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Thread Statistics | Show CCP posts - 1 post(s) |
Adipem Nothi
Nos Nothi
5599
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Posted - 2014.10.09 15:54:00 -
[31] - Quote
Magnus Amadeuss wrote: Honestly, thank you. I will admit I must have been wrong. So while a very few tweaks to the numbers will be required, such as changing the proto active scanners to 25-26 dB rather than 24, the underlying logic of the post I think is solid.
Let us know when your new numbers are available; I'll update the Amadeuss EWAR spreadsheet with your changes.
Also, Rattati has already looked into disabling Shared Squad Sight; seems this would require a client-side update. Not sure how big a part this plays in your proposal, but its something to keep in mind.
Shoot scout with yes.
- Ripley Riley
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Magnus Amadeuss
Bragian Order Amarr Empire
1135
|
Posted - 2014.10.09 16:04:00 -
[32] - Quote
So, I changed the proto-non-focused scanner to a value of 26 dB, this means that all scouts can avoid that second-to-best scanner on a max skilled proto gallogi when they fit for stealth. Only suits with stealth bonuses avoid the focused scanner, but they have to sacrifice to do it.
I have just logged in and tested it again, just as CCP said, scanners now take snapshots of the range that they are pointed at when they activate, this means that you get what you are pointed at. To do this I suicided into the middle of a domination match (where we were getting destroyed) a few times with a 60 degree scanner.
The Charts I made in the original post do hold up though, as they were made not with truncated or rounded numbers, but with exact values. I understand that equal precision and dampening mean precision wins, and that was taken into account in the original proposal. When an unbonused suit sacrifices 3-4 slots, another unbonused suit should have to sacrifice the same to counter it and vice versa. Bonused suits should be slot multipliers.
Now there are more progressive steps that I would like to suggest (logis being locked on to their scanner for the entire cooldown, like how overheat works) or (decreasing range for scouts and decreasing precision for scanners), but I think baby steps is the best approach here as balance is an iterative process and I cannot predict all outcomes a change like this would entail.
Fixing EWAR
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Adipem Nothi
Nos Nothi
5610
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Posted - 2014.10.09 16:34:00 -
[33] - Quote
Magnus Amadeuss wrote:I have just logged in and tested it agaiIn, just as CCP said, scanners now take snapshots of the range that they are pointed at when they activate, this means that you get what you are pointed at. To do this I suicided into the middle of a domination match (where we were getting destroyed) a few times with a 60 degree scanner. Try maxing your sensitivity; this controls your rotation speed. I'm testing in-game as we speak and getting different results.
Using a DS3 at max in-game sensitivity and a Creodron Flux Active Scanner ...
Expectation: Targets within +/- 45 degrees of center at start-of-scan should blink on TacNet following scan. If "snapshot" works, no other targets should blink on TacNet after scan, whether I rotate while scanning or not.
Observations: When I hold still while scanning, targets within my 90 degree scan arc blink on TacNet for 8 seconds. Working as intended. When I rotate while scanning, targets within ~180 degree degree scan arc blink on TacNet for 2-3 seconds. Not working as intended.
Wish I had a capture card for you, but these results should easy for you to reproduce.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Land of the BIind
4674
|
Posted - 2014.10.09 16:42:00 -
[34] - Quote
I can't get behind anything that will make all scouts visible even when they are making a significant sacrifice to max their dampening. Especially when the only sacrifice the Gal Logi needs to scan them is carry a single piece of equipment.
I don't mind the concept of giving assaults and logis a reason to use EWAR. That is reasonable. Shared passives need to go, and the great majority of players will agree on that.
As a minja, who was not able to play Alpha to Charlie because of EWAR changes that negated my role completely, I cannot get behind any math that doesn't enable a scout to be invisible with significant sacrifice. A scanned scout is a dead scout, period.
If this is intended as a fix for tanked scouts, there are much more precise measures to do so without obliterating all other scouts roles too.
