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TheD1CK
Dead Man's Game
1242
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Posted - 2014.09.21 23:47:00 -
[1] - Quote
So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..?
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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The Master Race
Osmon Surveillance Caldari State
6
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Posted - 2014.09.21 23:53:00 -
[2] - Quote
Here is a article on Ewar knowing is half the battle now you know...
http://wiki.eveuniversity.org/EWAR_Guide.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2376
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Posted - 2014.09.22 00:00:00 -
[3] - Quote
TheD1CK wrote:So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..? What about minmitar scouts? We have no eWar bonuses, so reducing fitting capacity would not be a good way to go for them.
Also, gg on those PC's earlier.
I was playing for a friend who needed to hit 10 matches, and i think i killed you a few times.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Jebus McKing
Legio DXIV
658
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Posted - 2014.09.22 00:02:00 -
[4] - Quote
I don't have a problem with scouts who want to have some kind of assault fittings. (Weaponry and survivability)
But what I don't like is that they can do that AND get their EWAR bonus.
This is especially a problem with the Cal scout who gets a ~50m scan range and thus can see everyone but other scouts AND gives its whole squad this scanning advantage AND still can use all of its slots for tanking.
So my proposal would be to tie (at least some of) those bonuses to the modules involved instead of making them inherent.
You have to post numbers and math to be taken seriously. // @JebusMcKing
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Omega Black Zero
Condotta Rouvenor Gallente Federation
96
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Posted - 2014.09.22 00:41:00 -
[5] - Quote
How about giving Commando eWar as well, it would make it a scout killer class? Just a passing thought. |
Crimson ShieId
Psygod9
908
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Posted - 2014.09.22 01:08:00 -
[6] - Quote
OP, haven't you heard? Ewar is OP and needs to be removed from the game. Those dirty wallhacking scouts are the new enemy, not the brick tanking ones! Get with the times!
In all seriousness though, I haven't seen many brick tanked scouts lately. Most of the Gallente scouts I've been noticing have around 300 or less armor, and I've been seeing more and more running with the base stats, no HP modifiers included.
Nova Knives are best sidearm.
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The Master Race
Osmon Surveillance Caldari State
8
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Posted - 2014.09.22 02:04:00 -
[7] - Quote
The stealth ability they have seems fine what I have a problem with is there weaponry It would be nice if they could only fit side arms. Not only does it fit the class, but with there stealth they can choose there position.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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One Eyed King
Land of the BIind
4299
|
Posted - 2014.09.22 04:05:00 -
[8] - Quote
The Master Race wrote:The stealth ability they have seems fine what I have a problem with is there weaponry It would be nice if they could only fit side arms. Not only does it fit the class, but with there stealth they can choose there position. Aside from NKs, the other side arms are just simply not strong enough.
When you sacrifice that much HP to be tacnet invisible, the more shots it takes to take down a target, the more likely you will die.
Scouts can't take on other frames when it comes down to who has the most HP, and no matter how much stealth you use, you are going to make yourself known when you start shooting.
If scouts are relegated to side arms, it will be nothing but knifers because you simply can't provide enough fire power with the other weapons, especially at range.
Side arms only has been a horrible idea ever since it had been brought up months (years?) ago, and it has not ever gotten more convincing.
You can always tell a Millford Minja
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The Master Race
Osmon Surveillance Caldari State
9
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Posted - 2014.09.22 04:47:00 -
[9] - Quote
SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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One Eyed King
Land of the BIind
4302
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Posted - 2014.09.22 04:57:00 -
[10] - Quote
The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. SMGs are very short range.
Pistols are unforgiving, and are relatively short range.
Mag Sec is decent, but if the Bolt Pistols were viable, more people would carry them.
I get just as much right to mention scouts getting the jump on people in scout balancing as a non scout.
Besides, you are beating a dead horse. CCP has already flat out denied any limitations of scouts to side arms. At this point you are just crying because scouts are actually deadly now. Just like the other suits.
