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jace silencerww
Inner.Hell
51
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Posted - 2014.10.02 20:13:00 -
[1] - Quote
i will curious to why Gal scout have both precision and damping? with both bonuses the Gal is by far the best scout. they have 4 low slots (at proto) so they can easily run 3 dampners the amarr and caldari I get they bonus. amarr need better precision with 2 highs and cald with 2 lows need the damping. this will get hated but why not switch the gal damping with the Minnie hacking? this will help the Minnie with some damping and gal with hacking. but I am not talking about 3% for the Minnie just 2% so 10% at pro. and let the gal have the full 5% per level hacking. here is some proof. with a proto gal you use 2 damps with proto cloack and 1-2 ferros or 1-2 kin carts with 2 precision have they 100% damped (while cloaked) have some speed ad/or armor and be able to pick up 85-90% of most suit and scouts.
this is to bring them to balance not 1 scout is king. so positive feedback please. I have 3 of the 4 scouts proto and I run them a lot. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.02 20:14:00 -
[2] - Quote
I was thinking about this while I was goofing off and played a few games for fun and thinking what could help the game be better. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.02 20:33:00 -
[3] - Quote
Joel II X wrote:The Amarr have a better Precision bonus while having the same amount of slots, while the Caldari's secondary bonus is the exact same as our primary.
The only thing we have going is our increased speed compared to Amarr and passive repair. Other than that, our bonuses aren't that good compared to others'. In skilled into every scout and I think the Caldari have the best bonuses in the game. The only thing it lacks in is that they only receive two low slots, which is a scout's best friend.
My two iskies. you get a natural damping to so with 2 dampners and a proto cloak you can hide from a proto amarr with 2 precisions that is why I suggested the switch of the 2 bonuses |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.02 22:43:00 -
[4] - Quote
Kaze Eyrou wrote:Gallente is pretty powerful, but Joel's right: Amarr has better precision - 17.85 dB. Whereas the Gallente hits something around 20 to 21 dB. Caldari, if you stack 4 Precisions Enhancers can do better than Gallente.
And not to leave Minmatar out, I've seen a Min scout beat my passive scans while uncloaked against my Amarr scout at 17.85 dB, meaning he was running 3 damps. And if it's any objective scout that can attack an objective that I fear, it's the Minmatar scout.
Each scout has it's strengths and weaknesses. And remember, if the scout starts fitting extreme EWAR, their attack and defensive traits are much lower than those who fit battle scouts.
With your suggestions, you run the risk of homogenization: there is no king in the scouts class but there's no difference and special ability that is unique to them. with 3 complex dampners it is 15.85 however the max armor he would have is 87. and with a max sprint of 8.31mps. Gal was the first scout in the game but again why does it need BOTH precision and damping? it has 4 low slots. so why have a damping on it? btw CCP don't always follow their rules on what race has what. if that was the case calmmandos would have the swarm launcher bonus not minnies. btw yes there is a king scout. look at what suit can tank, hide and see most other scouts. if not I challenge you to run against gal scouts using another scout like the Minnie. but you are right on paper it looks like it would be a mess. but in the game it would be different. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.02 22:47:00 -
[5] - Quote
Leadfoot10 wrote:The challenge with the Gal scout is that it can still get under all scans and run more HP than any other suit.
Combined with the cloak and high-alpha weapon like the shotgun, and imbalance insues.
Part of the underlying reason is the extra low slots and the flexibility it provides the Gal scout that the other scouts don't get, but in the end it comes down to evading scans with HP, and there's no better suit than the Gal to do it.
There are a couple of ways to solve that problem, and I'm not sure what's the right one, but I'm fairly certain the root of the imbalance in scouts comes down to the observations above. well said. that why I was thinking about the switch of the two bonuses. the gal could give up the damp and it would make them choose plus they get a great hacking speed. the minnies could be helped alittle with a slight damping boost as they are fast silent assassin scouts. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.03 00:44:00 -
[6] - Quote
Kaze Eyrou wrote:jace silencerww wrote:Kaze Eyrou wrote:Gallente is pretty powerful, but Joel's right: Amarr has better precision - 17.85 dB. Whereas the Gallente hits something around 20 to 21 dB. Caldari, if you stack 4 Precisions Enhancers can do better than Gallente.
And not to leave Minmatar out, I've seen a Min scout beat my passive scans while uncloaked against my Amarr scout at 17.85 dB, meaning he was running 3 damps. And if it's any objective scout that can attack an objective that I fear, it's the Minmatar scout.
Each scout has it's strengths and weaknesses. And remember, if the scout starts fitting extreme EWAR, their attack and defensive traits are much lower than those who fit battle scouts.