You can always tell a Millford Minja
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Magnus Amadeuss
Bragian Order Amarr Empire
1136
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Posted - 2014.10.09 16:55:00 -
[35] - Quote
Adipem Nothi wrote:Magnus Amadeuss wrote:I have just logged in and tested it agaiIn, just as CCP said, scanners now take snapshots of the range that they are pointed at when they activate, this means that you get what you are pointed at. To do this I suicided into the middle of a domination match (where we were getting destroyed) a few times with a 60 degree scanner. Try maxing your sensitivity; this controls your rotation speed. I'm testing in-game as we speak and getting different results. Using a DS3 at max in-game sensitivity and a Creodron Flux Active Scanner ... Expectation: Targets within +/- 45 degrees of center at start-of-scan should blink on TacNet following scan. If "snapshot" works, no other targets should blink on TacNet after scan, whether I rotate while scanning or not. Observations: When I hold still while scanning, targets within my 90 degree scan arc pulse on TacNet for 8 seconds following scan. Working as intended. When I rotate while scanning, targets within ~180 degree scan arc pulse on TacNet for 2-3 seconds following scan. Presumably not working as intended, but not as bad as it used to be as visibility duration is now cut short.
Wish I had a capture card for you, but these results should easy for you to reproduce. Of note, Haerr suggests that spin-scanning via KB/M yields an even greater scan arc. I've not verified, but I've no reason to doubt Haerr.
I'll check later, I have to work now, but there are quite a few anomolies in the proto scanners and stat re-adjustment is definitely needed.
There is absolutely no reason why one scanner should be 200 m 90 degree 28 dB w/ 8 s visibility as it is now. It just eliminates the usefullness of the other scanners and creates one scanner for the job. Then again nobody complains about it because no one uses scanners anymore, something one of the goals of this thread is to change. Of course that is a discussion of scanner stats is for another thread, but I think setting a base (something like 100m @ 60 degrees and 5s/15s) and then tweaking the others (meaning more of one attribute and less of the others).
Fixing EWAR
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Magnus Amadeuss
Bragian Order Amarr Empire
1137
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Posted - 2014.10.09 17:05:00 -
[36] - Quote
One Eyed King wrote:I can't get behind anything that will make all scouts visible even when they are making a significant sacrifice to max their dampening. Especially when the only sacrifice the Gal Logi needs to scan them is carry a single piece of equipment.
I don't mind the concept of giving assaults and logis a reason to use EWAR. That is reasonable. Shared passives need to go, and the great majority of players will agree on that.
As a minja, who was not able to play Alpha to Charlie because of EWAR changes that negated my role completely, I cannot get behind any math that doesn't enable a scout to be invisible with significant sacrifice. A scanned scout is a dead scout, period.
If this is intended as a fix for tanked scouts, there are much more precise measures to do so without obliterating all other scouts roles too.
See I think this is part of the problem. Thinking that a non-specialized suit should be able to defeat a specialized suit at its own game.
Minmatar scout is NOT a dampening SPECIALIZED suit. The Gallente/Caldari scouts are. The Gallente logi is a SPECIALIZED scanning suit. It SHOULD be able to scan a minmatar scout, given adequate skill investment and equipment.
If you look at the interplay here, all scouts can always defeat the active scans of other non-specialized suits, but to beat the specialized suit you need to bring a specialized suit of your own. That's the way balance works.
I am totally open to discussing changes in the individual scanners (like the Creodon Flux is just stupid), but like I said, that should be in a different thread.
Why do you think a a non-specialized suit should be able to defeat a specialized suit?
Fixing EWAR
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Vell0cet
Vengeance Unbound Dark Taboo
2350
|
Posted - 2014.10.09 17:11:00 -
[37] - Quote
Here are some heuristics for how I'd like to see Ewar play out. Not sure how to balance the bonuses and modules to make it work.
