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Luis rules 1st
Valor Coalition Red Whines.
25
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Posted - 2014.07.22 14:06:00 -
[1] - 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. |
Luis rules 1st
Valor Coalition Red Whines.
26
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Posted - 2014.07.22 14:25:00 -
[2] - Quote
Cody Sietz wrote: The Amarr could do it as well.
Gallente got nerfed worst, But now that Caldari is on the chopping block everybody gives a damn about not nerfing this and that.
Either turn everything back to 1.8 numbers and let everything be(while buffing everything that is useless)
Or continue with balancing we have going on now.
Or just skill Amarr because they keep getting buffed when not needed(getting extra slots while not giving up anything in return)
Wait, I wasn't OK with Gal nerfed to begin with. That suit was the only one who could be invisible to scanners. But no, now they decided that it was OP. Yeah, OP is sacrificing my slots in dampeners so a gal logi, so easily can scan me, without sacrificing armor, shield or anything. The counter is so easily achievable with no penalty, while gal scout is close to death already. Same with cal scout, with to be efficient in passive scanning had to use extra modules.
About nerfing, I've always been against it! I just don't like it. The only one I was OK with was TAR, which could be used at close so effectively. But check laser, for example. I loved it, it was nerfed so bad that I didn't touch it for long. Nowadays I believe it's worst than it was, since now it can be used at close as well. I should skill back into it and kill everyone with that weapon again. But eventually people will complain and it'll be nerfed.... again...
But yeah, keep that balancing going on. Surely it is going great! The results speak for themselves. |
Luis rules 1st
Valor Coalition Red Whines.
26
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Posted - 2014.07.22 14:35:00 -
[3] - Quote
Leeroy Gannarsein wrote: Yep, my triple damp CalScout will be super OP.
Wait! What!!?? How exactly are you gonna fit 3 (Three) dampeners in 2 (TWO) slots? Dampeners were low slots the last time I checked and Caldari scout has two, unless I missed something... Otherwise... I need to know that!! |
Luis rules 1st
Valor Coalition Red Whines.
26
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Posted - 2014.07.22 14:47:00 -
[4] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: Prob means the bonus plus the actual mod usage .
The way you written it is one dampener. At the best could be double dampener. Triple.... still waiting for that sort of bug and make a cal ghost loadout :P
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Luis rules 1st
Valor Coalition Red Whines.
35
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Posted - 2014.07.23 18:32:00 -
[5] - Quote
Cody Sietz wrote:2 damps and a Proto cloak. Well... somehow that makes sense. But the cloak can't last forever, so it's not reliable 24/7
I-Shayz-I wrote:And you say I'M the idiot. Please stop, you're making a fool of yourself.
Yeah sure you can stack 800 armor on a gallente assault but you lose all agility...essentially making the scout not a scout anymore, which is fine. However, you can't rep that 800 armor back if you stack it like that. Even if you use two plates and two repairers you only get about 400 armor on the scout, which is less than shields and still reps half as fast as the Caldari
You have to sacrifice tank for recover on the gallente scout...something the Caldari doesn't need to do seeing as it has a whopping 50 shield recharge. Tell me the last time you saw someone using a shield recharger on their scout rather than an extender...there's just no reason to when your base is that high.
Besides, It's not just the HP values, Caldari scouts have a shield delay (after the penalty) of only 3/5 seconds for regular/depleted. The base value for the assault is 5/6 with the penalty bringing the depleted value to 8. Yet if the Assault wants these kinds of values the scout gets it needs to run an energizer and two shield regulators.
At that point you also need to run a complex cpu mod if you even want a chance at using a decent weapon or even an equipment.
Then let's add the fact that the scout can cloak easily, can equip a proto weapon without sacrificing any modules, can also carry a second equipment, can run faster than any assault, has a smaller hitbox, has more stamina, has a lower base profile, has a larger base scan radius, has a lower base scan precision...
Oh, and also gets dual bonuses to two e-war stats so that it doesn't actually have to use those modules and can run sprint mods, dampeners, or even armor plates in the lows instead. ______________________________________________________________________________________________
How is that NOT ******* OP? Please tell me how having THAT many advantages isn't breaking the game.