With your suggestions, you run the risk of homogenization: there is no king in the scouts class but there's no difference and special ability that is unique to them. with 3 complex dampners it is 15.85 however the max armor he would have is 87. and with a max sprint of 8.31mps. Gal was the first scout in the game but again why does it need BOTH precision and damping? it has 4 low slots. so why have a damping on it? btw CCP don't always follow their rules on what race has what. if that was the case calmmandos would have the swarm launcher bonus not minnies. btw yes there is a king scout. look at what suit can tank, hide and see most other scouts. if not I challenge you to run against gal scouts using another scout like the Minnie. but you are right on paper it looks like it would be a mess. but in the game it would be different. I didn't word it correctly, I was referring to your changes. Should your changes take effect, you run the risk of every single scout becoming homogenized. All the scouts would be the same across the board with only small percentages of difference between them, but nothing to make each one unique to the other, except for how each scout looks. really? hmmm lets see amarr would still be able to see most other scouts while armor tanking, caldari would still shield tank and have some damping and range to hide and see farther than the other scouts gal would still see about 50-75% of scouts and could run dampers to stealth hack while keeping some armor plus they natural armor regen. last the Minnie could run speed nova knife tanks with some damping. so how would the scouts be the same again? |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.03 03:55:00 -
[7] - Quote
CUSE TOWN333 wrote:maluble wrote:jace silencerww wrote:i will curious to why Gal scout have both precision and damping? with both bonuses the Gal is by far the best scout. they have 4 low slots (at proto) so they can easily run 3 dampners the amarr and caldari I get they bonus. amarr need better precision with 2 highs and cald with 2 lows need the damping. this will get hated but why not switch the gal damping with the Minnie hacking? this will help the Minnie with some damping and gal with hacking. but I am not talking about 3% for the Minnie just 2% so 10% at pro. and let the gal have the full 5% per level hacking. here is some proof. with a proto gal you use 2 damps with proto cloack and 1-2 ferros or 1-2 kin carts with 2 precision have they 100% damped (while cloaked) have some speed ad/or armor and be able to pick up 85-90% of most suit and scouts.
this is to bring them to balance not 1 scout is king. so positive feedback please. I have 3 of the 4 scouts proto and I run them a lot. Makes a sense hacking is gallente tech anyways and nk need dampening to be affective. No scout shpuld be unscannable by another scout that is stacking percision enhancers its a broken system that needs fixing. As of now min scout is only one that takes skill to use. Other 3 sacrifice almost nothing to have good ewar and the fact ccp let this happen tells me any future endeavors in fps's for ccp will be a fail. your not going to turn my suit into a freaking hacking suit thats nonsense and not what i got the suit for in the first place. they just changed all the bonuses a little while ago should have been talking about it then. if you run a amarr scout but you like the gallente bonus then why dafuq did you skill into the amarr scout. Huh? I run Minnie Gal and Cald scouts so I know what I am talking about you just don't want the gal scout to be balanced by losing your damping. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.03 04:07:00 -
[8] - Quote
Sclompton Face-Smasher wrote:CUSE TOWN333 wrote:maluble wrote:jace silencerww wrote:i will curious to why Gal scout have both precision and damping? with both bonuses the Gal is by far the best scout. they have 4 low slots (at proto) so they can easily run 3 dampners the amarr and caldari I get they bonus. amarr need better precision with 2 highs and cald with 2 lows need the damping. this will get hated but why not switch the gal damping with the Minnie hacking? this will help the Minnie with some damping and gal with hacking. but I am not talking about 3% for the Minnie just 2% so 10% at pro. and let the gal have the full 5% per level hacking. here is some proof. with a proto gal you use 2 damps with proto cloack and 1-2 ferros or 1-2 kin carts with 2 precision have they 100% damped (while cloaked) have some speed ad/or armor and be able to pick up 85-90% of most suit and scouts.
