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killertojo42
Trevor Philips Enterprises
68
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Posted - 2014.10.17 15:49:00 -
[1] - Quote
Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended
When walking on the battlefield i stand alone
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Raptor Princess
ALLOTEC INC
50
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Posted - 2014.10.17 16:31:00 -
[2] - Quote
And snipers using scout suits will need to be more sneaky about where they hide too! I like it! |
killertojo42
Trevor Philips Enterprises
68
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Posted - 2014.10.17 17:32:00 -
[3] - Quote
I think I need to progress this idea, many scouts stack HP especially proto scouts and since they move faster and hide from other classes scans they can assault better than assaults still but if you cause all their stealth bonuses to be negated when they HP stack then assaults can do assaulting the best
When walking on the battlefield i stand alone
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DEZKA DIABLO
THE FOOTCLAN
718
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Posted - 2014.10.17 20:09:00 -
[4] - Quote
Buff assault ewar, quit whinning nerf this and dat and fix da real problem, med suits are blind!
DONT EVER COMPLAIN, USE CAPS LOCK OR POINT OUT WHAT BROKEN WITH OUR GAME OR WE WILL DEFINITELY BAN YOUR ASS FOR 6 MONTHS
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killertojo42
Trevor Philips Enterprises
68
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Posted - 2014.10.17 22:55:00 -
[5] - Quote
DEZKA DIABLO wrote:Buff assault ewar, quit whinning nerf this and dat and fix da real problem, med suits are blind! It's not even a nerf, it doesn't nerf the class, any suit, do anything to its bonuses and if you ran dampeners the effects could be negated in this instance, if you want to run assault get the suit
When walking on the battlefield i stand alone
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killertojo42
Trevor Philips Enterprises
68
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Posted - 2014.10.17 22:57:00 -
[6] - Quote
It's to eliminate assault scouts and full on HP tanking of scouts not kill actual scouts
When walking on the battlefield i stand alone
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grubiest Snake
Stratigec Assualt Squad
0
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Posted - 2014.10.18 00:31:00 -
[7] - Quote
Good idea |
Sylwester Dziewiecki
Interregnum.
395
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Posted - 2014.10.18 01:23:00 -
[8] - Quote
killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended If scouts are really so powerful why don't you skill one, and complain about something else on forums? Why there is such a belief on forum that scout have to be weaker class?
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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killertojo42
Trevor Philips Enterprises
68
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Posted - 2014.10.18 01:46:00 -
[9] - Quote
Sylwester Dziewiecki wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended If scouts are really so powerful why don't you skill one, and complain about something else on forums? Why there is such a belief on forum that scout have to be weaker class? I did, the minmataar scout and so if you say it's supposed to be the weakest scout you just destroyed your own argument and second they assault more than scout, they aren't supposed to be a frontline fit that cloaks to avoid majority of fire as it closes the distance by rushing through open areas at you and your team mates and it's only possible by its HP stacking without any negative downsides to ewar, just like assaults have to choose between more HP, damage, and/or a biotic upgrade to get in and out of situation more effectively and yes I mix any or all 3 at any given time
When walking on the battlefield i stand alone
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Leadfoot10
Molon Labe. General Tso's Alliance
1738
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Posted - 2014.10.18 01:58:00 -
[10] - Quote
Sylwester Dziewiecki wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended If scouts are really so powerful why don't you skill one, and complain about something else on forums? Why there is such a belief on forum that scout have to be weaker class?
I have two scouts...
It's not that they have to be the weaker class, however I don't think they should be the strongest either. |
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
96
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Posted - 2014.10.18 03:04:00 -
[11] - Quote
Well I did small calculations and I like this idea, but to make them less tankier I think armor/shield mods should be done in percentages. A Amarr scout has about 180 armor I believe. At complex, armor mod would give 100% armor, doubling its armor to about 360 for 1 complex mod. Now greatly increase its pg/cpu so that it will be hard to stack them. Adv should give 75% which would give that scout (180GÇó1.75=315) about 315. A std would give it about 270. This is using armor mods on a scout. Let's see how it would look on other dropsuits. Note-using Amarr as they have the most armor. Heavy 700ish proto 700GÇó2= 1400 armor. Adv 700GÇó1.75=1225. Std 700GÇó1.50=1050 Assault 400ish proto 400GÇó2=800. Adv 400GÇó1.75=700. Std 400GÇó1.50=600 After doing this, I see that these numbers are big so percentage would have to be lowered. But my point was to show how a percentage based plate would distinguish each role. The heavies will be tankers. The scouts will be glass. The assaults/logis are in between. I also feel that this could be good on shields too. It could encourageshield tanking.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
96
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Posted - 2014.10.18 03:08:00 -
[12] - Quote
And just an fyi, I'm a proto gal scout. I don't take tho, to expensive.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Magnus Amadeuss
Bragian Order Amarr Empire
1189
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Posted - 2014.10.18 04:16:00 -
[13] - Quote
killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended This is actually quite clever. Alters nothing in the game at all beside just adding a stat to a few modules, but could be quite interesting if anyone wants to do the math?
