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el OPERATOR
Capital Acquisitions LLC Bad Intention
849
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Posted - 2015.02.26 18:38:00 -
[1381] - Quote
Adipem Nothi wrote:@ Gyn Wallace
If GalLogi scans were in balance with the pre-nerf / pre-Falloff 1.8 Scout, what are they in balance with now?
They weren't. Now, post long-overdue tweaking of Scouts' base stats, they're better.
Crazy tidbit, since we're on the subject:
Scans are the counter to stealth. They operate intermittently, for short periods. At even their most powerful capability they are still defeated by stealth, since damps win ties and fits are possible which will tie or outright beat the scanner. Scans, as a counter, are countered by what they are intended to counter. wtf is OP here again?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Adipem Nothi
Nos Nothi
6952
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Posted - 2015.02.26 18:51:00 -
[1382] - Quote
el OPERATOR wrote:Adipem Nothi wrote:@ Gyn Wallace
If GalLogi scans were in balance with the pre-nerf / pre-Falloff 1.8 Scout, what are they in balance with now?
They weren't. Now, post long-overdue tweaking of Scouts' base stats, they're better. Crazy tidbit, since we're on the subject: Scans are the counter to stealth. They operate intermittently, for short periods. At even their most powerful capability they are still defeated by stealth, since damps win ties and fits are possible which will tie or outright beat the scanner. Scans, as a counter, are countered by what they are intended to counter. wtf is OP here again?
Active Scanners are not the counter to Scouts and Dampeners; Scouts and Dampeners are the counter to Active Scanners.
PS: If precision and profile are tied, precision wins (just in case you weren't aware).
Shoot scout with yes.
- Ripley Riley
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el OPERATOR
Capital Acquisitions LLC Bad Intention
851
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Posted - 2015.02.26 20:20:00 -
[1383] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Adipem Nothi wrote:@ Gyn Wallace
If GalLogi scans were in balance with the pre-nerf / pre-Falloff 1.8 Scout, what are they in balance with now?
They weren't. Now, post long-overdue tweaking of Scouts' base stats, they're better. Crazy tidbit, since we're on the subject: Scans are the counter to stealth. They operate intermittently, for short periods. At even their most powerful capability they are still defeated by stealth, since damps win ties and fits are possible which will tie or outright beat the scanner. Scans, as a counter, are countered by what they are intended to counter. wtf is OP here again? Active Scanners are not the counter to Scouts and Dampeners; Scouts and Dampeners are the counter to Active Scanners. PS: If precision and profile are tied, precision wins (just in case you weren't aware).
OK, then. You're right. Scouts and damps are the counter to Active Scanners. And Scouts and damps beat Active Scanners. OH Shnap! Then GalLogi scans aren't OP (since they're counterable by their counter) and your entire premise in here on that subject is void.
Next in line! Next, please!!
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
851
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Posted - 2015.02.26 21:06:00 -
[1384] - Quote
*fires Active Scanner through Magnifying Glass and lights cigarrette*
*activates cloak*
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
256
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Posted - 2015.02.27 00:39:00 -
[1385] - Quote
Adipem Nothi wrote:Gyn Wallace wrote: Do you disagree that its easier to kill a logi than to kill a scout that isn't being suicidal?
Yes, assuming both units are "doing it right", it is far harder to overrun a blob and kill the Logi at its nucleus than it is to spot and kill a Scout.
Whoa, before rushing ahead to how lucrative each class is for earning war points (where I'll be happy to make concessions about the logi's strength), let's make sure we've rationally wrapped up this survivability comparison.
Do you really want to compare logi vs. scout survivability in terms of "doing it right" where the logi uses some portion of his team mates as body guards, and the scout doesn't coordinate his defense and movements with his team mates?
Is that even a remotely fair way to assess each suits survivability? I understand assessing a heavy's survivability in terms of a lack of logi support (running reppers instead of plates), occasional logi support, or constant logi support. But if you're suggesting that logi survivability should be weighed in consideration of running with a tight squad that watches his back, then we need to similarly assess a scout's survivability running with an equal number of his team mates coordinating with him and watching his back.
In other words, in similarly coordinated squad of scouts and fast assaults, how exactly does a threat survive long enough to get close enough to kill your scout more often than a squaded-up logi gets killed?
Some of the most brutal fights I've ever been in were against coordinated scouts, constantly hitting from every direction, so there was never a safe direction to turn or take cover. Turning to shoot at one meant another could shotgun me in the back. If a logi "doing it right" has to play with a squad before you assess his survivability, shouldn't your scout's survivability be assessed in the same context of tight teamwork?
When tight squads run scouts, the effects are absolutely BRUTAL for the other team. They're every bit as effective as a tight squad of heavies and logis, particularly if they're out to win the hack race by dividing up, or consolidating against a single enemy sub-squad if the slower enemy squad splits up to cover multiple objectives.