this is to bring them to balance not 1 scout is king. so positive feedback please. I have 3 of the 4 scouts proto and I run them a lot. Makes a sense hacking is gallente tech anyways and nk need dampening to be affective. No scout shpuld be unscannable by another scout that is stacking percision enhancers its a broken system that needs fixing. As of now min scout is only one that takes skill to use. Other 3 sacrifice almost nothing to have good ewar and the fact ccp let this happen tells me any future endeavors in fps's for ccp will be a fail. your not going to turn my suit into a freaking hacking suit thats nonsense and not what i got the suit for in the first place. they just changed all the bonuses a little while ago should have been talking about it then. if you run a amarr scout but you like the gallente bonus then why dafuq did you skill into the amarr scout. Lol leave him alone! He just made a landmine out of 500 proto re's by saying that is all... While I don't agree with it, I will say that the "play it your way" slogan is just funny as this is a prime example. Fake scouts came to abuse while real scouts actually run ewar and choose to have a little tank on the side. <--- this is what the Gal scout is the truest form of. Min scouts have a speed and hacking bonus(?) so while the damp is low they have a natural enter and escape to of running... (Though I would even agree to a higher bonus percentage than they have now... I don't know what percent it is ) Amarr adopted the precision and, i'm assuming everyone is talking about scout that have maxed their bonus and related skills maxed, have to use 3 comp precisions vs the Gal 3 comps ( for Gal to beat them or all precision) or whatever the slots may be? While also having room for a little tank armor wise. If there is another bonus please tell me.Cal bonus has a secondary for precision and that's all I know from what's stated and is the highest shield based suit. I can't really even try to explain this as I know almost nothing of this specific suit in general. Please tell me more about the bonus/slots if you would. the bonuses as they are now is and slots at pro (all scouts get 15% reduction to pg/cpu on cloaks. Gall-2% precision & 3% damping per level / slots 2 high, 4 low Cald- 10% to dropsuit scan radius & 3% damping per level / slots 4 high, 2 low Amarr- 5% to scan precision, stamina regen & max stamina per lever / slots 2 high, 4 low Minnie- 5% to hacking speed and nova knife damage per level / slots 3 high, 3 low
what I am talking about is trading the gal damping and Minnie hacking. |
jace silencerww
Inner.Hell
51
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Posted - 2014.10.03 05:00:00 -
[9] - Quote
Sclompton Face-Smasher only if that were true most gal scout can see 75-90% of scouts and have 2 dampners and ferro plates with a proto cloak so they can see a lot hide from all passive dropsuit scans and still have armor for fighting remember they have a natural armor regen of 3 too. they need to lose the damping so they have to shoose like the rest to go ewar or armor tanking |
jace silencerww
Inner.Hell
53
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Posted - 2014.10.03 05:27:00 -
[10] - Quote
Sclompton Face-Smasher wrote:jace silencerww wrote:Sclompton Face-Smasher only if that were true most gal scout can see 75-90% of scouts and have 2 dampners and ferro plates with a proto cloak so they can see a lot hide from all passive dropsuit scans and still have armor for fighting remember they have a natural armor regen of 3 too. they need to lose the damping so they have to choose like the rest to go ewar or armor tanking I would agree but the amarr has the most assault type potential already. but if range came back to the gal what would be acceptable for the Cal scouts? the 1% range per level was a joke at proto you got 0.1 of a meter to your suits scan range I suggested switching the hacking and the damping of the Minnie and gal. but the gall would get all 5% per level to hacking however the Minnie would get 2% per level vs the gall 3% per level now. the amarr have the potential to be a great assault slayer but with gall and cald but running 2 dampners and proto cloak the amarr can not see them even with the precision bonus & 2 ccomplex precisions so he will get caught from the back by one of those 2. |
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jace silencerww
Inner.Hell
53
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Posted - 2014.10.03 05:35:00 -
[11] - Quote
Sclompton Face-Smasher wrote:jace silencerww wrote:Sclompton Face-Smasher wrote:jace silencerww wrote:Sclompton Face-Smasher only if that were true most gal scout can see 75-90% of scouts and have 2 dampners and ferro plates with a proto cloak so they can see a lot hide from all passive dropsuit scans and still have armor for fighting remember they have a natural armor regen of 3 too. they need to lose the damping so they have to choose like the rest to go ewar or armor tanking I would agree but the amarr has the most assault type potential already. but if range came back to the gal what would be acceptable for the Cal scouts? the 1% range per level was a joke at proto you got 0.1 of a meter to your suits scan range I suggested switching the hacking and the damping of the Minnie and gal. but the gall would get all 5% per level to hacking however the Minnie would get 2% per level vs the gall 3% per level now. the amarr have the potential to be a great assault slayer but with gall and cald but running 2 dampners and proto cloak the amarr can not see them even with the precision bonus & 2 ccomplex precisions so he will get caught from the back by one of those 2. What would 3 precision mods be if on the Amarr? I'm not good at maths. they only have 2 high slots but a third would require 3 dampners on both gall & caldari with an adv cloak to hide from it. but adding an extra slot to scouts would kill the assault suits all over again.
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jace silencerww
Inner.Hell
53
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Posted - 2014.10.03 09:02:00 -
[12] - Quote
xavier zor wrote:Here is the way i see most people using scout suits:
Amarr: **** amarr is horrid, i aint seen no one use it yet Minmitar: Usually dampened....some hackers Gallante: Dampened all the time, with precision if for eWar or shield tanking. Caldari: I am a caldari, so this is experience; shield tanked, dampened 9 times out of 10. Other time i stack precision mods and armor tank.