You can always tell a Millford Minja
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The Master Race
Osmon Surveillance Caldari State
9
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Posted - 2014.09.22 05:16:00 -
[11] - Quote
lol I had two scouts a easy mode shotgun scout and I just deleted my mini kn scout because I didn't like the name. They are deadly and op the starting profile is epic and camping a point with or without stealth is an easy win unless you run into the heaviest of heavies or like 3 people. Just wondering did you read the delta patch notes one eye?
I did a search and couldn't find this info you were talking about if you could provide me with a link that would be great.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2378
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Posted - 2014.09.22 11:28:00 -
[12] - Quote
The Master Race wrote:The stealth ability they have seems fine what I have a problem with is there weaponry It would be nice if they could only fit side arms. Not only does it fit the class, but with there stealth they can choose there position. Well I have a problem with your weaponry.
I think you should only be able to fit sniper rifles and flay lock pistols because thats what I arbitrarily decided
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Sylwester Dziewiecki
Interregnum.
373
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Posted - 2014.09.22 13:05:00 -
[13] - Quote
TheD1CK wrote:So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..? Where is the carrot?
Since someone inform me that passive scanning works on 360* - I know that so silly, me excuse is that I can not read all patch info. So, I start to use proto gallente scout with only EWAR modules. I need to tell that there is no reward in providing 'scout bonuses' to squad - you paying a lot, and in return get not much.
Yes you are walking prob, and you detect a lot of red dots, but no one is paying you for doing this. I run mostly random matches - ambush recently, if I see squad I joining to them, and I'm trying to provide as much intel about enemy troops as it is possible. So my tactics is to use complete stealth-cloak and penetrate unseen frontline, hide somewhere between red dots and scan them from time to time with active scanner to pick high profiles with str scanner(that usually 60-70% of me wp profit if squad is cool kill 'burning' dots). From time to time I'm killing those who try to play alone, but only if I'm completely sure that next thing I will see is red-cloud looking for me. When game ends I usually get kicked from squad - players in squad have no idea what benefit did I provide to squad, all they see is stupid blueberry that stand between enemies for half match and did nothing about it, and he ends up somewhere at place 12+ on scoreboard(if they bother to even check board) - would you bother about that kind of player, I bet no.
Generally speaking scouting mechanic is not in place where I see it, and the more you dig into passive scanning the less meaning information for yourself you get. Iit is very important to distinguish between 'real-hostile' red dot, like sentinel behind wall with full HP, and 'easy-kill' red dot, like light scout with half armor - it is very important when you have 240HP total, because all you can see is red dot at radar. It's look like today-scouts the more they skill in and fit scanning modules the less meaning information for them they get. But for squad at the other hand it's priceless - imagine that you playing as sentinel and for example normally all you can see is 1-2 dots, having scout in squad that uncovers 95% enemy team and doing so in way that they are not aware of it, it's epic.
Lowering EWAR req. is cool, but what I would like to see is more carrots for players that decide to fit them.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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TheD1CK
Dead Man's Game
1245
|
Posted - 2014.09.22 16:06:00 -
[14] - Quote
This was just a suggestion, I want something to be fixed with scouting that will remove the Slayer Tourists While at the same time keeping the Scout as a viable suit for killing... which it should be
Without the crutch of 600+ HP
I'm not certain how it could be done, but something to promote Ewar over HP mods, may help
- @ Gav, yup good fights, I die lots :)
- @ Syl, 'Carrot' well the reward is that u and your squad can have shared intel via passive scans Though this may be part of the issue if a 'WP' reward was in place, mercs might use Ewar a little more
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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The Master Race
Osmon Surveillance Caldari State
15
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Posted - 2014.09.22 18:42:00 -
[15] - Quote
Arbitrary lol you can turn invisible at will. The suit has the best stats and second best slots in a game. Arbitrary you should look up words before you use them gavrilo.
It isn't like a scout can't shred people with side arms it just get rid of easy mode. (I play easy mode scout)
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Radec fett
1
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Posted - 2014.09.22 18:52:00 -
[16] - Quote
I don't care what up guys do to the scouts that have ewar, just don't touch the minmatar scouts, we have the lowest eHP, the lowest CPU/PG and no dampening/precision bonus
Im a proud minmatar scout, ill cut u down with my knife or throw an RE , one way or another i will assassinate u...
