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Echo 1991
WarRavens Capital Punishment.
434
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Posted - 2014.09.23 20:03:00 -
[31] - Quote
Scouts are OP becuase of the sheer versatility they have, they can see almost anything as well as being fast and invisible. Not to mention they can be a pseudo-logi because they have 2 equipment slots and can have assault levels of HP. All that needs to be done is remove the second equipment slot because it isnt needed. You should have to decide between a cloak or remotes not have both. Lower PG and cpu (minnie scout should probably keep a similar PG value if second equip is removed) This will stop them from tanking like crazy. I must stress that this should not be done drastically just a small amount i think. Maybe change the skill bonus to a module specific bonus rather than raw stat reduction. This would probably help most with reducing tanky scouts. Just my thoughts. |
Nestil
uptown456
142
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Posted - 2014.09.23 20:15:00 -
[32] - Quote
Cpt McReady wrote:Nestil wrote:Cpt McReady wrote:the real issue is that
1. scout gets their EWAR bonus to its base stats instead of EWAR mods. 2. damps are more powerful than precision enhancers which by design is already a huge flaw. 3. there is no counter mod to range amps, if there was an equipment that would lower sensor radius for anyone for a short time around the dropsuit it would not be that bad as it is now. 1: but that is true for every other suit and passive skill .... or do you want to remove passive cpu/pg increasing skills and use a cpu/pg enhancer to get an actual cpu buff? i bet you dont want that... 2: no thats actually pretty good as it is now... i rather want not to see an enemy/ and not been seen by him in return than no way to hide from him and always been detected by him which would happen if precision would be more powerful. 3: well i actually would like to have some kind of a "ghost emitter" that would produce a red dot on the enemy radar which is either stanionary (like you would place some kind of uplink which produces a red dot on the enemy radar) or a ghost double of yourself... @1 you do not benefit from the bonus unless you fit the weapon or the module, sentinel resistance bonus is an exception though although you could argue that you get the most out of it if you fit some HP. this is not true for the EWAR bonus some scouts have, you just select the suit and get the suits bonus ontop of its superior base stats @2 except for scouts no one has a realistic chance to see a dampened scout. I fit 3 proto precision enhancers on my logi, give up huge amounts of hp for it and scout can still go under my radar with a single proto damp while having similar hp as the logi fit plus all the other scout advantages. if you change the scouts bonus to ewar mods you will still be able to hide from everything, except you get real drawbacks for doing it.
1: biotics, armor/shield upgrades, electronics/construction, the core upgrade are all passive skills.... oh and btw shouldnt scouts be the king of EWAR? i run at least one dampener on everry loadout (and since i face all day the scrub eu pubstompers use 2 damps more than often) so 2/3 of my lows are used for dampening. the passive precision skill on gal scout should be removed i honestly dont even know why they changed that....
2: as i said before its not about that you see the scout its about you should try to hide from the scout scan... have you ever tried skill into profile dampening?
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2398
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Posted - 2014.09.23 23:51:00 -
[33] - Quote
Echo 1991 wrote:Scouts are OP becuase of the sheer versatility they have, they can see almost anything as well as being fast and invisible. Not to mention they can be a pseudo-logi because they have 2 equipment slots and can have assault levels of HP. All that needs to be done is remove the second equipment slot because it isnt needed. You should have to decide between a cloak or remotes not have both. Lower PG and cpu (minnie scout should probably keep a similar PG value if second equip is removed) This will stop them from tanking like crazy. I must stress that this should not be done drastically just a small amount i think. Maybe change the skill bonus to a module specific bonus rather than raw stat reduction. This would probably help most with reducing tanky scouts. Just my thoughts. Tanky scouts are literally irrelevant
The only relevant ones are Gal scouts with 560 armor (double complex plates) and no shields (precision) because they can dodge all scans with two damps.
