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The Master Race
Immortal Guides
79
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Posted - 2014.10.06 08:22:00 -
[1] - Quote
You guys remember playing rock paper scissors as a kid? Fun and games of course we all had that one friend that would be like rock paper scissors: tornado (tornado beats everything(of course)) and despite the unavoidable folly that would soon follow you would take a moment to try to explain to him how the game works. Well CCP I think you might be that kid or at least you let him run the show. The counter for scouts are other scouts and advanced drop ships counters are other advanced drop ships (if only scouts could fly) yet you guys don't seem to find an issue with it. To many of us this is a game breaking problem while I like playing my scout it lacks any kind of challenge and the other classes are a frustrating mess because most of your players are now primary scout).
This got me thinking about the feedback you receive on the forums and the balance changes you're making they are all pointless. You guys are ignoring the problems instead of balancing the game you are balancing around the issues which can only multiply the problems and require another rounds of balancing once you finally do fix them. I mean you are now balancing weapons off scouts alone because they are the bottom line which leaves any other suit that uses light weaponry wanting, because with out the same capabilities of a scout the weapon can not hope to preform as intended or vise versa.
The only way to fix this issue is to make scouts side arms only so that each suit can be balanced properly and isolating any issues.
When it comes to advanced drop ships I am at a loss really but something that would be pretty amazing is this: https://forums.dust514.com/default.aspx?g=posts&t=176744&find=unread .
If you guys would like to read more from The Master race check out the links below:
New heavy weapon: https://forums.dust514.com/default.aspx?g=posts&t=176867&find=unread
Biotics enhancements: https://forums.dust514.com/default.aspx?g=posts&t=177028
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
80
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Posted - 2014.10.06 12:27:00 -
[2] - Quote
I fly almost every match I also tank it up my tanks die at a pretty good rate, but my ships just fly away and heal. While I do have to leave as soon as I get shot unless there is like 3 avers less with ads I get away. While I cant ignore the first shot nothing else has changed.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
85
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Posted - 2014.10.07 03:41:00 -
[3] - Quote
I changed the name of the thread I don't think I was pulling in the right kind of players with the name "an overly serious discussion about farts" any way lol I hope this will bring in some players that can read.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
85
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Posted - 2014.10.07 04:15:00 -
[4] - Quote
It was a general statement since scouts have the most ability's it makes them a large if not a primary consideration when balancing. Since no other classes can duplicate the type of performance a scout can accomplish there can be no balance.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
85
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Posted - 2014.10.07 05:37:00 -
[5] - Quote
The Master Race wrote: The only way to fix this issue is to make scouts side arms only so that each suit can be balanced properly and isolating any issues.
No. Not that it would have a detrimental impact upon me, seeing as how I only run sidarms on my scout suits... but, again, no. If you want to fix scouts, fix them. Don't make some contrived fix to a problem that does not exist.
In all of this, there was no mention of the fact that scouts can get their bonus (barring cloak and knives) REGARDLESS of their fitting? Such things allow scouts to stack HP without any eWAR mods and get a hefty eWAR advantage in addition to hefty HP values. Is that not a problem? Or howabout seemingly too high regeneration values, specifically for shields?
Anyway, please, leave scouts alone. Pretty please? With the threat of imminent death to nova knives on top? [/quote]
While I agree you can alter the ewar of scout suits in order to make them visible. It is a choice of balancing scouts combat ability to fit its skill set or generalizing it stats which would likely make scout completely ineffective in respect to other classes. I would much rather the classes ability remain intact as it is a fun play style, but not at the cost of every other light weapon class.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
88
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Posted - 2014.10.07 17:33:00 -
[6] - Quote
What is going over your head is that if scouts were side arm only they could be balanced separately. If you remove a scouts ewar you destroy what makes a scout. Even if a proper ewar balance could be found you can't curve the offensive capability without effecting every other class. I have written this same thing 3 or 4 different ways if it is still not understood it will not be.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
89
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Posted - 2014.10.08 06:42:00 -
[7] - Quote
The tanked scouts may be the biggest issue in your eyes and maybe even the lead in consideration for everyone at this moment, but it doesn't address their combat advantages this is what I was talking about when I said "balancing around the issue"; if you were facing a assault with 600hp it would not be a problem at all. right?
There is no one advantage that makes scouts preform with such efficiency there are hit boxes, hit detection, speed, ewar, ehp, cloak field, and linked combat ability; all of which are required for the class to preform as it does except for the combat ability which as most scouts can tell you as many of us play side arm only.
Now ccp could try to address each issue individually or they could make scouts side arm only removing the current balance limitations while maintaining the current play style.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
347
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Posted - 2014.11.20 09:22:00 -
[8] - Quote
This thread is a little out dated now but with the further changes meant to primarily effect the scout classes I thought I should give it a bump.
The Impossible Dream-Wizard Talk @MMoMerc
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The Master Race
Immortal Guides
353
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Posted - 2014.11.20 13:22:00 -
[9] - Quote
Kodho wrote:Getting rid of the light weapon slot would kill my character. I'm a sniper and run a scout suit. I do this so I can move quickly from location to location all the while maintaining a very low profile. I do not run cloak. I would be forced to run a logi suit if the scout is taken away from me. If my suit is taken, give me my sniper rifle range back so I can get back into the redline.
We did not have these issues before the cloak.
You would be able to run sniper on a light frame it would remain the same.. I do understand how poor the other classes act in many situations because of the poor jump.
The Impossible Dream-Wizard Talk @MMoMerc
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The Master Race
Immortal Guides
361
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Posted - 2014.11.20 13:31:00 -
[10] - Quote
No, you are correct, but you would be able to use them on a light suit and still gain most of its benefits.
The Impossible Dream-Wizard Talk @MMoMerc
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The Master Race
Immortal Guides
361
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Posted - 2014.11.20 13:34:00 -
[11] - Quote
It has a lower cpu/pg since it is not fitted for the cloak.
The Impossible Dream-Wizard Talk @MMoMerc
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The Master Race
Immortal Guides
361
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Posted - 2014.11.20 16:42:00 -
[12] - Quote
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The Impossible Dream-Wizard Talk @MMoMerc
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