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One Eyed King
Land of the BIind
4323
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Posted - 2014.09.22 19:42:00 -
[17] - Quote
The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. I am looking at the Delta numbers did you?
While I have not exhaustively done so, I am seeing a nerf in RANGE to ALL SIDE ARMS.
For comparison, the effective range of an HMG, which is supposed to be the quintessential CQC weapon, has a new proposed effective range of 52, which is actually greater than many of the side arms, especially with the range nerf. Not to mention that the DPS of an HMG is so great that even with a fall off, you are looking at this situation:
A heavy with 1000 to 1500 HP that when compared to a tanked scout at 500 to 600 HP, will have twice as much HP as the scout, greater range than a number of the scouts weapons (assuming the scenario of side arm only), and will effectively be able to destroy a scout at long range with the scout having absolutely no viable weaponry option.
Except NKs. That is it. Want to take on a heavy? Well, its NKs, and CQC for you. Got a Cal scout with Range Amps? Doesn't matter, you can only fit in close and medium ranges.
FYI, this actually wouldn't be a nerf to me. I run NKs and an SMG. It wouldn't affect me at all.
It WOULD affect the balance of this game. I want balance.
You are the one crying to nerf a suit that can now kill you. That is what happens when suits that were underperforming for nearly a year after the "official release" of a game suddenly get some much needed attention.
Sure, there were significant problems of tanked scouts getting off two shots with shotguns that should never have happened, and there were some much needed fixes.
There are many options that address real problems, that don't over correct for one or two abusive situations to make ineffective many other legitimate uses of the suit.
Making scouts side arm only is not a legitimate solution to anyone looking for a balanced game. Period.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4323
|
Posted - 2014.09.22 19:44:00 -
[18] - Quote
The Master Race wrote:Arbitrary lol you can turn invisible at will. The suit has the best stats and second best slots in a game. Arbitrary you should look up words before you use them gavrilo.
It isn't like a scout can't shred people with side arms it just get rid of easy mode. (I play easy mode scout) Scouts aren't invisible.
They are blury. Sometimes when they run, they glow.
That is not invisible. That is less visible.
If we were actually invisible, many cloaked scouts would die less. But they don't because contrary to your mischaracterization, you can actually see them.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4323
|
Posted - 2014.09.22 19:46:00 -
[19] - Quote
TheD1CK wrote:This was just a suggestion, I want something to be fixed with scouting that will remove the Slayer Tourists While at the same time keeping the Scout as a viable suit for killing... which it should be
Without the crutch of 600+ HP
I'm not certain how it could be done, but something to promote Ewar over HP mods, may help
- @ Gav, yup good fights, I die lots :)
- @ Syl, 'Carrot' well the reward is that u and your squad can have shared intel via passive scans Though this may be part of the issue if a 'WP' reward was in place, mercs might use Ewar a little more No one dislikes the tourists as much as the old school scouts.
I appreciate that your heart is in the right place.
I also dislike tanked scouts.
But as many have proposed before, taking away passive dampening ability and making it an efficacy bonus to module use would be a much better option.
Or a doubling of the movement penalty on plates just for scouts.
Either would be better than side arm only.
You can always tell a Millford Minja
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maluble
Art.of.Death VP Gaming Alliance
74
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Posted - 2014.09.22 20:28:00 -
[20] - Quote
The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. I agree unless wielding a sniper rifle a scout should be using a cqc weapon. Let us keep the use of SR and SG but not other light weapons. |
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One Eyed King
Land of the BIind
4328
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Posted - 2014.09.22 20:35:00 -
[21] - Quote
maluble wrote:The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. I agree unless wielding a sniper rifle a scout should be using a cqc weapon. Let us keep the use of SR and SG but not other light weapons. That is cherry picking.
One of the major factors in Dust is variety of style.
There is no reason a scout shouldn't be able to use a RR, ScR, or CR. In fact, there are many situations where they are at a disadvantage for doing so, so why limit them?