1. Assaults should have base scan radius buffed to 20m. 2. An assault fitting 2 complex precision enhancers should see all scouts with ADV cloak and 0 damps 3. Active scanners need a buff. I'm not sure how it should work. We don't want to return to the old days of scanner spam, but they should be more effective. 4. It should be possible for a Gallente scout 5 to get under all scans running all damps and PRO cloak. 5. An Amarr scout 5 with max complex precision enhancers should see all scout fits except #4
I'd also like to see changes to how HP buffer mods work for scouts. I'm not sure this is hotfixable, but ideally each suit would have a mass stat, with suit speed being derived from mass. Light frames get low mass, mediums get medium, and heavy get high mass. Plates (excluding feroscale) would add a fixed amount of mass to each suit. This would mean that fitting plates on a scout would radically decrease speed, compared to a heavy fitting the same plate. Likewise shield extenders should give a penalty to signature profile, and stacking them will result in being easily detected. A shield extender variant analogous to the feroscale plate should be introduced; this version would have a reduced buffer, but no signature penalty.
It would also be nice to see a reduction in the fitting costs for biotic modules. Scouts should be fitting these and Ewar modules more than tank.
Best PvE idea ever!
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Fox Gaden
Immortal Guides
4527
|
Posted - 2014.10.09 17:36:00 -
[38] - Quote
BL4CKST4R wrote:This still gives scout a complete monopoly on EWAR. I would, pwrsonally, much rather ewar be split three fold between each suit tier. Medium gets best scans, scout best dampening, and heavy best scan radii. That would allow all the Heavy suits to find each other, as they would not be able to see any of the smaller suits, without substantial sacrifices. I actually like that suggestion.
Further to your suggestion, I think Logi should specialize more in EWAR than Assault.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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One Eyed King
Land of the BIind
4675
|
Posted - 2014.10.09 17:37:00 -
[39] - Quote
Magnus Amadeuss wrote:One Eyed King wrote:I can't get behind anything that will make all scouts visible even when they are making a significant sacrifice to max their dampening. Especially when the only sacrifice the Gal Logi needs to scan them is carry a single piece of equipment.
I don't mind the concept of giving assaults and logis a reason to use EWAR. That is reasonable. Shared passives need to go, and the great majority of players will agree on that.
As a minja, who was not able to play Alpha to Charlie because of EWAR changes that negated my role completely, I cannot get behind any math that doesn't enable a scout to be invisible with significant sacrifice. A scanned scout is a dead scout, period.
If this is intended as a fix for tanked scouts, there are much more precise measures to do so without obliterating all other scouts roles too. See I think this is part of the problem. Thinking that a non-specialized suit should be able to defeat a specialized suit at its own game. Minmatar scout is NOT a dampening SPECIALIZED suit. The Gallente/Caldari scouts are. The Gallente logi is a SPECIALIZED scanning suit. It SHOULD be able to scan a minmatar/amarr scouts, given adequate skill investment and equipment. If you look at the interplay here, all scouts can always defeat the active scans of other non-specialized suits, but to beat the specialized suit you need to bring a specialized suit of your own. That's the way balance works. I am totally open to discussing changes in the individual scanners (like the Creodon Flux is just stupid), but like I said, that should be in a different thread. Why do you think a a non-specialized suit should be able to defeat a specialized suit? EDIT: Now if you were to suggest that the person scanning (i.e. lets say a galllogi) should light up on the scout's tacnet when scanned, I would say thats a good idea and makes sense, but I am not sure that is possible without a client update. Specialized suits should have advantages, but for balance reasons they shouldn't completely negate a role.
Minmatar suits are CQC assassins and hackers. You cannot do either if all a Gal Logi has to do is pull out a Focused Scanner, which takes all of an EQ slot and a bit of SP, while a Minja had to level up Dampening and Hacking, not to mention Electronics and Engineering for fitting reasons.
Squishy suits cannot have a role on the battlefield so long as the current Tacnet system is in place if they are scanned, regardless of whether they have a special dampening bonus or not.
Just because Amarr suits have a specialization for armor doesn't mean that all other brands of Sentinal should not be able to tank armor.