"Doing it right" as a way of concealing the scout's superior survivability, because scouts are so survivable they don't need close squad support, is a sham of an argument.
Scouts can certainly die as much as logis, but that's entirely a consequence of choosing an aggressive... insanely aggressive play style, not an inherent vulnerability to the suit. The low hp is more than negated as a weakness by the insane speed, let alone adding stealth.
So if both the logi and the scout run with tight squads that watch your back, if they both have to "do it right" instead of only giving the logi the benefit of close squad support, do you still maintain that the logi is harder to kill?
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
OSG Planetary Operations Covert Intervention
256
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Posted - 2015.02.27 00:44:00 -
[1386] - Quote
el OPERATOR wrote:Then GalLogi scans aren't OP (since they're counterable by their counter) and your entire premise in here on that subject is void. !
Yeah, he never really explained how Gal Logi scans are OP. Just because they can detect scouts that aren't using the counter to active scanners (stacked damps), doesn't make Gal scans OP, at all.
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
OSG Planetary Operations Covert Intervention
256
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Posted - 2015.02.27 00:54:00 -
[1387] - Quote
Adipem Nothi wrote: Please note that I am not weighing risk in terms of Isk.
That's not reasonable. "Less lucrative for earning war points" should not be confused with "high risk" or "less survivable." That does not aid clarity to the discussion.
The Dust/Eve Isk Exchange Thread
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 01:35:00 -
[1388] - Quote
@Adipem Nothi
From your last few posts and referencing dampening. I do have a question or two for you if you wouldn't mind.
Can all scouts beat the proto Gal proto scanner? or is it only the racial bonuses that help X races. That is to say, a proto scout with their slots full of proto dampeners, and a proto cloak. Will each beat the scan... was it an 18 or a 21 (sorry at work and just posting real quick)
If NOT then I do see a problem. But if each race can then I can see that there is a counter - i did not say balance, just that there is a counter to the scan. Cloaking.
SP wise it is a heavier investment to beat a scan - suit, modules, and 1 EQ. opposed to Gal Logi is Suit, and 1 EQ.
The distance of the scan, covering half the battlefield or more at times I could see as frustrating - I've tried it myself. - Really had to flank to get away from the general scan areas.
On the battlefield it is more difficult to beat the scan without the cloak active. The limited cloaking time - still a nice little while - is not what I hear that you want.
What I hear is that In your view a fully dampened scout should beat a Gal Scan, is that right? Cloaked or uncloaked? Is that with any race? Is it that the cloak is the lynch pin of the operation? or is it just a "visual invisibility" mechanic to you? Do you want it so that Fully dampened beats everything and the cloak is just for fun?
As it stands only a maxed/cloaked scout can beat the scans right? How would you like that to change?
Do you want the Gal Logi to have to be heavier invested in something else to catch scouts? Like having the precision module also affect the active scanner so only a fully precisioned logi with a proto scanner could catch all scouts, just cloaked scouts, or only uncloacked scouts? So that you have more of a module to module and EQ to EQ match up?
If that is the case suggest it. But I need more of a definition of what you are wanting to see happen on the battlefield. Please explain.
Perhaps a Gal Bonus of 3% to precision modules and a 5% to Active scanner Cooldown, and asking the devs to make precision modules affect the active scanner. Then you may feel like you have more of an equal battle between the two. As each class would be equally invested, SP, module, suit, and EQ wise.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 01:44:00 -
[1389] - Quote
Adjusted the original google docs to reflect some of my feelings for a more survivable logi, I backed off on the better shield recharge (that seemed more like an Assault thing) to add better hacking and better ewar. Adjusted bonues, increased strafe speed, etc.
Set up new slot layouts and tier progression. Left the whole sidearm thing to CCP to deal with, but provided options.
The ewar precision and range is random numbers, i did not check what the values would be if maxed out (sorry). But it is still something, numbers that CCP wants provided (as they say - players doing the legwork). Can always go higher on the range... but will have to number test it so it doesn't become a Cal Scout issue of seeing the entire battlefield again.
Please, tell me what you think.
RedBleach's Logi Proposal
The Logi Code. Creator, Believer, Follower
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Adipem Nothi
Nos Nothi
6973
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Posted - 2015.02.27 02:06:00 -
[1390] - Quote
RedBleach LeSanglant wrote:@Adipem Nothi
From your last few posts and referencing dampening. I do have a question or two for you if you wouldn't mind.
Can all scouts beat the proto Gal proto scanner? or is it only the racial bonuses that help X races. That is to say, a proto scout with their slots full of proto dampeners, and a proto cloak. Will each beat the scan... was it an 18 or a 21 (sorry at work and just posting real quick)
Yes, they can.
More is required of the MinScout, as it must run a proto suit, fill all of its lows with complex damps, and be proto cloaked to beat all scans. This requirement was argued as "reasonable" before cloak-blind, decloak-delay, falloff, and scout armor/strafe penalty were introduced.