In the same way that Sentinals should be allowed to use weapon other than an HMG and Forge, so should scouts be able to use something other than SR, SG and side arms.
You can always tell a Millford Minja
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The Master Race
Osmon Surveillance Caldari State
18
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Posted - 2014.09.22 20:56:00 -
[22] - Quote
There is no real loss in SR or SG you have knova knifes for insta kills and you can fit your sniper rifle to any other suit and get undetectable with 3 slots (upcoming sniper changes in mind).
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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CharacterNameWasTaken
G0DS AM0NG MEN General Tso's Alliance
60
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Posted - 2014.09.22 21:03:00 -
[23] - Quote
TheD1CK wrote:So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..? Maybe instead of lowering ew fitting add it in with the scout skill just like the cloak as in maybe 5% reduction to ew modules per lvl same for biotics. |
One Eyed King
Land of the BIind
4328
|
Posted - 2014.09.22 21:15:00 -
[24] - Quote
CharacterNameWasTaken wrote: Maybe instead of lowering ew fitting add it in with the scout skill just like the cloak as in maybe 5% reduction to ew modules per lvl same for biotics.
I am curious as to how this would work.
Can you give me an example of how this would run? I am having a hard time picturing it.
You can always tell a Millford Minja
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2380
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Posted - 2014.09.23 00:26:00 -
[25] - Quote
The Master Race wrote:Arbitrary lol you can turn invisible at will. The suit has the best stats and second best slots in a game. Arbitrary you should look up words before you use them gavrilo.
It isn't like a scout can't shred people with side arms it just get rid of easy mode. (I play easy mode scout) I am willing to bet all the isk i own that my vocabulary is superior to yours. Don't go down this road, many have been publicly shamed while doing so.
By second best, if you mean out of the 5 suits in the game, we have the third best, then yes, you're correct.
Assaults/Logis (1st/2nd), Scout, Sentinel, Commando.
Scouts are only "easy mode" in pubs, which is the same place that dual plasma cannons are easy mode.
When you run your "easy mode" scout, any player worth their salt will destroy you until pick up an HMG heavy.
That is true easy mode right there.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2380
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Posted - 2014.09.23 00:29:00 -
[26] - Quote
TBH it would be to my benefit if scouts could only run sidearms, SG's and SR's.
However, for the sake of balance, Im going to say your idea is terrible. It'd be fine if we took away the HMG and sentinel's SA slot It'd be fine if we took away the logi's weapon slot It'd be fine if we limited the assault to only one LW It'd be fine if we limited the commando to one LW and a SA
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Maken Tosch
DUST University Ivy League
9515
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Posted - 2014.09.23 01:06:00 -
[27] - Quote
Honestly, I'm of the the opinion that limiting scouts to sidearms only is too much of a nerf. I have been experimenting recently on my alt using all known sidearms skilled to at least level 3 in their operations. So far, the only viable sidearms I can see working for sidearm-only scouts are the Nova Knives, Sub Machine Gun, Scrambler Pistol, and the Bolt Pistol. Even then, you have to be good with these things and the Nova Knives are the only OHK weapon of their class. In fact, heavies fear knives more than than the shotgun because they are relatively quiet and most heavies can be killed on the first hit when used correctly. Heavies won't even realize that their Logibros have been filleted until they're stabbed by the knifer as well. Knives don't generate any trails either. Essentially, limiting the scout to sidearm only won't have any impact on scouts that are dedicated ninja knifers that are as deadly as most players out there already. A skilled knifer can go 20-5 easily with a knife-only fit.