In the same way, Minmatar have to make an extreme fitting sacrifice in order to be invisible, as things currently stand, and MUST have the proto cloak active. This is reasonable. It is still a significant sacrifice compared to only needing the 1 piece of EQ that the Gal Logi can use, but it enables us to hack and knife. Its Active Scanner vs Active Dampener. It works.
Your current system would render useless the suit, just as Alpha had.
Any system that negates the role of an entire suit is not a balanced system.
You can always tell a Millford Minja
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Vesta Opalus
Kang Lo Holding
45
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Posted - 2014.10.09 17:43:00 -
[40] - Quote
One Eyed King wrote:I can't get behind anything that will make all scouts visible even when they are making a significant sacrifice to max their dampening. Especially when the only sacrifice the Gal Logi needs to scan them is carry a single piece of equipment.
I don't mind the concept of giving assaults and logis a reason to use EWAR. That is reasonable. Shared passives need to go, and the great majority of players will agree on that.
As a minja, who was not able to play Alpha to Charlie because of EWAR changes that negated my role completely, I cannot get behind any math that doesn't enable a scout to be invisible with significant sacrifice. A scanned scout is a dead scout, period.
If this is intended as a fix for tanked scouts, there are much more precise measures to do so without obliterating all other scouts roles too.
All scouts should be visible at some point, otherwise how do we stop the ninja shotgun bs that ruins games when someone uses it?
Do you like having someone running around who cant be seen or detected in any way who can also one shot the vast majority of suits?
Do you think its fair or good gameplay that the only "counter" to invisible one shotting scouts is to also run a damped scout and depend on dumb luck for him to run into your vision before you run into his? Then half the time when he does run into your vision your own weapons fire makes it very likely that he can evade you just due to weapon flash making the stupidly variable cloak effect practically invisible for long enough for him to slip away?
Also that "sacrifice" dampening/cloaking suits make is no sacrifice at all. You are sacrificing survivability for MORE SURVIVABILITY. That's not a sacrifice, its an investment.
Also I disagree that passive scans shouldnt be shared. Passive scan fits actually sacrifice a great deal more than damp fits, because they can be easily detected by anyone and have very low hp values at the same time. Passive scans can frequently be outdpsed and out healthed by comparable dampening suits.
The all or nothing EWAR we have now is the real reason we cant balance EWAR right now, if you see my post above thats an actual workable fix that puts a mechanics based counter to shotgun cloakers and at the same time gives damp/cloak scouts the ability to minimize the vulnerability the precision counter inflicts on them.
I want to emphasize that there is NO COUNTER to a scout using cloaks and dampeners in the game right now that isnt using the same fit and depending on dumb luck. |
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Fox Gaden
Immortal Guides
4527
|
Posted - 2014.10.09 17:45:00 -
[41] - Quote
I agree that Passive Scans should not be shared on the Tac-Net.
However, I think visual scans should be shared. When you aim near an enemy (enough to get their health bar to display) their position should be shared on the Tac-Net, and it should continue to be shared until you lose visual contact. This would allow Scouts to more actively play their GÇ£ScoutGÇ¥ role, by pointing their weapon at enemies to let their squad know the enemyGÇÖs position. It would also give Snipers back their over-watch role.
Active scanners should be shared. Now that we got rid of the 360 scans, I think that should work.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vell0cet
Vengeance Unbound Dark Taboo
2353
|
Posted - 2014.10.09 17:48:00 -
[42] - Quote
Fox Gaden wrote:[quote=BL4CKST4R]Further to your suggestion, I think Logi should specialize more in EWAR than Assault.
I respectfully disagree. Assaults should be decent at Ewar with passive scans, while Logi should use scanners for Ewar. This helps distinguish Assaults from Commandos, gives Assaults the option to fit some Ewar instead of just buffer, and allows the Logi to use equipment to support the team with Ewar.
Best PvE idea ever!
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Fox Gaden
Immortal Guides
4527
|
Posted - 2014.10.09 17:55:00 -
[43] - Quote
Vell0cet wrote:Fox Gaden wrote:Further to your suggestion, I think Logi should specialize more in EWAR than Assault.