I feel the gallante and caldari scouts reign supreme, and the caldari should get precision bonuses instead of scan profile bonuses. they did but ccp saw players were using it with 1-2 precisions and then 2-3 shields while armor tanking. this let cald scout to see 85-90% of the scouts but being dual tanked while the amarr can only armor tank. most Minnie are forced to damp vs speed tank due to the gal scout. that and being forced to choose ewar or shield and some speed or try shield and armor tanking with zero ewar. question would you give up your damping or range bonus for the precision bonus?
Sclompton Face-Smasher as for against damping the best way is a proto gall logi with the duv focused scanner 2 of them is best if not use the amarr proto with 2 complex precisions, 2 dampners, ferro & reactive plates and a proto cloak. with the amarr you have tons of stamina and regen use it by sprinting a lot. |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.03 22:47:00 -
[13] - Quote
Zindorak wrote:I say Cal is the best. That tankability and Broken Hitbox makes it superior to the Gal scout. But Gal has a pretty good bonus the hit box is the only really good thing about the cald however with scr rifles and the bolt pistol kills the cld when it hits. look at the bonuses and tel me what scout has ewar, tank, and can do it all well losing very little in the rest of its stats? |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 09:19:00 -
[14] - Quote
Magnus Amadeuss wrote:Inter-balance between the scouts I really can't speak on, as I only have the amarr scout. I can say that the amarr scout is way better than it was at their release, but still seems to lag a little behind the cal and gal (this could be a case of grass is greener though).
I will say though that scouts are just too good in general. Too many of their stats are too far outside of the range of the other suits. I will make a post in the future about this flaw.
no your right as I see the scouts now best to worst (remember I have 3 of the 4 proto working on the 4th now)
first is Gall- great cpu/pg, bonuses give it great ewar (2%precision & 3% damping per level) plus armor tanking and their natural armor regen. Con is when you are using for all speed tanking but you have a 15% damping-from bonus, plus 10%-cloaks and 10%-core dropsuit profile damping so your profile is 21.42db so beside that they can pretty much do it all at once with little to give up.
second is Cald- good cpu/pg, bonuses help with low slots ewar (3% damping & 10% passive scan range per level). very balanced as far as ewar, ehp tanking and speed. you have to give something up to ewar, shield and/or armor tank. Cons the hit box detection needs fixing.
third is Amarr- good cpu/pg. bonuses helps with the lack of high slots for ewar. (5% precision, stamina regen & max stamina per level) a strong defense or assault scout who can pick up most other scouts who are trying to sneak attack or stealth defend a point. they stamina makes up for the slight slower speed by sprinting longer and jumping around with armor tanking to defend a point. a good balanced fighter scout you have to give something up to stealth ewar, speed or tank. con is a slight better base stats of shield and armor maybe 10-15 ehp higher.
last is Minnie. fair at best cpu/pg, bonuses are good if you knowhow to use them. (5% to hacking speed & nova damage) poorly balanced (looks good on paper) good for quick hacking even better with a complex codebreaker. the fastest of the scouts with 11.12 (barely by 0.01, gall scout top sprint is 11.11) fast stamina regen helps to sprinting in hacking, nova knife or throw remotes and get out quickly. Cons is you must choose what you want to do due to not real balance like the other scouts. hacking fast use codebreakers but give up your damping, armor and speed. choose damping but give up speed, armor, and codebreakers. plus you can not shield tank and use speed mods not enough pg even on proto. so want to ewar to see and hide from the gal or amarr scout great but having low ehp and speed. shield it up some and you can not see others scouts. speed tank and some shield you can not hide from other scouts. this is a truly hard scout to run.
personally that is why I think the gall damping and Minnie hacking should switch. however the Minnie would get 2% damping at most while the gall get 5% to hacking. with 4 low slots they can easily run dampners with codebreakers to stealth hack and with they precision it would let them see others coming for them while letting them choose like the others scouts do now. if gall don't want the hacking how about 5% to scan range per level that adds 5 meters to their 20 meters now plus if you have core range ap maxed that is 35 meters total while the caldari is 40 meters. |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 09:37:00 -
[15] - Quote
Cpt McReady wrote:switch the bonus to modules. normalize the bonus of dampeners and precision enhancers to be equal in strength normalize the base precision and siganture of scouts to be equal in strength
solved.
switching the bonuses to modules sounds like a great idea and I agree to that.
but I can not agree to leveling the dampners and percisions. due to the changes in logi bonuses like the gall logi then could scan all scouts if you bring the damping up to precision levels and if you take the precision to dampner levels then amarr or caldari could passive scan all scouts
HOWEVER if the bonuses were to modules then it would work with the logi bonuses but the bonuses % would need to be adjusted to match present ewar levels.