I also like the % HP modules as well, only three module in this game are based upon absolute values, and those are armor plates, shield extenders, and armor reps. It would raise TTK by the same percentage across all suits, rather than double-triple it on some and then add 50% on others.
EWAR tool
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killertojo42
Trevor Philips Enterprises
71
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Posted - 2014.10.18 07:18:00 -
[14] - Quote
Magnus Amadeuss wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended This is actually quite clever. Alters nothing in the game at all beside just adding a stat to a few modules, but could be quite interesting if anyone wants to do the math? I also like the % HP modules as well, only three module in this game are based upon absolute values, and those are armor plates, shield extenders, and armor reps. It would raise TTK by the same percentage across all suits, rather than double-triple it on some and then add 50% on others. Well I haven't quite figured proper numbers yet, just wanted to put the idea out to let it get tossed around a bit and also am tired of the buff/nerf game so I thought of this as a work around to effect an obviously OP class at this time in the game without killing any class or race or favor anyone, it won't hurt any skill anyone used SP on or hurt the scouts themselves, it would just fairly curve against assault scouts
When walking on the battlefield i stand alone
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Jebus McKing
lol Proto
790
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Posted - 2014.10.18 07:48:00 -
[15] - Quote
killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended No.
This will only make it harder to hide from scans for everyone. Buffing scans MUST NOT be the solution to nerf scouts because it affects every other suit as well.
Also Rattati already confirmed that the cloak will get a negative precision bonus and maybe assaults a profile buff. So let's wait and see how things turn out and if scout still is too good then we can make more changes.
DUST514 is love // @JebusMcKing
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NAMINE PAOPU
yoshi's story of the tittie sprinkles
11
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Posted - 2014.10.18 07:59:00 -
[16] - Quote
I think it's a good idea because it's fair and not unfair because its kinda ridiculous how a gal adv. scout is running a combat rifle with a cloak dancing around and sees if they dont have a chance they just run away with cloak and sneak up behind,same with a cal scout with a cloak and plasma cannon or again combat rifle
i mean it doesnt affect us to where we need to ask for a respect atleast
swallow failure and shit success
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killertojo42
Trevor Philips Enterprises
75
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Posted - 2014.10.18 08:00:00 -
[17] - Quote
Assaults and heavies don't care if they get scanned anyway including me, plus most of them don't have any SP in Ewar so it makes no sense to touch it for said classes and anything else but this will probably just kill scouts
When walking on the battlefield i stand alone
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Jebus McKing
lol Proto
790
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Posted - 2014.10.18 09:43:00 -
[18] - Quote
killertojo42 wrote:Assaults and heavies don't care if they get scanned anyway including me, plus most of them don't have any SP in Ewar so it makes no sense to touch it for said classes and anything else but this will probably just kill scouts I have 3 Assault suits and all EWAR skills on 5. I care if I get scanned and I want a buff to assaults damps, not scans.
Scans are even more of a crutch than cloaks. Scans need a nerf, not a buff.
DUST514 is love // @JebusMcKing
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Raptor Princess
ALLOTEC INC
52
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Posted - 2014.10.18 13:03:00 -
[19] - Quote
Jebus McKing wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended No. This will only make it harder to hide from scans for everyone. Buffing scans MUST NOT be the solution to nerf scouts because it affects every other suit as well. Also Rattati already confirmed that the cloak will get a negative precision bonus and maybe assaults a profile buff. So let's wait and see how things turn out and if scout still is too good then we can make more changes.