I respectfully disagree. Assaults should be decent at Ewar with passive scans, while Logi should use scanners for Ewar. This helps distinguish Assaults from Commandos, gives Assaults the option to fit some Ewar instead of just buffer, and allows the Logi to use equipment to support the team with Ewar. Yeah, as I read further through the thread I changed my mind on that too. Logi should be better at sharing information (squad support) but Assaults should be at least as good, if not better, at sensing (hunting). I think I would like to see all logi get a small boost to the active scanner, with the Gallente having a bigger bonus. (Actually I feel the same about all 4 racial equipment bonuses, but that is off topic.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4528
|
Posted - 2014.10.09 18:36:00 -
[44] - Quote
I like the suggestion of having your Profile be modified by distance. So the farther away someone is the lower their profile is.
Then having a higher Precision means you can see people from farther away, and having a lower Profile means you can get closer before you are spotted.
Then it would not be a binary relationship of being detected or not being detected.
Having a lower Profile would always mean you can get closer, and having a higher Precision would always mean being able to see farther. But those advantages would be relative. Being able to get 5 m closer without being sensed might mean you can get within 3m or a Sentinel, while at the same time meaning you can get within 20m of an Amarr Scout.
It would mean that every Profile Dampener, every level of the Profile Dampening Skill, every Precision Enhancer, and every level of the Precision skill would give you a benefit against every suit. It would no longer be that they see you or donGÇÖt see you, it would be a question of when they see you as you approach them.
(Credit to Vesta Opalus)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4528
|
Posted - 2014.10.09 18:50:00 -
[45] - Quote
Magnus Amadeuss wrote:One Eyed King wrote:I can't get behind anything that will make all scouts visible even when they are making a significant sacrifice to max their dampening. Especially when the only sacrifice the Gal Logi needs to scan them is carry a single piece of equipment.
I don't mind the concept of giving assaults and logis a reason to use EWAR. That is reasonable. Shared passives need to go, and the great majority of players will agree on that.
As a minja, who was not able to play Alpha to Charlie because of EWAR changes that negated my role completely, I cannot get behind any math that doesn't enable a scout to be invisible with significant sacrifice. A scanned scout is a dead scout, period.
If this is intended as a fix for tanked scouts, there are much more precise measures to do so without obliterating all other scouts roles too. See I think this is part of the problem. Thinking that a non-specialized suit should be able to defeat a specialized suit at its own game. Minmatar scout is NOT a dampening SPECIALIZED suit. The Gallente/Caldari scouts are. The Gallente logi is a SPECIALIZED scanning suit. It SHOULD be able to scan a minmatar/amarr scouts, given adequate skill investment and equipment. If you look at the interplay here, all scouts can always defeat the active scans of other non-specialized suits, but to beat the specialized suit you need to bring a specialized suit of your own. That's the way balance works. I am totally open to discussing changes in the individual scanners (like the Creodon Flux is just stupid), but like I said, that should be in a different thread. Why do you think a a non-specialized suit should be able to defeat a specialized suit? EDIT: Now if you were to suggest that the person scanning (i.e. lets say a galllogi) should light up on the scout's tacnet when scanned, I would say thats a good idea and makes sense, but I am not sure that is possible without a client update. I think he means that his Nova Knifing Minmatar Scout was not able to sneak up on a Sentinel if there happened to be another Scout in the area. His specialized suit was rendered useless. Now if he was complaining about not being able to sneak up on a Caldari or Amarr Scout suit, then you would have a point.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Iron Toast
Tronhadar Free Guard Minmatar Republic
7
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Posted - 2014.10.09 19:52:00 -
[46] - Quote
Magnus Amadeuss wrote:
Oh and one last thing, for this to work cloaks should give no dampening bonus. It actually never made sense why they would do any but INCREASE your profile anyway.
Just a crazy idea - what if cloaks had their current reduction while active but drastically increased profile during cooldown? |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
81
|
Posted - 2014.10.09 20:24:00 -
[47] - Quote
Fox Gaden wrote:I agree that Passive Scans should not be shared on the Tac-Net.