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jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 09:38:00 -
[16] - Quote
jace silencerww wrote:Cpt McReady wrote:switch the bonus to modules. normalize the bonus of dampeners and precision enhancers to be equal in strength normalize the base precision and siganture of scouts to be equal in strength
solved. switching the bonuses to modules sounds like a great idea and I agree to that. but I can not agree to leveling the dampners and percisions. due to the changes in logi bonuses like the gall logi then could scan all scouts if you bring the damping up to precision levels and if you take the precision to dampner levels then amarr or caldari could passive scan all scouts HOWEVER if the bonuses were to modules then it would work with the logi bonuses but the bonuses % would need to be adjusted to match present ewar levels.
lol you edited it after I wrote that response lol |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 09:43:00 -
[17] - Quote
not counting in the bonus to mods change due to I would have to see what % to each mod would do but you are right you still would be able to hide from the gal logi using a duvolle foused active scanner with at least 3 dampners and a cloak if you take dampners to precision levels. |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 09:55:00 -
[18] - Quote
Cpt McReady wrote:first of all 2 damps and your gal logi cant do ****, just like now.
and what is the problem that you would have to use damps to be actually invisible? that is the point, to have drawbacks. so if a caldari scouts wishes to see all stuff except a full damped gal scout in exchange for having zero hp than so it be. atleast he cannot participate in combat unlike now where the scout can still see almost everything but having enough hp together with a small hitbox. that is great thinking I like that. so it would bring scouts into balance. oh as of right now with the gall logi and gal scout bonuses you need 2 dampners and an adv cloak to hide but only when cloaked. with just the 2 and maxed skills your scan profile is 15.72db and the gal logi can scan down to 15db. |
jace silencerww
Inner.Hell
54
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Posted - 2014.10.05 21:47:00 -
[19] - Quote
anyone has an idea about balancing scouts?
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jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 16:29:00 -
[20] - Quote
Cpt McReady wrote:switch the bonus to modules. normalize the bonus of dampeners and precision enhancers to be equal in strength normalize the base precision and siganture of scouts to be equal in strength
you can still hide from everything but you have atleast some drawbacks. solved.
this is a great answer however the % bonuses on the scouts suits would need adjusting. anyone else have a better idea or a fix to balance the scouts? |
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jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 16:56:00 -
[21] - Quote
that is understandable CamClarke. we do have squad vision still (unless CCP takes that away) but I do miss team vision. but if you look and think about Cpt McReady answer we would solve problems with scouts and see the true scouts again. here is how
first - change the bonuses to % increases on modules instead of on the suit. it works on all bonuses but the nova damage so scouts would have to get good bonuses IF they run the modules for them.
second - equal strength in the precision and dampners. you run gal with 3 damps I run caldari with 4 precision so you run 4 and I run 4 we are stale mate right with you still seeing me in my 4 damp gal scout lol nope I get bonuses to my modules and still hide plus you have to remember adv & proto cloaks give damping so you can still hide.
thrid-bring the scout scouts scan profile up to 40db from 35db, this way it forces you to really choose what you want to do, ie ewar, tanking or recon as a scout. (what the scout was design to do) |
jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 17:24:00 -
[22] - Quote
up to keep the ideas there from CMP, DEV, & CCP to see |
jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 17:47:00 -
[23] - Quote
Adipem Nothi wrote:jace silencerww wrote:[GalScout] ... why does it need BOTH precision and damping? Rattati sought to normalize ewar potentials among each of the three ewar-oriented scouts. One is frontrunner in each ewar capacity, but can achieve competency in the other ewar capacities, assuming he is fit to do so: CA - Competent Dampening (16 dB), Competent Precision (20 dB), Strongest Scan Range (91m) GA - Strongest Dampening (13 dB), Competent Precision (21 dB), Competent Scan Range (86m) AM - Competent Dampening (15 dB), Strongest Precision (18 dB), Competent Scan Range (86m) This is the "why" behind some of the counter-intuitive racial bonuses you see. We presume that the purpose behind ewar normalization was (1) to encourage build diversity and (2) to incentivize the use of ewar modules over HP tank.