A negative precision bonus doesn't stop scouts being able to stack shields and armour while still being unscannable. This isn't about precision, it's about stopping scouts being so low-risk. |
Varoth Drac
Vengeance Unbound Dark Taboo
291
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Posted - 2014.10.18 14:03:00 -
[20] - Quote
I was actually thinking about this recently. If scouts need nerfing, beyond the proposed cloak nerfs, it would be best to nerf their ability to tank.
You could add profile in the following way:
Shields and armour, Basic +0% profile, Advanced +5% profile, Complex + 10% profile.
This would go for reactive and ferrorscale plates aswell.
Now, this is a pretty massive nerf, but I don't like how the game encourages scouts to use hp mods. Maybe make these drawbacks only affect scouts. Only problem I can think of would be it may encourage precison mod stacking which might ruin stealth gameplay.
Obviously this should only be used if scouts need more nerfing. I just think it is much better to address scout tanking rather than nerf the things that make scouts unique and fun such as movement and EWAR/stealth.
Maybe swap armour profile drawback for more severe scout-only movement restrictions.
I kind of agree that nerfing profile is not that good a solution though. Making shield extenders reduce scanning ability doesn't really seem to make sense though. I don't know. |
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Varoth Drac
Vengeance Unbound Dark Taboo
291
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Posted - 2014.10.18 14:09:00 -
[21] - Quote
Raptor Princess wrote:Jebus McKing wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended No. This will only make it harder to hide from scans for everyone. Buffing scans MUST NOT be the solution to nerf scouts because it affects every other suit as well. Also Rattati already confirmed that the cloak will get a negative precision bonus and maybe assaults a profile buff. So let's wait and see how things turn out and if scout still is too good then we can make more changes. A negative precision bonus doesn't stop scouts being able to stack shields and armour while still being unscannable. This isn't about precision, it's about stopping scouts being so low-risk.
Reducing scanning ability increases risk. Firstly because awareness through scanning is an important defence mechanism for scouts, aswell as an offensive weapon.
Also it would encourage decloaking to scan, which obviously increases risk by not being cloaked. |
Jebus McKing
lol Proto
791
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Posted - 2014.10.18 15:03:00 -
[22] - Quote
Raptor Princess wrote:Jebus McKing wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended No. This will only make it harder to hide from scans for everyone. Buffing scans MUST NOT be the solution to nerf scouts because it affects every other suit as well. Also Rattati already confirmed that the cloak will get a negative precision bonus and maybe assaults a profile buff. So let's wait and see how things turn out and if scout still is too good then we can make more changes. A negative precision bonus doesn't stop scouts being able to stack shields and armour while still being unscannable. This isn't about precision, it's about stopping scouts being so low-risk. Being unscannable has little to do with low-risk. Even if nobody can see you you still risk stumbling into a threat.
Being able to see anyone who might be a threat on the other hand has a lot to do with low-risk. High HP scouts that have limited scanning abilities are less of a threat than low HP scouts with incredible scanning. The problem is scan range and precision and not high HP.
My scout fitting has ~450 eHP, which I would consider relatively low HP (as low HP as starter fits), but due to my 60m scan range and due to the fact that assaults hardly want/can hide from scans my KD for this week is at ~9, because I can simply avoid trouble so easily. And that has to become harder by enabling more suits to hide from scans effectively.
DUST514 is love // @JebusMcKing
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2192
|
Posted - 2014.10.18 15:15:00 -
[23] - Quote
Armor increasing your profile is silly, though maybe having a scaling movement penalty for armor would be better.
Light frames get 150% of the penalty associated with the plates Medium frames get 100% of the penalty associated with the plates Heavy frames get 50% of the penalty associated with the plates
I've been a supporter of Shields increasing your profile since closed beta.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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killertojo42
Trevor Philips Enterprises
76
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Posted - 2014.10.18 16:38:00 -
[24] - Quote
A higher movement penalty makes a lot of sense too, I like it but it would also effect the rest of the classes because they would need to adjust for each class to be fair plus there is ferroscale plates and I would hate to butcher a very widely used module just to hurt assault scouting, I love the idea though just in practice I'm uncertain about its unintended concequences
When walking on the battlefield i stand alone
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Skullmiser Vulcansu
153
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Posted - 2014.10.26 20:57:00 -
[25] - Quote
I think that scouts have too low their base profile and scan precision. As it is, they only need to use profile dampeners and precision enhancers to compete with other scouts. If their base profile and precision was five or ten points higher, then maybe they would use more electronic warfare modules, and less hit point modules. Prior to 1.8, their profile and scanning precision were more reasonable, but still the best.