However, I think visual scans should be shared. When you aim near an enemy (enough to get their health bar to display) their position should be shared on the Tac-Net, and it should continue to be shared until you lose visual contact. This would allow Scouts to more actively play their GÇ£ScoutGÇ¥ role, by pointing their weapon at enemies to let their squad know the enemyGÇÖs position. It would also give Snipers back their over-watch role.
Active scanners should be shared. Now that we got rid of the 360 scans, I think that should work.
I am for passive scans sharing with the squad, but I have to say, this is the best compromise I've ever heard suggested. Love it. |
Varoth Drac
Vengeance Unbound Dark Taboo
250
|
Posted - 2014.10.09 20:29:00 -
[48] - Quote
Making scout wear skills dependant on fitting mods would do a lot to fix things. This is an idea that CCP has previously supported.
For example, if Gallente scouts replaced their precision bonus to a bonus to precision enhancers, an assault suit with one dampener could avoid Gallente scout scans unless they run precision mods. Precision modded Gallente scouts are rare as they only have a minor bonus to it and generally shield extenders are much more useful in their limited high slots.
Congratulations, an easy way to counter the most common type of scout on the field.
If the same was done to all scout dampening and precision bonuses it would do a lot to improve balance:
Amarr only really make good of their precision bonus by using precision mods so not much change there, Gallente and Caldari scout would have to sacrifice tank to maintain their edge in dampening, Assaults could easily avoid passive scans from common scout fits, Caldari scout's amazing scan range would only be accessible with the use of some of their limited low slots, forcing them to sacrifice dampening or armour,
A scout that really wants to be the EWAR McDaddy would be forced to sacrifice significant tank to do it (kind of like now but without shortcuts).
The important thing is though, assaults and logis would be able to counter scout EWAR by fitting a dampener. Unless the scout sacrifices tank to fit precision, which would (in my opinion) remain rare, allowing smart assaults to be more viable vs scouts. |
Jathniel
G I A N T
1182
|
Posted - 2014.10.09 20:33:00 -
[49] - Quote
After reading the rest of the thread, I see what you're trying to accomplish but I still think the premise is wrong. I see what you're saying about the logi and assault suits detecting or not, but you're not allowing for a margin of difference. As it stands with your numbers, any scout not running skill level 5 precision or dampening is as good as dead, and any logi/assault not running skill level 5 isn't any better off than they are now. With your numbers, players would get no return on their SP investment until it's actually maxed. Current EWAR, is balanced in such a way that stealth and detection are viable as soon as the initial investment is made in the Scout suit. (EWAR is otherwise fine for medium suits vs. medium suits.)
How can you say that EWAR is broken for requiring a Scout suit? That's like saying CQC is broken because Heavies are better in a rumble. The anomoly that I actually see with Scouts is shotgun spam. Knives are not used nearly as much. But Scouts with shotguns are even knocking Heavies out of their element with the spam.
With your numbers, sharing ewar with medium suits is what will happen (remember the large margin of varying Scan levels), and that will render ALL Scouts but the Gal scout obsolete (although the Cal scout will still be useful for scan range and squad sharing capability).
Speaking in favor of squad share, this feature helps make scouts desirable to have in your squad, and this is why dampening trumps precision. Because so much scanning is encouraged, only the scouts should be able to bypass it, it is their role. It is good this way.
Again, the big problem is Gallente Shotgun scouts running about with impunity. There is NO risk for them, with ZERO detection. The danger should not come from a sweeping change to scan and profile values. A simple guaranteed detection zone, on SHARED vision, will be enough. No more than 3 meters in radius around every suit. Getting the kill in close quarters should get you detected by the victims buddies who are literally RIGHT THERE; this will force scouts to be more sneaky, going for isolated or smaller groups more often.