If it was a "reasonable" requirement then, it certainly is not now.
I believe it reasonable and appropriate to lessen pressure on MinScouts by 1 slot. If adjustments to GalLogi scans are off-the-table, this goal could be reached by alternative means. For example, changing cloak's active damp bonus from 0-5-10 to 10-15-25 would accomplish this goal.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
6981
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Posted - 2015.02.27 03:10:00 -
[1391] - Quote
RedBleach LeSanglant wrote:
Logi base scan range was increased to 25m when Falloff was introduced. This is the highest of all classes. Your proposal appears to reflect old values.
You also propose changing Precision from 45 dB to 35 dB; this would playout as follows:
Scan Precision (5) - 16 / 32 / 41 dB Cmp Precision (x1) - 13 / 25 / 33 dB Cmp Precision (x2) - 10 / 21 / 27 dB Cmp Precision (x3) - 9 / 18 / 24 dB
Ranges: 8m / 19m / 38m
Do you intend for the Logi to become the premier passive recon unit? If so, I would find this humorous, as Logis for so long have pointed to the Scout's 2 EQ slots as a potential "role bleed" problem.
Shoot scout with yes.
- Ripley Riley
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:31:00 -
[1392] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote:@Adipem Nothi
From your last few posts and referencing dampening. I do have a question or two for you if you wouldn't mind.
Can all scouts beat the proto Gal proto scanner? or is it only the racial bonuses that help X races. That is to say, a proto scout with their slots full of proto dampeners, and a proto cloak. Will each beat the scan... was it an 18 or a 21 (sorry at work and just posting real quick)
Yes, they can. More is required of the MinScout, as it must run a proto suit, fill all of its lows with complex damps, and be proto cloaked to beat all scans. This requirement was argued as "reasonable" before cloak-blind, decloak-delay, falloff, and scout armor/strafe penalty were introduced. If it was a "reasonable" requirement then, it certainly is not now. I believe it appropriate to lessen pressure on today's post-nerf, post-falloff MinScouts by 1 slot. If adjustments to GalLogi scans are off-the-table, this goal could be reached through alternative means. For instance, changing cloak's active damp bonus from 0-5-10 to 10-15-25 would accomplish the same; specifically, MN/AM Scouts would then beat 15dB scans at 2 cmp damps + proto cloak (instead of 3 cmp damps + proto cloak) and GA/CA Scouts at 2 cmp damps + basic cloak (instead of 2 cmp damps + proto cloak). That said, adjustments to GalLogi active scans may prove in the end to be the better path. GalLogi scans aren't just "OP" against MinScouts; these scans also negate any/all value of running damps on any suit other the Scout. Thankfully, balance calls aren't mine to make.
Thank you for your reply.
The Super Scout of 1.8 has been moving more towards a balanced class. And I can certainly get behind a re-evaluation of the current setup post nerf as moving towards a balance when other factors aren't taken into account only leads to further imbalance.
Your first suggestion of increasing the cloaking dampening bonus, to allow 1 more open slot for something else, keeps the requirement for being cloaked to beat all scans. I this reasonable to you? I'm just wondering if 2 cdamps,1 ,or 0 beats most native suit scans so that scanners are the only thing that scouts have to worry about as most often suits run HP setups.
I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it.
Wanting to know if the 3rd dampener is a waste besides just beating Gal scans if 2 does the job for EVERYTHING ELSE. If so then perhaps an adjustment is valid. Be that an adjustment in scanners, Gal Logi bonus, dampeners, precision mods, or the cloak.
@Adipen Nothi. In your opinion when should active scans or dampeners win? Step by step, tier by tier, I think that a fully Damped Scout should beat the equal level of Scanner so a full dam[ proto scout beats proto scanner. But the counter is the Gal Logi that can scan everything. Meaning that the specialty of the Gal Logi scanning all is the draw of the suit, nothing escapes its eyes. So that a proto cloak is required to beat the Gal logi.
I am biased because of my logi core, but I see the counter.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:34:00 -
[1393] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote: Logi base scan range was increased to 25m when Falloff was introduced. This is the highest of all classes. Your proposal appears to reflect old values. You also propose changing Precision from 45 dB to 35 dB; this would playout as follows: Scan Precision (5) - 16 / 32 / 41 dB Cmp Precision (x1) - 13 / 25 / 33 dB Cmp Precision (x2) - 10 / 21 / 27 dB Cmp Precision (x3) - 9 / 18 / 24 dB Ranges: 8m / 19m / 38m
"Role bleed" comes to mind (among other things). But that's a conversation for another day.
Thanks, lookslike I need to do some more hunting I appreciate the input.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
755
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Posted - 2015.02.27 04:51:00 -
[1394] - Quote
And I'll look more into falloff, I thought that the 25 was the limit, or far end of the scan when it was already weaker. You are right, I do need to specify. It was an old worksheet and I didn't update all that was needed.