However: They move slower than a 560 HP gal assault with 1/10th the reps per second, they do not have nearly as many slots to stack damage mods and whatnot, and do not have any offense bonuses whatsoever.
Also, the above fit for gal scouts is not used in PC simply because the speed is too low, and its viability in CQC is none, and equipping a rifle neuters your ability to kill the slayer heavies that are everywhere.
"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
2398
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Posted - 2014.09.23 23:55:00 -
[34] - Quote
Ripley Riley wrote:I will be satisfied with scouts when two of the following has been implemented: - Removal of light weapon slot, replace with a second sidearm slot.
- Removal of second equipment slot.
- Slight CPU/PG decrease for all scouts.
Removing the light weapon completely neuters the role.
Removing the second EQ slot might be ok, but it really reduces the versatility a scout has.
But, i don't use my second EQ slot because even with maxed cores, and SG fitting op using a k5 and a basic SMG and an ADV cloak, my PG is maxed as a minmitar scout, so this is a very biased opinion.
Also, CPU/PG does not need to be reduced except for maybe gal/am, as being a scout requires max fitting skills as is
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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hfderrtgvcd
521
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Posted - 2014.09.23 23:56:00 -
[35] - Quote
Scar Scrilla wrote:I mostly run Scout and skilled into Amarr Proto heavy with SixKin Burst HMG after the MCC. Everybody QQ about scouts is for real a ******* scrub, cuz in fact Heavies shut down every scout in a blink of an eye. In 4 PC matches yesterday, I only died once to a scout while I was hacking a CRU. Claiming scouts were OP when heavies destroy everything without much effort is ridiculous indeed. Then how did you manage to go negative in that stomp against prima gallicus? Fact is that fro the most part the suits are balanced, with just a few minor tweaks needed.
You can't fight in here! This is the war room.
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Echo 1991
WarRavens Capital Punishment.
438
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Posted - 2014.09.24 00:22:00 -
[36] - Quote
Gavr1lo Pr1nc1p wrote:Ripley Riley wrote:I will be satisfied with scouts when two of the following has been implemented: - Removal of light weapon slot, replace with a second sidearm slot.
- Removal of second equipment slot.
- Slight CPU/PG decrease for all scouts.
Removing the light weapon completely neuters the role. Removing the second EQ slot might be ok, but it really reduces the versatility a scout has. But, i don't use my second EQ slot because even with maxed cores, and SG fitting op using a k5 and a basic SMG and an ADV cloak, my PG is maxed as a minmitar scout, so this is a very biased opinion. Also, CPU/PG does not need to be reduced except for maybe gal/am, as being a scout requires max fitting skills as is The scouts versatility is the reason it is OP. scouts should not be able to assault points like an assault suit. They should have to rely on stealth and speed, not put 400+ armour on and only get seen by another scout. Scouts can have Tank, stealth and speed and see almost anything within their scan radius. It isnt right. Oh and if you lose that extra equipment slot the suits will need a pg/cpu reduction. Maybe not the minnie though cos its low anyway. |
The Master Race
Immortal Guides
33
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Posted - 2014.09.24 00:45:00 -
[37] - Quote
How would removing the equipment slot make them less tank able? How would it detour them from assaulting multiple people in open field? I ask because I would think along with getting the jump on people being able to drop an uplink is fitting as a scout.
A db change could fix the issue or by changing the ability of targets to react (ie. sidarms)
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
2401
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Posted - 2014.09.24 01:56:00 -
[38] - Quote
The Master Race wrote:How would removing the equipment slot make them less tank able? How would it detour them from assaulting multiple people in open field? I ask because I would think along with getting the jump on people being able to drop an uplink is fitting as a scout.
A db change could fix the issue or by changing the ability of targets to react (ie. sidarms)
So basically you're saying that until scouts are unable to kill other players, they should be nerfed...
So lets examine your proposition for a second.