As for your point on non-specialized vs. specialized suits... Remember, the gal logi is a specialized MEDIUM suit. Meaning it's specialization is vs. medium suits. Which is very good. All Scouts are specialized stealth suits... and within the Scout suits are specialized suits designed to face them.
Squad share is a good thing. This is a feature, not an imbalance. I like it in Dust, and I want to make sure it is in Legion. It rewards teamwork, it is better than verbal communication for relaying an enemies position, and it works especially well with line-of-sight detection. Do not dismiss that as being unfair. We want to encourage teamwork in the game. Scouts are a vital part of maximizing squad shared vision, and it ensures that the bonuses of EWAR that a Scout has, are shared with the other suits.
if we get rid of squad share, Scouts will become lone-wolf suits, with little to no reason to have in squad. I LIKE seeing my squad improve in combat performance because they are aware of hostile positions on their radar. If the other side, comes to a firefight blind, that is THEIR fault. Why should a team that is making use of every tool and feature available to them, be prevented from using it, because someone else is too hard-headed to do the same?
This is fundamentally wrong.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Varoth Drac
Vengeance Unbound Dark Taboo
250
|
Posted - 2014.10.09 20:38:00 -
[50] - Quote
Or, in the case where my previous post makes little difference you could do this:
Reduce the alpha of shotguns. Do this by:
Reduce damage Increase range Increase rate of fire Increase clip size Increase reload speed
Bonus effects:
Shotguns viable on assaults Nova Knives take their rightful place as the sneaky assassin weapon of choice.
Extra note:
Anyone that wants to nerf nova knives can (commence ban evasion) receive a stern telling off and mild humiliation on the internet. |
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Boot Booter
Pure Evil. Capital Punishment.
932
|
Posted - 2014.10.09 22:14:00 -
[51] - Quote
EWar will never be balanced until it stops functioning as a wallhack.
Scouts will never be balanced until their regen is reduced.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1906
|
Posted - 2014.10.09 22:32:00 -
[52] - Quote
Why not just make the shotgun **** in between each shot? We already have the animation (its at the end of the reload animation)
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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TEC N9ne
Vengeance Unbound Dark Taboo
1
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Posted - 2014.10.09 23:12:00 -
[53] - Quote
You do realize that removing the shared passive scans would completely remove the purpose of having AK.0 and CK.0 scouts in a PC at all, you would then have the skillpoints that I spent into my scout suit rendered useless.
What up all
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poison Diego
Vengeance Unbound Dark Taboo
454
|
Posted - 2014.10.09 23:24:00 -
[54] - Quote
Removing the shared passive scan will remove the role of both the amarr and caldari scouts and sounds really ridiculous. The amarr will become utterly useless once more, especially if you are talking about that assaults should see scouts with some pathetic precision enhancers.
I give up
R.I.P ADS
getting more proficiency in the shotgun so I can kill every single f*ck I see using swarmlauncher
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One Eyed King
Land of the BIind
4678
|
Posted - 2014.10.10 01:23:00 -
[55] - Quote
Vesta Opalus wrote: All scouts should be visible at some point, otherwise how do we stop the ninja shotgun bs that ruins games when someone uses it?
Do you like having someone running around who cant be seen or detected in any way who can also one shot the vast majority of suits?
Do you think its fair or good gameplay that the only "counter" to invisible one shotting scouts is to also run a damped scout and depend on dumb luck for him to run into your vision before you run into his? Then half the time when he does run into your vision your own weapons fire makes it very likely that he can evade you just due to weapon flash making the stupidly variable cloak effect practically invisible for long enough for him to slip away?
Also that "sacrifice" dampening/cloaking suits make is no sacrifice at all. You are sacrificing survivability for MORE SURVIVABILITY. That's not a sacrifice, its an investment.
Also I disagree that passive scans shouldnt be shared. Passive scan fits actually sacrifice a great deal more than damp fits, because they can be easily detected by anyone and have very low hp values at the same time. Passive scans can frequently be outdpsed and out healthed by comparable dampening suits.