that was a good idea but it backfired big time. back when we had the 360 spin scanners a gall scout had to run 3-4 dampners to hide but now he needs 2 complexs and an adv cloak and a proto gal logi with a dovulle focused scanner can not see him. that mean nothing can see him on radar period unless you are looking at him when he is not cloaked. here is why run a proto gal scout with 2 complex precisions, 2 complex dampners, & a proto cloak you are full ewar ready. oh wait! you still have 2 low slots to armor or speed tank with any adv to proto light weapon and sidearm plus remotes or hives. |
jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 18:26:00 -
[24] - Quote
Adipem Nothi wrote:jace silencerww wrote:Adipem Nothi wrote:jace silencerww wrote:[GalScout] ... why does it need BOTH precision and damping? Rattati sought to normalize ewar potentials among each of the three ewar-oriented scouts. One is frontrunner in each ewar capacity, but can achieve competency in the other ewar capacities, assuming he is fit to do so: CA - Competent Dampening (16 dB), Competent Precision (20 dB), Strongest Scan Range (91m) GA - Strongest Dampening (13 dB), Competent Precision (21 dB), Competent Scan Range (86m) AM - Competent Dampening (15 dB), Strongest Precision (18 dB), Competent Scan Range (86m) This is the "why" behind some of the counter-intuitive racial bonuses you see. We presume that the purpose behind ewar normalization was (1) to encourage build diversity and (2) to incentivize the use of ewar modules over HP tank. 1. that was a good idea but it backfired big time. 2. back when we had the 360 spin scanners a gall scout had to run 3-4 dampners to hide ... 3. ... but now he needs 2 complexs and an adv cloak and a proto gal logi with a dovulle focused scanner can not see him. that mean nothing can see him on radar period unless you are looking at him when he is not cloaked. here is why run a proto gal scout with 2 complex precisions, 2 complex dampners, & a proto cloak you are full ewar ready. oh wait! you still have 2 low slots to armor or speed tank with any adv to proto light weapon and sidearm plus remotes or hives. 1. I disagree. These racial bonus changes were implemented alongside Assault improvements with clearly defined goals in mind. Prior to these changes, the CA Scout was too effective in its recon capacity; many Scouts ran HP since they were going to be scanned regardless of whether or not they ran Damps. MN and AM Scouts were unhealthy in both comparative performance and in usage rates. HP-tanked GA and CA "Assault Lite Scouts" outnumbered actual Assaults. In a word, Scouts were a mess. Today, Assault usage is up and "Assault Lite" usage is down (per Rattati) ... I'm willing to bet that ewar module usage has also increased among each of the four Scouts, and I'm willing to bet that usage rates are leveling out among each of the four Scouts. 2. It almost seems as though you're speaking fondly of a time when 75% of mercs were slayer logis, 75% of weapons used were Rifles, and 75% of every battlefield was permascanned by active scanner. If this is your idea of healthy balance, then you and I aren't going to see eye-to-eye on anything. 3. So what? If he doesn't run HP in those two lows, he'll have 1/3 HP of the nearest Assault and 1/4 the HP of the nearest Heavy. If he does run HP, he'll have 1/2 the HP of the nearest Assault and 1/3 the HP of the nearest Heavy. And if he runs one Precision Enhancer, he'll pick up all hostile Scouts who fail to dampen.
lol I have 3 of the 4 scouts. but I am talking about balancing the scouts. yes ewar has were up (some) but again the gal scout can do it all at once and the 360 spin scanners were meant to show you in order to hide you had to use most of your low slots not 2 plus cloak and poof your off of radar nothing can see me. but curious what good will your heavy do against a cloaked shotgun 460 armor tanking scout with at a point or assaulting a point. my point is to make every scout truly give something for ewar and tanking. the Minnie scouts can do ewar but give up a lot things just to ewar and keep up with the others
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jace silencerww
Inner.Hell
55
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Posted - 2014.10.06 18:34:00 -
[25] - Quote
Adipem Nothi wrote:jace silencerww wrote: oh btw that is 3 of the scouts but where is the Minnie?
The MinScout excels in areas other than ewar. His maximum ewar values are follows: Scan Range - 76m Scan Precision - 21 dB Scan Profile - 16 dB FYI: At 2 cmp damps, the MinScout can still be scanned by a AM Scout. At 3, he will beat everything except GA Logi + Focused. At 3 + Proto Cloak (on), he will dodge GA Logi + Focused.
here is a tip count the number of scouts you see after this sidearm event. bet it is 45-50% gal, 35-40% caldari, 10-20% armarr and about 5% for minnies
I see the scouts now best to worst (remember I have 3 of the 4 proto working on the 4th now)
first is Gall- great cpu/pg, bonuses give it great ewar (2%precision & 3% damping per level) plus armor tanking and their natural armor regen. Con is when you are using for all speed tanking but you have a 15% damping-from gal scout bonus, plus 10%-cloaks and 10%-core dropsuit profile damping so your profile is 21.42db so beside that they can pretty much do it all at once with little to give up.
second is Cald- good cpu/pg, bonuses help with low slots ewar (3% damping & 10% passive scan range per level). very balanced as far as ewar, ehp tanking and speed. you have to give something up to ewar, shield and/or armor tank. Cons the hit box detection needs fixing.