The only solution is to make the Cal Scout very hard to tank so that they can't do everything at once. And even then it won't break the suit entirely just by limiting it. Missing a few key points. Armor can be regen by nanohives and by armor repair tools.
Now, 800 on the assault? We're not talking about assaults here, I believe (I'm not trying to make you look like a fool. You are what you are, period) 756 armor on Gallente scout that can be repaired by other means, but with a built in repair of 3HP/s (With four plates). Two plates and two reps? Armor is about 459 and the rep is about 22. Maybe not being repaired at the same speed, but that can be repaired by other means and even more important, CONSTANT repair. Without delay or anything. And, don't leave gal shield aside, since it has a repair of 30 per second with 4 secs for shield recharge delay and 6 secs for depleted delay. Caldari armor being repaired at.... almost close to nothing, on the other side.
Caldari scout vs Caldari assault? again, don't compare different classes. At the end, Assaults need a buff, end of story. It's logical IN EVERY WAY that a scout has more "proto weapon, second slot, stamina, base profile, etc". Check EvE as well, it's the same deal! Smaller ships, like frigates, tend to be faster, low signal to radius, greater agility than any other ship, but of course, way lower HP.
About the rest, I'll just say that you haven't used the suit, ergo, you don't know what you are talking about. Usually I use 3 complex shield extenders, 1 complex scanner enhancer, 1 boundless CR (Lower CPU/PG requirements), 1 Ishukone ASMG, 1 compact nanohive, 1 advanced cloak, 1 complex reactive plate and 1 complex shield regulator. I'd like to see ya fitting everything complex, as you may think, in a scout. You just can't fit everything complex in any scout. I have Gallente and Caldari, so I know what I'm talking about.
About the so called ewar bonuses, it was intended to be a gallente scout hunter. Ergo, it needs to be able to see that scout. How? Sacrificing almost all his HP with scanner enhancers. Remember as well that Gallente is the enemy of Caldari.
Unidentified Caldarian wrote:Yes but there are more weapons specializing in anti-armor than anti-shield. So the shields must be docked somehow because there are more weapons against armor than shield. Wait wait, say that again? I'll list the weapons I remember and the effectiveness and actual numbers inside parenthesis (Shield/Armor). Note this is as far as I remember and they could be wrong
Heavy weapons Forge gun - It doesn't matter, either way UR dead with one shot. But it's armor Heavy machine gun - Armor (95 /110)
Light weapons Assault rifle - Shield (110/90) Scrambler rifle - Shield (120/80) Combat rifle - Armor (95/110) Rail rifle - Armor (90/110) Shotgun - Shield (110/90) Plasma cannon - Shield (110/90) (But one shot you are dead either way) Laser rifle - Shield (120/80) Sniper rifle - Armor (90/110) Mass driver - Armor (80/120) Sawrm launcher - Armor (80/120) But this doesn't count as well
Side arms Nova knifes - Equal (100/100) Scrambler pistol - Shield (120/80) With headshot bonus of 450%, which is an instant dead for most shield users. Ion pistol - Shield (110/90) low users Bolt pistol - Armor (90/110) But almost NO one uses it Flylock - Armor (80/120) But again, almost no one uses it Sub Machine Gun - Armor (95/110) Magsec SMG- Armor (90/110)
Now, yeah, heavy and side have more armor than shield, but in light are either equal or shield are a greater threat, since they are more often used. |
Luis rules 1st
Valor Coalition Red Whines.
36
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Posted - 2014.07.23 22:34:00 -
[6] - Quote
KING CHECKMATE wrote:ITs a very detailed post Shays.
But i will respectfully Disagree.
Something with so many counters cannot be considered OP. OP is something that gives you a natural advantage over your enemies, so much taht it can only be coutnered with TEAMWORK.( like tanks were for a while)
Cal Scouts are not even close to OP. Sure they might seem OP when a Squad is using them as Radar... but they ARE really squishy. So much i kill them with Scrambler pistols. They CAN be coutnered with Good dampening (specially because the Cal scout you are mentioning is the TANKED cal scout not the E-War one, that packs like 220 shields XD) Im sorry you had to fight cal scouts so much,but in my case i have seen like 5 since they came out. I dont really think they are OP NOR FOTM.
Whats OP is Shared Passive Scans and should go.