The Logi Code. Creator, Believer, Follower
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Adipem Nothi
Nos Nothi
6987
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Posted - 2015.02.27 13:31:00 -
[1395] - Quote
RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it.
Here are two:
Borrowed from Barbershop Borrowed from Haerr
To the best of my knowledge, Protofit's EWAR values are also up-to-date.
Shoot scout with yes.
- Ripley Riley
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Mister Goo
Random Gunz RISE of LEGION
158
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Posted - 2015.02.27 13:57:00 -
[1396] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it. Here are two: Borrowed from BarbershopBorrowed from HaerrTo the best of my knowledge, Protofit's EWAR values are also up-to-date.
So I see you have continued to successfully derail our thread, QQing about the imbalance of the scout.
Please for the love of god ignore this poor scout so we can continue on with the logistics and support.
If he wants to discuss this he can START HIS OWN THREAD IN F&B, or better yet go to the barbershop where he belongs.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Adipem Nothi
Nos Nothi
6987
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Posted - 2015.02.27 14:10:00 -
[1397] - Quote
Mister Goo wrote:Adipem Nothi wrote:RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it. Here are two: Borrowed from BarbershopBorrowed from HaerrTo the best of my knowledge, Protofit's EWAR values are also up-to-date. So I see you have continued to successfully derail our thread, QQing about the imbalance of the scout. Please for the love of god ignore this poor scout so we can continue on with the logistics and support. If he wants to discuss this he can START HIS OWN THREAD IN F&B, or better yet go to the barbershop where he belongs.
Here is a merc (Redbleach) who wants to better understand EWAR and EWAR balance from the perspective of the EWAR units opposite his role. As his proposal includes significant EWAR changes, does it not stand to reason that he might benefit from new found knowledge?
"No knowledge is to be despised." - Joseph Needham
I'm not derailing your thread; I'm discussing EWAR. If Logis believe that EWAR is not pertinent to the Logi or discussion of the Logi, kindly return to the Scout the function of competitive counter recon (GalLogi bonus removed, given to AM Scout) and please detail for Rattati that your recent buff to scan range is neither needed nor wanted.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
6987
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Posted - 2015.02.27 14:35:00 -
[1398] - Quote
RedBleach LeSanglant wrote: In your opinion when should active scans or dampeners win? Step by step, tier by tier, I think that a fully Damped Scout should beat the equal level of Scanner so a full dam[ proto scout beats proto scanner. But the counter is the Gal Logi that can scan everything. Meaning that the specialty of the Gal Logi scanning all is the draw of the suit, nothing escapes its eyes. So that a proto cloak is required to beat the Gal logi.
I am biased because of my logi core, but I see the counter.
Passive Scans (Falloff) To strike at full damage, a sneaky Shotgunner or Nova Knifer must take a risk and enter a given target's inner falloff ring. While there, his position is potentially disclosed to the target and the target's squad. At zero precision enhancers, a MedFrame's 20dB inner ring will detect undampened Scouts as well as single damp'd Scouts. At in investment of one precision enhancer, a MedFrame's inner ring (16dB) will detect all but the most heavily dampened Scouts (3+ damps). The inner ring of a MedFrame with 2 precision enhancers (13 dB) cannot be beat. In my observation, Falloff is working well. It is annoying to get "spun on" and insta-smashed by more attentive players I've flanked and stalked, but I recognize that this intended behavior; even when heavily dampened, I have to assume that when I'm within striking distance (~5m) of a target, that target and his squad knows my position.
Active Scans At the baseline of 15 dB, the post-falloff Scout should beat scans at investment of 2 modules (while cloaked) or 3 modules while uncloaked. MedFrames should not be able to beat baseline scans.
Shoot scout with yes.
- Ripley Riley
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Mister Goo
Random Gunz RISE of LEGION
158
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Posted - 2015.02.27 14:55:00 -
[1399] - Quote
RedBleach LeSanglant wrote: Agreed. An overheat that seizes the repair or more diminished returns with WP are not the answer. It is a barrier to new logis that creates a steep learning curve and will also lead to cursed frustration whenever that limit is reached in battle. Especially in a situation where those reps would have allowed your team to hold a point, survive, or turned the tide of battle.
Overheat no.
A warm up capacitor to reward actual repping - meaning that when it is repairing it is increasing in efficiency and when it is tethered but not repping it begins to cool down - is a method that rewards active repping with a direct battle effect. This affects repping behavior and has a greater possibility to lead to the desired behavior of smart repping rather than "leashing" an entire match.
That said - you can't force anyone to play the way you want them to. All we can do is provide tools and allow players to use them however they see fit. You will have that guy that is dedicated to pistols, RE's, LZR, or other situational/unique items and we cant change that. All that can be done is to give fair rules of play for all.