1). Nerf eWar on a scout suit by making them more detectable: This is a terrible idea, as anyone with basic knowledge of eWar balancing would know...any higher dB completely throws off balance that scouts, Rattati, and the rest of the community have sought to create. The way it works now- To dodge passives you need two comp damps, and proto skills and a proto cloak active on a min/Am scout, or just two proto damps, all proto skills, and a gal/cal scout to dodge passives.
Add a cloak or extra dampener to each race and you dodge a gallogi focused.
This has been determined by Rattati to be balanced, however, I think its slightly too punitive to the Cal and Min scouts which have to sacrifice utility of one of their racial bonuses for dampening. (Cal has two low slots, each with damps if it wants to damp, so it can't use range amps. Min has 3, and needs a codebreaker to use one bonus, a kin cat to (effectively) use the other, and two complex damps to remain under the radar). For now, however, it is the closest to balanced that we will have, and for the most part I highly agree with it.
2). Remove the light weapon slot: No. This is even worse than the first idea. Scouts have had their light weapon slot for as long as they were around, and REQUIRE it for weapons such as the shotgun, sniper rifle, plasma cannon/SL for AV, and other such specialist weapons. While sidearms are very niche, they are also very generic in function as a whole, and no suit should be restricted to only sidearms, unless the intent was to make them unable to kill other players.
However, if you are instead suggesting that we dual wield sidearms, while id like to say yes, It would be overpowered. Imagine a heavy machine gun on a scout that has better hip fire and less muzzle flash. Yes, thats what dual wielding aSMG's would be like. Dual wielding ion pistols would be like shotguns that dealt 750 damage and could do it from 20 meters away.
Overall, no matter how you look at it, your ideas are bad. If you want to find a way to balance a suit, nerf one aspect while buffing another.
Example: Double the move penalty on armor plates and the regen delay penalty on shield extenders on scout suits so that they are discouraged from becoming "Assault Lights", but return the cloak to a 25% dampening level so that Caldari and Minmitar scouts can make better use of their racial bonuses.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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buzzzzzzz killllllllll
Fatal Absolution General Tso's Alliance
695
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Posted - 2014.09.24 02:03:00 -
[39] - Quote
NURFF SCOUNTS DEY OP DEY SHOOTGUNN MEI HEVY AND MOVE WILE I SHUET DEM AND DEY HAV SKILL NURFF NOW
But in all seriousness, why the **** would they nerf scouts, which reward skill, when a heavy is twice a effective, requires almost no skill to be decent, and is only sligthly less versatile than a scout, or as versatile if they have a logi (which any good heavy should have)
Nerf my heavy suit, its so OP its UP
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2403
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Posted - 2014.09.24 02:07:00 -
[40] - Quote
buzzzzzzz killllllllll wrote:NURFF SCOUNTS DEY OP DEY SHOOTGUNN MEI HEVY AND MOVE WILE I SHUET DEM AND DEY HAV SKILL NURFF NOW
But in all seriousness, why the **** would they nerf scouts, which reward skill, when a heavy is twice a effective, requires almost no skill to be decent, and is only sligthly less versatile than a scout, or as versatile if they have a logi (which any good heavy should have) TY buzz for the feedback
I also got in ten games for you so you should have 2M SP waiting on your acc
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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The Master Race
Immortal Guides
33
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Posted - 2014.09.24 02:09:00 -
[41] - Quote
We are just spit balling m8 relax, try not to over react and try to be constructive. We all understand you like your class in the position it is and you are worried about your time investment.
Can't kill players with side arms? Come on bro get real.
I was not talking about duel wielding.
Edit: buzz one shoting people and out ranging them with higher speed and non detection is hardly skillful where is the risk. ... no one likes flaccid epeen.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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buzzzzzzz killllllllll
Fatal Absolution General Tso's Alliance
696
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Posted - 2014.09.24 02:28:00 -
[42] - Quote
The Master Race wrote:We are just spit balling m8 relax, try not to over react and try to be constructive. We all understand you like your class in the position it is and you are worried about your time investment.