I stand my point.Cal scouts are not op.
On other notes, scouts need NO NERF. Med frames need buff. Truth has been spoken... Lasers and scrambler destroy Caldari scouts. And about ewar, come on, it was intended to be like that. IMO It's like if I ask for active scanners not to be shared as well.
About squishy, every scout should be like that n.n
And agree as well, Assault need a buff. Their job can be done either with a Scout or with a Commando, and it shouldn't be like that. |
Luis rules 1st
Valor Coalition Red Whines.
37
|
Posted - 2014.07.24 05:52:00 -
[7] - Quote
I-Shayz-I wrote:For those that think I don't use the suit...
I have an alt character which I use to test all Caldari suits. It has almost 20 million sp and all relevant skills needed. Sure it doesn't have EVERYTHING maxed out, but the majority of base skills needed to properly use a suit competitively are there.
I first ran the advanced Caldari scout on that character to test the hit detection issue people were complaining about. I found that it was much easier to dodge shots in this suit compared to my Gallente scout. Sometimes I was even able to dodge long enough that my shields would actually start regenerating.
The kill counts I was getting running solo were not super great. I could maybe get 20 easily, but that didn't prove anything as I was still dying 4 or 5 times.
Then I skill into proto and am able to finally tank that last shield extender.
My first match? 43/2 Thinking this was a fluke I did it again 37/1 At that point I literally felt the cheapness
It was too easy to sit there behind cover for 5 seconds to let my shields come back to full. I had a complex damp on so that no one could see me, No one could kill me as I was running up to them even when iI'm obviously in their lline of sight with the cloak. In fact sometimes I'd recharge back to full shields as I'm charging at them because they just can't seem to deal damage to me.
I thought "well maybe it's just that I'm not running into any good scouts or laser weapon users"
Nope, cause even scramblers just couldn't deal enough damage to me. You'd think that 400-450 shield isn't that much, but when the scout can out-strafe your shots to where only half of them land, the scout's effective HP becomes more like 800-900 shield.
Even if someone did manage to get a large portion of my shields down, I'd just cloak and regen it all back before my cloak disappears.
But the craziest part about the whole thing was how I felt like there was no reason to use e-war mods. I really could see anything and everything. Yeah I used a damp, but I felt like precision mods were a waste of time.
Why? Because the only thing a precision mod lets me do is see gallente scouts... So there was no reason NOT to tank my suit with shields unless I happened to run into a gallente scout that kept killing me because I couldn't passively scan him.
But here's the best part There were a few scouts I ran into like this, but none of them could take out my 400+ shields before I killed them. I would usually survive the first shotgun blast (or dodge it entirely because lolhitdetection on calscout), and then have enough time to react to either run away and regen or shoot them in the face. Very rarely would I die by this.
I can imagine it happening more in PC, but that means this game is not Dust 514 but SCOUT 514, where the only way to counter a competitve thing is by balancing it around the other competitive thing, which in this case is Gal vs Cal scout. LMFAO!!! So you are saying a suit is OP due the amount of kills you could do using that suit? Don't make me laugh...
1.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0715_zpsd63aae8d.jpg <--- Valor scout + Exile = OP 2.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0424_zps42bd0b5c.jpg <--- Gal scout + GEK = OP! 3.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0376_zps54b0ab58.jpg <--- SVER logi + Exile = OP 4.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0247_zps3a88f2d1.jpg <--- Gal scout + Duvolle = Super OP! 5.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0207_zps32c9f14b.jpg <---SVER logi + Exile = OP 6.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0202_zps57730323.jpg <--- SVER logi + Exile = OP 7.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0170_zpsac66a480.jpg <-- SVER logi + Exile = OP 8.- http://i1168.photobucket.com/albums/r498/1st_Luis/DSC_0162_zpsef5d5b43.jpg <-- SVER logi + Exile = OP
NERF THE LOGIS!!!! NERF THE SCOUTS!!!! Even more important, NERF THE FREAKING EXILE, IT IS WAY WAY OP!!!!!!!!! Valor scout? OP!!!! Gal scout? OP!!!! Dust 514 is OP, for sure.... OP, OP, OP.... OP!!!!!!!!!