An overheat is punishing to a class that draws players for the reason that they don't want to/or have to shoot, or they are just not good at it. But being able to leash another player, help out, and provide other support may fill that need of fun, purpose, or entertainment that we all seek by playing games, and that's perfect for people like me.
I believe that the majority of users would find the overheat a bane to the class and alienate players even further. While it is unique, and may offer a minority of users a new thrill for a while the permanency of such a change, and how that might affect future changes in the mechanics of other items is not something that can be supported.
Capacitors or warm up mechanics maybe. Seizing/stopping/arresting/halting/etc.... just no.
Overheat is a flat NO I agree. I like your idea with the capacitor, but I think it should be introduced as a variant at each level and see how it works in realtime vs what we envision. You know how things tend to get jumbled up when introduced. That way tweaks can be made until it is right. I would like to see it at about 225 reps per second at Proto. A little more than half of the sustained DPS of a basic assault rifle.
I understand your not wanting more diminishing returns in WP for repairing, Right now there is a hard cap set (I don't remember what it is ). I suggested the diminishing returns as an alternative to a hard cap so we still receive points for repairing the whole time. I have changed my suggestion of stopping at 0.
Examples numbers are negotiable.
1min 25 points 2min 20 points 3min 10 points 4min 5 points 5min or longer 1point.
The hard drop between 2 and 3 minutes is to encourage releasing the lock when not in direct combat. To reset the timer, lock on should be dropped for 5 (maybe longer) seconds, to force a release. This should stop the release and quickly re-lock to reset WP acquisition. Forcing you to stop repairing for an extended time if you want better WPs, not just keep going and resetting every time your target is hit or they kill someone.
I also believe that Guardian points should be dropped to 25 the same as an assist and should follow the same diminishing returns as the repair tool.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Mister Goo
Random Gunz RISE of LEGION
158
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Posted - 2015.02.27 15:34:00 -
[1400] - Quote
Adipem Nothi wrote: Here is a merc (Redbleach) who wants to better understand EWAR and EWAR balance from the perspective of the EWAR units opposite his role. As his proposal includes significant EWAR changes, does it not stand to reason that he might benefit from new found pertinent knowledge?
"No knowledge is to be despised." - Joseph Needham
Again start your own thread and put all this knowledge you speak of there. This way not only RedBleach can learn but so can everyone else, or are you afraid of what the rest of the community will say to you?
I will grant that the information is interesting and a good read but it is derailing this thread. I will even give you a title for your new thread. " Gal Logistics bonus VS Scout in ewar and how to properly balance it." Then everyone in the community will have the opportunity to give and receive information, not just the individuals interested in this thread.
I am not against discussing this topic intelligently but lets make a thread specifically for it. It does not effect 3/4 of the logistics team because only the Gal Logi has the bonus. So your discussion needs to be moved from an overall discussion to a more specific discussion in its own thread.
Than as RedBleach Gains more knowledge about the subject he can change his proposals and have a specific thread to reference when he needs specific answers.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
257
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Posted - 2015.02.27 15:54:00 -
[1401] - Quote
Adipem Nothi wrote:If it was a "reasonable" requirement then, it certainly is not now.
I believe it appropriate to lessen pressure on today's post-nerf, post-falloff MinScouts by 1 slot. ...
That said, adjustments to GalLogi active scans may prove in the end to be the better path. GalLogi scans aren't just "OP" against MinScouts; these scans also negate any/all value of running damps on any suit other the Scout. Thankfully, balance calls aren't mine to make.
Its nice to see that you're in a thread about buffing the weakest class in the game, arguing for buffing scouts that aren't under-powered, nerfing scans that aren't OP, AND buffing assaults... because assaults really need a buff right now...
So its really just the heavies that the scanner is supposed to pick up.. oh and other logis?
/Sarcasm.
Scans were not balanced when scouts were ridiculously OP. Scans lost then, scans still lose now. But you want scans to lose against assaults too?
I'm coming around to the opinion that you're really here to troll. The more I think about that survivability discussion, the more absurd your suggestion that scouts are higher risk or less survivable. Entire behaviors have arisen to protect expensive, vulnerable logis, while routine behaviors have similarly arisen around taking insane risks with the very robust scouts (despite their low HP). But instead of acknowledging that its the behaviors rather than anything inherent in the suits that has scouts and logis dying at any kind of similar frequency, you argued that "risk" isn't about isk loss.
You're obviously not stupid, Adipem, but its becoming increasingly difficult for me to engage with you as though you're arguing in good faith. That you can't acknowledge that aggressive scout behavior rather than their suits (except to the extent that the low cost of the suit incourages that behavior) is what makes them die as much as logis, is a giant road block to taking anything you write seriously. Logis simply do not have an effective play style that reduces their risk of net isk loss for a match as low as what scouts have available to them, even if the scouts is a soloist and the logi has a squad.