Can't kill players with side arms? Come on bro get real.
I was not talking about duel wielding.
Edit: buzz one shoting people and out ranging them with higher speed and non detection is hardly skillful where is the risk. ... no one likes flaccid epeen.
there is no scout weapon that 1 shots people and outranges them... shotgun does not one shot unless you are shield tanked, standing still, and under 500 health. hit detection is pretty much fixed, i have no problems instagibbing any scout within 30 meters of me. it takes skill to run a low health suit and pick and choose the situations, which is where the scout gets its advantage. higher speed is also for choosing engagements, or getting out of one if your very lucky. btw, gav seems to be a lot more constructive than you atm, and i would not insult his ability to kill players with any weapon either, as im pretty sure he could buttfuk you with a plc and a flaylock while you're running your suit of choice. also, wtf is a flaccid epeen? it sounds disturbing
Nerf my heavy suit, its so OP its UP
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Cpt McReady
Amarr Templars Amarr Empire
54
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Posted - 2014.09.24 08:17:00 -
[43] - Quote
Nestil wrote: 1: biotics, armor/shield upgrades, electronics/construction, the core upgrade are all passive skills.... oh and btw shouldnt scouts be the king of EWAR? i run at least one dampener on everry loadout (and since i face all day the scrub eu pubstompers use 2 damps more than often) so 2/3 of my lows are used for dampening. the passive precision skill on gal scout should be removed i honestly dont even know why they changed that....
2: as i said before its not about that you see the scout its about you should try to hide from the scout scan... have you ever tried skill into profile dampening?
lolwhat? the lack of common sense and logic in this post is disgusting.
the skills you listed have nothing to do with a suits base stats and suits bonus on top of it the scouts were already king of ewar before the huge buff they received. they will also remain kings of ewar even if you normalize the base stats and bonus to be in line with heavy to medium progression.
and please show me the medium suit with a viable fit that can go under a properly fit scouts radar? not to mention that this fit would be anyway totally useless cause you are still physically visible in a medium suit have none of scouts advantages... |
Nestil
uptown456
144
|
Posted - 2014.09.24 08:42:00 -
[44] - Quote
Cpt McReady wrote:Nestil wrote: 1: biotics, armor/shield upgrades, electronics/construction, the core upgrade are all passive skills.... oh and btw shouldnt scouts be the king of EWAR? i run at least one dampener on everry loadout (and since i face all day the scrub eu pubstompers use 2 damps more than often) so 2/3 of my lows are used for dampening. the passive precision skill on gal scout should be removed i honestly dont even know why they changed that....
2: as i said before its not about that you see the scout its about you should try to hide from the scout scan... have you ever tried skill into profile dampening?
lolwhat? the lack of common sense and logic in this post is disgusting. the skills you listed have nothing to do with a suits base stats and suits bonus on top of it the scouts were already king of ewar before the huge buff they received. they will also remain kings of ewar even if you normalize the base stats and bonus to be in line with heavy to medium progression. and please show me the medium suit with a viable fit that can go under a properly fit scouts radar? not to mention that this fit would be anyway totally useless cause you are still physically visible in a medium suit have none of scouts advantages... buzzzzzzz killllllllll wrote: there is no scout weapon that 1 shots people and outranges them... shotgun does not one shot unless you are shield tanked, standing still, and under 500 health.
the shotgun is very capable of one shotting up to 800 hp with a HEADSHOT.