True Adamance wrote:Luis rules 1st wrote: Truth has been spoken... Lasers and scrambler destroy Caldari scouts. And about ewar, come on, it was intended to be like that. IMO It's like if I ask for active scanne...
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Luis rules 1st
Valor Coalition Red Whines.
37
|
Posted - 2014.07.24 06:05:00 -
[8] - Quote
First I apologize for the double post. I know, it's simply wrong, but I wasn't able to fit eveyrthing in a single post.
Unidentified Caldarian wrote:Luis rules 1st wrote: Wait wait, say that again? I'll list the weapons I remember and the effectiveness and actual numbers inside parenthesis (Shield/Armor). Note this is as far as I remember and they could be wrong
Heavy weapons Forge gun - It doesn't matter, either way UR dead with one shot. But it's armor Heavy machine gun - Armor (95 /110)
Light weapons Assault rifle - Shield (110/90) Scrambler rifle - Shield (120/80) Combat rifle - Armor (95/110) Rail rifle - Armor (90/110) Shotgun - Shield (110/90) Plasma cannon - Shield (110/90) (But one shot you are dead either way) Laser rifle - Shield (120/80) Sniper rifle - Armor (90/110) Mass driver - Armor (80/120) Sawrm launcher - Armor (80/120) But this doesn't count as well
Side arms Nova knifes - Equal (100/100) Scrambler pistol - Shield (120/80) With headshot bonus of 450%, which is an instant dead for most shield users. Ion pistol - Shield (110/90) low users Bolt pistol - Armor (90/110) But almost NO one uses it Flylock - Armor (80/120) But again, almost no one uses it Sub Machine Gun - Armor (95/110) Magsec SMG- Armor (90/110)
Now, yeah, heavy and side have more armor than shield, but in light are either equal or shield are a greater threat, since they are more often used.
Look at the Light Weapon Rifles: AR = Armor CR = Armor RR = Armor LR = Shield ScR = Shield Sniper R = Armor The above are used the most as light weapons (besides Sniper Rifle). The reason Caldari Scouts are OP to the rest and must be nerfed/docked the High-Slot because 493 shield? WTF? That's a little less equal to the Caldari Assault. This is roughly correct against a Six Kin Assault Combat Rifle: A Caldari Scout Ck.0 with A Boundless CR is squirming like a little girl from left and right and you're shooting at him and you hit him every time. He will go down quickly, yes. But If it was a 80 Shielded and 493 Armored Gallente Scout gk.0, There would be almost NO hesitation and the gk.0 would be almost INSTANTLY taken out against a CR. Yes the CR is against Armor but still. It should be about equal elimination. So therefore the Caldari Scout must be NERF'd for beginning shield and/or a high slot must be docked. Look it's just not fair. Shayz is right. The Caldari Scout is OP. If CCP won't nerf the Caldari Scout, then they must boost the Gallente scout somehow (and maybe the Amarr/Minmatar). P.S. My wording and understanding may be incorrect but the game was FINE with the Caldari Scout.
Really!!!? (Quoting Carter, a frined of mine) First of all, where the hell did you learn, read or whatever that the AR did damage on armor? It DOES make damage on shields!! Shields!!
I'll make stuff simpler... or maybe a little more complicated for you. Gallente is the enemy of Caldari, Gallente is armor based while Caldari is shield based. So now, it is kinda obvious that Gallente have weapons based on shields, to kill their enemies. On the other hand, Caldari have weapons that do damage on armor.
The shotgun, plasma launcher, AND THE ASSAULT RIFLE are Gallente weapons!! I hope I can leave the final conclusion to you. Sniper and Railgun, are examples of Caldari weapons. Which of course, do damage on armor. If you wanna test what I just told you, in the game aim someone who is full shield with any AR and you'll see effectiveness is 110% (At proper range) No wonder why you have issues killing.... you don't even know their effectiveness, nor history of the different factions.
Pretty much the same happens with Amarr and Minmatar, they are enemies, so Amarr weapons do damage on Shield and Minmatar on armor. Minmatar of course, in some cases, can be either armor or shield. For example, Minmatar logi is based on armor, but could have a descent shield as well. |
Luis rules 1st
Valor Coalition Red Whines.
