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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 16:21:00 -
[1] - Quote
Only ewar or scout tool in high slots is precision mods while lows have dampeners, range amps, kin cats & cardio stimulants. Give range amps to high slots to balance. There are more scouts now that just gal & min, start catering to all.
Thoughts?
Burning through clones like Rusty Venture.
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Crimson ShieId
Psygod9
775
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Posted - 2014.08.20 16:30:00 -
[2] - Quote
Amarr has the same layout as the Gallente, so I'm guessing you're focusing on the Caldari scout, at which point I have to ask... Why do you need more than one range amp? Heck, you don't even necessarily need to use one, and kincats certainly aren't necessary. I think it'd be interesting to see modules like this given an option to choose from highs or lows instead of having them locked, but eh, it's not likely to happen.
It seems like the idea would be a negative overall. While you'd boost the effectiveness of the Caldari scout, you'd essentially nerf all the others in the Ewar department. Minmatar would have to use plates to get any health, and Gallente and Amarr would have to choose between precision and range, both of which are necessary to the role and both of which require at least one to two modules to truly be effective.
Nova Knives are best sidearm.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4766
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Posted - 2014.08.20 16:31:00 -
[3] - Quote
So you want your scout to be able to do even more stuff at once.
No. |
Ryme Intrinseca
Eurotrash Pubstars
1590
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Posted - 2014.08.20 16:35:00 -
[4] - Quote
No |
Cat Merc
Onslaught Inc RISE of LEGION
11816
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Posted - 2014.08.20 16:41:00 -
[5] - Quote
Maybe?
Feline overlord of all humans - CAT MERC
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Joel II X
Dah Gods O Bacon
3095
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Posted - 2014.08.20 16:49:00 -
[6] - Quote
Move code breakers to high \o/ |
Cass Caul
789
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Posted - 2014.08.20 16:58:00 -
[7] - Quote
Oh cool, I wan't aware that Biotics modules were ewar. I suppose I just never noticed how Kinetic Catalyzers affected my Scan Profile, Scan Radius, and Scan Precision.
I blame her for nova knife kills on tanks
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Jack 3enimble
Vengeance Unbound Dark Taboo
224
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Posted - 2014.08.20 17:02:00 -
[8] - Quote
Euhm..
No |
Zindorak
1.U.P
647
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Posted - 2014.08.20 17:04:00 -
[9] - Quote
No thanks unless it benefits Amarr or Gallente
Pokemon master
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 17:08:00 -
[10] - Quote
Crimson ShieId wrote: Gallente amarr would have to choose between precision and range, both of which are necessary to the role and both of which require at least one to two modules to truly be effective. Yes, primarily cal scout who is bored with thier fitting choices without going proto to ewar. There are 3 ewar mods & 3 biotics, of these 6 2 reside in high & 4 in low. These races would have to choose, while cal DOES have to choose. Not just between range & damp, but plates, reps, kin cats, cardio stim.
Tired of my options being shield tank, precision or damage mod, especially with the stacking penalty.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 17:12:00 -
[11] - Quote
Cass Caul wrote:Oh cool, I wan't aware that Biotics modules were ewar. I suppose I just never noticed how Kinetic Catalyzers affected my Scan Profile, Scan Radius, and Scan Precision. I would consider them scout tools, except for myo stims. Those i consider a waste.
Burning through clones like Rusty Venture.
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Nocturnal Soul
Immortal Retribution
4082
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Posted - 2014.08.20 17:18:00 -
[12] - Quote
No
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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NAV HIV
The Generals Anime Empire.
1979
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Posted - 2014.08.20 17:37:00 -
[13] - Quote
2Berries wrote:Only ewar or scout tool in high slots is precision mods while lows have dampeners, range amps, kin cats & cardio stimulants. Give range amps to high slots to balance. There are more scouts now that just gal & min, start catering to all.
Thoughts?
Cal Scout with the Old bonus
Precision enhancer and enough high slots... Was a Good Combination
Now CCP changed the Role Of Cal scout (Cause people don't have enough brains to fit their suits properly)
Now Cal bonus uses Equipment which you can use only on the Low slots... If i want to effectively fit the suit, i'd put in 1 dampener and two range Modules on a Proto level... But sorry, i can't....
So CCP, Please look into this... You changed the bonus... Now may be fix the suit so that it's effective against other Proto Scout suits ?! |
Tectonic Fusion
2031
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Posted - 2014.08.20 17:58:00 -
[14] - Quote
Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more.
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Sgt Buttscratch
R 0 N 1 N
2335
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Posted - 2014.08.20 18:00:00 -
[15] - Quote
MOVE BURST HMG TO SIDE ARM SLOT!!