I think you don't get what I want to say...there are more passive skills than just ewar, which other suits also benefits from without using modules... tell me why should I gimp my suit using my highs and lows for ewar modules (and spend a lot of sp on top of that) whole you are to comfortable to skill into them to avoid getting killed by scouts? or do you want to keep your 1000+ EHP on top of being undetectable?! I still remember the time when I fought people like kingbabar, he used a damped medium frame and it worked well for him. ask him or go to protofits and test fittings for yourself. oh and btw I played with my cousins alt for a bit (he's an assault) and I can't understand all the whining. I can get as many kills as I can get with my scout without any ewar skills and with cheaper fits..... |
Varoth Drac
Vengeance Unbound Dark Taboo
236
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Posted - 2014.09.24 09:03:00 -
[45] - Quote
Krator Kosta Nostra wrote:We need to revert back to 1.6 scouting. Scouts should have their precision and dampening put back to 40/40. That would make active scanners worth getting again for any non-scout. Cal keeps their shared vision Gal keeps the shield regeneration Give Amar a bonus regen to armor and /or keep the bonus for stamina Min keeps the hack and NK bonus
Leave the speed of the scouts the same as it is for 1.8 HF Charlie
That would be my 'hot fix'. A true fix would be to make the shields and armor mods a percentage increase in the base stats of all suits. That would completely fix the brick tanking scouting, while retaining Assaults role as being Assaults.
You are forgetting the 1.6 scout bonus to profile per level. It is more difficult for scouts to avoid scans now than it was in 1.6. Profile dampeners are much more necessary and widely used amoungst max sp scouts than in 1.6.
Putting the base profile back to 40 would render scouts pointless. If you gave us back the profile bonus it would only relegate low sp scouts to being pointless like they were in 1.6.
I do agree with someone's suggestion of changing the cloak bonus from 15% per level to a flat 75% at level one. As it is now we have a similar (though not as bad) problem as in 1.6, where low sp scouts can not properly play the role as they can't use a cloak.
I also strongly feel that if anyone can try a cloaked scout for a reasonable sp investement they would see it is not the OP monster people believe it is.
Everyone is afraid of what they don't understand. The high investment required to try the role is a barrier that breeds mistrust.
I know there are people with a level 5 scout who want it nerfed. though I will point out that there are peple who want everything nerfed. To these people I will point out that Gav here has just suggested a significant nerf to scouts, when arguably they don't even need nerfing. What do you think about this? Is it even worth asking when people's understanding of scouts and EWAR is so poor?
An additional balance suggestion I have is to buff scan range extenders. The reason being to make assaults better able to fit as a light EWAR assault in a similar way that scouts fitted for hp can. As it is there is not much difference between a scout fitted for tank and an assault fitted for EWAR. Better range extenders would solve this. This would also help logis who already make good use of range extenders. Scouts rarely use them and I doubt such a buff would have a practical effect on a scout's EWAR ability. |
The Master Race
Immortal Guides
35
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Posted - 2014.09.24 09:06:00 -
[46] - Quote
Because you are the only class that can be to be invisible for 40 seconds. Mobility, Mobility, and MOBILITY! You are granted not only a huge natural ewar bonus, but ones from stealth field and suit skill if chosen. There are many stats and scout tops all of them but ehp, cpu/pg, and melee.
Scouts don't need to be fast to get behind enemy lines you could bring there speed in line with logistics it would re-balance the combat I am sure. lol I bet if ccp proposed that you guys would beg for some of these other changes.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Varoth Drac
Vengeance Unbound Dark Taboo
236
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Posted - 2014.09.24 09:28:00 -
[47] - Quote
The Master Race wrote: Edit: Valroth I am a scout/assult
Great, what do you think about buffing range extenders to the point where fitting one complex on an assault would give you a scan range comparable to a scout's (25-30m) allowing you to use radar effectively in CQC combat whlist also being able to fit for similar speed, regen, profile, hp and damage as a tanked scout plus your assault's weapon bonus? I think this would fix the tanked scout complaint as assaults would be the same. It wouldn't help with EWAR scouts, but I think Gav's idea sounds pretty good for that, in anything needs doing. |
Cpt McReady
Amarr Templars Amarr Empire
54
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Posted - 2014.09.24 09:31:00 -
[48] - Quote
Nestil wrote:
I think you don't get what I want to say...