Even moderately skilled scouts, who decide to hunt me down, can almost guarantee that I'll go negative isk for a match, while they risk so little isk they can still easily go isk positive. There is no similar vulnerability for scouts. Scouts (right behind vehicle pilots) are among the lowest risk suits, unless your playstyle is insanely aggressive. The scout suit isn't particularly vulnerable; the playstyle some scouts prefer is.
I've ranted about this enough, so I'll close with one final point: The biggest coward in the game, Duna, jumps out of his tank when its about to blow, and runs back to his redline to call in another tank. He works hard to keep his deaths as low as possible. What suit does he prefer? Not an assault, not a heavy, not a commando, and certainly not a logi. He runs a scout, because ITS the most survivable and lowest risk suit in the game. He jumps out, cloaks and runs away. And routinely gets away.
That's not a vulnerable "high risk" suit. Its absurd, and frankly a little insulting to everyone's intelligence for you to suggest otherwise, just because some of the most aggressive players prefer using scout suits because they're so cheap while still being very lethal.
The Dust/Eve Isk Exchange Thread
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Adipem Nothi
Nos Nothi
6988
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Posted - 2015.02.27 16:08:00 -
[1402] - Quote
Gyn Wallace wrote:Its nice to see that you're in a thread about buffing the weakest class in the game, arguing for buffing scouts that aren't under-powered
Select Category:Dropsuits
Commandos are the weakest class in the game. If Logis are underpowered and underutilized, so are Scouts.
We can debate all day long whether or not GalLogi scans are OP. And all day long, Nyain San will stomp Ambush matches running GalLogi scans. Historically speaking, Nyain San pubstompers do not field what isn't OP.
Shoot scout with yes.
- Ripley Riley
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el OPERATOR
Capital Acquisitions LLC Bad Intention
856
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Posted - 2015.02.27 17:39:00 -
[1403] - Quote
Mister Goo wrote:Adipem Nothi wrote:RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it. Here are two: Borrowed from BarbershopBorrowed from HaerrTo the best of my knowledge, Protofit's EWAR values are also up-to-date. So I see you have continued to successfully derail our thread, QQing about the imbalance of the scout. Please for the love of god ignore this poor scout so we can continue on with the logistics and support. If he wants to discuss this he can START HIS OWN THREAD IN F&B, or better yet go to the barbershop where he belongs.
This.
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Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
856
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Posted - 2015.02.27 17:40:00 -
[1404] - Quote
Mister Goo wrote:Adipem Nothi wrote: Here is a merc (Redbleach) who wants to better understand EWAR and EWAR balance from the perspective of the EWAR units opposite his role. As his proposal includes significant EWAR changes, does it not stand to reason that he might benefit from new found pertinent knowledge?
"No knowledge is to be despised." - Joseph Needham
Again start your own thread and put all this knowledge you speak of there. This way not only RedBleach can learn but so can everyone else, or are you afraid of what the rest of the community will say to you? I will grant that the information is interesting and a good read but it is derailing this thread. I will even give you a title for your new thread. " Gal Logistics bonus VS Scout in ewar and how to properly balance it." Then everyone in the community will have the opportunity to give and receive information, not just the individuals interested in this thread. I am not against discussing this topic intelligently but lets make a thread specifically for it. It does not effect 3/4 of the logistics team because only the Gal Logi has the bonus. So your discussion needs to be moved from an overall discussion to a more specific discussion in its own thread. Than as RedBleach Gains more knowledge about the subject he can change his proposals and have a specific thread to reference when he needs specific answers.
This.
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Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Meee One
Amakakeru-Ryu-no-Hirameki
1552
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Posted - 2015.02.27 18:12:00 -
[1405] - Quote
RedBleach LeSanglant wrote:Adjusted the original google docs to reflect some of my feelings for a more survivable logi, I backed off on the better shield recharge (that seemed more like an Assault thing) to add better hacking and better ewar. Adjusted bonues, increased strafe speed, etc. Set up new slot layouts and tier progression. Left the whole sidearm thing to CCP to deal with, but provided options. The ewar precision and range is random numbers, i did not check what the values would be if maxed out (sorry). But it is still something, numbers that CCP wants provided (as they say - players doing the legwork). Can always go higher on the range... but will have to number test it so it doesn't become a Cal Scout issue of seeing the entire battlefield again. Please, tell me what you think. RedBleach's Logi Proposal ...You reduced scan accuracy and stamina,as well as stamina pool,for 10%on scan radius? Lol no
I actually prefer cross',i'll survive longer.
I don't know how to feel about that. Happy that logistics are buffed? Sad that the buffs are low?
I'll go with happy i spose' that stamina will come in useful.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
857
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Posted - 2015.02.27 18:21:00 -
[1406] - Quote
Quick note about the "counter" to "scouts" in scanning-
1. More than 1 scout frame is able, while properly modded, to defeat scans entirely. That is to say, able to beat all scanners all the time outright.