third is Amarr- good cpu/pg. bonuses helps with the lack of high slots for ewar. (5% precision, stamina regen & max stamina per level) a strong defense or assault scout who can pick up most other scouts who are trying to sneak attack or stealth defend a point. they stamina makes up for the slight slower speed by sprinting longer and jumping around with armor tanking to defend a point. a good balanced fighter scout you have to give something up to stealth ewar, speed or tank. con is a slight buff better base stats of shield and armor maybe 10-15 ehp higher.
last is Minnie. fair at best cpu/pg, bonuses are good if you knowhow to use them. (5% to hacking speed & nova damage) poorly balanced (looks good on paper) good for quick hacking even better with a complex codebreaker. the fastest of the scouts with 11.12 (barely by 0.01, gall scout top sprint is 11.11) fast stamina regen helps to sprinting in hacking, nova knife or throw remotes and get out quickly. Cons is you must choose what you want to do due to not real balance like the other scouts. hacking fast use codebreakers but give up your damping, armor and speed. choose damping but give up speed, armor, and codebreakers. plus you can not shield tank and use speed mods not enough pg even on proto. so want to ewar to see and hide from the gal or amarr scout great but having low ehp and speed. shield it up some and you can not see others scouts. speed tank and some shield you can not hide from other scouts. this is a truly hard scout to run.
personally that is why I think the gall damping and Minnie hacking should switch. however the Minnie would get 2% damping at most while the gall get 5% to hacking. with 4 low slots they can easily run dampners with codebreakers to stealth hack and with they precision it would let them see others coming for them while letting them choose like the others scouts do now. if gall don't want the hacking how about 5% to scan range per level that adds 5 meters (at proto) to their 20 meters now plus if you have core range ap maxed that is 35 meters total while the caldari is 40 meters.
however Cpt McReady wrote: switch the bonus to modules. normalize the bonus of dampeners and precision enhancers to be equal in strength normalize the base precision and siganture of scouts to be equal in strength solved.
first of all 2 damps and your gal logi cant do ****, just like now. and what is the problem that you would have to use damps to be actually invisible? that is the point, to have drawbacks. so if a caldari scouts wishes to see all stuff except a full damped gal scout in exchange for having zero hp than so it be. atleast he cannot participate in combat unlike now where the scout can still see almost everything but having enough hp together with a small hitbox.
I agree with Cpt McReady
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jace silencerww
Inner.Hell
55
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Posted - 2014.10.07 03:50:00 -
[26] - Quote
Adipem Nothi wrote:Leadfoot10 wrote:The biggest problem with gal scout is he can evade all scans and has too many eHP after the 2 damps. This effect is the same with cal scout, only less so.
The above is why the gal/cal scout are superior to the other scouts, IMO -- they simply can have too many HP and still be unscannable. ^ This is specific. An excellent example. Thank you :-) If Rattati tells us that heavily armored Scouts are overperforming, then we should introduce changes which specifically target heavily armored Scouts. Greater movement penalties for armor plates on Scouts, for example. If Rattati tells us that heavily shielded Scouts are overperforming, then we should introduce changes which specifically target heavily shielded Scouts. Greater recharge/delay penalties for extenders on Scouts, for example.
agree to a point. the gal scout is out doing the other by a good ways how ever the caldari scout just needs it hit box fixed. you can shoot at them if they are strafing you might get 1 out of 10 hip fired shots with any of the ar style rifles. I have seen a bacis caldari dance 15 meters in front of a assault suit with an assault rail rifle in open ground and not even take 1/3 of the scouts shield. if memory is right CCP did talk about that but choose against due to heavies getting buffed but that is a great idea so scouts would not over tank armor or shield. |
jace silencerww
Inner.Hell
55
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Posted - 2014.10.07 05:11:00 -
[27] - Quote
Leadfoot10 wrote:jace silencerww wrote: how ever the caldari scout just needs it hit box fixed. you can shoot at them if they are strafing you might get 1 out of 10 hip fired shots with any of the ar style rifles. I have seen a bacis caldari dance 15 meters in front of a assault suit with an assault rail rifle in open ground and not even take 1/3 of the scouts shield. Any speed tanked suit can do this. It's what happens when AA meets a fast suit in medium range and is common to all types of scouts (provided they're not loaded down with armor) and even Min Assaults. It seems to get worse with lower framerate. I don't believe it's unique to the cal scout's hitbox.
no I meant this scout was armor tanking wth 250 armor. shooting at them from the side is seems you can not hit them even standing still. |
jace silencerww
Seykal Expeditionary Group Minmatar Republic
62
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Posted - 2014.10.20 14:01:00 -
[28] - Quote
xavier zor wrote:maluble wrote:ARF 1049 wrote:Well not to throw the racial wrench in your face but gal are supposed to have the best scout, the most balanced Ewar, slots and survivability.