nope, you are the one that do not get it
Nestil wrote: there are more passive skills than just ewar, which other suits also benefits from without using modules...
which has nothing to do with a suits over the top base stats, again you dont get it
Nestil wrote: tell me why should I gimp my suit using my highs and lows for ewar modules (and spend a lot of sp on top of that) whole you are to comfortable to skill into them to avoid getting killed by scouts?
because those passive skills do not help at all. a scout cannot even detect an undamped scout. scouts base scan profile 35 & base scan precision 40. applying skills does not change it at all. medium suits can only dream to hide from that or detect it. an assault would need atleast 2 modules to be able to beat one of those values assuming the scout does not have fitted some of his own but then why play assault then when you can simply take a scout and fit him like an assault. you will have all the advantages of both worlds without any drawbacks.
base scan is alot more powerful than precision, just like damps and precision enhancers. this is a huge design flaw and with your comment you have basically shown that you obviously you have no clue what you are talking about
Varoth Drac wrote: You are forgetting the 1.6 scout bonus to profile per level. It is more difficult for scouts to avoid scans now than it was in 1.6. Profile dampeners are much more necessary and widely used amoungst max sp scouts than in 1.6.
Putting the base profile back to 40 would render scouts pointless. If you gave us back the profile bonus it would only relegate low sp scouts to being pointless like they were in 1.6.
first of all this is simply not true. base scan precision of scouts is 40, all other suits have 45 and more. add the bonus of some suits to dampening and the fact that the dampening module gives a bigger bonus than the precision enhancer.
beside that I cant remember scouts having fitting capabilites of assautls in 1.6. |
Varoth Drac
Vengeance Unbound Dark Taboo
236
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Posted - 2014.09.24 09:51:00 -
[49] - Quote
Cpt McReady wrote:Nestil wrote:
I think you don't get what I want to say...
nope, you are the one that do not get it Nestil wrote: there are more passive skills than just ewar, which other suits also benefits from without using modules...
which has nothing to do with a suits over the top base stats, again you dont get it Nestil wrote: tell me why should I gimp my suit using my highs and lows for ewar modules (and spend a lot of sp on top of that) whole you are to comfortable to skill into them to avoid getting killed by scouts?
because those passive skills do not help at all. a scout cannot even detect an undamped scout. scouts base scan profile 35 & base scan precision 40. applying skills does not change it at all. medium suits can only dream to hide from that or detect it. an assault would need atleast 2 modules to be able to beat one of those values assuming the scout does not have fitted some of his own but then why play assault then when you can simply take a scout and fit him like an assault. you will have all the advantages of both worlds without any drawbacks. base scan is alot more powerful than precision, just like damps and precision enhancers. this is a huge design flaw and with your comment you have basically shown that you obviously you have no clue what you are talking about Varoth Drac wrote: You are forgetting the 1.6 scout bonus to profile per level. It is more difficult for scouts to avoid scans now than it was in 1.6. Profile dampeners are much more necessary and widely used amoungst max sp scouts than in 1.6.
Putting the base profile back to 40 would render scouts pointless. If you gave us back the profile bonus it would only relegate low sp scouts to being pointless like they were in 1.6.
first of all this is simply not true. base scan precision of scouts is 40, all other suits have 45 and more. add the bonus of some suits to dampening and the fact that the dampening module gives a bigger bonus than the precision enhancer. beside that I cant remember scouts having fitting capabilites of assautls in 1.6. Scouts need to fit for a profile below 18db to avoid Gal logi scanners and Amarr scouts.
Also scouts don't have the fitting capabilities of assaults now other than speed and EWAR, just like 1.6.