2. More than one scout frame is enabled when scanned to know that they've been scanned via a nice fat warning message on their screen that says, " You have been SCANNED". SO, when they've been scanned they can change what or how they're doing what they're doing before failing or being killed.
3. This terribly OP uberscanner that wreaks devastation across all games and modes and eviscerated a whole genre of gameplay here has the shortest lightup time (10-15 seconds) the narrowest arc (~45-¦) and the shortest range (100m). (not in front of a stat spreadsheet so figures may be a little off, but those are the gist of them) Even fully loaded with 4 of these things the top suit (GalLogi) for using them is still only able to scan those narrow arcs for those short periods. AND SCOUTS CAN STILL BEAT IT.
4. STEALTH, like any other weapon we have in here is open to everyone, ANY suit can be used to lurk n beast. Scout frames, by design are the most powerful in this regard. And among the scout class certain frames are better than others in more conditions for it. Kind of like our Uplinks, anyone w/eq can carry them, anyone w/eq can pitch them BUT if you want the fastest possible links out then you'll need to use the AmarrLogi. A slow, cumbersome logi not particularly well-suited out of the box for link running, btw. ALL scouts are more than stealthy as hell vs. all other frames. AND they can mod the fit so that they outright defeat their counter, the "OP" Proto GalLogi Proto Active Scans.
The GalLogi bonusing, Cocentric Falloff AND Cloak stats ALL cumulatively create a SUM total of something resembling balance between Scout frames and all others. Scouts refused to tolerate other outright stat nerfs that were proposed to balance their OP bs, suggestions like going single equipment, going sidearm only, being made slightly slower, having outright fitting restrictions on hp mods etc. So, instead, the suite of tweaks that occurred were created and applied, scout OPness came down a notch and overall balance became better. NOW the effort to try and rollback the balancing is afoot and trying to interject itself here because we're on deck for buffs so a patch or fix will happen that could be an opportunity for scouts to regain their utterly dominant position among frames overall.
**** THAT ****, I say.
BTW, had a DOM match vs Mr.GoBang there last Monday. I spent the whole match scanning him, his club and his team. He ultimately sg'd me twice (from his Cal std bpo), went 10-3 on the leaderboard and his team won the match. Thos uber OP GalLogi scans didn't kill him, didn't unhack anything, didn't freeze him in place or make him totally defenseless (he still had his speed, his tank, his gank and his wit) and didn't drop an OB on him. In PC we see scouts, full pro no halfassing it scouts, all the time. They are game changers and playmakers (as they should be) AND they defeat scanners ALL the time, hiding on catwalks raining re's, spamming their own scanners , dropping links, running-and-gunning, ripping off speed hacks left and right etc so this crap about scans being too OP is exactly that: crap.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
857
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Posted - 2015.02.27 18:27:00 -
[1407] - Quote
Any more discussion on Scouts and their supposed "UnderPoweredness" needs to go elsewhere now please. Bleach, we finally got this guy to stop with the bs in here but you brought it back up. If you want to sample his koolaid and try to mix it with yours do it at his place, the company he keeps there will make you feel better about diluting yours.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
857
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Posted - 2015.02.27 18:40:00 -
[1408] - Quote
Gyn Wallace wrote:Adipem Nothi wrote:If it was a "reasonable" requirement then, it certainly is not now.
I believe it appropriate to lessen pressure on today's post-nerf, post-falloff MinScouts by 1 slot. ...
That said, adjustments to GalLogi active scans may prove in the end to be the better path. GalLogi scans aren't just "OP" against MinScouts; these scans also negate any/all value of running damps on any suit other the Scout. Thankfully, balance calls aren't mine to make. Its nice to see that you're in a thread about buffing the weakest class in the game, arguing for buffing scouts that aren't under-powered, nerfing scans that aren't OP, AND buffing assaults... because assaults really need a buff right now... So its really just the heavies that the scanner is supposed to pick up.. oh and other logis? /Sarcasm. Scans were not balanced when scouts were ridiculously OP. Scans lost then, scans still lose now. But you want scans to lose against assaults too? I'm coming around to the opinion that you're really here to troll. The more I think about that survivability discussion, the more absurd your suggestion that scouts are higher risk or less survivable. Entire behaviors have arisen to protect expensive, vulnerable logis, while routine behaviors have similarly arisen around taking insane risks with the very robust scouts (despite their low HP). But instead of acknowledging that its the behaviors rather than anything inherent in the suits that has scouts and logis dying at any kind of similar frequency, you argued that "risk" isn't about isk loss. You're obviously not stupid, Adipem, but its becoming increasingly difficult for me to engage with you as though you're arguing in good faith. That you can't acknowledge that aggressive scout behavior rather than their suits (except to the extent that the low cost of the suit incourages that behavior) is what makes them die as much as logis, is a giant road block to taking anything you write seriously. Logis simply do not have an effective play style that reduces their risk of net isk loss for a match as low as what scouts have available to them, even if the scouts is a soloist and the logi has a squad. Even moderately skilled scouts, who decide to hunt me down, can almost guarantee that I'll go negative isk for a match, while they risk so little isk they can still easily go isk positive. There is no similar vulnerability for scouts. Scouts (right behind vehicle pilots) are among the lowest risk suits, unless your playstyle is insanely aggressive. The scout suit isn't particularly vulnerable; the playstyle some scouts prefer is. I've ranted about this enough, so I'll close with one final point: The biggest coward in the game, Duna, jumps out of his tank when its about to blow, and runs back to his redline to call in another tank. He works hard to keep his deaths as low as possible. What suit does he prefer? Not an assault, not a heavy, not a commando, and certainly not a logi. He runs a scout, because ITS the most survivable and lowest risk suit in the game. He jumps out, cloaks and runs away. And routinely gets away. That's not a vulnerable "high risk" suit. Its absurd, and frankly a little insulting to everyone's intelligence for you to suggest otherwise, just because some of the most aggressive players prefer using scout suits because they're so cheap while still being very lethal.