37
|
Posted - 2014.07.24 17:25:00 -
[9] - Quote
I-Shayz-I wrote: I don't usually run a Gallente scout against the Caldari scout. In fact I believe that the gallente scout is actually pretty even against the caldari scout when it comes to a SINGLE encounter.
But when the Caldari scout runs away for a few seconds and comes back they immediately have the advantage. I understand that shields should have that advantage, but a recovery speed that great should require the use of an energizer, sacrificing tank.
LOL! OK, lets say the Caldari scout run and he has an average of 450 shield and 250 armor, and that he will come back after he's full at shield, which will take about 13~14 secs. (Note that his armor will only be repaired about 28 HP) First of all, since he ran away, he cannot be shooting while running away.
Now, supposing a Gallente scout with 2 complex shield extenders, 2 complex armor plates and 2 complex armor repairer, it has a armor rep of about 22, and a shield delay of 7s for depleted, at the most. In 13~14 secs, the Gall scout replenished about 180~210 shield + 282~304. Which is equal to 462~514 total HP.
Oh, hang a sec, isn't that more HP than the Caldari? Plus, remember the Caldari began to run before and ergo no shooting, ergo more HP for the Gallente.
But to begin with, if you let him run to come back at full health, it is your fault and you deserve to die. IMO, Gallente with the advantage that while their shield last, he will recover more armor in an effective way. Meanwhile, Caldari scout.... not so good in armor repairing department. Also, Gallente HP is more balanced and Caldari will be based on Shield only, depending on the weapons they are both yielding, could be good or bad.
At the end, they are close to be the same.
Stop whining, and instead being here complaining about what you can't kill, practice your skills.
About EVERYONE going for the Caldari scout, that's a lie. Caldari has the lead, but by about 1%. Gallente and Caldari are almost equally used. There are many skilled players using Gallente scouts out there.
About scouts not being able to be slayers.... what do you wan't for scouts then? Only to go behind enemy lines and hide the rest of the game?
Whenever you wanna take me one on one, lemme know. I'll hit ya with my Gallente scout, while you use your so called Caldari OP. We'll see if the suit is OP or not.
L8er! |
Luis rules 1st
Valor Coalition
39
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Posted - 2014.07.25 16:23:00 -
[10] - Quote
I-Shayz-I wrote: No, scouts shouldn't be slayers. Scouts should never be able to get 40-50 kills in a match easily just because they can track the enemy better and have a huge HP buffer to prevent them from dying in face to face confrontation.
If a scout doesn't play tactically, the scout should die. By playing a scout suit, you should be weak enough that if you are detected you will die instantly...but scouts already have the natural ability to hide from radar and see their enemy 24/7 without even using modules.
Lol Usually, scouts strike first and that's why they win 1 vs 1 encounters. Most of the time hitting in the back, so that's playing tactically for a scout. Or kinda ******, if you want, but that's what they usually do. Stab ya in the back and run.
Also, didn't you see the pictures? I have scored that with scout, logis, assaults, heavies.... maybe all suits are OP and they all should be nerfed... Because they just can kill a lot of people.
Isn't this contradicting?
I-Shayz-I wrote: By increasing your e-war strength with modules, the scout will then be more survivable. I want to see e-war modules me more effective on a scout suit than tanking it with HP.
I-Shayz-I wrote: Yet in your example the gallente needs to use two plates that PENALIZE the scout's movement speed, and two complex armor repair modules...just to even compete with the regen of the caldari. This is why the Gallente scout is NOT OP, because you have to at least sacrifice some of your tank in order to get that recovery.
Well, looks like finally you realize that HP regen is not as much as you thought. Now, if by the given example clearly the gal scout has the advantage, and it has a good profile, you want the Caldari one to be slower, with less health and also to be able to see nothing? & that's supposed to be fair?
I-Shayz-I wrote: First of all, I'd love to take your Gallente scout on against my Proto Amarr Commando with Scrambler + Mass Driver :P If you used the gallente scout I could hit you with a few shots of the scrambler and then finish you off with mass driver splash. If you used Caldari though, I'd die because my damage wouldn't apply properly and you'd be able to rep through the mass driver rounds.
Come and get me! If you don't wanna use the scout, I won't restrict to the scout as well. I'll kill ya with whichever suit I like and then I hope you make another thread that X suit is OP because it killed ya countless times. |
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