If this game was fun, I wouldn't be playing it.
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CeeJ Mantis
Mantodea MC
64
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Posted - 2014.10.26 22:10:00 -
[26] - Quote
OR, we can just increase scout scan profile by 5db so that people can run scanners or precision amps to see them. Then they need to run damps to hide well. Scouts need HP mods. About 2 or 3 in my opinion, as it drastically improves their survivability. They brick out because they can get away with it. IF you increase their profile to 40 so that it is still the lowest of all suits, then they can be scanned out, and will need ewar skills and modules to survive, but not make them so paper thin that they only way to get by is shotguns and REs. At 40, scouts can see each other by default. If you buffed all suits but scouts precision by 5db, then they can also get passive scans and run ewar as a means to combat scouts. Logis would be as good as scouts (without the heavy range, but also without cloak fields). They could be picked up by scanners so that assaults and commandos can pick them up, and cloak can be used as a temporary means to evade ewar, and encourage fitting better cloaks for a better bonus.
Rather than trying to overhaul the entire system, or introduce an extra exception for scouts, incentivize them to be more hidden. Then when you get killed by a scout, you can spawn in with a scanner. Or run with a logi who can passively pick them up. If they brick out, then they will be less tanky than assaults of similar level, and won't be able to hide very well from scanners. I prefer this idea instead.
Or perhaps look at cloak mechanics, or other general ewar changes, like making solid walls reduce scan precision by a bit, (like 5db) so that you can hide from them a bit easier, and so when a scout hides, around a corner, they are less able to detect without precision. Improve ewar for other classes so they can invest in passive scanning without making it worse. Maybe change the range skill so it isn't so powerful, and instead buff the base range of suits. Maybe 25%, and make range base range Scout 24 (30 at max), Logi 20 (25 at max), assault 16 (20 at max) and heavy 12 (16 at max). Then scouts aren't the only ewar suit, and every suit can benefit from ewar mods.
I prefer adjusting numbers that fix the scout's inherent unscannability, so that they have more appealing options than brick out. Seems like a better fix to me.
Longest plasma cannon kill: 236.45m
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One Eyed King
Land of the BIind
5035
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Posted - 2014.10.26 22:32:00 -
[27] - Quote
CeeJ Mantis wrote: I prefer adjusting numbers that fix the scout's inherent unscannability, so that they have more appealing options than brick out. Seems like a better fix to me.
Scouts already have to sacrifice a lot (save for Gallente) in order to remain truly unscannable (you have to remember the Gal Logi bonus), the numbers have to be this way.
IF you make them scannable, with no way to hide, their is no reason for them not to brick tank. Without the benefits of EWAR, HP tanking is the ONLY recourse.
This will do one of two things:
1) This will mean more tanked scouts, lots more, tons more.
2) This will likely mean the return to irrelevance of the scout role, as there would be ZERO incentive to run them over medium frames.
We already saw something similar with Alpha. Once the cloak dampening was taken away, and Minamatar and Amarr scouts could not avoid scans, you saw next to zero Minmatar and Amarr scouts, particularly in competitive environments.
There is a much EASIER and less destructive way of encouraging EWAR over HP, and that is to remove passive EWAR bonuses and focus them on modules so scouts have to use modules slots they would have used for HP to dampen.
You can always tell a Millford Minja
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jace silencerww
Second-Nature
64
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Posted - 2014.10.26 22:39:00 -
[28] - Quote
all ccp has to do is this to cut down the scouts to real scouts again. this would help with ewar as well on scouts too. read it all the way though please. 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. but this was before Cpt McReady came up with this.
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 & proto cloak 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. at least 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 on those 3 points. the only bonus that would be hurt by this is the Minnie nova knife damage. but if ccp willing to they could come out with the other racial knives and give the racial nk damage to each one. so then the Minnie could get a new bonus to a module like the others.