There is another way to deal with scouts that are becoming better than assaults though. I don't know who originally thought of this, but the idea is that a scout's inherent bonuses would not kick in unless the suit is fitted with modules that are respective to them. An EWAR scout for example will not be able to use its inherent EWAR bonuses if the related modules are not fitted. They keep their CPU and PG as they are but are forced to make a choice between pretending to be assaults and using their suit exactly how it's suppose to be used.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Adipem Nothi
Nos Nothi
5142
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Posted - 2014.09.23 01:14:00 -
[28] - Quote
Maken Tosch wrote: There is another way to deal with scouts that are becoming better than assaults though. I don't know who originally thought of this, but the idea is that a scout's inherent bonuses would not kick in unless the suit is fitted with modules that are respective to them. An EWAR scout for example will not be able to use its inherent EWAR bonuses if the related modules are not fitted. They keep their CPU and PG as they are but are forced to make a choice between pretending to be assaults and using their suit exactly how it's suppose to be used.
o/
Pretty sure that Scouts came up with that idea :-). Another option is to simply increase movement penalty of plates on Light/Scout frames to widen the gap of effectiveness between Assault and Assault Lite, assuming of course that the gap is deemed too narrow.
Shoot scout with yes.
- Ripley Riley
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Maken Tosch
DUST University Ivy League
9518
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Posted - 2014.09.23 01:21:00 -
[29] - Quote
Adipem Nothi wrote:Maken Tosch wrote: There is another way to deal with scouts that are becoming better than assaults though. I don't know who originally thought of this, but the idea is that a scout's inherent bonuses would not kick in unless the suit is fitted with modules that are respective to them. An EWAR scout for example will not be able to use its inherent EWAR bonuses if the related modules are not fitted. They keep their CPU and PG as they are but are forced to make a choice between pretending to be assaults and using their suit exactly how it's suppose to be used.
o/ Pretty sure that Scouts came up with that idea :-). Another option is to simply increase movement penalty of plates on Light/Scout frames to widen the gap of effectiveness between Assault and Assault Lite, assuming of course that the gap is deemed too narrow.
That's actually another good option.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Cross Atu
OSG Planetary Operations Covert Intervention
2892
|
Posted - 2014.09.23 01:28:00 -
[30] - Quote
Maken Tosch wrote:Adipem Nothi wrote:Maken Tosch wrote: There is another way to deal with scouts that are becoming better than assaults though. I don't know who originally thought of this, but the idea is that a scout's inherent bonuses would not kick in unless the suit is fitted with modules that are respective to them. An EWAR scout for example will not be able to use its inherent EWAR bonuses if the related modules are not fitted. They keep their CPU and PG as they are but are forced to make a choice between pretending to be assaults and using their suit exactly how it's suppose to be used.
o/ Pretty sure that Scouts came up with that idea :-). Another option is to simply increase movement penalty of plates on Light/Scout frames to widen the gap of effectiveness between Assault and Assault Lite, assuming of course that the gap is deemed too narrow. That's actually another good option. +1 for constructive discussion.
Also, related to some other comments in the thread, "side-arm only" is not a conceptually useful method. It creates the possibility of as much (or more) balance difficulties as it may solve and I remain not in support of that as a method for any of our current classes. Now if new classes were added (such as the pilot suit) that might provide for such a method being the correct route, but short of that I maintain the stance I have had on the subject since beta. Say no to the side-arm only nerf bat.
0.02 ISK Cross
PS ~ Standard disclaimer, I am a player not a Dev, my views are my own and do not decide the way the game is deployed, when presenting feedback I do not represent my personal view as the community view and I remain open to new information and reasoning regardless of the subject so if I disagree with you please feel free to persuade me.
See a cool idea thread? Mail me the title and I'll take a look =)
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The Master Race
Osmon Surveillance Caldari State
20
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Posted - 2014.09.23 01:30:00 -
[31] - Quote
As far as scanners the bonus is useless you can use one damp with bonus and be detectable at 24db or you can use two and be undetectable. They should just raise there natural db to assault lvs 50db requiring 3 slots or two slots with bonus to be undetectable. I still think think they would be better off with two side arm slots defining the class... bad asses own people with side arms.... just saying being retardeadly OP isn't impressive.
Edit: No one take Retardeadly that is going to be the name of my next toon.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Maken Tosch
DUST University Ivy League
9518
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Posted - 2014.09.23 02:34:00 -
[32] - Quote
The Master Race wrote:As far as scanners the bonus is useless you can use one damp with bonus and be detectable at 24db or you can use two and be undetectable. They should just raise scouts natural db to assault lvs 50db requiring 3 slots or two slots with bonus to be undetectable. I still think think they would be better off with two side arm slots defining the class... bad asses own people with side arms.... just saying being retardeadly OP isn't impressive.
