strong offence as the best defence.
Quote:I want to be killed by high HP/fast regen slayer assaults, which I can dampen my suit against, that can't see me sneaking up on them, which I can destroy in my heavy if they get out of hand, which can't cloak and tank their suit at the same time.
If you would hand me a High HP/Fast regen slayer assault suit, i mean higher then what is currently possible, it would not be a funny sight to go up against me, and ive always rolled solo since Dust started. So i know a bit about going up against 2 stacked teams.
Personally, i think all the suits are being "used" right now, witch is a good thing, as opposed to never seeing a scout suit and only just seeing Bricked Slayer Logies, now i get killed by Heavy's, scouts, logies and assaults, witch is a big + in my book.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
|
JRleo jr
Xer Cloud Consortium
81
|
Posted - 2014.07.22 12:55:00 -
[22] - Quote
I-Shayz-I wrote:IMPORTANT:This post is mainly directed at the Caldari Scout. Minmatar and Amarr are fine (could use a buff?)Just because I use the term "Scouts" doesn't mean I think all scouts need such drastic changes. As for the Gallente scout...well, it doesn't have a 50 hp/s regen rate, or a super fast shield delay, and if you tank a lot of armor you become really slow. The dampening bonus it gets benefits the scout, not the squad like precision does. __________________________ Before I begin, here's a post I made the other week about the difference between the Caldari Scout and the Caldari Assault: https://forums.dust514.com/default.aspx?g=posts&t=167580To summarize, here's what I concluded: I-Shayz-I wrote: The most surprising thing I found out in this experiment was what it takes to increase the Assault's stats to scout levels. To make an Assault that has similar stats as a base proto scout with bonuses you need: -1 Enhanced Energizer -2 Complex Precision Mods -1 Advanced Precision Mod -1 Complex Dampener -1 Enhanced Kin Cat -1 Complex Shield Regulator -2 Complex Range Amp -1 Basic Range Amp -CPU and PG Mods
To make a Scout that has similar stats as a base Assault?: -Complex Shield Extender -Basic Shield Extender -Enhanced Ferroscale Plate
Crazy huh?
While yes the Assaults need a buff, the Caldari Scout is being abused just like every other FOTM that has ever come into existence. At the beginning of Uprising, a corp named Nyain San was notorious for running the same suit in every match. This suit at the time was the Logistics ck.0. Here's an example of what that fit might have looked like: http://imgur.com/4tn6aJVLink to full video of gameplay: https://www.youtube.com/watch?v=CPjAIg1NJUAFor comparison, here's what a Caldari Scout fitting might look like: http://imgur.com/foa00JO__________________________________________________________________________ OKAY, ON TO THE ACTUAL POSTAgain before I say anything, please know that I like to look at things from a neutral standpoint. I always look at the pros and cons, both sides of an issue, and the FACTS.So here's the first question we need to ask: 1. Why did no one use the Scout role in the first place? Why were all the other roles a better choice?To quickly answer that, cloaks never existed for a long time. This made it easy to pick off scouts from a long distance away. They also had less HP than every other role and could be quickly eliminated. This was mainly due to their slot layout. It was almost impossible to tank a scout suit, making it very hard for a scout to survive head to head against any role. As for the other roles, speed and dampening was just a few modules on an assault or logi suit, and scanners could provide all the e-war info that medium frames needed with even bigger ranges than scouts. _________________________________________________________________________ 2. Why are scouts now fulfilling a slayer class? What changed that made scouts go from a barely used "specialist" class to a "best suit in the game, you have to use one to be competitive" class?Well, three things happened Buff to Scouts (slot count, fitting space, skill bonuses)
Introduction of Caldari Scout with the best skill bonuses and base stats
Nerf to Active Scanners (But letting scouts still have 360 24/7 passive scans)