He isn't in here in good faith, he's in here campaigning to have his propaganda accepted. If we buy it in here he can point to it from other area of conversation as tacit support for his cause. That cause being scouts as the most powerful of frames under the most diverse of conditions. Scouts as they were, scouts as scout zealots such as he feel they deserve to be.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
756
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Posted - 2015.02.27 19:05:00 -
[1409] - Quote
Adipem Nothi wrote:Mister Goo wrote:Adipem Nothi wrote:RedBleach LeSanglant wrote:I NEED TO FIND AS SCANNING RESOURCE - I don't want to just dump number hunting onto you, I'd rather have some of my own answers. - I remember looking at one. I'll have to find it. Here are two: Borrowed from BarbershopBorrowed from HaerrTo the best of my knowledge, Protofit's EWAR values are also up-to-date. So I see you have continued to successfully derail our thread, QQing about the imbalance of the scout. Please for the love of god ignore this poor scout so we can continue on with the logistics and support. If he wants to discuss this he can START HIS OWN THREAD IN F&B, or better yet go to the barbershop where he belongs. Here is a merc (RedBleach) who wants to better understand EWAR, EWAR balance, and perspectives of EWAR units opposite his role. As his proposal includes significant EWAR changes, does it not stand to reason that he might benefit from new found knowledge? "No knowledge is to be despised." - Joseph Needham
yes, Thank you for your help. It was the Haerr page I was looking for. Proto fits is great for current values, but testing values I needed to find the formulas again, thank you.
And This thread is about balancing logis, and balance applies to the entirety of the game and how this role affects all else in the game. While I get that some feel this conversation is derailing the thread I must disagree and point to the lack of other activity. Few were taking action, posting, providing numbers, and working on something - even if it is disagreed upon - creating a presentation or summation of works or opinions.
This conversation about the GAL LOGI vs scout sparked a conversation. It was this conversation that helped me start work on defining the logi again and reworking some proposal numbers - THAT HAVE STOOD STAGNANT FOR MONTHS from the original post, even after several updates. I may or may not agree with many of the opinions here, but without opposition or discussion there can be no growth, nothing more to give CCP or the CPM.
I have tried to bring the discussion into focus several times and received little to no feedback - EXCEPT from the "Scout guy" - who has actually looked at some of my work, Helped with numbers, and provided Feedback.
el OPERATOR was it not you that wanted the Logi to be better at EWAR? I'm working on it, Gal Logi applies, how it affects scouts applies. If it wasn't you, perhaps Meee One. Eitherway, I'm getting values, working with someone to see how that would play out in game.
I understand your concerns and how you have felt about this discussion and I can agree that sometimes certain posts have been more scout centric. I feel that this discussion applies to our logi balance, and I will continue until I have some numbers that can better reflect the desires of the logi community and be realistic enough to garner approval from the DEVs rather than having it dismissed because it was too OP or did not take into account other game factors. I do this for the team. I would appreciate your help.
The Logi Code. Creator, Believer, Follower
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el OPERATOR
Capital Acquisitions LLC Bad Intention
858
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Posted - 2015.02.27 19:14:00 -
[1410] - Quote
If ain't broke, don't fix it. Mind the dates on posts and their relative timing to subsequent fixes and patches. Just because this thread has required us keeping it alive does not warrant it becoming the scoutbuffideaspitballing room. The buffs that Logis are due can be done without undoing the general balance we currently have, provided we don't allow the interjection of the unneccessary. Current overall balance being largely agreed upon as good as has been seen in a loooong time. We get our buffs and truthfully, IMO, CCP will be able to focus less on this constant frame-balancing situation and more on generating new content . New vehicles, new weapons, new maps, new modes, new frames etc etc etc The dog and pony show has to stop somewhere.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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