Give me my scrambler pistol back....**
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1875
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Posted - 2014.08.20 18:13:00 -
[16] - Quote
For everyone's information, and if I did my math right (kind of skimped the stacking penalty a bit), but with range mods in the highs, a Cal scout would get about a 125m scan radius. |
2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 18:16:00 -
[17] - Quote
Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good.
What else you got, supposed Forum Warriors?
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 18:19:00 -
[18] - Quote
Vulpes Dolosus wrote:For everyone's information, and if I did my math right (kind of skimped the stacking penalty a bit), but with range mods in the highs, a Cal scout would get about a 125m scan radius. Would that be consided OP, being spotted by whole team before you got to the fight? Sounds balanced against never being scanned at all.
Burning through clones like Rusty Venture.
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DozersMouse XIII
Opus Arcana Covert Intervention
872
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Posted - 2014.08.20 19:07:00 -
[19] - Quote
agreed
M.A.G. Platinum trophy holder
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Tectonic Fusion
2031
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Posted - 2014.08.20 19:17:00 -
[20] - Quote
2Berries wrote:Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good. What else you got, supposed Forum Warriors? I mean not move...but have them all accessible to both sides.
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Sgt Buttscratch
R 0 N 1 N
2339
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Posted - 2014.08.20 19:21:00 -
[21] - Quote
leaving the majority of scout modules on lows allows for better variety, rather than just 1 of everything equipped.
Give me my scrambler pistol back....**
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2Berries
Ghosts of Dawn General Tso's Alliance
225
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Posted - 2014.08.20 19:25:00 -
[22] - Quote
Tectonic Fusion wrote:2Berries wrote:Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good. What else you got, supposed Forum Warriors? I mean not move...but have them all accessible to both sides. Would CCP even go for omni-slot mods? Something tells me no.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
225
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Posted - 2014.08.20 19:29:00 -
[23] - Quote
Sgt Buttscratch wrote:leaving the majority of scout modules on lows allows for better variety, rather than just 1 of everything equipped. Don't Amarr, Min & Gal already have this ability with multiple low slots on basic fits?
Burning through clones like Rusty Venture.
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Tectonic Fusion
2031
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Posted - 2014.08.20 19:38:00 -
[24] - Quote
2Berries wrote:Tectonic Fusion wrote:2Berries wrote:Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good. What else you got, supposed Forum Warriors? I mean not move...but have them all accessible to both sides. Would CCP even go for omni-slot mods? Something tells me no. These specific modules wouldn't break the game in any way, as they all would have drawbacks. Also stacking penalties so...
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2126
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Posted - 2014.08.20 19:41:00 -
[25] - Quote
2Berries wrote:Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good. What else you got, supposed Forum Warriors? Kincats need to stay low or well have perma invisible Gal scouts running at >10M/S with >500 HP....seriously consider the implications.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Sgt Buttscratch
R 0 N 1 N
2340
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Posted - 2014.08.20 19:44:00 -
[26] - Quote
2Berries wrote:Sgt Buttscratch wrote:leaving the majority of scout modules on lows allows for better variety, rather than just 1 of everything equipped. Don't Amarr, Min & Gal already have this ability with multiple low slots on basic fits?
All scouts have the same choice of modules, choosing some upgrades one thing, but at the cost of another. If your a kindergarten cal scout you have no worries still, yes low slots are reduced, but you have dat hit box.
Give me my scrambler pistol back....**
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Sylwester Dziewiecki
Interregnum.
353
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Posted - 2014.08.20 20:03:00 -
[27] - Quote
2Berries wrote:[edit]Move cardio stim & codebreaker to High Slots It would make MM Scouts the only reasonable chose in order to hack things.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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TechMechMeds
Level 5 Forum Warrior
5258
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Posted - 2014.08.20 20:10:00 -
[28] - Quote
No.
"Oh, look!,
There's, uh, two women f ing a polar bear".
"Don't tell me those things".
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RendonaSix
Tech Dungeon Of Servility
242
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Posted - 2014.08.20 20:11:00 -
[29] - Quote
No.
I am Techs Amarr other half of his shattered consciousness.
Yes, I did just refer to myself in the third person.
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Cat Merc
Onslaught Inc RISE of LEGION
11819
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Posted - 2014.08.20 20:12:00 -
[30] - Quote
Yes to the no.