The all or nothing EWAR we have now is the real reason we cant balance EWAR right now, if you see my post above thats an actual workable fix that puts a mechanics based counter to shotgun cloakers and at the same time gives damp/cloak scouts the ability to minimize the vulnerability the precision counter inflicts on them.
I want to emphasize that there is NO COUNTER to a scout using cloaks and dampeners in the game right now that isnt using the same fit and depending on dumb luck.
A running cloaked scout is visible. Period. They may be less visible, but they are visible, especially in darker settings where they glow. Plus, cloaks have a timer, and require at least 50% of that timer to be full in order to use the cloak.
There are many more counters than having to run another scout. An HMG heavy would be a prime example. They can't be one shoted, they simply turn after the first shot, and spray the HMG, and that is one dead scout.
Squads are another way. That shotgun scout is going to be much less successful when encountering a group because it is very likely a team member will see the scout before they are even able to get off a shot, even while cloaked (you know, with their eyes, because those should matter as much if not more than the tacnet). If not, then that shotgun blast and a dead red will be readily apparent. That equals a dead scout.
Jumping and backpeddaling is also a good counter. That shotgun only has a limited range. After the first shot, jumping while backing up and using whatever light weapon you choose is a good way to kill the scout before they can get off a second shot.
PLCs and MDs are great because of their splash damage, which given a dampened scouts HP is rather effective.
If that shotgun scout has enough HP that they would easily survive an attack, then they are not so dampened that they can't be scanned, or they are awfully slow.
If scouts were that OP, PC would be full of them instead of heavy/logi combos. But in PC, that is the meta, because that is much more powerful.
TL:DR There are lots of counters, your eyes and being conscientious enough to check out your flanks and back are just two. Not to mention working with others, and heavies.
If there are any fixes to be done, focusing the bonuses to modules is a good idea, as is doubling the speed penalty on armor plates for scouts. Making all scouts assault lights is not an answer to the problem.
You can always tell a Millford Minja
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1060
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Posted - 2014.10.10 01:56:00 -
[56] - Quote
As long as i can put 2-3 damps on my gal scout and not be seen im good with the changes
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2504
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Posted - 2014.10.10 03:05:00 -
[57] - Quote
Your blatant stupidity and lack of knowledge on how to balance anything as well as your bias towards politically nerfing scouts to even more useless than they were before they got buffed is not only frustrating, but is, quite simply, painful to read.
You are a prime example of why it helps to have some historical or any kind of knowledge whatsoever about this game before you post.
"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
2504
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Posted - 2014.10.10 03:06:00 -
[58] - Quote
Varoth Drac wrote:Or, in the case where my previous post makes little difference you could do this:
Reduce the alpha of shotguns. Do this by:
Reduce damage Increase range Increase rate of fire Increase clip size Increase reload speed
Bonus effects:
Shotguns viable on assaults Nova Knives take their rightful place as the sneaky assassin weapon of choice.
Extra note:
Anyone that wants to nerf nova knives can (commence ban evasion) receive a stern telling off and mild humiliation on the internet. You understand this would be OP AF right..?
The only thing balancing the SG right now is that after the first shot or two it becomes useless
"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
2504
|
Posted - 2014.10.10 03:25:00 -
[59] - Quote
All scouts are EWAR specialized suits, and thus should be the masters of eWAR in almost every way.
Sentinels are CQC combat specialized suits, and thus should be the masters of CQC combat in almost every way.
Assaults are mid range skirmishing specialized suits, with the versatility to go from mid range to long range to short range at a moments notice, and the excel at this in almost every way.
Logis are support specialized suits and thus should be the masters of support in almost every way.
Commandos are suppression specialists and thus should be the masters of suppression in almost every way
"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
2504
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Posted - 2014.10.10 03:28:00 -
[60] - Quote
Dampening is a scout thing. You obviously haven't been around very long, but the old bonus used to be 5% dampening as the ROLE bonus.
Scouts should not have to sacrifice much at a maximum level to dodge scans. Thats something that assaults and heavies should have to do because they have more HP and more offensive oriented bonuses.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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