Edit 2: This is not counting the cloak field cloaked bonus the bonus mentioned above was suit bonus so even with two pro damps while cloaked they would be undetectable. Someone mentioned this earlier I just added some numbers.
Edit: No one take Retardeadly that is going to be the name of my next toon.
The only time I could ever see a sidearm-only suit being implemented is what Cross Atu mentioned and that's the pilot suit since a pilot isn't necessarily a foot soldier due to the operational environment in which the pilot is in. A sidearm-only suit is a good idea for this role since the pilot that's bailing out of a doomed vehicle will at least have some way of fighting back while trying to retreat. Besides, a cockpit isn't necessarily a roomy place to store something as big as a light weapon.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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The Master Race
Osmon Surveillance Caldari State
20
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Posted - 2014.09.23 03:42:00 -
[33] - Quote
You can't make side arm only work with out stealth and non detection talk about imbalance. You guys talk about defining the pilot role in a way that would in no way be combat effective without a armor. Yet defend the ability to play every role as a scout it's an outrageous case of don't nerf me bro.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Maken Tosch
DUST University Ivy League
9518
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Posted - 2014.09.23 04:52:00 -
[34] - Quote
The Master Race wrote:You can't make side arm only work with out stealth and non detection talk about imbalance. You guys talk about defining the pilot role in a way that would in no way be combat effective without a armor. Yet defend the ability to play every role as a scout it's an outrageous case of don't nerf me bro.
Sidearm-only fits isn't a concept that's exclusive to just stealth where they are often used as primary weapons. The concept can also apply to suits whose primary weapon is not a sidearm, light, or even a heavy weapon but instead uses a vehicle turret as a primary weapon. A pilot who has this special suit would already know how to avoid situations that can result in them bailing out of a dying vehicle. If they do get put into such a situation, the pilot will at least have some weapon to defend themselves with while they escape by foot if they have to.
Of course, it's not likely we'll ever get to see a pilot suit especially when such a suit will require implementing modules that enhances vehicles through the suit and thus ultimately rebalance vehicles all over again in Dust.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1913
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Posted - 2014.09.23 11:03:00 -
[35] - Quote
TheD1CK wrote:So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..? Lol you were telling me I didn't have enough tank on my ak.0 scout the other day. I had like 600hp! <3 |
TheD1CK
Dead Man's Game
1249
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Posted - 2014.09.23 11:17:00 -
[36] - Quote
Please don't turn my thread into a 'Sidearm Scout' thread.. To the Dust players unfamiliar with Scouting....... NO
Running a sidearm setup is 'fun' gives you decent CQ firepower and is a challenge With the layout of combat Scouts should not be confined to Sidearms ..
- The plates penalty is an option imo - encourage ferros/reactive
- TTK went crazy so bricktanking has been 'forced' on a lot of suits.. that is one issue for Scout suits 300ehp is a short trip to the Reanimation Unit Vs wary opponents, so it encourages brick tanking I think something to limit a scouts total ehp to about 500 if the fitting was HP tanked would help to balance out a lot of Scout Vs Scout fights and Scouts Vs Everyone else ... maybe
-thoughts?
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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Adipem Nothi
Nos Nothi
5153
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Posted - 2014.09.23 14:28:00 -
[37] - Quote
TheD1CK wrote:Please don't turn my thread into a 'Sidearm Scout' thread.. To the Dust players unfamiliar with Scouting....... NO Running a sidearm setup is 'fun' gives you decent CQ firepower and is a challenge With the layout of combat Scouts should not be confined to Sidearms .. - The plates penalty is an option imo - encourage ferros/reactive - TTK went crazy so bricktanking has been 'forced' on a lot of suits.. that is one issue for Scout suits 300ehp is a short trip to the Reanimation Unit Vs wary opponents, so it encourages brick tanking I think something to limit a scouts total ehp to about 500 if the fitting was HP tanked would help to balance out a lot of Scout Vs Scout fights and Scouts Vs Everyone else ... maybe -thoughts?