Feline overlord of all humans - CAT MERC
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saxonmish
Fatal Absolution General Tso's Alliance
222
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Posted - 2014.08.20 20:17:00 -
[31] - Quote
2Berries wrote:Only ewar or scout tool in high slots is precision mods while lows have dampeners, range amps, kin cats & cardio stimulants. Give range amps to high slots to balance. There are more scouts now that just gal & min, start catering to all.
Thoughts?
Edit: range amps may be too self serving. Cardio stim & code breaker?
This will make the gal scout too op
SLAYER.
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2Berries
Ghosts of Dawn General Tso's Alliance
226
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Posted - 2014.08.20 20:48:00 -
[32] - Quote
Sgt Buttscratch wrote:All scouts have the same choice of modules, choosing some upgrades one thing, but at the cost of another. If your a kindergarten cal scout you have no worries still, yes low slots are reduced, but you have dat hit box. What do the other basic have? The ability to add multiple ewar/biotics that compliment thier racial bonuses.
Guess it comes down to this-shield tanking is lame but feels like it's the only option for caldari. Still love my role, just bored with my fitting options.
Sentinals have to feel where i'm coming from. Hmg or forge...take your pick.
Yeah, dat hit box! Can barely squeeze a finger in there!
Burning through clones like Rusty Venture.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1876
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Posted - 2014.08.20 21:55:00 -
[33] - Quote
2Berries wrote:Vulpes Dolosus wrote:For everyone's information, and if I did my math right (kind of skimped the stacking penalty a bit), but with range mods in the highs, a Cal scout would get about a 125m scan radius. Would that be consided OP, being spotted by whole team before you got to the fight? Sounds balanced against never being scanned at all. Sounds like.........
Scouting. |
Arkena Wyrnspire
Fatal Absolution
17268
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Posted - 2014.08.20 21:58:00 -
[34] - Quote
Honestly it'd be nice to have a choice of something other than shields or damage mods in highs for non-scouts, but I guess that'll never really happen.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
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DozersMouse XIII
Opus Arcana Covert Intervention
872
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Posted - 2014.08.20 23:05:00 -
[35] - Quote
I think we need a better selection of high slot modules
I thought about the range amps going there and I say yes (this helps cal scouts maximize their ewar)
people say OH NO it would be OP! I say how?
take a look at the new ak.0 scout he can sport two comp range, 2 comp damps, 2 comp precisions
take a look at the cal scout now
he now has to choose between being damped or enhancing his natural range bonus
even if he rocks 4 comp precision he is not achieving the scans an ak.0 is
the underlying problem is there is not enough high slot mods
i'm all for either code breakers or range amps being moved to the highs
another mod that needs to go high is PG mods
M.A.G. Platinum trophy holder
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2Berries
Ghosts of Dawn General Tso's Alliance
227
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Posted - 2014.08.20 23:35:00 -
[36] - Quote
Arkena Wyrnspire wrote:Honestly it'd be nice to have a choice of something other than shields or damage mods in highs for non-scouts, but I guess that'll never really happen. Are officer vaiants of modules an option for discussion? We could have a lot of fun with rare modules that do more than they should...
Range amp with bonus to percision? Damage mod with bonus to damping?
Rediculious, yes. Backdoor option for future content, yes.
Burning through clones like Rusty Venture.
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Crimson ShieId
Psygod9
777
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Posted - 2014.08.20 23:52:00 -
[37] - Quote
2Berries wrote:Crimson ShieId wrote: Gallente amarr would have to choose between precision and range, both of which are necessary to the role and both of which require at least one to two modules to truly be effective. Yes, primarily cal scout who is bored with thier fitting choices without going proto to ewar. There are 3 ewar mods & 3 biotics, of these 6 2 reside in high & 4 in low. These races would have to choose, while cal DOES have to choose. Not just between range & damp, but plates, reps, kin cats, cardio stim. Tired of my options being shield tank, precision or damage mod, especially with the stacking penalty.
If you don't want to go to proto, why not spec into another suit? Going to advanced on another suit will be around 900K SP, about half of going up those last two levels, and it'll let you change up your playstyle.
Nova Knives are best sidearm.
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2Berries
Ghosts of Dawn General Tso's Alliance
228
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Posted - 2014.08.21 00:24:00 -
[38] - Quote
Crimson ShieId wrote:If you don't want to go to proto, why not spec into another suit? Going to advanced on another suit will be around 900K SP, about half of going up those last two levels, and it'll let you change up your playstyle. I have proto, just cheap & don't like running proto in pubs. FW is lame (also not proto worthy) & with my window of playtime PC generally not an option. I have alts with other fits & that is where i noticed the disparity in ewar option for lower tier scouts.
Burning through clones like Rusty Venture.
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