Magnus Amadeuss wrote: I am with you on alot of that. I totally agree we should normalize the damps/enhancers to ewither 20/20 or 25/25 I fully agree that we should normalize scout profile/scan to 40/40 I also think switching to module based bonuses would probably be enough in that circumstance.... but (you knew there was a but) The minmatar scout will still be left out in the cold. The caldari/gallente scouts will still be the best, thisis the reason why I think it really should be 1 EWAR bonus MAX per scout suit. I also think if minmatar do not get an ewar bonus, they should get 39/39 profile/dampening versus 40/40. This makes them slightly (and I do mean slighty) below base passive scan and above base passive damp. It at least involves them in the EWAR battle.
jace silencerww wrote: agree that is why if ccp moved them to modules. the Minnie bonuses could be to hacking and to kin cats vs ewar. if not then why not give them as you said a slightly lower natural scan profile and scan precision 39/39. but a lot of the Minnie scouts want to keep the nk damage and I agree that what the Minnie are good at. |
MINA Longstrike
Kirjuun Heiian
1448
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Posted - 2014.10.26 22:39:00 -
[29] - Quote
You shouldn't be 100% invisible all the time. Right now there are too many advantages to being a scout for not enough meaningful disadvantages.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Skullmiser Vulcansu
153
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Posted - 2014.10.26 22:40:00 -
[30] - Quote
One Eyed King wrote: Scouts already have to sacrifice a lot (save for Gallente) in order to remain truly unscannable (you have to remember the Gal Logi bonus), the numbers have to be this way.
IF you make them scannable, with no way to hide, their is no reason for them not to brick tank. Without the benefits of EWAR, HP tanking is the ONLY recourse.
This will do one of two things:
1) This will mean more tanked scouts, lots more, tons more.
2) This will likely mean the return to irrelevance of the scout role, as there would be ZERO incentive to run them over medium frames.
We already saw something similar with Alpha. Once the cloak dampening was taken away, and Minamatar and Amarr scouts could not avoid scans, you saw next to zero Minmatar and Amarr scouts, particularly in competitive environments.
There is a much EASIER and less destructive way of encouraging EWAR over HP, and that is to remove passive EWAR bonuses and focus them on modules so scouts have to use modules slots they would have used for HP to dampen.
I never see active scanners anymore, they don't last as long as they used to. As it is, even militia light frames with no dampening will evade advanced scans. If the dampening of scouts is reduced, and scouts continue to use nothing but armor and shields, then at least they will be more likely to be picked up on passive scans, and this play style will not have as great an advantage against assault suits'.
If this game was fun, I wouldn't be playing it.
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CeeJ Mantis
Mantodea MC
65
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Posted - 2014.10.26 22:42:00 -
[31] - Quote
One Eyed King wrote:CeeJ Mantis wrote: I prefer adjusting numbers that fix the scout's inherent unscannability, so that they have more appealing options than brick out. Seems like a better fix to me.
Scouts already have to sacrifice a lot (save for Gallente) in order to remain truly unscannable (you have to remember the Gal Logi bonus), the numbers have to be this way. IF you make them scannable, with no way to hide, their is no reason for them not to brick tank. Without the benefits of EWAR, HP tanking is the ONLY recourse. This will do one of two things: 1) This will mean more tanked scouts, lots more, tons more. 2) This will likely mean the return to irrelevance of the scout role, as there would be ZERO incentive to run them over medium frames. We already saw something similar with Alpha. Once the cloak dampening was taken away, and Minamatar and Amarr scouts could not avoid scans, you saw next to zero Minmatar and Amarr scouts, particularly in competitive environments. There is a much EASIER and less destructive way of encouraging EWAR over HP, and that is to remove passive EWAR bonuses and focus them on modules so scouts have to use modules slots they would have used for HP to dampen. You don't NEED to be literally unscannable to be a good scout. A Gal logi using 1 really good scanner scout be able to see stuff. That's the only thing they have going for them over other logis. Scouts now are so hard to scan. If they become easier to scan, then running 2 ewar mods and a cloak will be a more attractive option. Make cloaks have 5db better dampening so they can hide better, but not not all the time. Just while cloaked. These are just some ideas. There are better solutions to things besides making it stupid to fit only 1 or 2 hp mods. so you don't die.