Preface: Assault Lite is a problem if and only if it outperforms Assault in the role of assault. A High HP Scout kicking the arse of a Low HP Scout is perfectly acceptable, and one Scout's slow and red-chevron'd tanky fit is as legitimate as the next's Ghost, Biotic, Recon, Ninja Hack, or Hit-and-Run fit. We cannot claim that all Scouts have to run plates to be functional or competitive because it simply isn't true. If you need examples of mercs who kickass and get things done without the benefit of buffer, swing by the Barbershop and ask around.
Again, if and only if the statistics indicate that Assault Lite is still outperforming Assault, here are our best two options: https://forums.dust514.com/default.aspx?g=posts&m=2371577#post2371577
Of the two options above, I'd personally favor an increase to movement plate penalty over racial efficacy bonus. Efficacy bonuses would (1) instantly reduce build variety among Scouts, (2) muck up the EWAR normalization Rattati introduced in Charlie (3) and throw MN and CA Scouts back under the permascan bus. Furthermore, it would prove very difficult to reach consensus on which Scout gets what bonus ... we've tried this before; it wasn't pretty.
Shoot scout with yes.
- Ripley Riley
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xAckie
Ghost. Mob
453
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Posted - 2014.09.23 15:38:00 -
[38] - Quote
pg for at least cal and gal needs to be reduced. This would get scouts to use Ewar mods - not shield or armour tank
scouts should only have 1 equipment slot.
there needs to be a spread/ overlap of EWAR with medium frames. Would help scouts use ewar mods
I would like to run my cal and min assault suits but i dont because of the above reasons. Instead i run calscout assault. Though I am coming to the conclusion maybe its just that I prefer scout frames for the speed and fast regen |
bogeyman m
Minmatar Republic
413
|
Posted - 2014.09.23 16:47:00 -
[39] - Quote
Maken Tosch wrote:The Master Race wrote:As far as scanners the bonus is useless you can use one damp with bonus and be detectable at 24db or you can use two and be undetectable. They should just raise scouts natural db to assault lvs 50db requiring 3 slots or two slots with bonus to be undetectable. I still think think they would be better off with two side arm slots defining the class... bad asses own people with side arms.... just saying being retardeadly OP isn't impressive.
Edit 2: This is not counting the cloak field cloaked bonus the bonus mentioned above was suit bonus so even with two pro damps while cloaked they would be undetectable. Someone mentioned this earlier I just added some numbers.
Edit: No one take Retardeadly that is going to be the name of my next toon. The only time I could ever see a sidearm-only suit being implemented is what Cross Atu mentioned and that's the pilot suit since a pilot isn't necessarily a foot soldier due to the operational environment in which the pilot is in. A sidearm-only suit is a good idea for this role since the pilot that's bailing out of a doomed vehicle will at least have some way of fighting back while trying to retreat. Besides, a cockpit isn't necessarily a roomy place to store something as big as a light weapon. ... Or a heavy weapon...
Duct tape 2.0 ... Have WD-40; will travel.
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Bradric Banewolf
D3ATH CARD
341
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Posted - 2014.09.23 16:55:00 -
[40] - Quote
The speed on the mini and their non-existent hit box should be enough. The min scout is the only true scout left. They run fast, hack fast, and knife people. These other scouts are what's OP about the scout class. They're tanking ability, speed, and EWAR is beast! Assaults have had to result to tanking to survive, and are only truly viable against commandos, sentinels, and logis. Scouts rip assaults apart. I run proto gal assault and scout. The scouts CPU/PG is ferocious! If we're honest the gal scout only needs that much CPU/PG for armor mods and weapons. They get a bonus for the cloak, and EWAR mods don't take up much CPU/PG. Why do they need that much CPU/PG? The gal scout is ridiculous lol! I got the "Sever" G-1 is cheap and easy. Tank it or dissapear lol!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD
342
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Posted - 2014.09.23 17:53:00 -
[41] - Quote
The speed on the mini and their non-existent hit box should be enough. The min scout is the only true scout left. They run fast, hack fast, and knife people. These other scouts are what's OP about the scout class. They're tanking ability, speed, and EWAR is beast! Assaults have had to result to tanking to survive, and are only truly viable against commandos, sentinels, and logis. Scouts rip assaults apart. I run proto gal assault and scout. The scouts CPU/PG is ferocious! If we're honest the gal scout only needs that much CPU/PG for armor mods and weapons. They get a bonus for the cloak, and EWAR mods don't take up much CPU/PG. Why do they need that much CPU/PG? The gal scout is ridiculous lol! I got the "Sever" G-1 is cheap and easy. Tank it or dissapear lol!