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The Master Race
Immortal Guides
35
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Posted - 2014.09.24 10:43:00 -
[50] - Quote
Varoth Drac wrote:The Master Race wrote: Edit: Valroth I am a scout/assult
Great, what do you think about buffing range extenders to the point where fitting one complex on an assault would give you a scan range comparable to a scout's (25-30m) allowing you to use radar effectively in CQC combat whlist also being able to fit for similar speed, regen, profile, hp and damage as a tanked scout plus your assault's weapon bonus? I think this would fix the tanked scout complaint as assaults would be the same. It wouldn't help with EWAR scouts, but I think Gav's idea sounds pretty good for that, in anything needs doing.
The problem isn't the bonuses of med suits it is the undefined role of a scout. The only way they could possibly balance by buffing would be to undefine the other suits talking away strength and weaknesses of each class in turn ruining the game. Everyone can't do everything and no one can do anything or you lose any reason for having classes at all taking away one of the things that make this game unique. I don't really know their track record, but I am shocked the scout update was given the green light as is because the other classes seem so well defined.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Cpt McReady
Amarr Templars Amarr Empire
54
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Posted - 2014.09.24 10:53:00 -
[51] - Quote
Varoth Drac wrote: Scouts need to fit for a profile below 18db to avoid Gal logi scanners and Amarr scouts.
Also scouts don't have the fitting capabilities of assaults now other than speed and EWAR, just like 1.6.
I will let others figure out where the errors in this quote are |
Varoth Drac
Vengeance Unbound Dark Taboo
236
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Posted - 2014.09.24 11:09:00 -
[52] - Quote
Cpt McReady wrote:Varoth Drac wrote: Scouts need to fit for a profile below 18db to avoid Gal logi scanners and Amarr scouts.
Also scouts don't have the fitting capabilities of assaults now other than speed and EWAR, just like 1.6.
I will let others figure out where the errors in this quote are Please do so using example fits rather than simply baseless comments.
As for scouts having undefined roles. I don't see how this is different than other suits in the game. The strength of the game is in fitting variety. Many suits can do many things in different ways, this doesn't mean they are the same.
I do not agree that scouts are better at everything than other classes. Is this all because they have 2 equipment slots and are therefore somehow better at equipment than logis? That is ridiculous.
I'm not saying scouts don't need a nerf. Ratatti will tell us if they do based on stats. I just don't believe the balance is far off. Large nerfs are unnecessary and damaging in this situation. If they are even needed. |
postapo wastelander
Wasteland Desert Rangers
71
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Posted - 2014.09.24 11:20:00 -
[53] - Quote
Im maybe scrub, but scouts are little much OP right now, they need proper role. Tactical role, not to be a stalkerish slayers of EvE, right they are right now
"The human being was not chosen to be a god..the god himself should become a human being."
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Nestil
uptown456
144
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Posted - 2014.09.24 11:28:00 -
[54] - Quote
Cpt McReady wrote:Nestil wrote:
I think you don't get what I want to say...
nope, you are the one that do not get it Nestil wrote: there are more passive skills than just ewar, which other suits also benefits from without using modules...
which has nothing to do with a suits over the top base stats, again you dont get it Nestil wrote: tell me why should I gimp my suit using my highs and lows for ewar modules (and spend a lot of sp on top of that) whole you are to comfortable to skill into them to avoid getting killed by scouts?
because those passive skills do not help at all. a scout cannot even detect an undamped scout. scouts base scan profile 35 & base scan precision 40. applying skills does not change it at all. medium suits can only dream to hide from that or detect it. an assault would need atleast 2 modules to be able to beat one of those values assuming the scout does not have fitted some of his own but then why play assault then when you can simply take a scout and fit him like an assault. you will have all the advantages of both worlds without any drawbacks. base scan is alot more powerful than precision, just like damps and precision enhancers. this is a huge design flaw and with your comment you have basically shown that you obviously you have no clue what you are talking about
it's not a design flaw and by thinking that you have obviously shown that you have no clue at all....
why should an assault be able to detect a scout? actually I would be ok with nerfing the scouts precision so I wouldn't be able to detect assaults without a precision enhancer so you can finally stop crying. I don't need a tacnet. I just need my eyes.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2408
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Posted - 2014.09.25 00:24:00 -
[55] - Quote
The Master Race wrote:Because you are the only class that can be to be invisible for 40 seconds. Mobility, Mobility, and MOBILITY! You are granted not only a huge natural ewar bonus, but ones from stealth field and suit skill if chosen. There are many stats and scout tops all of them but ehp, cpu/pg, and melee.