Gallente are hunter scouts, made to hunt medium frames and heavies, used for all around scout combat balanced in all aspects. Able to run reps, bio, Ewar or *cringe tank
Minmitar is an assassination scout and espionage unit used for a quick get in get out hacker and ambush attacks. Supposed to run Bio best with mild Ewar
Caldari is Asymetrical warfare, made for counterespionage and stealth hunting other scouts mainly. Able to run shield recharge, Ewar and *cringe tank
Amarr is used as a heavy scout baiting hunter, used more for another scout to find them first and have the Amarr get the jump on them with superior scans. Able to run mild reps, Ewar and... Tank which is its role... Sorta... Thats the worst explanation. If you read closley all three are same roll accept min. Scouts should not be able to stack hp like they currently do. Gallante is an espionage scout (4 dampeners if you really need em) the minmitar is the hunter with 3 high and low slots for a balanced role (hacking, tanking with shield and armor, counter espionage, espionage) and can run any of the 4 roles. Just not as well as the racial scouts
lol why would you even need 4 dampners? on a proto gall with 2 complex dampners and a proto and ou can not be seen on radar BY anything while you are cloaked. as of right nowthe Minnie are not hunter you again thinking of amarr or gall acouts. well caldari can as well but give up shield to do it. while the Minnie to see the best it can and hide from 2 complex precision proto gal or amarr scouts give up just about everything for what? I can hide and see the best I can but no speed, & ehp! lol that is on the proto suit look in the battles and see what scout is doing it all with little to give up.
you know what... here read this
I see the scouts now best to worst (remember I have 3 of the 4 proto working on the 4th now)
first is Gall- great cpu/pg, bonuses give it great ewar (2%precision & 3% damping per level) plus armor tanking and their natural armor regen. Con is when you are using for all speed tanking but you have a 15% damping-from gal scout bonus, plus 10%-cloaks and 10%-core dropsuit profile damping so your profile is 21.42db so beside that they can pretty much do it all at once with little to give up.
second is Cald- good cpu/pg, bonuses help with low slots ewar (3% damping & 10% passive scan range per level). very balanced as far as ewar, ehp tanking and speed. you have to give something up to ewar, shield and/or armor tank. Cons the hit box detection needs fixing.
third is Amarr- good cpu/pg. bonuses helps with the lack of high slots for ewar. (5% precision, stamina regen & max stamina per level) a strong defense or assault scout who can pick up most other scouts who are trying to sneak attack or stealth defend a point. they stamina makes up for the slight slower speed by sprinting longer and jumping around with armor tanking to defend a point. a good balanced fighter scout you have to give something up to stealth ewar, speed or tank. con is a slight buff better base stats of shield and armor maybe 10-15 ehp higher.
last is Minnie. fair at best cpu/pg, bonuses are good if you knowhow to use them. (5% to hacking speed & nova damage) poorly balanced (looks good on paper) good for quick hacking even better with a complex codebreaker. the fastest of the scouts with 11.12 (barely by 0.01, gall scout top sprint is 11.11) fast stamina regen helps to sprinting in hacking, nova knife or throw remotes and get out quickly. Cons is you must choose what you want to do due to not real balance like the other scouts. hacking fast use codebreakers but give up your damping, armor and speed. choose damping but give up speed, armor, and codebreakers. plus you can not shield tank and use speed mods not enough pg even on proto. so want to ewar to see and hide from the gal or amarr scout great but having low ehp and speed. shield it up some and you can not see others scouts. speed tank and some shield you can not hide from other scouts. this is a truly hard scout to run.
personally that is why I think the gall damping and Minnie hacking should switch. however the Minnie would get 2% damping at most while the gall get 5% to hacking. with 4 low slots they can easily run dampners with codebreakers to stealth hack and with they precision it would let them see others coming for them while letting them choose like the others scouts do now. if gall don't want the hacking how about 5% to scan range per level that adds 5 meters (at proto) to their 20 meters now plus if you have core range ap maxed that is 35 meters total while the caldari is 40 meters.
however Cpt McReady wrote: 1-switch the bonus to modules. 2-normalize the bonus of dampeners and precision enhancers to be equal in strength 3-normalize the base precision and siganture of scouts to be equal in strength solved.
first of all 2 damps and your gal logi cant do ****, just like now. and what is the problem that you would have to use damps to be actually invisible? that is the point, to have drawbacks. so if a caldari scouts wishes to see all stuff except a full damped gal scout in exchange for having zero hp than so it be. atleast he cannot participate in combat unlike now where the scout can still see almost everything but having enough hp together with a small hitbox.
I agree with Cpt McReady
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