The buff to scouts was a good thing. It made the class playable after so long and we immediately saw more players using scouts. It also diversified the fittings of a scout. Before, the slot layouts really limited the Minmatar and Gallente scouts as to what they could do. When the cloak was introduced and when scouts were given the second equipment slot, we saw all sort of things from logi-scouts to tanky scouts to full e-war and AV scouts. Scouts no longer needed to fear the wide-open maps because cloaks helped them hide better. Except that cloaks also became an issue because of their additional 25% bonus to dampening and long duration times. A scout could easily appear from nowhere and kill you even while tanking their suit to extreme levels. Passive scans let the scout know your every move and passive skills let them basically have free e-war modules, allowing them to further tank their suit. The Caldari Scout was introduced with huge advantages in its base stats. All other suits in the game need to use modules to get to these sorts of stats, whereas the Caldari Scout was essentially given free modules BUILT INTO the suit. Here's a list of modules that the Caldari Scout doesn't need to use: -Shield Rechargers/Energizers (already has a 50/s base shield recharge) -Shield Regulators (Shield delay values are low enough that even the penalty from stacking shield extenders doesn't do anything. Shield delay is 3 seconds, depleted is 4 seconds....best values in the game aside from Caldari Sentinel) -Precision Enhancers (Why use them when your skill bonus will allow you to scan 99% of suits out there aside from PC) -Range Amplifiers (Again with the skill bonus amplifying your gigantic 20-30 meter scan radius even further, who needs modules?) -Sprint Mods (Debatable, but the only reason you need to be faster than your base stats is to compete with enemy scouts, or if you're running a shotgun fit. Caldari isn't penalized in speed for tanking their suit like gallente are) reading it. [/u] Thank you. @your posts
http://m.youtube.com/watch?list=LL8YoLLycWM8uYz-YkiPltkA&v=5hfYJsQAhl0
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Cody Sietz
SVER True Blood Dark Taboo
3665
|
Posted - 2014.07.22 13:03:00 -
[23] - Quote
Poor CalScouts, getting nerfed.
Now they will only be able to scan everything within 100 meters 24/7 and give everyone in their squad(and themselves) a super advantage. Not to mention they are gaining damps.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Adipem Nothi
Nos Nothi
3145
|
Posted - 2014.07.22 13:03:00 -
[24] - Quote
@ Shayz
Read the entire post; agreed with many of your points. As Broker pointed out earlier, we've reached out to the Devs in hopes of seeing some of these issues resolved.
The central theme of our proposal is efficacy bonuses. We believe that "slayer" Scouts should leave behind their scout-perks when they tank up for the frontline. By replacing base bonuses with their equivalent in efficacy bonuses, we believe we'd see an increase in ewar module usage (and a decrease in hp tank).
600+ HP Scouts are a joke; they should be the exception, not the norm. We hope to see fewer of these abominations come Charlie; with luck, the ham-fisted slayer crowd will migrate to the Assault frame. Should they linger, we look forward to implementation of efficacy bonuses come Delta.
All that to say, the Scout Community agrees with a number of your assessments and has been working collectively toward seeing these issues resolved. Yatta yatta.
While I'm here .... aren't you an uber-logi?
Seeing as Scouts are doing their part, perhaps you can talk sense to some of your Heavy friends? They're a 'bit spam-sandwiched these days, and they are quite sensitive about it. At least when we bring it up ... maybe you'll have better luck :-)
Shoot scout with yes...
- Ripley Riley
|
Mejt0
Made in Poland... E-R-A
200
|
Posted - 2014.07.22 13:15:00 -
[25] - Quote
And aganin, you try to weak/nerf whole suit and role, not the problem..
I have 2 things to say. Every suit should be able to achive what he want. You want tank? Then tank. You want ewar? Then make ewar. Everyone have thier playstyles.
And number two. If it is so big deal, then and bonuses to modules of some sort, i dunno.
PS. Thats absurd thar cal is so op. Tanked cal can be scanned without any peroblem. Eqiup one. Gal always was better, from start up to now. My cal (any cal) cant survive ScR. I for e.g. im dying form single charged viziam shoot.
One more. Scanning medium/heavy dropsuits means nothing, because everyone can do it.
-~-~-Caldari Loyalist-~-~-
Those are people!, Those are people!, I'm gonna go say hi to the people!
< Markiplier
|
I-Shayz-I
I----------I
4220
|
Posted - 2014.07.22 13:24:00 -
[26] - Quote
Adipem Nothi wrote: While I'm here .... aren't you an uber-logi?
Seeing as Scouts are doing their part, perhaps you can talk sense to some of your Heavy friends? They're a 'bit spam-sandwiched these days, and they are quite sensitive about it. At least when we bring up the issue.
Heavy spam isn't an issue...equipment spam is where the true problem lies.
Sentinels camping a supply depot with 50 nanohives and uplinks is so stupid and shouldn't even be possible. It also lags the game out, with the only option at that point being to run a mass driver and hopefully take out the equipment.