"Anybody order chaos?"
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olssam 62
113
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Posted - 2014.09.23 18:10:00 -
[42] - Quote
I have a dream
only Scouts :
precision : 60 db dampener : 35 db
with nerf precision and dampener modules
Channel Youtube - Dust 514 FR - Olssam62
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Bormir1r
Fatal Absolution General Tso's Alliance
715
|
Posted - 2014.09.23 20:15:00 -
[43] - Quote
Gavr1lo Pr1nc1p wrote:TheD1CK wrote:So most would agree that a Scout should dedicate his fits to Ewar to benefit the 'Scout' side of their role, And more than most will agree scouts should have a harder time tanking up then what they have Then we have those who would complain Ewar mods are of little use outside of Scout suits..
So combining these into something to potentially balance Scout fittings
- Reduce fiiting (CPU) on scout suits
- Reduce fitting cost of EWAR modules (make the differnce from basic/complex small)
This would leave Scouts in a position where they have no choice but to fit up in a way that allows
- Weaponry and EWAR
- Survivability and EWAR
But due to less fitting available, Weaponry and Survivability both being on a Scout fit would be eliminated, the Ewar mods become used by all Scouts (lowering HP tanks) and with the lower fitting cost of EWAR They become less of an expense to Medium/Heavy frames which is fair seen as they are inneffective
... So this would surely be hotfixable.. but what is the player and CCP opinion on this..? What about minmitar scouts? We have no eWar bonuses, so reducing fitting capacity would not be a good way to go for them. Also, gg on those PC's earlier. I was playing for a friend who needed to hit 10 matches, and i think i killed you a few times.
Hi Gav....been awhile, also I like the ScP. =)
Sometimes, when I close my eyes, I can't see anything.
"One does not simply" run like a Raptor (Only Mk.0s do this).
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1920
|
Posted - 2014.09.23 22:28:00 -
[44] - Quote
Maken Tosch wrote:The Master Race wrote:As far as scanners the bonus is useless you can use one damp with bonus and be detectable at 24db or you can use two and be undetectable. They should just raise scouts natural db to assault lvs 50db requiring 3 slots or two slots with bonus to be undetectable. I still think think they would be better off with two side arm slots defining the class... bad asses own people with side arms.... just saying being retardeadly OP isn't impressive.
Edit 2: This is not counting the cloak field cloaked bonus the bonus mentioned above was suit bonus so even with two pro damps while cloaked they would be undetectable. Someone mentioned this earlier I just added some numbers.
Edit: No one take Retardeadly that is going to be the name of my next toon. The only time I could ever see a sidearm-only suit being implemented is what Cross Atu mentioned and that's the pilot suit since a pilot isn't necessarily a foot soldier due to the operational environment in which the pilot is in. A sidearm-only suit is a good idea for this role since the pilot that's bailing out of a doomed vehicle will at least have some way of fighting back while trying to retreat. Besides, a cockpit isn't necessarily a roomy place to store something as big as a light weapon. As an aside, helicopter crews are usually equipped with pistols, SMGs or PDWs rather than service rifles. |
The Master Race
Immortal Guides
33
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Posted - 2014.09.23 22:53:00 -
[45] - Quote
Just like how covert ops would use the array of loud look at me light weaponry we have in game get a grip.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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