Longest plasma cannon kill: 236.45m
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One Eyed King
Land of the BIind
5036
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Posted - 2014.10.26 23:03:00 -
[32] - Quote
CeeJ Mantis wrote: You don't NEED to be literally unscannable to be a good scout. A Gal logi using 1 really good scanner scout be able to see stuff. That's the only thing they have going for them over other logis. Scouts now are so hard to scan. If they become easier to scan, then running 2 ewar mods and a cloak will be a more attractive option. Make cloaks have 5db better dampening so they can hide better, but not not all the time. Just while cloaked. These are just some ideas. There are better solutions to things besides making it stupid to fit only 1 or 2 hp mods. so you don't die.
Yes, yes you do need to be unscannable, providing you make enough sacrifice. Otherwise, Minmatar and Amarr would not have had a problem between Alpha and Charlie, but they did. A huge problem. They were barely there. Even long time scouts who play a lot of PC were abandoning Minmatar because they could be scanned.
Otherwise, you are just talking HP in terms of advantages, and that simply isn't an option. If you are scanned and have 300 HP, vs scanned and 1000 HP, you are going to take the 1000 HP.
That isn't balanced, period.
You can always tell a Millford Minja
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JIAF-PR
99
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Posted - 2014.10.26 23:46:00 -
[33] - Quote
jace silencerww wrote: 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. but this was before Cpt McReady came up with this.
I didn't like the idea of remove the hack bonus (this is why I select MinScout), but I think the only thing the Minmatar need for have most competitive level in eWar is have a bonus of eWar (that damped bonus of 2% is a excelent example); 2 Scout with 2 bonus of eWar and 2 Scout with 3 bonus only 1 of eWar is more balance than what we have now.
I like the idea of change the actual bonus for a module bonus, but I think maybe this leaves behind the Minmatar again.
jace silencerww wrote:the fastest of the scouts with 11.12 (barely by 0.01, gall scout top sprint is 11.11) this is despicable
Sorry for my English, JIAF-PR
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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manboar thunder fist
Dead Man's Game RUST415
177
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Posted - 2014.10.26 23:50:00 -
[34] - Quote
In the same way that heavies can use snipers or rail rifles and mediums can use shotguns the scout is a variable and diverse role that does not cater to your thin shotgun dude guy stereotype.
Deal with it
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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DEZKA DIABLO
THE FOOTCLAN
724
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Posted - 2014.10.27 06:25:00 -
[35] - Quote
killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended So this is another clutch at straws situation to nerf scouts thats only gonna make fitting suits a complete pain in the ass unless they finally add your profile in your fittings next to your hp
DONT EVER COMPLAIN, USE CAPS LOCK OR POINT OUT WHAT BROKEN WITH OUR GAME OR WE WILL DEFINITELY BAN YOUR ASS FOR 6 MONTHS
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killertojo42
Trevor Philips Enterprises
77
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Posted - 2014.11.08 00:39:00 -
[36] - Quote
DEZKA DIABLO wrote:killertojo42 wrote:Make it so shield extenders and armor plates increase profile so assault scouts can't hide from scans and all other classes won't be really effected by this but it makes it so assaults can only do assault effectively and scouts have to play stealthily as intended So this is another clutch at straws situation to nerf scouts thats only gonna make fitting suits a complete pain in the ass unless they finally add your profile in your fittings next to your hp Must be a brick scout to call it a clutch at straws when i believe it's completely fair
When walking on the battlefield i stand alone
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DJINN Jecture
BurgezzE.T.F General Tso's Alliance
180
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Posted - 2014.11.08 07:10:00 -
[37] - Quote
MINA Longstrike wrote:You shouldn't be 100% invisible all the time. Right now there are too many advantages to being a scout for not enough meaningful disadvantages. Paper thin suits aren't enough for you dear? How about we revisit this idea when you run into a solo heavy (you in a scout suit) that sees you. Protoed scout a while back, and yes there are advantages but if anyone sees you and blows lightly you will generally die rather quickly. Putting plates and extenders on just means that you have a slower suit or are not using one of your other options like dps enhancements or scanning mods. Heck it makes sense to use speed mods to avoid bullets because a cloak only lasts for so long.
Please think about these things, it may be you are tackling fighting scouts in the wrong way.
For those of you suffering from not being able to see anything try using precision enhancers, I have complex ones and on my logi suit I see about 75% of scouts before they shotgun me, sometimes I even stop using my rep tool to shoot at them.
How long til this hits PC?
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