Scouts don't need to be fast to get behind enemy lines you could bring there speed in line with logistics it would re-balance the combat I am sure. lol I bet if ccp proposed that you guys would beg for some of these other changes.
Edit: Valroth I am a scout/assult Its not invisibility at all...its the removal of a red shoot me sign for 40 seconds, thats all.
Removal of scout speed would make them a terribad class, worse at slaying than logis are currently
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Cpt McReady
Amarr Templars Amarr Empire
56
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Posted - 2014.09.25 00:36:00 -
[56] - Quote
Nestil wrote:
it's not a design flaw and by thinking that you have obviously shown that you have no clue at all....
why should an assault be able to detect a scout? actually I would be ok with nerfing the scouts precision so I wouldn't be able to detect assaults without a precision enhancer so you can finally stop crying. I don't need a tacnet. I just need my eyes.
your lack of reading comprehension is disgusting |
Yeeeuuuupppp
Vengeance Unbound
607
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Posted - 2014.09.25 01:14:00 -
[57] - Quote
Not the suits. The cloaks, the weapons, the capabilities. Being a scout is like picking "Very Easy" as a choice of difficulty. I miss pre 1.8
"Removed for hurting my feelings" - CCP
PSN: GMANCASH
Rage Proficiency V
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Louis Domi
Pradox One Proficiency V.
666
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Posted - 2014.09.25 01:19:00 -
[58] - Quote
HOWDIDHEKILLME wrote: most my hate mail is from scouts.
You get hatemail?... Lucky... |
Nestil
uptown456
147
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Posted - 2014.09.25 06:59:00 -
[59] - Quote
Cpt McReady wrote:Nestil wrote:
it's not a design flaw and by thinking that you have obviously shown that you have no clue at all....
why should an assault be able to detect a scout? actually I would be ok with nerfing the scouts precision so I wouldn't be able to detect assaults without a precision enhancer so you can finally stop crying. I don't need a tacnet. I just need my eyes.
your lack of reading comprehension is disgusting
no but i can't understand what it make you think that i could fit a scout like an "assault" .... even my most tanked fits have 222 shields and 300 armor.... lets say somone fits a gal scout with 232 shields and 500 armor or a scrub cal scout fit +í la saxonmish with 350 shields and 300 armor its still not close to an assault... more like an std assault fit. |
Echo 1991
WarRavens Capital Punishment.
445
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Posted - 2014.09.25 10:31:00 -
[60] - Quote
Nestil wrote:Cpt McReady wrote:Nestil wrote:
it's not a design flaw and by thinking that you have obviously shown that you have no clue at all....
why should an assault be able to detect a scout? actually I would be ok with nerfing the scouts precision so I wouldn't be able to detect assaults without a precision enhancer so you can finally stop crying. I don't need a tacnet. I just need my eyes.
your lack of reading comprehension is disgusting no but i can't understand what it make you think that i could fit a scout like an "assault" .... even my most tanked fits have 222 shields and 300 armor.... lets say somone fits a gal scout with 232 shields and 500 armor or a scrub cal scout fit +í la saxonmish with 350 shields and 300 armor its still not close to an assault... more like an std assault fit. Aside from HP, it has more movement speed, can see almost everything and can only be picked up by proto scans and other scouts. Which is stupid. Change the bonus they have to a module specific one. |
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