It's because 3-4 sentinels can keep spawning into an objective on the same uplinks getting repped by the same nanohives that it becomes impossible to drop down into some objectives.
Heavies then be default...rely on support by other players. You don't see very often a solo heavy getting 40+ kills in a match, yet it seems to be commonplace for solo Caldari Scouts.
I'm one of the decent logistics players that can actually get 3000+ wp without needing to spam equipment all over the place. I'm also the only person on the team who seems to be focused on trying to take out the equipment spam rather than just rushing in to die over and over again....even if it only nets me 100 wp for destroying their entire pile of equipment.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
Adipem Nothi
Nos Nothi
3146
|
Posted - 2014.07.22 13:37:00 -
[27] - Quote
I-Shayz-I wrote: Heavy spam isn't an issue...equipment spam is where the true problem lies.
That makes sense. But to be quite honest, I don't know that the problem is limited to EQ. Anecdotal evidence to follow :-)
Played somewhere between 12 and 15 Ambush matches yesterday. A handful of those matches featured EQ spam around a supply depot. Over half of those matches featured 8-10 Heavies per side.
Post 1.8, we Scouts were immediately alarmed by and sensitive to the increase in our number. It foretold a problem.
Shoot scout with yes...
- Ripley Riley
|
Sgt Buttscratch
Edimmu Warfighters
2165
|
Posted - 2014.07.22 13:40:00 -
[28] - Quote
I think changing shields and armor to react differently by frame size would help a lot. Switching HP gains from a numbered amount to a percentage of base suit HP would be ideal. Penalties based on suit size to profile, speed and hitbox size; Sheilds raise profile db through stronger electrical frequency, Armor raise profile db through sound, heavier weight, heavier foot steps, ( This in turn would make scouts need to adjust fits to balance HP v Stealth). Armor should effect a scouts speed more than it should to a medium or heavy, Sheilds should create a larger hitbox on scouts. Their frame is not designed to carry bulk, severe penalties should kick in when they attempt to do so.
As for cloaks, a price hike is needed, they are a lot cheaper than most other equipment, prototype costing under 10k. Flux grenades should effect this equipment also.
Give me my scrambler pistol back....**
|
Sgt Buttscratch
Edimmu Warfighters
2165
|
Posted - 2014.07.22 13:46:00 -
[29] - Quote
I think changing shields and armor to react differently by frame size would help a lot. Switching HP gains from a numbered amount to a percentage of base suit HP would be ideal. Penalties based on suit size to profile, speed and hitbox size; Sheilds raise profile db through stronger electrical frequency, Armor raise profile db through sound, heavier weight, heavier foot steps, ( This in turn would make scouts need to adjust fits to balance HP v Stealth). Armor should effect a scouts speed more than it should to a medium or heavy, Sheilds should create a larger hitbox on scouts. Their frame is not designed to carry bulk, severe penalties should kick in when they attempt to do so.
As for cloaks, a price hike is needed, they are a lot cheaper than most other equipment, prototype costing under 10k. Flux grenades should effect this equipment also.
Give me my scrambler pistol back....**
|
Luis rules 1st
Valor Coalition Red Whines.
25
|
Posted - 2014.07.22 14:06:00 -
[30] - Quote
This is stupid... As simple as that.
Everything that's decent in the game gets nerfed or crippled close to non usable. A lot of people skilled into the suit because of the passive scan, and it seems they'll remove it... Yet, people keeps complaining.
Can't base your decision on who kills who, btw. I kill heavies...? yeah, but at the right distance with any suit. Engaging at the right range is the key here and you cannot say any scout or suit is OP due that.
Because it has too high total HP!? WTF!!!?? So stupid. First of all, you are complaining that the Caldari Scout has too much HP, but the truth is that Galente Scout could have even more. Armor plates cost less and gives a huge buff. Anything that is armor based can get higher numbers. And don't start complaining about the move penalty, shields have a delay penalty and are harder to fit than armor stuff.
@Sgt Buttscratch This is getting off topic, but flux should not only disrupt shields and equipment, but cloak as you mention, scans and repair tools. ATM there's no counter to spider tanking and there should clearly be one. Since I'm assuming is some sort of short EMP, it makes perfect sense. |
|
|
|
|
Pages: [1] 2 3 4 :: one page |
First page | Previous page | Next page | Last page |